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| 6 | ** This file is part of the examples of the Qt Toolkit. |
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| 17 | ** BSD License Usage |
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| 19 | ** as follows: |
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| 21 | ** "Redistribution and use in source and binary forms, with or without |
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| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "logorenderer.h" |
| 52 | #include <QPainter> |
| 53 | #include <QPaintEngine> |
| 54 | #include <qmath.h> |
| 55 | |
| 56 | LogoRenderer::LogoRenderer() |
| 57 | { |
| 58 | } |
| 59 | |
| 60 | LogoRenderer::~LogoRenderer() |
| 61 | { |
| 62 | } |
| 63 | |
| 64 | |
| 65 | void LogoRenderer::paintQtLogo() |
| 66 | { |
| 67 | program1.enableAttributeArray(location: normalAttr1); |
| 68 | program1.enableAttributeArray(location: vertexAttr1); |
| 69 | program1.setAttributeArray(location: vertexAttr1, values: vertices.constData()); |
| 70 | program1.setAttributeArray(location: normalAttr1, values: normals.constData()); |
| 71 | glDrawArrays(GL_TRIANGLES, first: 0, count: vertices.size()); |
| 72 | program1.disableAttributeArray(location: normalAttr1); |
| 73 | program1.disableAttributeArray(location: vertexAttr1); |
| 74 | } |
| 75 | |
| 76 | |
| 77 | void LogoRenderer::initialize() |
| 78 | { |
| 79 | initializeOpenGLFunctions(); |
| 80 | |
| 81 | glClearColor(red: 0.1f, green: 0.1f, blue: 0.2f, alpha: 1.0f); |
| 82 | |
| 83 | const char *vsrc1 = |
| 84 | "attribute highp vec4 vertex;\n" |
| 85 | "attribute mediump vec3 normal;\n" |
| 86 | "uniform mediump mat4 matrix;\n" |
| 87 | "varying mediump vec4 color;\n" |
| 88 | "void main(void)\n" |
| 89 | "{\n" |
| 90 | " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
| 91 | " float angle = max(dot(normal, toLight), 0.0);\n" |
| 92 | " vec3 col = vec3(0.40, 1.0, 0.0);\n" |
| 93 | " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" |
| 94 | " color = clamp(color, 0.0, 1.0);\n" |
| 95 | " gl_Position = matrix * vertex;\n" |
| 96 | "}\n" ; |
| 97 | |
| 98 | const char *fsrc1 = |
| 99 | "varying mediump vec4 color;\n" |
| 100 | "void main(void)\n" |
| 101 | "{\n" |
| 102 | " gl_FragColor = color;\n" |
| 103 | "}\n" ; |
| 104 | |
| 105 | program1.addCacheableShaderFromSourceCode(type: QOpenGLShader::Vertex, source: vsrc1); |
| 106 | program1.addCacheableShaderFromSourceCode(type: QOpenGLShader::Fragment, source: fsrc1); |
| 107 | program1.link(); |
| 108 | |
| 109 | vertexAttr1 = program1.attributeLocation(name: "vertex" ); |
| 110 | normalAttr1 = program1.attributeLocation(name: "normal" ); |
| 111 | matrixUniform1 = program1.uniformLocation(name: "matrix" ); |
| 112 | |
| 113 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| 114 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| 115 | |
| 116 | m_fAngle = 0; |
| 117 | m_fScale = 1; |
| 118 | createGeometry(); |
| 119 | } |
| 120 | |
| 121 | void LogoRenderer::render() |
| 122 | { |
| 123 | glDepthMask(flag: true); |
| 124 | |
| 125 | glClearColor(red: 0.5f, green: 0.5f, blue: 0.7f, alpha: 1.0f); |
| 126 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 127 | |
| 128 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| 129 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| 130 | |
| 131 | glFrontFace(GL_CW); |
| 132 | glCullFace(GL_FRONT); |
| 133 | glEnable(GL_CULL_FACE); |
| 134 | glEnable(GL_DEPTH_TEST); |
| 135 | |
| 136 | QMatrix4x4 modelview; |
| 137 | modelview.rotate(angle: m_fAngle, x: 0.0f, y: 1.0f, z: 0.0f); |
| 138 | modelview.rotate(angle: m_fAngle, x: 1.0f, y: 0.0f, z: 0.0f); |
| 139 | modelview.rotate(angle: m_fAngle, x: 0.0f, y: 0.0f, z: 1.0f); |
| 140 | modelview.scale(factor: m_fScale); |
| 141 | modelview.translate(x: 0.0f, y: -0.2f, z: 0.0f); |
| 142 | |
| 143 | program1.bind(); |
| 144 | program1.setUniformValue(location: matrixUniform1, value: modelview); |
| 145 | paintQtLogo(); |
| 146 | program1.release(); |
| 147 | |
| 148 | glDisable(GL_DEPTH_TEST); |
| 149 | glDisable(GL_CULL_FACE); |
| 150 | |
| 151 | m_fAngle += 1.0f; |
| 152 | } |
| 153 | |
| 154 | void LogoRenderer::createGeometry() |
| 155 | { |
| 156 | vertices.clear(); |
| 157 | normals.clear(); |
| 158 | |
| 159 | qreal x1 = +0.06f; |
| 160 | qreal y1 = -0.14f; |
| 161 | qreal x2 = +0.14f; |
| 162 | qreal y2 = -0.06f; |
| 163 | qreal x3 = +0.08f; |
| 164 | qreal y3 = +0.00f; |
| 165 | qreal x4 = +0.30f; |
| 166 | qreal y4 = +0.22f; |
| 167 | |
| 168 | quad(x1, y1, x2, y2, x3: y2, y3: x2, x4: y1, y4: x1); |
| 169 | quad(x1: x3, y1: y3, x2: x4, y2: y4, x3: y4, y3: x4, x4: y3, y4: x3); |
| 170 | |
| 171 | extrude(x1, y1, x2, y2); |
| 172 | extrude(x1: x2, y1: y2, x2: y2, y2: x2); |
| 173 | extrude(x1: y2, y1: x2, x2: y1, y2: x1); |
| 174 | extrude(x1: y1, y1: x1, x2: x1, y2: y1); |
| 175 | extrude(x1: x3, y1: y3, x2: x4, y2: y4); |
| 176 | extrude(x1: x4, y1: y4, x2: y4, y2: x4); |
| 177 | extrude(x1: y4, y1: x4, x2: y3, y2: x3); |
| 178 | |
| 179 | const qreal Pi = M_PI; |
| 180 | const int NumSectors = 100; |
| 181 | |
| 182 | for (int i = 0; i < NumSectors; ++i) { |
| 183 | qreal angle1 = (i * 2 * Pi) / NumSectors; |
| 184 | qreal x5 = 0.30 * sin(x: angle1); |
| 185 | qreal y5 = 0.30 * cos(x: angle1); |
| 186 | qreal x6 = 0.20 * sin(x: angle1); |
| 187 | qreal y6 = 0.20 * cos(x: angle1); |
| 188 | |
| 189 | qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; |
| 190 | qreal x7 = 0.20 * sin(x: angle2); |
| 191 | qreal y7 = 0.20 * cos(x: angle2); |
| 192 | qreal x8 = 0.30 * sin(x: angle2); |
| 193 | qreal y8 = 0.30 * cos(x: angle2); |
| 194 | |
| 195 | quad(x1: x5, y1: y5, x2: x6, y2: y6, x3: x7, y3: y7, x4: x8, y4: y8); |
| 196 | |
| 197 | extrude(x1: x6, y1: y6, x2: x7, y2: y7); |
| 198 | extrude(x1: x8, y1: y8, x2: x5, y2: y5); |
| 199 | } |
| 200 | |
| 201 | for (int i = 0;i < vertices.size();i++) |
| 202 | vertices[i] *= 2.0f; |
| 203 | } |
| 204 | |
| 205 | void LogoRenderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) |
| 206 | { |
| 207 | vertices << QVector3D(x1, y1, -0.05f); |
| 208 | vertices << QVector3D(x2, y2, -0.05f); |
| 209 | vertices << QVector3D(x4, y4, -0.05f); |
| 210 | |
| 211 | vertices << QVector3D(x3, y3, -0.05f); |
| 212 | vertices << QVector3D(x4, y4, -0.05f); |
| 213 | vertices << QVector3D(x2, y2, -0.05f); |
| 214 | |
| 215 | QVector3D n = QVector3D::normal |
| 216 | (v1: QVector3D(x2 - x1, y2 - y1, 0.0f), v2: QVector3D(x4 - x1, y4 - y1, 0.0f)); |
| 217 | |
| 218 | normals << n; |
| 219 | normals << n; |
| 220 | normals << n; |
| 221 | |
| 222 | normals << n; |
| 223 | normals << n; |
| 224 | normals << n; |
| 225 | |
| 226 | vertices << QVector3D(x4, y4, 0.05f); |
| 227 | vertices << QVector3D(x2, y2, 0.05f); |
| 228 | vertices << QVector3D(x1, y1, 0.05f); |
| 229 | |
| 230 | vertices << QVector3D(x2, y2, 0.05f); |
| 231 | vertices << QVector3D(x4, y4, 0.05f); |
| 232 | vertices << QVector3D(x3, y3, 0.05f); |
| 233 | |
| 234 | n = QVector3D::normal |
| 235 | (v1: QVector3D(x2 - x4, y2 - y4, 0.0f), v2: QVector3D(x1 - x4, y1 - y4, 0.0f)); |
| 236 | |
| 237 | normals << n; |
| 238 | normals << n; |
| 239 | normals << n; |
| 240 | |
| 241 | normals << n; |
| 242 | normals << n; |
| 243 | normals << n; |
| 244 | } |
| 245 | |
| 246 | void LogoRenderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2) |
| 247 | { |
| 248 | vertices << QVector3D(x1, y1, +0.05f); |
| 249 | vertices << QVector3D(x2, y2, +0.05f); |
| 250 | vertices << QVector3D(x1, y1, -0.05f); |
| 251 | |
| 252 | vertices << QVector3D(x2, y2, -0.05f); |
| 253 | vertices << QVector3D(x1, y1, -0.05f); |
| 254 | vertices << QVector3D(x2, y2, +0.05f); |
| 255 | |
| 256 | QVector3D n = QVector3D::normal |
| 257 | (v1: QVector3D(x2 - x1, y2 - y1, 0.0f), v2: QVector3D(0.0f, 0.0f, -0.1f)); |
| 258 | |
| 259 | normals << n; |
| 260 | normals << n; |
| 261 | normals << n; |
| 262 | |
| 263 | normals << n; |
| 264 | normals << n; |
| 265 | normals << n; |
| 266 | } |
| 267 | |