/**************************************************************************** ** ** Copyright (C) 2010 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 Technology Preview License Agreement accompanying ** this package. ** ** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "glwidget.h" #include #include #include "bubble.h" #include "cl_helper.h" const int bubbleNum = 8; inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2) { xOut = y1 * z2 - z1 * y2; yOut = z1 * x2 - x1 * z2; zOut = x1 * y2 - y1 * x2; } inline void Normalize(qreal &x, qreal &y, qreal &z) { qreal l = sqrt(x*x + y*y + z*z); x = x / l; y = y / l; z = z / l; } GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) { qtLogo = true; createdVertices = 0; createdNormals = 0; m_vertexNumber = 0; frames = 0; setAttribute(Qt::WA_PaintOnScreen); setAttribute(Qt::WA_NoSystemBackground); setAutoBufferSwap(false); m_showBubbles = true; } GLWidget::~GLWidget() { if (createdVertices) delete[] createdVertices; if (createdNormals) delete[] createdNormals; } void GLWidget::setScaling(int scale) { if (scale > 50) m_fScale = 1 + qreal(scale -50) / 50 * 0.5; else if (scale < 50) m_fScale = 1- (qreal(50 - scale) / 50 * 1/2); else m_fScale = 1; } void GLWidget::setLogo() { qtLogo = true; } void GLWidget::setTexture() { qtLogo = false; } void GLWidget::showBubbles(bool bubbles) { m_showBubbles = bubbles; } //! [2] void GLWidget::paintQtLogo() { glDisable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3,q_vertexTypeEnum,0, createdVertices); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(q_vertexTypeEnum,0,createdNormals); glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3); } //! [2] void GLWidget::paintTexturedCube() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_uiTexture); q_vertexType afVertices[] = { f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5) }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3,q_vertexTypeEnum,0,afVertices); q_vertexType afTexCoord[] = { f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f) }; glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,q_vertexTypeEnum,0,afTexCoord); q_vertexType afNormals[] = { f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0) }; glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(q_vertexTypeEnum,0,afNormals); glDrawArrays(GL_TRIANGLES, 0, 36); } void GLWidget::initializeGL () { q_glClearColor(f2vt(0.1f), f2vt(0.1f), f2vt(0.2f), f2vt(1.0f)); glEnable(GL_TEXTURE_2D); glGenTextures(1, &m_uiTexture); m_uiTexture = bindTexture(QImage(":/qt.png")); q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); q_vertexType aLightPosition[] = {f2vt(0.0f),f2vt(0.3f),f2vt(1.0f),f2vt(0.0f)}; q_glLightv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition); m_fAngle = 0; m_fScale = 1; createGeometry(); createBubbles(bubbleNum - bubbles.count()); } void GLWidget::paintGL() { createBubbles(bubbleNum - bubbles.count()); //! [3] QPainter painter; painter.begin(this); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); //! [3] //! [4] glMatrixMode(GL_MODELVIEW); glPushMatrix(); glMatrixMode(GL_TEXTURE); glPushMatrix(); //Since OpenGL ES does not support glPush/PopAttrib(GL_ALL_ATTRIB_BITS) //we have to take care of the states ourselves q_glClearColor(f2vt(0.1f), f2vt(0.1f), f2vt(0.2f), f2vt(1.0f)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glShadeModel(GL_FLAT); glFrontFace(GL_CW); glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); q_glRotate(f2vt(m_fAngle), f2vt(0.0), f2vt(1.0), f2vt(0.0)); q_glRotate(f2vt(m_fAngle), f2vt(1.0), f2vt(0.0), f2vt(0.0)); q_glRotate(f2vt(m_fAngle), f2vt(0.0), f2vt(0.0), f2vt(1.0)); q_glScale(f2vt(m_fScale), f2vt(m_fScale),f2vt(m_fScale)); q_glTranslate(f2vt(0),f2vt(-0.2),f2vt(0)); q_vertexType matDiff[] = {f2vt(0.40), f2vt(1.0), f2vt(0.0), f2vt(1.0)}; q_glMaterialv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff); if (qtLogo) paintQtLogo(); else paintTexturedCube(); //! [4] //![5] glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); //![5] //! [6] if (m_showBubbles) foreach (Bubble *bubble, bubbles) { bubble->drawBubble(&painter); } //! [6] //! [7] QString framesPerSecond; framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2); painter.setPen(Qt::white); painter.drawText(20, 40, framesPerSecond + " fps"); painter.end(); //! [7] //! [8] swapBuffers(); //! [8] QMutableListIterator iter(bubbles); while (iter.hasNext()) { Bubble *bubble = iter.next(); bubble->move(rect()); } if (!(frames % 100)) { time.start(); frames = 0; } m_fAngle += 1.0f; frames ++; } void GLWidget::createBubbles(int number) { for (int i = 0; i < number; ++i) { QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))), height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0)))); qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0)); QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)), height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0))); bubbles.append(new Bubble(position, radius, velocity)); } } void GLWidget::createGeometry() { vertices.clear(); normals.clear(); qreal x1 = +0.06f; qreal y1 = -0.14f; qreal x2 = +0.14f; qreal y2 = -0.06f; qreal x3 = +0.08f; qreal y3 = +0.00f; qreal x4 = +0.30f; qreal y4 = +0.22f; quad(x1, y1, x2, y2, y2, x2, y1, x1); quad(x3, y3, x4, y4, y4, x4, y3, x3); extrude(x1, y1, x2, y2); extrude(x2, y2, y2, x2); extrude(y2, x2, y1, x1); extrude(y1, x1, x1, y1); extrude(x3, y3, x4, y4); extrude(x4, y4, y4, x4); extrude(y4, x4, y3, x3); const qreal Pi = 3.14159f; const int NumSectors = 100; for (int i = 0; i < NumSectors; ++i) { qreal angle1 = (i * 2 * Pi) / NumSectors; qreal x5 = 0.30 * sin(angle1); qreal y5 = 0.30 * cos(angle1); qreal x6 = 0.20 * sin(angle1); qreal y6 = 0.20 * cos(angle1); qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; qreal x7 = 0.20 * sin(angle2); qreal y7 = 0.20 * cos(angle2); qreal x8 = 0.30 * sin(angle2); qreal y8 = 0.30 * cos(angle2); quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } //! [1] m_vertexNumber = vertices.size(); createdVertices = new q_vertexType[m_vertexNumber]; createdNormals = new q_vertexType[m_vertexNumber]; for (int i = 0;i < m_vertexNumber;i++) { createdVertices[i] = f2vt(vertices.at(i) * 2); createdNormals[i] = f2vt(normals.at(i)); } vertices.clear(); normals.clear(); } //! [1] //! [0] void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) { qreal nx, ny, nz; vertices << x1 << y1 << -0.05f; vertices << x2 << y2 << -0.05f; vertices << x4 << y4 << -0.05f; vertices << x3 << y3 << -0.05f; vertices << x4 << y4 << -0.05f; vertices << x2 << y2 << -0.05f; CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0); Normalize(nx, ny, nz); normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; vertices << x4 << y4 << 0.05f; vertices << x2 << y2 << 0.05f; vertices << x1 << y1 << 0.05f; vertices << x2 << y2 << 0.05f; vertices << x4 << y4 << 0.05f; vertices << x3 << y3 << 0.05f; CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0); Normalize(nx, ny, nz); normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; } //! [0] void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) { qreal nx, ny, nz; vertices << x1 << y1 << +0.05f; vertices << x2 << y2 << +0.05f; vertices << x1 << y1 << -0.05f; vertices << x2 << y2 << -0.05f; vertices << x1 << y1 << -0.05f; vertices << x2 << y2 << +0.05f; CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f); Normalize(nx, ny, nz); normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; }