Hello GL2 Example▲
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**************************************************************************
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*/
#include
"glwidget.h"
#include <QMouseEvent>
#include <QOpenGLShaderProgram>
#include <QCoreApplication>
#include <math.h>
bool
GLWidget::
m_transparent =
false
;
GLWidget::
GLWidget(QWidget *
parent)
:
QOpenGLWidget(parent),
m_xRot(0
),
m_yRot(0
),
m_zRot(0
),
m_program(0
)
{
m_core =
QSurfaceFormat::
defaultFormat().profile() ==
QSurfaceFormat::
CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that
// support it, the widget will become transparent apart from the logo.
if
(m_transparent) {
QSurfaceFormat fmt =
format();
fmt.setAlphaBufferSize(8
);
setFormat(fmt);
}
}
GLWidget::
~
GLWidget()
{
cleanup();
}
QSize GLWidget::
minimumSizeHint() const
{
return
QSize(50
, 50
);
}
QSize GLWidget::
sizeHint() const
{
return
QSize(400
, 400
);
}
static
void
qNormalizeAngle(int
&
amp;angle)
{
while
(angle &
lt; 0
)
angle +=
360
*
16
;
while
(angle &
gt; 360
*
16
)
angle -=
360
*
16
;
}
void
GLWidget::
setXRotation(int
angle)
{
qNormalizeAngle(angle);
if
(angle !=
m_xRot) {
m_xRot =
angle;
emit xRotationChanged(angle);
update();
}
}
void
GLWidget::
setYRotation(int
angle)
{
qNormalizeAngle(angle);
if
(angle !=
m_yRot) {
m_yRot =
angle;
emit yRotationChanged(angle);
update();
}
}
void
GLWidget::
setZRotation(int
angle)
{
qNormalizeAngle(angle);
if
(angle !=
m_zRot) {
m_zRot =
angle;
emit zRotationChanged(angle);
update();
}
}
void
GLWidget::
cleanup()
{
if
(m_program ==
nullptr
)
return
;
makeCurrent();
m_logoVbo.destroy();
delete
m_program;
m_program =
0
;
doneCurrent();
}
static
const
char
*
vertexShaderSourceCore =
"#version 150
\n
"
"in vec4 vertex;
\n
"
"in vec3 normal;
\n
"
"out vec3 vert;
\n
"
"out vec3 vertNormal;
\n
"
"uniform mat4 projMatrix;
\n
"
"uniform mat4 mvMatrix;
\n
"
"uniform mat3 normalMatrix;
\n
"
"void main() {
\n
"
" vert = vertex.xyz;
\n
"
" vertNormal = normalMatrix * normal;
\n
"
" gl_Position = projMatrix * mvMatrix * vertex;
\n
"
"}
\n
"
;
static
const
char
*
fragmentShaderSourceCore =
"#version 150
\n
"
"in highp vec3 vert;
\n
"
"in highp vec3 vertNormal;
\n
"
"out highp vec4 fragColor;
\n
"
"uniform highp vec3 lightPos;
\n
"
"void main() {
\n
"
" highp vec3 L = normalize(lightPos - vert);
\n
"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);
\n
"
" highp vec3 color = vec3(0.39, 1.0, 0.0);
\n
"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
\n
"
" fragColor = vec4(col, 1.0);
\n
"
"}
\n
"
;
static
const
char
*
vertexShaderSource =
"attribute vec4 vertex;
\n
"
"attribute vec3 normal;
\n
"
"varying vec3 vert;
\n
"
"varying vec3 vertNormal;
\n
"
"uniform mat4 projMatrix;
\n
"
"uniform mat4 mvMatrix;
\n
"
"uniform mat3 normalMatrix;
\n
"
"void main() {
\n
"
" vert = vertex.xyz;
\n
"
" vertNormal = normalMatrix * normal;
\n
"
" gl_Position = projMatrix * mvMatrix * vertex;
\n
"
"}
\n
"
;
static
const
char
*
fragmentShaderSource =
"varying highp vec3 vert;
\n
"
"varying highp vec3 vertNormal;
\n
"
"uniform highp vec3 lightPos;
\n
"
"void main() {
\n
"
" highp vec3 L = normalize(lightPos - vert);
\n
"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);
\n
"
" highp vec3 color = vec3(0.39, 1.0, 0.0);
\n
"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
\n
"
" gl_FragColor = vec4(col, 1.0);
\n
"
"}
\n
"
;
void
GLWidget::
initializeGL()
{
// In this example the widget's corresponding top-level window can change
// several times during the widget's lifetime. Whenever this happens, the
// QOpenGLWidget's associated context is destroyed and a new one is created.
// Therefore we have to be prepared to clean up the resources on the
// aboutToBeDestroyed() signal, instead of the destructor. The emission of
// the signal will be followed by an invocation of initializeGL() where we
// can recreate all resources.
connect(context(), &
amp;QOpenGLContext::
aboutToBeDestroyed, this
, &
amp;GLWidget::
cleanup);
initializeOpenGLFunctions();
glClearColor(0
, 0
, 0
, m_transparent ? 0
: 1
);
m_program =
new
QOpenGLShaderProgram;
m_program-&
gt;addShaderFromSourceCode(QOpenGLShader::
Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
m_program-&
gt;addShaderFromSourceCode(QOpenGLShader::
Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
m_program-&
gt;bindAttributeLocation("vertex"
, 0
);
m_program-&
gt;bindAttributeLocation("normal"
, 1
);
m_program-&
gt;link();
m_program-&
gt;bind();
m_projMatrixLoc =
m_program-&
gt;uniformLocation("projMatrix"
);
m_mvMatrixLoc =
m_program-&
gt;uniformLocation("mvMatrix"
);
m_normalMatrixLoc =
m_program-&
gt;uniformLocation("normalMatrix"
);
m_lightPosLoc =
m_program-&
gt;uniformLocation("lightPos"
);
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
// implementations this is optional and support may not be present
// at all. Nonetheless the below code works in all cases and makes
// sure there is a VAO when one is needed.
m_vao.create();
QOpenGLVertexArrayObject::
Binder vaoBinder(&
amp;m_vao);
// Setup our vertex buffer object.
m_logoVbo.create();
m_logoVbo.bind();
m_logoVbo.allocate(m_logo.constData(), m_logo.count() *
sizeof
(GLfloat));
// Store the vertex attribute bindings for the program.
setupVertexAttribs();
// Our camera never changes in this example.
m_camera.setToIdentity();
m_camera.translate(0
, 0
, -
1
);
// Light position is fixed.
m_program-&
gt;setUniformValue(m_lightPosLoc, QVector3D(0
, 0
, 70
));
m_program-&
gt;release();
}
void
GLWidget::
setupVertexAttribs()
{
m_logoVbo.bind();
QOpenGLFunctions *
f =
QOpenGLContext::
currentContext()-&
gt;functions();
f-&
gt;glEnableVertexAttribArray(0
);
f-&
gt;glEnableVertexAttribArray(1
);
f-&
gt;glVertexAttribPointer(0
, 3
, GL_FLOAT, GL_FALSE, 6
*
sizeof
(GLfloat), 0
);
f-&
gt;glVertexAttribPointer(1
, 3
, GL_FLOAT, GL_FALSE, 6
*
sizeof
(GLfloat), reinterpret_cast
&
lt;void
*&
gt;(3
*
sizeof
(GLfloat)));
m_logoVbo.release();
}
void
GLWidget::
paintGL()
{
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_world.setToIdentity();
m_world.rotate(180.0
f -
(m_xRot /
16.0
f), 1
, 0
, 0
);
m_world.rotate(m_yRot /
16.0
f, 0
, 1
, 0
);
m_world.rotate(m_zRot /
16.0
f, 0
, 0
, 1
);
QOpenGLVertexArrayObject::
Binder vaoBinder(&
amp;m_vao);
m_program-&
gt;bind();
m_program-&
gt;setUniformValue(m_projMatrixLoc, m_proj);
m_program-&
gt;setUniformValue(m_mvMatrixLoc, m_camera *
m_world);
QMatrix3x3 normalMatrix =
m_world.normalMatrix();
m_program-&
gt;setUniformValue(m_normalMatrixLoc, normalMatrix);
glDrawArrays(GL_TRIANGLES, 0
, m_logo.vertexCount());
m_program-&
gt;release();
}
void
GLWidget::
resizeGL(int
w, int
h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0
f, GLfloat(w) /
h, 0.01
f, 100.0
f);
}
void
GLWidget::
mousePressEvent(QMouseEvent *
event)
{
m_lastPos =
event-&
gt;pos();
}
void
GLWidget::
mouseMoveEvent(QMouseEvent *
event)
{
int
dx =
event-&
gt;x() -
m_lastPos.x();
int
dy =
event-&
gt;y() -
m_lastPos.y();
if
(event-&
gt;buttons() &
amp; Qt::
LeftButton) {
setXRotation(m_xRot +
8
*
dy);
setYRotation(m_yRot +
8
*
dx);
}
else
if
(event-&
gt;buttons() &
amp; Qt::
RightButton) {
setXRotation(m_xRot +
8
*
dy);
setZRotation(m_zRot +
8
*
dx);
}
m_lastPos =
event-&
gt;pos();
}