mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-23 20:10:48 +08:00
226 lines
7.2 KiB
C++
226 lines
7.2 KiB
C++
|
// Copyright (C) 2016 The Qt Company Ltd.
|
||
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||
|
|
||
|
#include "glwindow.h"
|
||
|
#include <QImage>
|
||
|
#include <QOpenGLTexture>
|
||
|
#include <QOpenGLShaderProgram>
|
||
|
#include <QOpenGLBuffer>
|
||
|
#include <QOpenGLContext>
|
||
|
#include <QOpenGLVertexArrayObject>
|
||
|
#include <QOpenGLExtraFunctions>
|
||
|
#include <QPropertyAnimation>
|
||
|
#include <QSequentialAnimationGroup>
|
||
|
#include <QTimer>
|
||
|
|
||
|
GLWindow::GLWindow()
|
||
|
{
|
||
|
m_world.setToIdentity();
|
||
|
m_world.translate(0, 0, -1);
|
||
|
m_world.rotate(180, 1, 0, 0);
|
||
|
|
||
|
QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
|
||
|
animGroup->setLoopCount(-1);
|
||
|
QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
|
||
|
zAnim0->setStartValue(1.5f);
|
||
|
zAnim0->setEndValue(10.0f);
|
||
|
zAnim0->setDuration(2000);
|
||
|
animGroup->addAnimation(zAnim0);
|
||
|
QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
|
||
|
zAnim1->setStartValue(10.0f);
|
||
|
zAnim1->setEndValue(50.0f);
|
||
|
zAnim1->setDuration(4000);
|
||
|
zAnim1->setEasingCurve(QEasingCurve::OutElastic);
|
||
|
animGroup->addAnimation(zAnim1);
|
||
|
QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
|
||
|
zAnim2->setStartValue(50.0f);
|
||
|
zAnim2->setEndValue(1.5f);
|
||
|
zAnim2->setDuration(2000);
|
||
|
animGroup->addAnimation(zAnim2);
|
||
|
animGroup->start();
|
||
|
|
||
|
QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
|
||
|
rAnim->setStartValue(0.0f);
|
||
|
rAnim->setEndValue(360.0f);
|
||
|
rAnim->setDuration(2000);
|
||
|
rAnim->setLoopCount(-1);
|
||
|
rAnim->start();
|
||
|
|
||
|
QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
|
||
|
}
|
||
|
|
||
|
GLWindow::~GLWindow()
|
||
|
{
|
||
|
makeCurrent();
|
||
|
delete m_texture;
|
||
|
delete m_program;
|
||
|
delete m_vbo;
|
||
|
delete m_vao;
|
||
|
}
|
||
|
|
||
|
void GLWindow::startSecondStage()
|
||
|
{
|
||
|
QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
|
||
|
r2Anim->setStartValue(0.0f);
|
||
|
r2Anim->setEndValue(360.0f);
|
||
|
r2Anim->setDuration(20000);
|
||
|
r2Anim->setLoopCount(-1);
|
||
|
r2Anim->start();
|
||
|
}
|
||
|
|
||
|
void GLWindow::setZ(float v)
|
||
|
{
|
||
|
m_eye.setZ(v);
|
||
|
m_uniformsDirty = true;
|
||
|
update();
|
||
|
}
|
||
|
|
||
|
void GLWindow::setR(float v)
|
||
|
{
|
||
|
m_r = v;
|
||
|
m_uniformsDirty = true;
|
||
|
update();
|
||
|
}
|
||
|
|
||
|
void GLWindow::setR2(float v)
|
||
|
{
|
||
|
m_r2 = v;
|
||
|
m_uniformsDirty = true;
|
||
|
update();
|
||
|
}
|
||
|
|
||
|
static const char *vertexShaderSource =
|
||
|
"layout(location = 0) in vec4 vertex;\n"
|
||
|
"layout(location = 1) in vec3 normal;\n"
|
||
|
"out vec3 vert;\n"
|
||
|
"out vec3 vertNormal;\n"
|
||
|
"out vec3 color;\n"
|
||
|
"uniform mat4 projMatrix;\n"
|
||
|
"uniform mat4 camMatrix;\n"
|
||
|
"uniform mat4 worldMatrix;\n"
|
||
|
"uniform mat4 myMatrix;\n"
|
||
|
"uniform sampler2D sampler;\n"
|
||
|
"void main() {\n"
|
||
|
" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
|
||
|
" vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
|
||
|
" float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
|
||
|
" mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
|
||
|
" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
|
||
|
" vert = vec3(wm * vertex);\n"
|
||
|
" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
|
||
|
" gl_Position = projMatrix * camMatrix * wm * vertex;\n"
|
||
|
"}\n";
|
||
|
|
||
|
static const char *fragmentShaderSource =
|
||
|
"in highp vec3 vert;\n"
|
||
|
"in highp vec3 vertNormal;\n"
|
||
|
"in highp vec3 color;\n"
|
||
|
"out highp vec4 fragColor;\n"
|
||
|
"uniform highp vec3 lightPos;\n"
|
||
|
"void main() {\n"
|
||
|
" highp vec3 L = normalize(lightPos - vert);\n"
|
||
|
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
|
||
|
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
|
||
|
" fragColor = vec4(col, 1.0);\n"
|
||
|
"}\n";
|
||
|
|
||
|
QByteArray versionedShaderCode(const char *src)
|
||
|
{
|
||
|
QByteArray versionedSrc;
|
||
|
|
||
|
if (QOpenGLContext::currentContext()->isOpenGLES())
|
||
|
versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
|
||
|
else
|
||
|
versionedSrc.append(QByteArrayLiteral("#version 330\n"));
|
||
|
|
||
|
versionedSrc.append(src);
|
||
|
return versionedSrc;
|
||
|
}
|
||
|
|
||
|
void GLWindow::initializeGL()
|
||
|
{
|
||
|
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
|
||
|
|
||
|
QImage img(":/qtlogo.png");
|
||
|
Q_ASSERT(!img.isNull());
|
||
|
delete m_texture;
|
||
|
m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
|
||
|
|
||
|
delete m_program;
|
||
|
m_program = new QOpenGLShaderProgram;
|
||
|
// Prepend the correct version directive to the sources. The rest is the
|
||
|
// same, thanks to the common GLSL syntax.
|
||
|
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
|
||
|
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
|
||
|
m_program->link();
|
||
|
|
||
|
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
|
||
|
m_camMatrixLoc = m_program->uniformLocation("camMatrix");
|
||
|
m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
|
||
|
m_myMatrixLoc = m_program->uniformLocation("myMatrix");
|
||
|
m_lightPosLoc = m_program->uniformLocation("lightPos");
|
||
|
|
||
|
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
|
||
|
delete m_vao;
|
||
|
m_vao = new QOpenGLVertexArrayObject;
|
||
|
if (m_vao->create())
|
||
|
m_vao->bind();
|
||
|
|
||
|
m_program->bind();
|
||
|
delete m_vbo;
|
||
|
m_vbo = new QOpenGLBuffer;
|
||
|
m_vbo->create();
|
||
|
m_vbo->bind();
|
||
|
m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
|
||
|
f->glEnableVertexAttribArray(0);
|
||
|
f->glEnableVertexAttribArray(1);
|
||
|
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
|
||
|
nullptr);
|
||
|
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
|
||
|
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
|
||
|
m_vbo->release();
|
||
|
|
||
|
f->glEnable(GL_DEPTH_TEST);
|
||
|
f->glEnable(GL_CULL_FACE);
|
||
|
}
|
||
|
|
||
|
void GLWindow::resizeGL(int w, int h)
|
||
|
{
|
||
|
m_proj.setToIdentity();
|
||
|
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
|
||
|
m_uniformsDirty = true;
|
||
|
}
|
||
|
|
||
|
void GLWindow::paintGL()
|
||
|
{
|
||
|
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
|
||
|
// do more than what GL(ES) 2.0 offers.
|
||
|
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
|
||
|
|
||
|
f->glClearColor(0, 0, 0, 1);
|
||
|
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
m_program->bind();
|
||
|
m_texture->bind();
|
||
|
|
||
|
if (m_uniformsDirty) {
|
||
|
m_uniformsDirty = false;
|
||
|
QMatrix4x4 camera;
|
||
|
camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
|
||
|
m_program->setUniformValue(m_projMatrixLoc, m_proj);
|
||
|
m_program->setUniformValue(m_camMatrixLoc, camera);
|
||
|
QMatrix4x4 wm = m_world;
|
||
|
wm.rotate(m_r, 1, 1, 0);
|
||
|
m_program->setUniformValue(m_worldMatrixLoc, wm);
|
||
|
QMatrix4x4 mm;
|
||
|
mm.setToIdentity();
|
||
|
mm.rotate(-m_r2, 1, 0, 0);
|
||
|
m_program->setUniformValue(m_myMatrixLoc, mm);
|
||
|
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
|
||
|
}
|
||
|
|
||
|
// Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We
|
||
|
// requested a 3.3 or ES 3.0 context, so we know this will work.
|
||
|
f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
|
||
|
}
|