qt6windows7/tests/manual/qopenglwidget/dockedopenglwidget/mainwidget.cpp

162 lines
4.0 KiB
C++
Raw Normal View History

2023-10-30 06:33:08 +08:00
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
#include "mainwidget.h"
#include <QMouseEvent>
#include <cmath>
MainWidget::~MainWidget()
{
cleanup();
}
void MainWidget::cleanup()
{
makeCurrent();
delete texture;
texture = nullptr;
delete geometries;
geometries = nullptr;
delete program;
program = nullptr;
doneCurrent();
QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &MainWidget::cleanup);
}
void MainWidget::mousePressEvent(QMouseEvent *e)
{
// Save mouse press position
mousePressPosition = QVector2D(e->position());
}
void MainWidget::mouseReleaseEvent(QMouseEvent *e)
{
// Mouse release position - mouse press position
QVector2D diff = QVector2D(e->position()) - mousePressPosition;
// Rotation axis is perpendicular to the mouse position difference
// vector
QVector3D n = QVector3D(diff.y(), diff.x(), 0.0).normalized();
// Accelerate angular speed relative to the length of the mouse sweep
qreal acc = diff.length() / 100.0;
// Calculate new rotation axis as weighted sum
rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();
// Increase angular speed
angularSpeed += acc;
}
void MainWidget::timerEvent(QTimerEvent *)
{
// Decrease angular speed (friction)
angularSpeed *= 0.99;
// Stop rotation when speed goes below threshold
if (angularSpeed < 0.01) {
angularSpeed = 0.0;
} else {
// Update rotation
rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;
// Request an update
update();
}
}
void MainWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0, 0, 0, 1);
initShaders();
initTextures();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
geometries = new GeometryEngine;
// Use QBasicTimer because its faster than QTimer
timer.start(12, this);
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &MainWidget::cleanup);
}
void MainWidget::initShaders()
{
program = new QOpenGLShaderProgram;
// Compile vertex shader
if (!program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vshader.glsl"))
close();
// Compile fragment shader
if (!program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fshader.glsl"))
close();
// Link shader pipeline
if (!program->link())
close();
// Bind shader pipeline for use
if (!program->bind())
close();
}
void MainWidget::initTextures()
{
// Load cube.png image
texture = new QOpenGLTexture(QImage(":/cube.png").mirrored());
// Set nearest filtering mode for texture minification
texture->setMinificationFilter(QOpenGLTexture::Nearest);
// Set bilinear filtering mode for texture magnification
texture->setMagnificationFilter(QOpenGLTexture::Linear);
// Wrap texture coordinates by repeating
// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
texture->setWrapMode(QOpenGLTexture::Repeat);
}
void MainWidget::resizeGL(int w, int h)
{
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
const qreal zNear = 3.0, zFar = 7.0, fov = 45.0;
// Reset projection
projection.setToIdentity();
// Set perspective projection
projection.perspective(fov, aspect, zNear, zFar);
}
void MainWidget::paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
texture->bind();
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 0.0, -5.0);
matrix.rotate(rotation);
// Set modelview-projection matrix
program->setUniformValue("mvp_matrix", projection * matrix);
// Use texture unit 0 which contains cube.png
program->setUniformValue("texture", 0);
// Draw cube geometry
geometries->drawCubeGeometry(program);
}