OpenGL Window Example▲
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**************************************************************************
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*/
#include
"openglwindow.h"
#include <QtGui/QGuiApplication>
#include <QtGui/QMatrix4x4>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QScreen>
#include <QtCore/qmath.h>
class
TriangleWindow : public
OpenGLWindow
{
public
:
TriangleWindow();
void
initialize() override
;
void
render() override
;
private
:
GLuint m_posAttr;
GLuint m_colAttr;
GLuint m_matrixUniform;
QOpenGLShaderProgram *
m_program;
int
m_frame;
}
;
TriangleWindow::
TriangleWindow()
:
m_program(0
)
, m_frame(0
)
{
}
int
main(int
argc, char
**
argv)
{
QGuiApplication app(argc, argv);
QSurfaceFormat format;
format.setSamples(16
);
TriangleWindow window;
window.setFormat(format);
window.resize(640
, 480
);
window.show();
window.setAnimating(true
);
return
app.exec();
}
static
const
char
*
vertexShaderSource =
"attribute highp vec4 posAttr;
\n
"
"attribute lowp vec4 colAttr;
\n
"
"varying lowp vec4 col;
\n
"
"uniform highp mat4 matrix;
\n
"
"void main() {
\n
"
" col = colAttr;
\n
"
" gl_Position = matrix * posAttr;
\n
"
"}
\n
"
;
static
const
char
*
fragmentShaderSource =
"varying lowp vec4 col;
\n
"
"void main() {
\n
"
" gl_FragColor = col;
\n
"
"}
\n
"
;
void
TriangleWindow::
initialize()
{
m_program =
new
QOpenGLShaderProgram(this
);
m_program-&
gt;addShaderFromSourceCode(QOpenGLShader::
Vertex, vertexShaderSource);
m_program-&
gt;addShaderFromSourceCode(QOpenGLShader::
Fragment, fragmentShaderSource);
m_program-&
gt;link();
m_posAttr =
m_program-&
gt;attributeLocation("posAttr"
);
m_colAttr =
m_program-&
gt;attributeLocation("colAttr"
);
m_matrixUniform =
m_program-&
gt;uniformLocation("matrix"
);
}
void
TriangleWindow::
render()
{
const
qreal retinaScale =
devicePixelRatio();
glViewport(0
, 0
, width() *
retinaScale, height() *
retinaScale);
glClear(GL_COLOR_BUFFER_BIT);
m_program-&
gt;bind();
QMatrix4x4 matrix;
matrix.perspective(60.0
f, 4.0
f/
3.0
f, 0.1
f, 100.0
f);
matrix.translate(0
, 0
, -
2
);
matrix.rotate(100.0
f *
m_frame /
screen()-&
gt;refreshRate(), 0
, 1
, 0
);
m_program-&
gt;setUniformValue(m_matrixUniform, matrix);
GLfloat vertices[] =
{
0.0
f, 0.707
f,
-
0.5
f, -
0.5
f,
0.5
f, -
0.5
f
}
;
GLfloat colors[] =
{
1.0
f, 0.0
f, 0.0
f,
0.0
f, 1.0
f, 0.0
f,
0.0
f, 0.0
f, 1.0
f
}
;
glVertexAttribPointer(m_posAttr, 2
, GL_FLOAT, GL_FALSE, 0
, vertices);
glVertexAttribPointer(m_colAttr, 3
, GL_FLOAT, GL_FALSE, 0
, colors);
glEnableVertexAttribArray(0
);
glEnableVertexAttribArray(1
);
glDrawArrays(GL_TRIANGLES, 0
, 3
);
glDisableVertexAttribArray(1
);
glDisableVertexAttribArray(0
);
m_program-&
gt;release();
++
m_frame;
}