glwidget.cpp Example File

hellogl2/glwidget.cpp
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 #include "glwidget.h"
 #include <QMouseEvent>
 #include <QOpenGLShaderProgram>
 #include <QCoreApplication>
 #include <math.h>

 bool GLWidget::m_transparent = false;

 GLWidget::GLWidget(QWidget *parent)
     : QOpenGLWidget(parent),
       m_xRot(0),
       m_yRot(0),
       m_zRot(0),
       m_program(0)
 {
     m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
     // --transparent causes the clear color to be transparent. Therefore, on systems that
     // support it, the widget will become transparent apart from the logo.
     if (m_transparent) {
         QSurfaceFormat fmt = format();
         fmt.setAlphaBufferSize(8);
         setFormat(fmt);
     }
 }

 GLWidget::~GLWidget()
 {
     cleanup();
 }

 QSize GLWidget::minimumSizeHint() const
 {
     return QSize(50, 50);
 }

 QSize GLWidget::sizeHint() const
 {
     return QSize(400, 400);
 }

 static void qNormalizeAngle(int &angle)
 {
     while (angle < 0)
         angle += 360 * 16;
     while (angle > 360 * 16)
         angle -= 360 * 16;
 }

 void GLWidget::setXRotation(int angle)
 {
     qNormalizeAngle(angle);
     if (angle != m_xRot) {
         m_xRot = angle;
         emit xRotationChanged(angle);
         update();
     }
 }

 void GLWidget::setYRotation(int angle)
 {
     qNormalizeAngle(angle);
     if (angle != m_yRot) {
         m_yRot = angle;
         emit yRotationChanged(angle);
         update();
     }
 }

 void GLWidget::setZRotation(int angle)
 {
     qNormalizeAngle(angle);
     if (angle != m_zRot) {
         m_zRot = angle;
         emit zRotationChanged(angle);
         update();
     }
 }

 void GLWidget::cleanup()
 {
     if (m_program == nullptr)
         return;
     makeCurrent();
     m_logoVbo.destroy();
     delete m_program;
     m_program = 0;
     doneCurrent();
 }

 static const char *vertexShaderSourceCore =
     "#version 150\n"
     "in vec4 vertex;\n"
     "in vec3 normal;\n"
     "out vec3 vert;\n"
     "out vec3 vertNormal;\n"
     "uniform mat4 projMatrix;\n"
     "uniform mat4 mvMatrix;\n"
     "uniform mat3 normalMatrix;\n"
     "void main() {\n"
     "   vert = vertex.xyz;\n"
     "   vertNormal = normalMatrix * normal;\n"
     "   gl_Position = projMatrix * mvMatrix * vertex;\n"
     "}\n";

 static const char *fragmentShaderSourceCore =
     "#version 150\n"
     "in highp vec3 vert;\n"
     "in highp vec3 vertNormal;\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 color = vec3(0.39, 1.0, 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";

 static const char *vertexShaderSource =
     "attribute vec4 vertex;\n"
     "attribute vec3 normal;\n"
     "varying vec3 vert;\n"
     "varying vec3 vertNormal;\n"
     "uniform mat4 projMatrix;\n"
     "uniform mat4 mvMatrix;\n"
     "uniform mat3 normalMatrix;\n"
     "void main() {\n"
     "   vert = vertex.xyz;\n"
     "   vertNormal = normalMatrix * normal;\n"
     "   gl_Position = projMatrix * mvMatrix * vertex;\n"
     "}\n";

 static const char *fragmentShaderSource =
     "varying highp vec3 vert;\n"
     "varying highp vec3 vertNormal;\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 color = vec3(0.39, 1.0, 0.0);\n"
     "   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
     "   gl_FragColor = vec4(col, 1.0);\n"
     "}\n";

 void GLWidget::initializeGL()
 {
     // In this example the widget's corresponding top-level window can change
     // several times during the widget's lifetime. Whenever this happens, the
     // QOpenGLWidget's associated context is destroyed and a new one is created.
     // Therefore we have to be prepared to clean up the resources on the
     // aboutToBeDestroyed() signal, instead of the destructor. The emission of
     // the signal will be followed by an invocation of initializeGL() where we
     // can recreate all resources.
     connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);

     initializeOpenGLFunctions();
     glClearColor(0, 0, 0, m_transparent ? 0 : 1);

     m_program = new QOpenGLShaderProgram;
     m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
     m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
     m_program->bindAttributeLocation("vertex", 0);
     m_program->bindAttributeLocation("normal", 1);
     m_program->link();

     m_program->bind();
     m_projMatrixLoc = m_program->uniformLocation("projMatrix");
     m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
     m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
     m_lightPosLoc = m_program->uniformLocation("lightPos");

     // Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
     // implementations this is optional and support may not be present
     // at all. Nonetheless the below code works in all cases and makes
     // sure there is a VAO when one is needed.
     m_vao.create();
     QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);

     // Setup our vertex buffer object.
     m_logoVbo.create();
     m_logoVbo.bind();
     m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));

     // Store the vertex attribute bindings for the program.
     setupVertexAttribs();

     // Our camera never changes in this example.
     m_camera.setToIdentity();
     m_camera.translate(0, 0, -1);

     // Light position is fixed.
     m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));

     m_program->release();
 }

 void GLWidget::setupVertexAttribs()
 {
     m_logoVbo.bind();
     QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
     f->glEnableVertexAttribArray(0);
     f->glEnableVertexAttribArray(1);
     f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
     f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
     m_logoVbo.release();
 }

 void GLWidget::paintGL()
 {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glEnable(GL_DEPTH_TEST);
     glEnable(GL_CULL_FACE);

     m_world.setToIdentity();
     m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
     m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
     m_world.rotate(m_zRot / 16.0f, 0, 0, 1);

     QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
     m_program->bind();
     m_program->setUniformValue(m_projMatrixLoc, m_proj);
     m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
     QMatrix3x3 normalMatrix = m_world.normalMatrix();
     m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);

     glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());

     m_program->release();
 }

 void GLWidget::resizeGL(int w, int h)
 {
     m_proj.setToIdentity();
     m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
 }

 void GLWidget::mousePressEvent(QMouseEvent *event)
 {
     m_lastPos = event->pos();
 }

 void GLWidget::mouseMoveEvent(QMouseEvent *event)
 {
     int dx = event->x() - m_lastPos.x();
     int dy = event->y() - m_lastPos.y();

     if (event->buttons() & Qt::LeftButton) {
         setXRotation(m_xRot + 8 * dy);
         setYRotation(m_yRot + 8 * dx);
     } else if (event->buttons() & Qt::RightButton) {
         setXRotation(m_xRot + 8 * dy);
         setZRotation(m_zRot + 8 * dx);
     }
     m_lastPos = event->pos();
 }