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/****************************************************************************
**
** Copyright (C) 2011 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.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 Nokia Corporation and its Subsidiary(-ies) 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 <QtGui>
#include <QtOpenGL>
#include "glwidget.h"
GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget)
: QGLWidget(parent, shareWidget)
{
clearColor = Qt::black;
xRot = 0;
yRot = 0;
zRot = 0;
#ifdef QT_OPENGL_ES_2
program = 0;
#endif
}
GLWidget::~GLWidget()
{
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const
{
return QSize(200, 200);
}
void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
{
xRot += xAngle;
yRot += yAngle;
zRot += zAngle;
updateGL();
}
void GLWidget::setClearColor(const QColor &color)
{
clearColor = color;
updateGL();
}
void GLWidget::initializeGL()
{
makeObject();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
#ifndef QT_OPENGL_ES_2
glEnable(GL_TEXTURE_2D);
#endif
#ifdef QT_OPENGL_ES_2
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
const char *vsrc =
"attribute highp vec4 vertex;\n"
"attribute mediump vec4 texCoord;\n"
"varying mediump vec4 texc;\n"
"uniform mediump mat4 matrix;\n"
"void main(void)\n"
"{\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
vshader->compileSourceCode(vsrc);
QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
const char *fsrc =
"uniform sampler2D texture;\n"
"varying mediump vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(texture, texc.st);\n"
"}\n";
fshader->compileSourceCode(fsrc);
program = new QGLShaderProgram(this);
program->addShader(vshader);
program->addShader(fshader);
program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
program->link();
program->bind();
program->setUniformValue("texture", 0);
#endif
}
void GLWidget::paintGL()
{
qglClearColor(clearColor);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#if !defined(QT_OPENGL_ES_2)
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
glRotatef(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
glRotatef(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
glRotatef(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
QMatrix4x4 m;
m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
m.translate(0.0f, 0.0f, -10.0f);
m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
program->setUniformValue("matrix", m);
program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
program->setAttributeArray
(PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
program->setAttributeArray
(PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
#endif
for (int i = 0; i < 6; ++i) {
glBindTexture(GL_TEXTURE_2D, textures[i]);
glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
}
}
void GLWidget::resizeGL(int width, int height)
{
int side = qMin(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
#if !defined(QT_OPENGL_ES_2)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifndef QT_OPENGL_ES
glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
#else
glOrthof(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
#endif
glMatrixMode(GL_MODELVIEW);
#endif
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
lastPos = event->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->x() - lastPos.x();
int dy = event->y() - lastPos.y();
if (event->buttons() & Qt::LeftButton) {
rotateBy(8 * dy, 8 * dx, 0);
} else if (event->buttons() & Qt::RightButton) {
rotateBy(8 * dy, 0, 8 * dx);
}
lastPos = event->pos();
}
void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
{
emit clicked();
}
void GLWidget::makeObject()
{
static const int coords[6][4][3] = {
{ { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },
{ { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },
{ { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },
{ { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },
{ { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },
{ { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }
};
for (int j=0; j < 6; ++j) {
textures[j] = bindTexture
(QPixmap(QString(":/images/side%1.png").arg(j + 1)), GL_TEXTURE_2D);
}
for (int i = 0; i < 6; ++i) {
for (int j = 0; j < 4; ++j) {
texCoords.append
(QVector2D(j == 0 || j == 3, j == 0 || j == 1));
vertices.append
(QVector3D(0.2 * coords[i][j][0], 0.2 * coords[i][j][1],
0.2 * coords[i][j][2]));
}
}
}
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