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-rw-r--r--examples/opengl/pbuffers/glwidget.cpp273
1 files changed, 125 insertions, 148 deletions
diff --git a/examples/opengl/pbuffers/glwidget.cpp b/examples/opengl/pbuffers/glwidget.cpp
index fbd5518..56ba65b 100644
--- a/examples/opengl/pbuffers/glwidget.cpp
+++ b/examples/opengl/pbuffers/glwidget.cpp
@@ -40,216 +40,187 @@
****************************************************************************/
#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}
-};
+#include "cube.h"
-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}
-};
+#include <QGLPixelBuffer>
-static GLint faceArray[][2] = {
- {1, -1}, {1, 1}, {-1, 1}, {-1, -1}
-};
+#ifndef GL_MULTISAMPLE
+#define GL_MULTISAMPLE 0x809D
+#endif
-static GLubyte colorArray[][4] = {
- {102, 176, 54, 255},
- {81, 141, 41, 255},
- {62, 108, 32, 255},
- {45, 79, 23, 255}
+static GLfloat colorArray[][4] = {
+ {0.243f, 0.423f, 0.125f, 1.0f},
+ {0.176f, 0.31f, 0.09f, 1.0f},
+ {0.4f, 0.69f, 0.212f, 1.0f},
+ {0.317f, 0.553f, 0.161f, 1.0f}
};
GLWidget::GLWidget(QWidget *parent)
- : QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
+ : QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
+ , geom(0)
+ , cube(0)
{
// create the pbuffer
pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), this);
- timerId = startTimer(20);
setWindowTitle(tr("OpenGL pbuffers"));
+ initializeGeometry();
}
GLWidget::~GLWidget()
{
pbuffer->releaseFromDynamicTexture();
glDeleteTextures(1, &dynamicTexture);
- glDeleteLists(pbufferList, 1);
delete pbuffer;
+
+ qDeleteAll(cubes);
+ qDeleteAll(tiles);
+ delete cube;
}
void GLWidget::initializeGL()
{
- glMatrixMode(GL_MODELVIEW);
-
- glEnable(GL_CULL_FACE);
initCommon();
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
initPbuffer();
-
- for (int i = 0; i < 3; ++i) {
- yOffs[i] = 0.0f;
- xInc[i] = 0.005f;
- rot[i] = 0.0f;
+ cube->startAnimation();
+ connect(cube, SIGNAL(changed()), this, SLOT(update()));
+ for (int i = 0; i < 3; ++i)
+ {
+ cubes[i]->startAnimation();
+ connect(cubes[i], SIGNAL(changed()), this, SLOT(update()));
}
- 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
+ drawPbuffer();
+ // On direct render platforms, drawing onto the pbuffer context above
+ // automatically updates the dynamic texture. For cases where rendering
+ // directly to a texture is not supported, explicitly copy.
if (!hasDynamicTextureUpdate)
pbuffer->updateDynamicTexture(dynamicTexture);
-
- // ..and use the pbuffer contents as a texture when rendering the
- // background and the bouncing cubes
makeCurrent();
+
+ // Use the pbuffer as a texture to render the scene
glBindTexture(GL_TEXTURE_2D, dynamicTexture);
+
+ // set up to render the scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -10.0f);
// 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(0.8f, 0.8f, 0.8f, 1.0f);
- glDrawArrays(GL_QUADS, 0, 4);
- }
- glTranslatef(-10.0f, 2.0f, 0);
- }
- glVertexPointer(3, GL_INT, 0, cubeArray);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ glScalef(aspect, 1.0f, 1.0f);
+ for (int i = 0; i < tiles.count(); ++i)
+ tiles[i]->draw();
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);
+ for (int i = 0; i < cubes.count(); ++i)
+ cubes[i]->draw();
}
-void GLWidget::drawCube(int i, GLfloat z, GLfloat rotation, GLfloat jmp, GLfloat amp)
+void GLWidget::initializeGeometry()
{
- 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;
+ geom = new Geometry();
+ CubeBuilder cBuilder(geom, 0.5);
+ cBuilder.setColor(QColor(255, 255, 255, 212));
+ // build the 3 bouncing, spinning cubes
+ for (int i = 0; i < 3; ++i)
+ cubes.append(cBuilder.newCube(QVector3D((float)(i-1), -1.5f, 5 - i)));
+
+ // build the spinning cube which goes in the dynamic texture
+ cube = cBuilder.newCube();
+ cube->removeBounce();
+
+ // build the background tiles
+ TileBuilder tBuilder(geom);
+ tBuilder.setColor(QColor(Qt::white));
+ for (int c = -2; c <= +2; ++c)
+ for (int r = -2; r <= +2; ++r)
+ tiles.append(tBuilder.newTile(QVector3D(c, r, 0)));
+
+ // graded backdrop for the pbuffer scene
+ TileBuilder bBuilder(geom, 0.0f, 2.0f);
+ bBuilder.setColor(QColor(102, 176, 54, 210));
+ backdrop = bBuilder.newTile(QVector3D(0.0f, 0.0f, -1.5f));
+ backdrop->setColors(colorArray);
}
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);
+ qglClearColor(QColor(Qt::darkGray));
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_MULTISAMPLE);
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);
+ geom->loadArrays();
}
-void GLWidget::initPbuffer()
+void GLWidget::perspectiveProjection()
{
- // 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);
+ glFrustum(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
glMatrixMode(GL_MODELVIEW);
+}
+
+void GLWidget::orthographicProjection()
+{
+ glMatrixMode(GL_PROJECTION);
glLoadIdentity();
+ glOrtho(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+void GLWidget::resizeGL(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ aspect = (qreal)width / (qreal)(height ? height : 1);
+ perspectiveProjection();
+}
+
+void GLWidget::drawPbuffer()
+{
+ orthographicProjection();
+
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glDisable(GL_TEXTURE_2D);
+ backdrop->draw();
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, cubeTexture);
+ glDisable(GL_CULL_FACE);
+ cube->draw();
+ glEnable(GL_CULL_FACE);
+
+ glFlush();
+}
+
+void GLWidget::initPbuffer()
+{
+ pbuffer->makeCurrent();
+
+ cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
+
+ initCommon();
- 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();
@@ -258,3 +229,9 @@ void GLWidget::initPbuffer()
makeCurrent();
}
+void GLWidget::setAnimationPaused(bool enable)
+{
+ cube->setAnimationPaused(enable);
+ for (int i = 0; i < 3; ++i)
+ cubes[i]->setAnimationPaused(enable);
+}