qt6windows7/examples/opengl/stereoqopenglwidget/glwidget.cpp

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2023-10-30 06:33:08 +08:00
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwidget.h"
#include <QPainter>
#include <QPaintEngine>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QRandomGenerator>
#include <QCoreApplication>
#include <QFileDialog>
#include <qmath.h>
GLWidget::GLWidget(const QColor &background)
: m_background(background)
{
setMinimumSize(300, 250);
}
GLWidget::~GLWidget()
{
reset();
}
void GLWidget::saveImage(TargetBuffer targetBuffer)
{
QImage img = grabFramebuffer(targetBuffer);
if (img.isNull()) {
qFatal("Failed to grab framebuffer");
}
const char *fn =
targetBuffer == TargetBuffer::LeftBuffer
? "leftBuffer.png" : "rightBuffer.png";
QFileDialog fd(this);
fd.setAcceptMode(QFileDialog::AcceptSave);
fd.setDefaultSuffix("png");
fd.selectFile(fn);
if (fd.exec() == QDialog::Accepted)
img.save(fd.selectedFiles().first());
}
void GLWidget::reset()
{
// And now release all OpenGL resources.
makeCurrent();
delete m_program;
m_program = nullptr;
delete m_vshader;
m_vshader = nullptr;
delete m_fshader;
m_fshader = nullptr;
m_vbo.destroy();
doneCurrent();
// We are done with the current QOpenGLContext, forget it. If there is a
// subsequent initialize(), that will then connect to the new context.
QObject::disconnect(m_contextWatchConnection);
}
void GLWidget::initializeGL()
{
initializeOpenGLFunctions();
m_vshader = new QOpenGLShader(QOpenGLShader::Vertex);
const char *vsrc1 =
"attribute highp vec4 vertex;\n"
"attribute mediump vec3 normal;\n"
"uniform mediump mat4 matrix;\n"
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
" float angle = max(dot(normal, toLight), 0.0);\n"
" vec3 col = vec3(0.40, 1.0, 0.0);\n"
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
" color = clamp(color, 0.0, 1.0);\n"
" gl_Position = matrix * vertex;\n"
"}\n";
m_vshader->compileSourceCode(vsrc1);
m_fshader = new QOpenGLShader(QOpenGLShader::Fragment);
const char *fsrc1 =
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
m_fshader->compileSourceCode(fsrc1);
m_program = new QOpenGLShaderProgram;
m_program->addShader(m_vshader);
m_program->addShader(m_fshader);
m_program->link();
m_vertexAttr = m_program->attributeLocation("vertex");
m_normalAttr = m_program->attributeLocation("normal");
m_matrixUniform = m_program->uniformLocation("matrix");
createGeometry();
m_vbo.create();
m_vbo.bind();
const int vertexCount = m_vertices.count();
QList<GLfloat> buf;
buf.resize(vertexCount * 3 * 2);
GLfloat *p = buf.data();
for (int i = 0; i < vertexCount; ++i) {
*p++ = m_vertices[i].x();
*p++ = m_vertices[i].y();
*p++ = m_vertices[i].z();
*p++ = m_normals[i].x();
*p++ = m_normals[i].y();
*p++ = m_normals[i].z();
}
m_vbo.allocate(buf.constData(), (int)buf.count() * sizeof(GLfloat));
m_vbo.release();
m_contextWatchConnection = QObject::connect(context(), &QOpenGLContext::aboutToBeDestroyed, context(), [this] { reset(); });
glFrontFace(GL_CW);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
}
void GLWidget::paintGL()
{
// When QSurfaceFormat::StereoBuffers is enabled, this function is called twice.
// Once where currentTargetBuffer() == QOpenGLWidget::LeftBuffer,
// and once where currentTargetBuffer() == QOpenGLWidget::RightBuffer.
glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//! [1]
// Slightly translate the model, so that there's a visible difference in each buffer.
QMatrix4x4 modelview;
if (currentTargetBuffer() == QOpenGLWidget::LeftBuffer)
modelview.translate(-0.4f, 0.0f, 0.0f);
else if (currentTargetBuffer() == QOpenGLWidget::RightBuffer)
modelview.translate(0.4f, 0.0f, 0.0f);
//! [1]
m_program->bind();
m_program->setUniformValue(m_matrixUniform, modelview);
m_program->enableAttributeArray(m_vertexAttr);
m_program->enableAttributeArray(m_normalAttr);
m_vbo.bind();
m_program->setAttributeBuffer(m_vertexAttr, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
m_program->setAttributeBuffer(m_normalAttr, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
m_vbo.release();
glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
m_program->disableAttributeArray(m_normalAttr);
m_program->disableAttributeArray(m_vertexAttr);
m_program->release();
update();
}
void GLWidget::createGeometry()
{
m_vertices.clear();
m_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 int NumSectors = 100;
const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
for (int i = 0; i < NumSectors; ++i) {
qreal angle = i * sectorAngle;
qreal x5 = 0.30 * sin(angle);
qreal y5 = 0.30 * cos(angle);
qreal x6 = 0.20 * sin(angle);
qreal y6 = 0.20 * cos(angle);
angle += sectorAngle;
qreal x7 = 0.20 * sin(angle);
qreal y7 = 0.20 * cos(angle);
qreal x8 = 0.30 * sin(angle);
qreal y8 = 0.30 * cos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int i = 0;i < m_vertices.size();i++)
m_vertices[i] *= 2.0f;
}
void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
m_vertices << QVector3D(x1, y1, -0.05f);
m_vertices << QVector3D(x2, y2, -0.05f);
m_vertices << QVector3D(x4, y4, -0.05f);
m_vertices << QVector3D(x3, y3, -0.05f);
m_vertices << QVector3D(x4, y4, -0.05f);
m_vertices << QVector3D(x2, y2, -0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_vertices << QVector3D(x4, y4, 0.05f);
m_vertices << QVector3D(x2, y2, 0.05f);
m_vertices << QVector3D(x1, y1, 0.05f);
m_vertices << QVector3D(x2, y2, 0.05f);
m_vertices << QVector3D(x4, y4, 0.05f);
m_vertices << QVector3D(x3, y3, 0.05f);
n = QVector3D::normal
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
}
void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
m_vertices << QVector3D(x1, y1, +0.05f);
m_vertices << QVector3D(x2, y2, +0.05f);
m_vertices << QVector3D(x1, y1, -0.05f);
m_vertices << QVector3D(x2, y2, -0.05f);
m_vertices << QVector3D(x1, y1, -0.05f);
m_vertices << QVector3D(x2, y2, +0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
}