mirror of
https://github.com/crystalidea/qt6windows7.git
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131 lines
2.9 KiB
C++
131 lines
2.9 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "openglwindow.h"
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#include <QGuiApplication>
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#include <QMatrix4x4>
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#include <QOpenGLShaderProgram>
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#include <QScreen>
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#include <QtMath>
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//! [1]
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class TriangleWindow : public OpenGLWindow
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{
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public:
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using OpenGLWindow::OpenGLWindow;
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void initialize() override;
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void render() override;
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private:
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GLint m_posAttr = 0;
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GLint m_colAttr = 0;
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GLint m_matrixUniform = 0;
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QOpenGLShaderProgram *m_program = nullptr;
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int m_frame = 0;
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};
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//! [1]
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//! [2]
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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QSurfaceFormat format;
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format.setSamples(16);
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TriangleWindow window;
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window.setFormat(format);
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window.resize(640, 480);
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window.show();
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window.setAnimating(true);
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return app.exec();
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}
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//! [2]
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//! [3]
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static const char *vertexShaderSource =
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"attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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//! [3]
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//! [4]
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void TriangleWindow::initialize()
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{
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m_program = new QOpenGLShaderProgram(this);
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->link();
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m_posAttr = m_program->attributeLocation("posAttr");
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Q_ASSERT(m_posAttr != -1);
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m_colAttr = m_program->attributeLocation("colAttr");
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Q_ASSERT(m_colAttr != -1);
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m_matrixUniform = m_program->uniformLocation("matrix");
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Q_ASSERT(m_matrixUniform != -1);
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}
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//! [4]
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//! [5]
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void TriangleWindow::render()
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{
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const qreal retinaScale = devicePixelRatio();
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glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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glClear(GL_COLOR_BUFFER_BIT);
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m_program->bind();
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QMatrix4x4 matrix;
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matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f);
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matrix.translate(0, 0, -2);
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matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);
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m_program->setUniformValue(m_matrixUniform, matrix);
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static const GLfloat vertices[] = {
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0.0f, 0.707f,
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-0.5f, -0.5f,
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0.5f, -0.5f
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};
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static const GLfloat colors[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(m_posAttr);
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glEnableVertexAttribArray(m_colAttr);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(m_colAttr);
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glDisableVertexAttribArray(m_posAttr);
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m_program->release();
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++m_frame;
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}
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//! [5]
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