/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtCore module 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 The Qt Company Ltd 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 "mainwidget.h" #include "geometryengine.h" #include #include #include #include #include #include MainWidget::MainWidget(QWidget *parent) : QGLWidget(parent), timer(new QBasicTimer), program(new QGLShaderProgram), geometries(new GeometryEngine) { } MainWidget::~MainWidget() { delete timer; timer = 0; delete program; program = 0; delete geometries; geometries = 0; deleteTexture(texture); } //! [0] void MainWidget::mousePressEvent(QMouseEvent *e) { // Saving mouse press position mousePressPosition = QVector2D(e->posF()); } void MainWidget::mouseReleaseEvent(QMouseEvent *e) { // Mouse release position - mouse press position QVector2D diff = QVector2D(e->posF()) - mousePressPosition; // Rotation axis is perpendicular to the mouse position difference // vector QVector3D n = QVector3D(diff.y(), diff.x(), 0.0).normalized(); // Accelerate angular speed relative to the length of the mouse sweep qreal acc = diff.length() / 100.0; // Calculate new rotation axis as weighted sum rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized(); // Increase angular speed angularSpeed += acc; } //! [0] //! [1] void MainWidget::timerEvent(QTimerEvent *e) { Q_UNUSED(e); // Decrease angular speed (friction) angularSpeed *= 0.99; // Stop rotation when speed goes below threshold if (angularSpeed < 0.01) angularSpeed = 0.0; else { // Update rotation rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation; // Update scene updateGL(); } } //! [1] void MainWidget::initializeGL() { initializeGLFunctions(); qglClearColor(Qt::black); qDebug() << "Initializing shaders..."; initShaders(); qDebug() << "Initializing textures..."; initTextures(); //! [2] // Enable depth buffer glEnable(GL_DEPTH_TEST); // Enable back face culling glEnable(GL_CULL_FACE); //! [2] qDebug() << "Initializing geometries..."; geometries->init(); // using QBasicTimer because its faster that QTimer timer->start(12, this); } //! [3] void MainWidget::initShaders() { // Overriding system locale until shaders are compiled setlocale(LC_NUMERIC, "C"); // Compiling vertex shader if (!program->addShaderFromSourceFile(QGLShader::Vertex, ":/vshader.glsl")) close(); // Compiling fragment shader if (!program->addShaderFromSourceFile(QGLShader::Fragment, ":/fshader.glsl")) close(); // Linking shader pipeline if (!program->link()) close(); // Binding shader pipeline for use if (!program->bind()) close(); // Restore system locale setlocale(LC_ALL, ""); } //! [3] //! [4] void MainWidget::initTextures() { // Loading cube.png to texture unit 0 glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); texture = bindTexture(QImage(":/cube.png")); // Set nearest filtering mode for texture minification glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set bilinear filtering mode for texture magnification glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Wrap texture coordinates by repeating // f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } //! [4] //! [5] void MainWidget::resizeGL(int w, int h) { // Set OpenGL viewport to cover whole widget glViewport(0, 0, w, h); // Calculate aspect ratio qreal aspect = (qreal)w / ((qreal)h?h:1); // Set near plane to 3.0, far plane to 7.0, field of view 45 degrees const qreal zNear = 3.0, zFar = 7.0, fov = 45.0; // Reset projection projection.setToIdentity(); // Set perspective projection projection.perspective(fov, aspect, zNear, zFar); } //! [5] void MainWidget::paintGL() { // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //! [6] // Calculate model view transformation QMatrix4x4 matrix; matrix.translate(0.0, 0.0, -5.0); matrix.rotate(rotation); // Set modelview-projection matrix program->setUniformValue("mvp_matrix", projection * matrix); //! [6] // Using texture unit 0 which contains cube.png program->setUniformValue("texture", 0); // Draw cube geometry geometries->drawCubeGeometry(program); }