| 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 |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 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 |
| 27 | ** notice, this list of conditions and the following disclaimer in |
| 28 | ** the documentation and/or other materials provided with the |
| 29 | ** distribution. |
| 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 |
| 37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 39 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 40 | ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 41 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 42 | ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 43 | ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "glwindow.h" |
| 52 | #include <QImage> |
| 53 | #include <QOpenGLTexture> |
| 54 | #include <QOpenGLShaderProgram> |
| 55 | #include <QOpenGLBuffer> |
| 56 | #include <QOpenGLContext> |
| 57 | #include <QOpenGLVertexArrayObject> |
| 58 | #include <QOpenGLExtraFunctions> |
| 59 | #include <QPropertyAnimation> |
| 60 | #include <QSequentialAnimationGroup> |
| 61 | #include <QTimer> |
| 62 | |
| 63 | GLWindow::GLWindow() |
| 64 | { |
| 65 | m_world.setToIdentity(); |
| 66 | m_world.translate(x: 0, y: 0, z: -1); |
| 67 | m_world.rotate(angle: 180, x: 1, y: 0, z: 0); |
| 68 | |
| 69 | QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this); |
| 70 | animGroup->setLoopCount(-1); |
| 71 | QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z" )); |
| 72 | zAnim0->setStartValue(1.5f); |
| 73 | zAnim0->setEndValue(10.0f); |
| 74 | zAnim0->setDuration(2000); |
| 75 | animGroup->addAnimation(animation: zAnim0); |
| 76 | QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z" )); |
| 77 | zAnim1->setStartValue(10.0f); |
| 78 | zAnim1->setEndValue(50.0f); |
| 79 | zAnim1->setDuration(4000); |
| 80 | zAnim1->setEasingCurve(QEasingCurve::OutElastic); |
| 81 | animGroup->addAnimation(animation: zAnim1); |
| 82 | QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z" )); |
| 83 | zAnim2->setStartValue(50.0f); |
| 84 | zAnim2->setEndValue(1.5f); |
| 85 | zAnim2->setDuration(2000); |
| 86 | animGroup->addAnimation(animation: zAnim2); |
| 87 | animGroup->start(); |
| 88 | |
| 89 | QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r" )); |
| 90 | rAnim->setStartValue(0.0f); |
| 91 | rAnim->setEndValue(360.0f); |
| 92 | rAnim->setDuration(2000); |
| 93 | rAnim->setLoopCount(-1); |
| 94 | rAnim->start(); |
| 95 | |
| 96 | QTimer::singleShot(interval: 4000, receiver: this, slot: &GLWindow::startSecondStage); |
| 97 | } |
| 98 | |
| 99 | GLWindow::~GLWindow() |
| 100 | { |
| 101 | makeCurrent(); |
| 102 | delete m_texture; |
| 103 | delete m_program; |
| 104 | delete m_vbo; |
| 105 | delete m_vao; |
| 106 | } |
| 107 | |
| 108 | void GLWindow::startSecondStage() |
| 109 | { |
| 110 | QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2" )); |
| 111 | r2Anim->setStartValue(0.0f); |
| 112 | r2Anim->setEndValue(360.0f); |
| 113 | r2Anim->setDuration(20000); |
| 114 | r2Anim->setLoopCount(-1); |
| 115 | r2Anim->start(); |
| 116 | } |
| 117 | |
| 118 | void GLWindow::setZ(float v) |
| 119 | { |
| 120 | m_eye.setZ(v); |
| 121 | m_uniformsDirty = true; |
| 122 | update(); |
| 123 | } |
| 124 | |
| 125 | void GLWindow::setR(float v) |
| 126 | { |
| 127 | m_r = v; |
| 128 | m_uniformsDirty = true; |
| 129 | update(); |
| 130 | } |
| 131 | |
| 132 | void GLWindow::setR2(float v) |
| 133 | { |
| 134 | m_r2 = v; |
| 135 | m_uniformsDirty = true; |
| 136 | update(); |
| 137 | } |
| 138 | |
| 139 | static const char *vertexShaderSource = |
| 140 | "layout(location = 0) in vec4 vertex;\n" |
| 141 | "layout(location = 1) in vec3 normal;\n" |
| 142 | "out vec3 vert;\n" |
| 143 | "out vec3 vertNormal;\n" |
| 144 | "out vec3 color;\n" |
| 145 | "uniform mat4 projMatrix;\n" |
| 146 | "uniform mat4 camMatrix;\n" |
| 147 | "uniform mat4 worldMatrix;\n" |
| 148 | "uniform mat4 myMatrix;\n" |
| 149 | "uniform sampler2D sampler;\n" |
| 150 | "void main() {\n" |
| 151 | " ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n" |
| 152 | " vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n" |
| 153 | " float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n" |
| 154 | " mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n" |
| 155 | " color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n" |
| 156 | " vert = vec3(wm * vertex);\n" |
| 157 | " vertNormal = mat3(transpose(inverse(wm))) * normal;\n" |
| 158 | " gl_Position = projMatrix * camMatrix * wm * vertex;\n" |
| 159 | "}\n" ; |
| 160 | |
| 161 | static const char *fragmentShaderSource = |
| 162 | "in highp vec3 vert;\n" |
| 163 | "in highp vec3 vertNormal;\n" |
| 164 | "in highp vec3 color;\n" |
| 165 | "out highp vec4 fragColor;\n" |
| 166 | "uniform highp vec3 lightPos;\n" |
| 167 | "void main() {\n" |
| 168 | " highp vec3 L = normalize(lightPos - vert);\n" |
| 169 | " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" |
| 170 | " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" |
| 171 | " fragColor = vec4(col, 1.0);\n" |
| 172 | "}\n" ; |
| 173 | |
| 174 | QByteArray versionedShaderCode(const char *src) |
| 175 | { |
| 176 | QByteArray versionedSrc; |
| 177 | |
| 178 | if (QOpenGLContext::currentContext()->isOpenGLES()) |
| 179 | versionedSrc.append(QByteArrayLiteral("#version 300 es\n" )); |
| 180 | else |
| 181 | versionedSrc.append(QByteArrayLiteral("#version 330\n" )); |
| 182 | |
| 183 | versionedSrc.append(s: src); |
| 184 | return versionedSrc; |
| 185 | } |
| 186 | |
| 187 | void GLWindow::initializeGL() |
| 188 | { |
| 189 | QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| 190 | |
| 191 | QImage img(":/qtlogo.png" ); |
| 192 | Q_ASSERT(!img.isNull()); |
| 193 | delete m_texture; |
| 194 | m_texture = new QOpenGLTexture(img.scaled(w: 32, h: 36).mirrored()); |
| 195 | |
| 196 | delete m_program; |
| 197 | m_program = new QOpenGLShaderProgram; |
| 198 | // Prepend the correct version directive to the sources. The rest is the |
| 199 | // same, thanks to the common GLSL syntax. |
| 200 | m_program->addShaderFromSourceCode(type: QOpenGLShader::Vertex, source: versionedShaderCode(src: vertexShaderSource)); |
| 201 | m_program->addShaderFromSourceCode(type: QOpenGLShader::Fragment, source: versionedShaderCode(src: fragmentShaderSource)); |
| 202 | m_program->link(); |
| 203 | |
| 204 | m_projMatrixLoc = m_program->uniformLocation(name: "projMatrix" ); |
| 205 | m_camMatrixLoc = m_program->uniformLocation(name: "camMatrix" ); |
| 206 | m_worldMatrixLoc = m_program->uniformLocation(name: "worldMatrix" ); |
| 207 | m_myMatrixLoc = m_program->uniformLocation(name: "myMatrix" ); |
| 208 | m_lightPosLoc = m_program->uniformLocation(name: "lightPos" ); |
| 209 | |
| 210 | // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL. |
| 211 | delete m_vao; |
| 212 | m_vao = new QOpenGLVertexArrayObject; |
| 213 | if (m_vao->create()) |
| 214 | m_vao->bind(); |
| 215 | |
| 216 | m_program->bind(); |
| 217 | delete m_vbo; |
| 218 | m_vbo = new QOpenGLBuffer; |
| 219 | m_vbo->create(); |
| 220 | m_vbo->bind(); |
| 221 | m_vbo->allocate(data: m_logo.constData(), count: m_logo.count() * sizeof(GLfloat)); |
| 222 | f->glEnableVertexAttribArray(index: 0); |
| 223 | f->glEnableVertexAttribArray(index: 1); |
| 224 | f->glVertexAttribPointer(indx: 0, size: 3, GL_FLOAT, GL_FALSE, stride: 6 * sizeof(GLfloat), |
| 225 | ptr: nullptr); |
| 226 | f->glVertexAttribPointer(indx: 1, size: 3, GL_FLOAT, GL_FALSE, stride: 6 * sizeof(GLfloat), |
| 227 | ptr: reinterpret_cast<void *>(3 * sizeof(GLfloat))); |
| 228 | m_vbo->release(); |
| 229 | |
| 230 | f->glEnable(GL_DEPTH_TEST); |
| 231 | f->glEnable(GL_CULL_FACE); |
| 232 | } |
| 233 | |
| 234 | void GLWindow::resizeGL(int w, int h) |
| 235 | { |
| 236 | m_proj.setToIdentity(); |
| 237 | m_proj.perspective(verticalAngle: 45.0f, aspectRatio: GLfloat(w) / h, nearPlane: 0.01f, farPlane: 100.0f); |
| 238 | m_uniformsDirty = true; |
| 239 | } |
| 240 | |
| 241 | void GLWindow::paintGL() |
| 242 | { |
| 243 | // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to |
| 244 | // do more than what GL(ES) 2.0 offers. |
| 245 | QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions(); |
| 246 | |
| 247 | f->glClearColor(red: 0, green: 0, blue: 0, alpha: 1); |
| 248 | f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 249 | |
| 250 | m_program->bind(); |
| 251 | m_texture->bind(); |
| 252 | |
| 253 | if (m_uniformsDirty) { |
| 254 | m_uniformsDirty = false; |
| 255 | QMatrix4x4 camera; |
| 256 | camera.lookAt(eye: m_eye, center: m_eye + m_target, up: QVector3D(0, 1, 0)); |
| 257 | m_program->setUniformValue(location: m_projMatrixLoc, value: m_proj); |
| 258 | m_program->setUniformValue(location: m_camMatrixLoc, value: camera); |
| 259 | QMatrix4x4 wm = m_world; |
| 260 | wm.rotate(angle: m_r, x: 1, y: 1, z: 0); |
| 261 | m_program->setUniformValue(location: m_worldMatrixLoc, value: wm); |
| 262 | QMatrix4x4 mm; |
| 263 | mm.setToIdentity(); |
| 264 | mm.rotate(angle: -m_r2, x: 1, y: 0, z: 0); |
| 265 | m_program->setUniformValue(location: m_myMatrixLoc, value: mm); |
| 266 | m_program->setUniformValue(location: m_lightPosLoc, value: QVector3D(0, 0, 70)); |
| 267 | } |
| 268 | |
| 269 | // Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We |
| 270 | // requested a 3.3 or ES 3.0 context, so we know this will work. |
| 271 | f->glDrawArraysInstanced(GL_TRIANGLES, first: 0, count: m_logo.vertexCount(), instancecount: 32 * 36); |
| 272 | } |
| 273 | |