/**************************************************************************** ** ** 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 #include 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(); }