/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "glwidget.h" #include #include #include #ifdef WIN32 #include PFNGLACTIVETEXTUREPROC pGlActiveTexture = NULL; #define glActiveTexture pGlActiveTexture #endif //WIN32 //! [0] GlWidget::GlWidget(QWidget *parent) : QGLWidget(QGLFormat(/* Additional format options */), parent) { //! [0] alpha = 25; beta = -25; distance = 2.5; //! [1] lightAngle = 0; QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(timeout())); timer->start(20); } //! [1] GlWidget::~GlWidget() { } QSize GlWidget::sizeHint() const { return QSize(640, 480); } //! [2] void GlWidget::initializeGL() { //! [2] #ifdef WIN32 glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress((LPCSTR) "glActiveTexture"); #endif glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); qglClearColor(QColor(Qt::black)); //! [3] lightingShaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/lightingVertexShader.vsh"); lightingShaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/lightingFragmentShader.fsh"); lightingShaderProgram.link(); cubeVertices << QVector3D(-0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, 0.5) << QVector3D( 0.5, 0.5, 0.5) // Front << QVector3D( 0.5, 0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5) << QVector3D(-0.5, 0.5, -0.5) // Back << QVector3D(-0.5, 0.5, -0.5) << QVector3D( 0.5, 0.5, -0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) // Left << QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, 0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D( 0.5, 0.5, -0.5) // Right << QVector3D( 0.5, 0.5, -0.5) << QVector3D( 0.5, 0.5, 0.5) << QVector3D( 0.5, -0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) << QVector3D( 0.5, 0.5, 0.5) << QVector3D( 0.5, 0.5, -0.5) // Top << QVector3D( 0.5, 0.5, -0.5) << QVector3D(-0.5, 0.5, -0.5) << QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, 0.5) // Bottom << QVector3D( 0.5, -0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(-0.5, -0.5, -0.5); cubeNormals << QVector3D( 0, 0, 1) << QVector3D( 0, 0, 1) << QVector3D( 0, 0, 1) // Front << QVector3D( 0, 0, 1) << QVector3D( 0, 0, 1) << QVector3D( 0, 0, 1) << QVector3D( 0, 0, -1) << QVector3D( 0, 0, -1) << QVector3D( 0, 0, -1) // Back << QVector3D( 0, 0, -1) << QVector3D( 0, 0, -1) << QVector3D( 0, 0, -1) << QVector3D(-1, 0, 0) << QVector3D(-1, 0, 0) << QVector3D(-1, 0, 0) // Left << QVector3D(-1, 0, 0) << QVector3D(-1, 0, 0) << QVector3D(-1, 0, 0) << QVector3D( 1, 0, 0) << QVector3D( 1, 0, 0) << QVector3D( 1, 0, 0) // Right << QVector3D( 1, 0, 0) << QVector3D( 1, 0, 0) << QVector3D( 1, 0, 0) << QVector3D( 0, 1, 0) << QVector3D( 0, 1, 0) << QVector3D( 0, 1, 0) // Top << QVector3D( 0, 1, 0) << QVector3D( 0, 1, 0) << QVector3D( 0, 1, 0) << QVector3D( 0, -1, 0) << QVector3D( 0, -1, 0) << QVector3D( 0, -1, 0) // Bottom << QVector3D( 0, -1, 0) << QVector3D( 0, -1, 0) << QVector3D( 0, -1, 0); cubeTextureCoordinates << QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Front << QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Back << QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Left << QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Right << QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Top << QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Bottom << QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0); cubeTexture = bindTexture(QPixmap(":/cubeTexture.png")); coloringShaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/coloringVertexShader.vsh"); coloringShaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/coloringFragmentShader.fsh"); coloringShaderProgram.link(); spotlightVertices << QVector3D( 0, 1, 0) << QVector3D(-0.5, 0, 0.5) << QVector3D( 0.5, 0, 0.5) // Front << QVector3D( 0, 1, 0) << QVector3D( 0.5, 0, -0.5) << QVector3D(-0.5, 0, -0.5) // Back << QVector3D( 0, 1, 0) << QVector3D(-0.5, 0, -0.5) << QVector3D(-0.5, 0, 0.5) // Left << QVector3D( 0, 1, 0) << QVector3D( 0.5, 0, 0.5) << QVector3D( 0.5, 0, -0.5) // Right << QVector3D(-0.5, 0, -0.5) << QVector3D( 0.5, 0, -0.5) << QVector3D( 0.5, 0, 0.5) // Bottom << QVector3D( 0.5, 0, 0.5) << QVector3D(-0.5, 0, 0.5) << QVector3D(-0.5, 0, -0.5); spotlightColors << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) // Front << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) // Back << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) // Left << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) << QVector3D(0.2, 0.2, 0.2) // Right << QVector3D( 1, 1, 1) << QVector3D( 1, 1, 1) << QVector3D( 1, 1, 1) // Bottom << QVector3D( 1, 1, 1) << QVector3D( 1, 1, 1) << QVector3D( 1, 1, 1); } //! [3] void GlWidget::resizeGL(int width, int height) { if (height == 0) { height = 1; } pMatrix.setToIdentity(); pMatrix.perspective(60.0, (float) width / (float) height, 0.001, 1000); glViewport(0, 0, width, height); } //! [4] void GlWidget::paintGL() { //! [4] glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); QMatrix4x4 mMatrix; QMatrix4x4 vMatrix; QMatrix4x4 cameraTransformation; cameraTransformation.rotate(alpha, 0, 1, 0); cameraTransformation.rotate(beta, 1, 0, 0); QVector3D cameraPosition = cameraTransformation * QVector3D(0, 0, distance); QVector3D cameraUpDirection = cameraTransformation * QVector3D(0, 1, 0); vMatrix.lookAt(cameraPosition, QVector3D(0, 0, 0), cameraUpDirection); //! [5] mMatrix.setToIdentity(); QMatrix4x4 mvMatrix; mvMatrix = vMatrix * mMatrix; QMatrix3x3 normalMatrix; normalMatrix = mvMatrix.normalMatrix(); QMatrix4x4 lightTransformation; lightTransformation.rotate(lightAngle, 0, 1, 0); QVector3D lightPosition = lightTransformation * QVector3D(0, 1, 1); lightingShaderProgram.bind(); lightingShaderProgram.setUniformValue("mvpMatrix", pMatrix * mvMatrix); lightingShaderProgram.setUniformValue("mvMatrix", mvMatrix); lightingShaderProgram.setUniformValue("normalMatrix", normalMatrix); lightingShaderProgram.setUniformValue("lightPosition", vMatrix * lightPosition); lightingShaderProgram.setUniformValue("ambientColor", QColor(32, 32, 32)); lightingShaderProgram.setUniformValue("diffuseColor", QColor(128, 128, 128)); lightingShaderProgram.setUniformValue("specularColor", QColor(255, 255, 255)); lightingShaderProgram.setUniformValue("ambientReflection", (GLfloat) 1.0); lightingShaderProgram.setUniformValue("diffuseReflection", (GLfloat) 1.0); lightingShaderProgram.setUniformValue("specularReflection", (GLfloat) 1.0); lightingShaderProgram.setUniformValue("shininess", (GLfloat) 100.0); lightingShaderProgram.setUniformValue("texture", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, cubeTexture); glActiveTexture(0); lightingShaderProgram.setAttributeArray("vertex", cubeVertices.constData()); lightingShaderProgram.enableAttributeArray("vertex"); lightingShaderProgram.setAttributeArray("normal", cubeNormals.constData()); lightingShaderProgram.enableAttributeArray("normal"); lightingShaderProgram.setAttributeArray("textureCoordinate", cubeTextureCoordinates.constData()); lightingShaderProgram.enableAttributeArray("textureCoordinate"); glDrawArrays(GL_TRIANGLES, 0, cubeVertices.size()); lightingShaderProgram.disableAttributeArray("vertex"); lightingShaderProgram.disableAttributeArray("normal"); lightingShaderProgram.disableAttributeArray("textureCoordinate"); lightingShaderProgram.release(); mMatrix.setToIdentity(); mMatrix.translate(lightPosition); mMatrix.rotate(lightAngle, 0, 1, 0); mMatrix.rotate(45, 1, 0, 0); mMatrix.scale(0.1); coloringShaderProgram.bind(); coloringShaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix); coloringShaderProgram.setAttributeArray("vertex", spotlightVertices.constData()); coloringShaderProgram.enableAttributeArray("vertex"); coloringShaderProgram.setAttributeArray("color", spotlightColors.constData()); coloringShaderProgram.enableAttributeArray("color"); glDrawArrays(GL_TRIANGLES, 0, spotlightVertices.size()); coloringShaderProgram.disableAttributeArray("vertex"); coloringShaderProgram.disableAttributeArray("color"); coloringShaderProgram.release(); } //! [5] void GlWidget::mousePressEvent(QMouseEvent *event) { lastMousePosition = event->pos(); event->accept(); } void GlWidget::mouseMoveEvent(QMouseEvent *event) { int deltaX = event->x() - lastMousePosition.x(); int deltaY = event->y() - lastMousePosition.y(); if (event->buttons() & Qt::LeftButton) { alpha -= deltaX; while (alpha < 0) { alpha += 360; } while (alpha >= 360) { alpha -= 360; } beta -= deltaY; if (beta < -90) { beta = -90; } if (beta > 90) { beta = 90; } } lastMousePosition = event->pos(); event->accept(); } void GlWidget::wheelEvent(QWheelEvent *event) { int delta = event->delta(); if (event->orientation() == Qt::Vertical) { if (delta < 0) { distance *= 1.1; } else if (delta > 0) { distance *= 0.9; } } event->accept(); } //! [6] void GlWidget::timeout() { lightAngle += 1; while (lightAngle >= 360) { lightAngle -= 360; } updateGL(); } //! [6]