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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "glwidget.h"
+#include <QtGui/QImage>
+
+#include <math.h>
+
+static GLint cubeArray[][3] = {
+ {0, 0, 0}, {0, 1, 0}, {1, 1, 0}, {1, 0, 0},
+ {0, 0, 1}, {1, 0, 1}, {1, 1, 1}, {0, 1, 1},
+ {0, 0, 0}, {1, 0, 0}, {1, 0, 1}, {0, 0, 1},
+ {0, 1, 0}, {0, 1, 1}, {1, 1, 1}, {1, 1, 0},
+ {0, 1, 0}, {0, 0, 0}, {0, 0, 1}, {0, 1, 1},
+ {1, 0, 0}, {1, 1, 0}, {1, 1, 1}, {1, 0, 1}
+};
+
+static GLint cubeTextureArray[][2] = {
+ {0, 0}, {1, 0}, {1, 1}, {0, 1},
+ {0, 0}, {0, 1}, {1, 1}, {1, 0},
+ {0, 0}, {1, 0}, {1, 1}, {0, 1},
+ {1, 0}, {0, 0}, {0, 1}, {1, 1},
+ {0, 0}, {1, 0}, {1, 1}, {0, 1},
+ {1, 0}, {0, 0}, {0, 1}, {1, 1}
+};
+
+static GLint faceArray[][2] = {
+ {1, -1}, {1, 1}, {-1, 1}, {-1, -1}
+};
+
+static GLubyte colorArray[][4] = {
+ {102, 176, 54, 255},
+ {81, 141, 41, 255},
+ {62, 108, 32, 255},
+ {45, 79, 23, 255}
+};
+
+GLWidget::GLWidget(QWidget *parent)
+ : QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
+{
+ // create the pbuffer
+ pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), this);
+ timerId = startTimer(20);
+ setWindowTitle(tr("OpenGL pbuffers"));
+}
+
+GLWidget::~GLWidget()
+{
+ pbuffer->releaseFromDynamicTexture();
+ glDeleteTextures(1, &dynamicTexture);
+ glDeleteLists(pbufferList, 1);
+ delete pbuffer;
+}
+
+void GLWidget::initializeGL()
+{
+ glMatrixMode(GL_MODELVIEW);
+
+ glEnable(GL_CULL_FACE);
+ initCommon();
+ initPbuffer();
+
+ for (int i = 0; i < 3; ++i) {
+ yOffs[i] = 0.0f;
+ xInc[i] = 0.005f;
+ rot[i] = 0.0f;
+ }
+ xOffs[0]= 0.0f;
+ xOffs[1]= 0.5f;
+ xOffs[2]= 1.0f;
+
+ cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
+}
+
+void GLWidget::resizeGL(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ float aspect = w/(float)(h ? h : 1);
+ glFrustum(-aspect, aspect, -1, 1, 10, 100);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ glTranslatef(0.0f, 0.0f, -15.0f);
+}
+
+void GLWidget::paintGL()
+{
+ // draw a spinning cube into the pbuffer..
+ pbuffer->makeCurrent();
+ glBindTexture(GL_TEXTURE_2D, cubeTexture);
+ glCallList(pbufferList);
+ glFlush();
+
+ // rendering directly to a texture is not supported on X11 and
+ // some Windows implementations, unfortunately
+ if (!hasDynamicTextureUpdate)
+ pbuffer->updateDynamicTexture(dynamicTexture);
+
+ // ..and use the pbuffer contents as a texture when rendering the
+ // background and the bouncing cubes
+ makeCurrent();
+ glBindTexture(GL_TEXTURE_2D, dynamicTexture);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // draw the background
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glVertexPointer(2, GL_INT, 0, faceArray);
+ glTranslatef(-1.2f, -0.8f, 0.0f);
+ glScalef(0.2f, 0.2f, 0.2f);
+ for (int y = 0; y < 5; ++y) {
+ for (int x = 0; x < 5; ++x) {
+ glTranslatef(2.0f, 0, 0);
+ glColor4f(0.8, 0.8, 0.8, 1.0);
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+ glTranslatef(-10.0f, 2.0f, 0);
+ }
+ glVertexPointer(3, GL_INT, 0, cubeArray);
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ // draw the bouncing cubes
+ drawCube(0, 0.0f, 1.5f, 2.5f, 1.5f);
+ drawCube(1, 1.0f, 2.0f, 2.5f, 2.0f);
+ drawCube(2, 2.0f, 3.5f, 2.5f, 2.5f);
+}
+
+void GLWidget::drawCube(int i, GLfloat z, GLfloat rotation, GLfloat jmp, GLfloat amp)
+{
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(xOffs[i], yOffs[i], z);
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ GLfloat scale = 0.75 + i*(0.25f/2);
+ glScalef(scale, scale, scale);
+ glRotatef(rot[i], 1.0f, 1.0f, 1.0f);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
+ glDrawArrays(GL_QUADS, 0, 24);
+
+ if (xOffs[i] > 1.0f || xOffs[i] < -1.0f) {
+ xInc[i] = -xInc[i];
+ xOffs[i] = xOffs[i] > 1.0f ? 1.0f : -1.0f;
+ }
+ xOffs[i] += xInc[i];
+ yOffs[i] = qAbs(cos((-3.141592f * jmp) * xOffs[i]) * amp) - 1;
+ rot[i] += rotation;
+}
+
+void GLWidget::initCommon()
+{
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(3, GL_INT, 0, cubeArray);
+ glTexCoordPointer(2, GL_INT, 0, cubeTextureArray);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorArray);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+}
+
+void GLWidget::initPbuffer()
+{
+ // set up the pbuffer context
+ pbuffer->makeCurrent();
+ initCommon();
+
+ glViewport(0, 0, pbuffer->size().width(), pbuffer->size().height());
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1, 1, -1, 1, -99, 99);
+ glTranslatef(-0.5f, -0.5f, 0.0f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ pbufferList = glGenLists(1);
+ glNewList(pbufferList, GL_COMPILE);
+ {
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+
+ // draw cube background
+ glPushMatrix();
+ glLoadIdentity();
+ glTranslatef(0.5f, 0.5f, -2.0f);
+ glDisable(GL_TEXTURE_2D);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glVertexPointer(2, GL_INT, 0, faceArray);
+ glDrawArrays(GL_QUADS, 0, 4);
+ glVertexPointer(3, GL_INT, 0, cubeArray);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glPopMatrix();
+
+ // draw cube
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ glRotatef(3.0f, 1.0f, 1.0f, 1.0f);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ glColor4f(0.9f, 0.9f, 0.9f, 1.0f);
+ glDrawArrays(GL_QUADS, 0, 24);
+ }
+ glEndList();
+ // generate a texture that has the same size/format as the pbuffer
+ dynamicTexture = pbuffer->generateDynamicTexture();
+
+ // bind the dynamic texture to the pbuffer - this is a no-op under X11
+ hasDynamicTextureUpdate = pbuffer->bindToDynamicTexture(dynamicTexture);
+ makeCurrent();
+}
+