Cube OpenGL ES 2.0 example▲
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/**
**************************************************************************
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*/
#include
"mainwidget.h"
#include <QMouseEvent>
#include <math.h>
MainWidget::
MainWidget(QWidget *
parent) :
QOpenGLWidget(parent),
geometries(0
),
texture(0
),
angularSpeed(0
)
{
}
MainWidget::
~
MainWidget()
{
// Make sure the context is current when deleting the texture
// and the buffers.
makeCurrent();
delete
texture;
delete
geometries;
doneCurrent();
}
void
MainWidget::
mousePressEvent(QMouseEvent *
e)
{
// Save mouse press position
mousePressPosition =
QVector2D(e-&
gt;localPos());
}
void
MainWidget::
mouseReleaseEvent(QMouseEvent *
e)
{
// Mouse release position - mouse press position
QVector2D diff =
QVector2D(e-&
gt;localPos()) -
mousePressPosition;
// Rotation axis is perpendicular to the mouse position difference
// vector
QVector3D n =
QVector3D(diff.y(), diff.x(), 0.0
).normalized();
// Accelerate angular speed relative to the length of the mouse sweep
qreal acc =
diff.length() /
100.0
;
// Calculate new rotation axis as weighted sum
rotationAxis =
(rotationAxis *
angularSpeed +
n *
acc).normalized();
// Increase angular speed
angularSpeed +=
acc;
}
void
MainWidget::
timerEvent(QTimerEvent *
)
{
// Decrease angular speed (friction)
angularSpeed *=
0.99
;
// Stop rotation when speed goes below threshold
if
(angularSpeed &
lt; 0.01
) {
angularSpeed =
0.0
;
}
else
{
// Update rotation
rotation =
QQuaternion::
fromAxisAndAngle(rotationAxis, angularSpeed) *
rotation;
// Request an update
update();
}
}
void
MainWidget::
initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0
, 0
, 0
, 1
);
initShaders();
initTextures();
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
// Enable back face culling
glEnable(GL_CULL_FACE);
geometries =
new
GeometryEngine;
// Use QBasicTimer because its faster than QTimer
timer.start(12
, this
);
}
void
MainWidget::
initShaders()
{
// Compile vertex shader
if
(!
program.addShaderFromSourceFile(QOpenGLShader::
Vertex, ":/vshader.glsl"
))
close();
// Compile fragment shader
if
(!
program.addShaderFromSourceFile(QOpenGLShader::
Fragment, ":/fshader.glsl"
))
close();
// Link shader pipeline
if
(!
program.link())
close();
// Bind shader pipeline for use
if
(!
program.bind())
close();
}
void
MainWidget::
initTextures()
{
// Load cube.png image
texture =
new
QOpenGLTexture(QImage(":/cube.png"
).mirrored());
// Set nearest filtering mode for texture minification
texture-&
gt;setMinificationFilter(QOpenGLTexture::
Nearest);
// Set bilinear filtering mode for texture magnification
texture-&
gt;setMagnificationFilter(QOpenGLTexture::
Linear);
// Wrap texture coordinates by repeating
// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
texture-&
gt;setWrapMode(QOpenGLTexture::
Repeat);
}
void
MainWidget::
resizeGL(int
w, int
h)
{
// Calculate aspect ratio
qreal aspect =
qreal(w) /
qreal(h ? h : 1
);
// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
const
qreal zNear =
3.0
, zFar =
7.0
, fov =
45.0
;
// Reset projection
projection.setToIdentity();
// Set perspective projection
projection.perspective(fov, aspect, zNear, zFar);
}
void
MainWidget::
paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT);
texture-&
gt;bind();
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0
, 0.0
, -
5.0
);
matrix.rotate(rotation);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix"
, projection *
matrix);
// Use texture unit 0 which contains cube.png
program.setUniformValue("texture"
, 0
);
// Draw cube geometry
geometries-&
gt;drawCubeGeometry(&
amp;program);
}