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#include "glwidget.h"#include <QMouseEvent>#include <QOpenGLShaderProgram>#include <QCoreApplication>#include <math.h>
bool GLWidget::m_transparent =false;
GLWidget::GLWidget(QWidget*parent)
: QOpenGLWidget(parent),
m_xRot(0),
m_yRot(0),
m_zRot(0),
m_program(0)
{
m_core =QSurfaceFormat::defaultFormat().profile() ==QSurfaceFormat::CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that// support it, the widget will become transparent apart from the logo.if (m_transparent) {
QSurfaceFormat fmt = format();
fmt.setAlphaBufferSize(8);
setFormat(fmt);
}
}
GLWidget::~GLWidget()
{
cleanup();
}
QSize GLWidget::minimumSizeHint() const
{
returnQSize(50,50);
}
QSize GLWidget::sizeHint() const
{
returnQSize(400,400);
}
staticvoid qNormalizeAngle(int&angle)
{
while (angle <0)
angle +=360*16;
while (angle >360*16)
angle -=360*16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_xRot) {
m_xRot = angle;
emit xRotationChanged(angle);
update();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_yRot) {
m_yRot = angle;
emit yRotationChanged(angle);
update();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_zRot) {
m_zRot = angle;
emit zRotationChanged(angle);
update();
}
}
void GLWidget::cleanup()
{
if (m_program == nullptr)
return;
makeCurrent();
m_logoVbo.destroy();
delete m_program;
m_program =0;
doneCurrent();
}
staticconstchar*vertexShaderSourceCore ="#version 150\n""in vec4 vertex;\n""in vec3 normal;\n""out vec3 vert;\n""out vec3 vertNormal;\n""uniform mat4 projMatrix;\n""uniform mat4 mvMatrix;\n""uniform mat3 normalMatrix;\n""void main() {\n"" vert = vertex.xyz;\n"" vertNormal = normalMatrix * normal;\n"" gl_Position = projMatrix * mvMatrix * vertex;\n""}\n";
staticconstchar*fragmentShaderSourceCore ="#version 150\n""in highp vec3 vert;\n""in highp vec3 vertNormal;\n""out highp vec4 fragColor;\n""uniform highp vec3 lightPos;\n""void main() {\n"" highp vec3 L = normalize(lightPos - vert);\n"" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"" fragColor = vec4(col, 1.0);\n""}\n";
staticconstchar*vertexShaderSource ="attribute vec4 vertex;\n""attribute vec3 normal;\n""varying vec3 vert;\n""varying vec3 vertNormal;\n""uniform mat4 projMatrix;\n""uniform mat4 mvMatrix;\n""uniform mat3 normalMatrix;\n""void main() {\n"" vert = vertex.xyz;\n"" vertNormal = normalMatrix * normal;\n"" gl_Position = projMatrix * mvMatrix * vertex;\n""}\n";
staticconstchar*fragmentShaderSource ="varying highp vec3 vert;\n""varying highp vec3 vertNormal;\n""uniform highp vec3 lightPos;\n""void main() {\n"" highp vec3 L = normalize(lightPos - vert);\n"" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"" gl_FragColor = vec4(col, 1.0);\n""}\n";
void GLWidget::initializeGL()
{
// In this example the widget's corresponding top-level window can change// several times during the widget's lifetime. Whenever this happens, the// QOpenGLWidget's associated context is destroyed and a new one is created.// Therefore we have to be prepared to clean up the resources on the// aboutToBeDestroyed() signal, instead of the destructor. The emission of// the signal will be followed by an invocation of initializeGL() where we// can recreate all resources.
connect(context(),&QOpenGLContext::aboutToBeDestroyed,this,&GLWidget::cleanup);
initializeOpenGLFunctions();
glClearColor(0,0,0, m_transparent ?0 : 1);
m_program =newQOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
m_program->bindAttributeLocation("vertex",0);
m_program->bindAttributeLocation("normal",1);
m_program->link();
m_program->bind();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x// implementations this is optional and support may not be present// at all. Nonetheless the below code works in all cases and makes// sure there is a VAO when one is needed.
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
// Setup our vertex buffer object.
m_logoVbo.create();
m_logoVbo.bind();
m_logoVbo.allocate(m_logo.constData(), m_logo.count() *sizeof(GLfloat));
// Store the vertex attribute bindings for the program.
setupVertexAttribs();
// Our camera never changes in this example.
m_camera.setToIdentity();
m_camera.translate(0,0,-1);
// Light position is fixed.
m_program->setUniformValue(m_lightPosLoc, QVector3D(0,0,70));
m_program->release();
}
void GLWidget::setupVertexAttribs()
{
m_logoVbo.bind();
QOpenGLFunctions*f =QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE,6*sizeof(GLfloat),0);
f->glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE,6*sizeof(GLfloat),reinterpret_cast<void*>(3*sizeof(GLfloat)));
m_logoVbo.release();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_world.setToIdentity();
m_world.rotate(180.0f- (m_xRot /16.0f),1,0,0);
m_world.rotate(m_yRot /16.0f,0,1,0);
m_world.rotate(m_zRot /16.0f,0,0,1);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_program->bind();
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
glDrawArrays(GL_TRIANGLES,0, m_logo.vertexCount());
m_program->release();
}
void GLWidget::resizeGL(int w,int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h,0.01f,100.0f);
}
void GLWidget::mousePressEvent(QMouseEvent*event)
{
m_lastPos = event->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent*event)
{
int dx = event->x() - m_lastPos.x();
int dy = event->y() - m_lastPos.y();
if (event->buttons() &Qt::LeftButton) {
setXRotation(m_xRot +8* dy);
setYRotation(m_yRot +8* dx);
} elseif (event->buttons() &Qt::RightButton) {
setXRotation(m_xRot +8* dy);
setZRotation(m_zRot +8* dx);
}
m_lastPos = event->pos();
}