/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ #include <QtGui> #include <QtOpenGL> #include "glwidget.h" GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget) : QGLWidget(parent, shareWidget) { clearColor = Qt::black; xRot = 0; yRot = 0; zRot = 0; #ifdef QT_OPENGL_ES_2 program = 0; #endif } GLWidget::~GLWidget() { } QSize GLWidget::minimumSizeHint() const { return QSize(50, 50); } QSize GLWidget::sizeHint() const { return QSize(200, 200); } void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle) { xRot += xAngle; yRot += yAngle; zRot += zAngle; updateGL(); } void GLWidget::setClearColor(const QColor &color) { clearColor = color; updateGL(); } void GLWidget::initializeGL() { makeObject(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); #ifndef QT_OPENGL_ES_2 glEnable(GL_TEXTURE_2D); #endif #ifdef QT_OPENGL_ES_2 #define PROGRAM_VERTEX_ATTRIBUTE 0 #define PROGRAM_TEXCOORD_ATTRIBUTE 1 QGLShader *vshader = new QGLShader(QGLShader::Vertex, this); const char *vsrc = "attribute highp vec4 vertex;\n" "attribute mediump vec4 texCoord;\n" "varying mediump vec4 texc;\n" "uniform mediump mat4 matrix;\n" "void main(void)\n" "{\n" " gl_Position = matrix * vertex;\n" " texc = texCoord;\n" "}\n"; vshader->compileSourceCode(vsrc); QGLShader *fshader = new QGLShader(QGLShader::Fragment, this); const char *fsrc = "uniform sampler2D texture;\n" "varying mediump vec4 texc;\n" "void main(void)\n" "{\n" " gl_FragColor = texture2D(texture, texc.st);\n" "}\n"; fshader->compileSourceCode(fsrc); program = new QGLShaderProgram(this); program->addShader(vshader); program->addShader(fshader); program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE); program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE); program->link(); program->bind(); program->setUniformValue("texture", 0); #endif } void GLWidget::paintGL() { qglClearColor(clearColor); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #if !defined(QT_OPENGL_ES_2) glLoadIdentity(); glTranslatef(0.0f, 0.0f, -10.0f); glRotatef(xRot / 16.0f, 1.0f, 0.0f, 0.0f); glRotatef(yRot / 16.0f, 0.0f, 1.0f, 0.0f); glRotatef(zRot / 16.0f, 0.0f, 0.0f, 1.0f); glVertexPointer(3, GL_FLOAT, 0, vertices.constData()); glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData()); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); #else QMatrix4x4 m; m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f); m.translate(0.0f, 0.0f, -10.0f); m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f); m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f); m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f); program->setUniformValue("matrix", m); program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE); program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE); program->setAttributeArray (PROGRAM_VERTEX_ATTRIBUTE, vertices.constData()); program->setAttributeArray (PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData()); #endif for (int i = 0; i < 6; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4); } } void GLWidget::resizeGL(int width, int height) { int side = qMin(width, height); glViewport((width - side) / 2, (height - side) / 2, side, side); #if !defined(QT_OPENGL_ES_2) glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifndef QT_OPENGL_ES glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0); #else glOrthof(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0); #endif glMatrixMode(GL_MODELVIEW); #endif } void GLWidget::mousePressEvent(QMouseEvent *event) { lastPos = event->pos(); } void GLWidget::mouseMoveEvent(QMouseEvent *event) { int dx = event->x() - lastPos.x(); int dy = event->y() - lastPos.y(); if (event->buttons() & Qt::LeftButton) { rotateBy(8 * dy, 8 * dx, 0); } else if (event->buttons() & Qt::RightButton) { rotateBy(8 * dy, 0, 8 * dx); } lastPos = event->pos(); } void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */) { emit clicked(); } void GLWidget::makeObject() { static const int coords[6][4][3] = { { { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } }, { { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } }, { { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } }, { { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } }, { { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } }, { { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } } }; for (int j=0; j < 6; ++j) { textures[j] = bindTexture (QPixmap(QString(":/images/side%1.png").arg(j + 1)), GL_TEXTURE_2D); } for (int i = 0; i < 6; ++i) { for (int j = 0; j < 4; ++j) { texCoords.append (QVector2D(j == 0 || j == 3, j == 0 || j == 1)); vertices.append (QVector3D(0.2 * coords[i][j][0], 0.2 * coords[i][j][1], 0.2 * coords[i][j][2])); } } }
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