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 | ** $QT_BEGIN_LICENSE:BSD$ |
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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 | |