mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-26 22:27:06 +08:00
174 lines
4.9 KiB
C++
174 lines
4.9 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 "glwidget.h"
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <QMouseEvent>
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GLWidget::~GLWidget()
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{
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makeCurrent();
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vbo.destroy();
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for (int i = 0; i < 6; ++i)
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delete textures[i];
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delete program;
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doneCurrent();
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}
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QSize GLWidget::minimumSizeHint() const
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{
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return QSize(50, 50);
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}
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QSize GLWidget::sizeHint() const
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{
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return QSize(200, 200);
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}
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void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
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{
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xRot += xAngle;
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yRot += yAngle;
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zRot += zAngle;
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update();
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}
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void GLWidget::setClearColor(const QColor &color)
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{
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clearColor = color;
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update();
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}
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void GLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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makeObject();
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#define PROGRAM_VERTEX_ATTRIBUTE 0
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#define PROGRAM_TEXCOORD_ATTRIBUTE 1
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec4 texCoord;\n"
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"varying mediump vec4 texc;\n"
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"uniform mediump mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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"uniform sampler2D texture;\n"
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"varying mediump vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st);\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program = new QOpenGLShaderProgram;
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program->addShader(vshader);
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program->addShader(fshader);
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program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
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program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
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program->link();
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program->bind();
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program->setUniformValue("texture", 0);
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}
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void GLWidget::paintGL()
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{
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glClearColor(clearColor.redF(), clearColor.greenF(), clearColor.blueF(), clearColor.alphaF());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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QMatrix4x4 m;
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m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
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m.translate(0.0f, 0.0f, -10.0f);
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m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
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m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
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m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
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vbo.bind();
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program->bind();
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program->setUniformValue("matrix", m);
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program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
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program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
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program->setAttributeBuffer(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, 0, 3, 5 * sizeof(GLfloat));
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program->setAttributeBuffer(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, 3 * sizeof(GLfloat), 2, 5 * sizeof(GLfloat));
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for (int i = 0; i < 6; ++i) {
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textures[i]->bind();
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glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
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}
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}
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void GLWidget::resizeGL(int width, int height)
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{
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int side = qMin(width, height);
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glViewport((width - side) / 2, (height - side) / 2, side, side);
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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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lastPos = event->position().toPoint();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int dx = event->position().toPoint().x() - lastPos.x();
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int dy = event->position().toPoint().y() - lastPos.y();
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if (event->buttons() & Qt::LeftButton) {
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rotateBy(8 * dy, 8 * dx, 0);
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} else if (event->buttons() & Qt::RightButton) {
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rotateBy(8 * dy, 0, 8 * dx);
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}
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lastPos = event->position().toPoint();
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}
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void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
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{
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emit clicked();
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}
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void GLWidget::makeObject()
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{
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static const int coords[6][4][3] = {
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{ { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },
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{ { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },
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{ { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },
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{ { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },
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{ { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },
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{ { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }
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};
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for (int j = 0; j < 6; ++j)
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textures[j] = new QOpenGLTexture(QImage(QString(":/images/side%1.png").arg(j + 1)).mirrored());
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QList<GLfloat> vertData;
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for (int i = 0; i < 6; ++i) {
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for (int j = 0; j < 4; ++j) {
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// vertex position
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vertData.append(0.2 * coords[i][j][0]);
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vertData.append(0.2 * coords[i][j][1]);
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vertData.append(0.2 * coords[i][j][2]);
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// texture coordinate
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vertData.append(j == 0 || j == 3);
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vertData.append(j == 0 || j == 1);
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}
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}
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vbo.create();
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vbo.bind();
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vbo.allocate(vertData.constData(), vertData.count() * sizeof(GLfloat));
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}
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