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glwidget.cpp
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#include "glwidget.h"
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QMouseEvent>
GLWidget::GLWidget(QWidget *parent)
: QOpenGLWidget(parent),
clearColor(Qt::black),
xRot(0),
yRot(0),
zRot(0),
program(0)
{
memset(textures, 0, sizeof(textures));
// Update timer
m_updatetimer.start(16);
connect(&m_updatetimer, SIGNAL(timeout()), this, SLOT (update()));
// Time
m_time.start();
}
GLWidget::~GLWidget()
{
makeCurrent();
vbo.destroy();
delete program;
doneCurrent();
}
void GLWidget::handleUpdate() {
update();
}
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;
update();
}
void GLWidget::setClearColor(const QColor &color)
{
clearColor = color;
update();
}
void GLWidget::initializeGL()
{
initializeOpenGLFunctions();
makeCube();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
m_vertshader =
"attribute highp vec4 vertex;\n"
"uniform mediump mat4 matrix;\n\n"
"void main(void) {\n\n"
" gl_Position = matrix * vertex;\n"
"\n}\n";
vshader->compileSourceCode(m_vertshader);
fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
m_fragshader =
"uniform vec2 u_resolution;\n"
"uniform float u_time;\n\n"
"void main(void) {\n\n"
" vec2 st = gl_FragCoord.xy/u_resolution;\n"
" float fade = 1.0 + (sin(u_time * 3.0)/2.0);"
" gl_FragColor = vec4(st.x, st.y, fade, 1.0);\n"
"\n}\n";
fshader->compileSourceCode(m_fragshader);
program = new QOpenGLShaderProgram;
program->addShader(vshader);
program->addShader(fshader);
program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
program->link();
program->bind();
program->setUniformValue("u_resolution", width(), height());
program->setUniformValue("u_time", (float)m_time.elapsed());
}
void GLWidget::paintGL()
{
glClearColor(clearColor.redF(), clearColor.greenF(), clearColor.blueF(), clearColor.alphaF());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 m;
float t = m_zoom;
m.ortho(-t, +t, +t, -t, 4.0f, 25.0f);
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->setUniformValue("u_resolution", width(), height());
program->setUniformValue("u_time", (float)m_time.elapsed() / 1000);
program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
program->setAttributeBuffer(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, 0, 3, 5 * sizeof(GLfloat));
program->setAttributeBuffer(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, 3 * sizeof(GLfloat), 2, 5 * sizeof(GLfloat));
for (int i = 0; i < 6; ++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);
}
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::makeCube()
{
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] = new QOpenGLTexture(QImage(QString(":/images/side%1.png").arg(j + 1)).mirrored());
QVector<GLfloat> vertData;
for (int i = 0; i < 6; ++i) {
for (int j = 0; j < 4; ++j) {
// vertex position
vertData.append(0.2 * coords[i][j][0]);
vertData.append(0.2 * coords[i][j][1]);
vertData.append(0.2 * coords[i][j][2]);
// texture coordinate
vertData.append(j == 0 || j == 3);
vertData.append(j == 0 || j == 1);
}
}
vbo.create();
vbo.bind();
vbo.allocate(vertData.constData(), vertData.count() * sizeof(GLfloat));
}
QString GLWidget::getVertexShaderSource() {
return m_vertshader;
}
QString GLWidget::getFragShaderSource() {
return m_fragshader;
}
void GLWidget::setVertexShaderSource(QString source) {
m_vertshader = source;
}
bool GLWidget::setFragmentShaderSource(QString source) {
m_fragshader = source;
//QMutexLocker locker(&m);
if (program && program->isLinked()) {
program->removeShader(fshader);
}
//program = new QOpenGLShaderProgram();
fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
if (!fshader->compileSourceCode(m_fragshader)) {
qDebug() << "Error compiling fragment shader:";
qDebug() << fshader->log();
return false;
}
if (!program->addShader(fshader)) {
qDebug() << "Failed to add fragment shader:\n" << program->log();
return false;
}
// Compile fragment shader
if (!program->addShader(vshader)) {
qDebug() << "Failed to add vertex shader:\n" << program->log();
return false;
}
if (!program->link()) {
qDebug() << "Failed to link the program\n:" << program->log();
return false;
}
// Update opengl
update();
return true;
}