| 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 |  |