| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. | 
| 4 | ** Contact: https://www.qt.io/licensing/ | 
| 5 | ** | 
| 6 | ** This file is part of the examples of the Qt Toolkit. | 
| 7 | ** | 
| 8 | ** $QT_BEGIN_LICENSE:BSD$ | 
| 9 | ** Commercial License Usage | 
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. | 
| 16 | ** | 
| 17 | ** BSD License Usage | 
| 18 | ** Alternatively, you may use this file under the terms of the BSD license | 
| 19 | ** as follows: | 
| 20 | ** | 
| 21 | ** "Redistribution and use in source and binary forms, with or without | 
| 22 | ** modification, are permitted provided that the following conditions are | 
| 23 | ** met: | 
| 24 | **   * Redistributions of source code must retain the above copyright | 
| 25 | **     notice, this list of conditions and the following disclaimer. | 
| 26 | **   * Redistributions in binary form must reproduce the above copyright | 
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| 28 | **     the documentation and/or other materials provided with the | 
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| 30 | **   * Neither the name of The Qt Company Ltd nor the names of its | 
| 31 | **     contributors may be used to endorse or promote products derived | 
| 32 | **     from this software without specific prior written permission. | 
| 33 | ** | 
| 34 | ** | 
| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | 
| 36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | 
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| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." | 
| 46 | ** | 
| 47 | ** $QT_END_LICENSE$ | 
| 48 | ** | 
| 49 | ****************************************************************************/ | 
| 50 |  | 
| 51 | #include "glwidget.h" | 
| 52 | #include <QMouseEvent> | 
| 53 | #include <QOpenGLShaderProgram> | 
| 54 | #include <QCoreApplication> | 
| 55 | #include <math.h> | 
| 56 |  | 
| 57 | bool GLWidget::m_transparent = false; | 
| 58 |  | 
| 59 | GLWidget::GLWidget(QWidget *parent) | 
| 60 |     : QOpenGLWidget(parent) | 
| 61 | { | 
| 62 |     m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile; | 
| 63 |     // --transparent causes the clear color to be transparent. Therefore, on systems that | 
| 64 |     // support it, the widget will become transparent apart from the logo. | 
| 65 |     if (m_transparent) { | 
| 66 |         QSurfaceFormat fmt = format(); | 
| 67 |         fmt.setAlphaBufferSize(8); | 
| 68 |         setFormat(fmt); | 
| 69 |     } | 
| 70 | } | 
| 71 |  | 
| 72 | GLWidget::~GLWidget() | 
| 73 | { | 
| 74 |     cleanup(); | 
| 75 | } | 
| 76 |  | 
| 77 | QSize GLWidget::minimumSizeHint() const | 
| 78 | { | 
| 79 |     return QSize(50, 50); | 
| 80 | } | 
| 81 |  | 
| 82 | QSize GLWidget::sizeHint() const | 
| 83 | { | 
| 84 |     return QSize(400, 400); | 
| 85 | } | 
| 86 |  | 
| 87 | static void qNormalizeAngle(int &angle) | 
| 88 | { | 
| 89 |     while (angle < 0) | 
| 90 |         angle += 360 * 16; | 
| 91 |     while (angle > 360 * 16) | 
| 92 |         angle -= 360 * 16; | 
| 93 | } | 
| 94 |  | 
| 95 | void GLWidget::setXRotation(int angle) | 
| 96 | { | 
| 97 |     qNormalizeAngle(angle); | 
| 98 |     if (angle != m_xRot) { | 
| 99 |         m_xRot = angle; | 
| 100 |         emit xRotationChanged(angle); | 
| 101 |         update(); | 
| 102 |     } | 
| 103 | } | 
| 104 |  | 
| 105 | void GLWidget::setYRotation(int angle) | 
| 106 | { | 
| 107 |     qNormalizeAngle(angle); | 
| 108 |     if (angle != m_yRot) { | 
| 109 |         m_yRot = angle; | 
| 110 |         emit yRotationChanged(angle); | 
| 111 |         update(); | 
| 112 |     } | 
| 113 | } | 
| 114 |  | 
| 115 | void GLWidget::setZRotation(int angle) | 
| 116 | { | 
| 117 |     qNormalizeAngle(angle); | 
| 118 |     if (angle != m_zRot) { | 
| 119 |         m_zRot = angle; | 
| 120 |         emit zRotationChanged(angle); | 
| 121 |         update(); | 
| 122 |     } | 
| 123 | } | 
| 124 |  | 
| 125 | void GLWidget::cleanup() | 
| 126 | { | 
| 127 |     if (m_program == nullptr) | 
| 128 |         return; | 
| 129 |     makeCurrent(); | 
| 130 |     m_logoVbo.destroy(); | 
| 131 |     delete m_program; | 
| 132 |     m_program = nullptr; | 
| 133 |     doneCurrent(); | 
| 134 | } | 
| 135 |  | 
| 136 | static const char *vertexShaderSourceCore = | 
| 137 |     "#version 150\n"  | 
| 138 |     "in vec4 vertex;\n"  | 
| 139 |     "in vec3 normal;\n"  | 
| 140 |     "out vec3 vert;\n"  | 
| 141 |     "out vec3 vertNormal;\n"  | 
| 142 |     "uniform mat4 projMatrix;\n"  | 
| 143 |     "uniform mat4 mvMatrix;\n"  | 
| 144 |     "uniform mat3 normalMatrix;\n"  | 
| 145 |     "void main() {\n"  | 
| 146 |     "   vert = vertex.xyz;\n"  | 
| 147 |     "   vertNormal = normalMatrix * normal;\n"  | 
| 148 |     "   gl_Position = projMatrix * mvMatrix * vertex;\n"  | 
| 149 |     "}\n" ; | 
| 150 |  | 
| 151 | static const char *fragmentShaderSourceCore = | 
| 152 |     "#version 150\n"  | 
| 153 |     "in highp vec3 vert;\n"  | 
| 154 |     "in highp vec3 vertNormal;\n"  | 
| 155 |     "out highp vec4 fragColor;\n"  | 
| 156 |     "uniform highp vec3 lightPos;\n"  | 
| 157 |     "void main() {\n"  | 
| 158 |     "   highp vec3 L = normalize(lightPos - vert);\n"  | 
| 159 |     "   highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"  | 
| 160 |     "   highp vec3 color = vec3(0.39, 1.0, 0.0);\n"  | 
| 161 |     "   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"  | 
| 162 |     "   fragColor = vec4(col, 1.0);\n"  | 
| 163 |     "}\n" ; | 
| 164 |  | 
| 165 | static const char *vertexShaderSource = | 
| 166 |     "attribute vec4 vertex;\n"  | 
| 167 |     "attribute vec3 normal;\n"  | 
| 168 |     "varying vec3 vert;\n"  | 
| 169 |     "varying vec3 vertNormal;\n"  | 
| 170 |     "uniform mat4 projMatrix;\n"  | 
| 171 |     "uniform mat4 mvMatrix;\n"  | 
| 172 |     "uniform mat3 normalMatrix;\n"  | 
| 173 |     "void main() {\n"  | 
| 174 |     "   vert = vertex.xyz;\n"  | 
| 175 |     "   vertNormal = normalMatrix * normal;\n"  | 
| 176 |     "   gl_Position = projMatrix * mvMatrix * vertex;\n"  | 
| 177 |     "}\n" ; | 
| 178 |  | 
| 179 | static const char *fragmentShaderSource = | 
| 180 |     "varying highp vec3 vert;\n"  | 
| 181 |     "varying highp vec3 vertNormal;\n"  | 
| 182 |     "uniform highp vec3 lightPos;\n"  | 
| 183 |     "void main() {\n"  | 
| 184 |     "   highp vec3 L = normalize(lightPos - vert);\n"  | 
| 185 |     "   highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"  | 
| 186 |     "   highp vec3 color = vec3(0.39, 1.0, 0.0);\n"  | 
| 187 |     "   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"  | 
| 188 |     "   gl_FragColor = vec4(col, 1.0);\n"  | 
| 189 |     "}\n" ; | 
| 190 |  | 
| 191 | void GLWidget::initializeGL() | 
| 192 | { | 
| 193 |     // In this example the widget's corresponding top-level window can change | 
| 194 |     // several times during the widget's lifetime. Whenever this happens, the | 
| 195 |     // QOpenGLWidget's associated context is destroyed and a new one is created. | 
| 196 |     // Therefore we have to be prepared to clean up the resources on the | 
| 197 |     // aboutToBeDestroyed() signal, instead of the destructor. The emission of | 
| 198 |     // the signal will be followed by an invocation of initializeGL() where we | 
| 199 |     // can recreate all resources. | 
| 200 |     connect(sender: context(), signal: &QOpenGLContext::aboutToBeDestroyed, receiver: this, slot: &GLWidget::cleanup); | 
| 201 |  | 
| 202 |     initializeOpenGLFunctions(); | 
| 203 |     glClearColor(red: 0, green: 0, blue: 0, alpha: m_transparent ? 0 : 1); | 
| 204 |  | 
| 205 |     m_program = new QOpenGLShaderProgram; | 
| 206 |     m_program->addShaderFromSourceCode(type: QOpenGLShader::Vertex, source: m_core ? vertexShaderSourceCore : vertexShaderSource); | 
| 207 |     m_program->addShaderFromSourceCode(type: QOpenGLShader::Fragment, source: m_core ? fragmentShaderSourceCore : fragmentShaderSource); | 
| 208 |     m_program->bindAttributeLocation(name: "vertex" , location: 0); | 
| 209 |     m_program->bindAttributeLocation(name: "normal" , location: 1); | 
| 210 |     m_program->link(); | 
| 211 |  | 
| 212 |     m_program->bind(); | 
| 213 |     m_projMatrixLoc = m_program->uniformLocation(name: "projMatrix" ); | 
| 214 |     m_mvMatrixLoc = m_program->uniformLocation(name: "mvMatrix" ); | 
| 215 |     m_normalMatrixLoc = m_program->uniformLocation(name: "normalMatrix" ); | 
| 216 |     m_lightPosLoc = m_program->uniformLocation(name: "lightPos" ); | 
| 217 |  | 
| 218 |     // Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x | 
| 219 |     // implementations this is optional and support may not be present | 
| 220 |     // at all. Nonetheless the below code works in all cases and makes | 
| 221 |     // sure there is a VAO when one is needed. | 
| 222 |     m_vao.create(); | 
| 223 |     QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); | 
| 224 |  | 
| 225 |     // Setup our vertex buffer object. | 
| 226 |     m_logoVbo.create(); | 
| 227 |     m_logoVbo.bind(); | 
| 228 |     m_logoVbo.allocate(data: m_logo.constData(), count: m_logo.count() * sizeof(GLfloat)); | 
| 229 |  | 
| 230 |     // Store the vertex attribute bindings for the program. | 
| 231 |     setupVertexAttribs(); | 
| 232 |  | 
| 233 |     // Our camera never changes in this example. | 
| 234 |     m_camera.setToIdentity(); | 
| 235 |     m_camera.translate(x: 0, y: 0, z: -1); | 
| 236 |  | 
| 237 |     // Light position is fixed. | 
| 238 |     m_program->setUniformValue(location: m_lightPosLoc, value: QVector3D(0, 0, 70)); | 
| 239 |  | 
| 240 |     m_program->release(); | 
| 241 | } | 
| 242 |  | 
| 243 | void GLWidget::setupVertexAttribs() | 
| 244 | { | 
| 245 |     m_logoVbo.bind(); | 
| 246 |     QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | 
| 247 |     f->glEnableVertexAttribArray(index: 0); | 
| 248 |     f->glEnableVertexAttribArray(index: 1); | 
| 249 |     f->glVertexAttribPointer(indx: 0, size: 3, GL_FLOAT, GL_FALSE, stride: 6 * sizeof(GLfloat), | 
| 250 |                              ptr: nullptr); | 
| 251 |     f->glVertexAttribPointer(indx: 1, size: 3, GL_FLOAT, GL_FALSE, stride: 6 * sizeof(GLfloat), | 
| 252 |                              ptr: reinterpret_cast<void *>(3 * sizeof(GLfloat))); | 
| 253 |     m_logoVbo.release(); | 
| 254 | } | 
| 255 |  | 
| 256 | void GLWidget::paintGL() | 
| 257 | { | 
| 258 |     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
| 259 |     glEnable(GL_DEPTH_TEST); | 
| 260 |     glEnable(GL_CULL_FACE); | 
| 261 |  | 
| 262 |     m_world.setToIdentity(); | 
| 263 |     m_world.rotate(angle: 180.0f - (m_xRot / 16.0f), x: 1, y: 0, z: 0); | 
| 264 |     m_world.rotate(angle: m_yRot / 16.0f, x: 0, y: 1, z: 0); | 
| 265 |     m_world.rotate(angle: m_zRot / 16.0f, x: 0, y: 0, z: 1); | 
| 266 |  | 
| 267 |     QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); | 
| 268 |     m_program->bind(); | 
| 269 |     m_program->setUniformValue(location: m_projMatrixLoc, value: m_proj); | 
| 270 |     m_program->setUniformValue(location: m_mvMatrixLoc, value: m_camera * m_world); | 
| 271 |     QMatrix3x3 normalMatrix = m_world.normalMatrix(); | 
| 272 |     m_program->setUniformValue(location: m_normalMatrixLoc, value: normalMatrix); | 
| 273 |  | 
| 274 |     glDrawArrays(GL_TRIANGLES, first: 0, count: m_logo.vertexCount()); | 
| 275 |  | 
| 276 |     m_program->release(); | 
| 277 | } | 
| 278 |  | 
| 279 | void GLWidget::resizeGL(int w, int h) | 
| 280 | { | 
| 281 |     m_proj.setToIdentity(); | 
| 282 |     m_proj.perspective(verticalAngle: 45.0f, aspectRatio: GLfloat(w) / h, nearPlane: 0.01f, farPlane: 100.0f); | 
| 283 | } | 
| 284 |  | 
| 285 | void GLWidget::mousePressEvent(QMouseEvent *event) | 
| 286 | { | 
| 287 |     m_lastPos = event->pos(); | 
| 288 | } | 
| 289 |  | 
| 290 | void GLWidget::mouseMoveEvent(QMouseEvent *event) | 
| 291 | { | 
| 292 |     int dx = event->x() - m_lastPos.x(); | 
| 293 |     int dy = event->y() - m_lastPos.y(); | 
| 294 |  | 
| 295 |     if (event->buttons() & Qt::LeftButton) { | 
| 296 |         setXRotation(m_xRot + 8 * dy); | 
| 297 |         setYRotation(m_yRot + 8 * dx); | 
| 298 |     } else if (event->buttons() & Qt::RightButton) { | 
| 299 |         setXRotation(m_xRot + 8 * dy); | 
| 300 |         setZRotation(m_zRot + 8 * dx); | 
| 301 |     } | 
| 302 |     m_lastPos = event->pos(); | 
| 303 | } | 
| 304 |  |