File: opengl-cube-mainwidget-cpp.html

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<h1 class="title">mainwidget.cpp Example File</h1>
<span class="small-subtitle">opengl/cube/mainwidget.cpp</span>
<!-- $$$opengl/cube/mainwidget.cpp-description -->
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<pre class="cpp"> <span class="comment">/****************************************************************************
 **
 ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
 ** All rights reserved.
 ** Contact: Nokia Corporation (qt-info@nokia.com)
 **
 ** This file is part of the QtCore module of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:BSD$
 ** You may use this file under the terms of the BSD license as follows:
 **
 ** &quot;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
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 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/</span>

 <span class="preprocessor">#include &quot;mainwidget.h&quot;</span>

 <span class="preprocessor">#include &quot;geometryengine.h&quot;</span>

 <span class="preprocessor">#include &lt;QtOpenGL/QGLShaderProgram&gt;</span>

 <span class="preprocessor">#include &lt;QBasicTimer&gt;</span>
 <span class="preprocessor">#include &lt;QMouseEvent&gt;</span>
 <span class="preprocessor">#include &lt;QDebug&gt;</span>

 <span class="preprocessor">#include &lt;math.h&gt;</span>
 <span class="preprocessor">#include &lt;locale.h&gt;</span>

 MainWidget<span class="operator">::</span>MainWidget(<span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>parent) :
     <span class="type"><a href="qglwidget.html">QGLWidget</a></span>(parent)<span class="operator">,</span>
     timer(<span class="keyword">new</span> <span class="type"><a href="qbasictimer.html">QBasicTimer</a></span>)<span class="operator">,</span>
     program(<span class="keyword">new</span> <span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span>)<span class="operator">,</span>
     geometries(<span class="keyword">new</span> GeometryEngine)
 {
 }

 MainWidget<span class="operator">::</span><span class="operator">~</span>MainWidget()
 {
     <span class="keyword">delete</span> timer; timer <span class="operator">=</span> <span class="number">0</span>;
     <span class="keyword">delete</span> program; program <span class="operator">=</span> <span class="number">0</span>;
     <span class="keyword">delete</span> geometries; geometries <span class="operator">=</span> <span class="number">0</span>;

     deleteTexture(texture);
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>mousePressEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>e)
 {
     <span class="comment">// Saving mouse press position</span>
     mousePressPosition <span class="operator">=</span> QVector2D(e<span class="operator">-</span><span class="operator">&gt;</span>posF());
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>mouseReleaseEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>e)
 {
     <span class="comment">// Mouse release position - mouse press position</span>
     QVector2D diff <span class="operator">=</span> QVector2D(e<span class="operator">-</span><span class="operator">&gt;</span>posF()) <span class="operator">-</span> mousePressPosition;

     <span class="comment">// Rotation axis is perpendicular to the mouse position difference</span>
     <span class="comment">// vector</span>
     QVector3D n <span class="operator">=</span> QVector3D(diff<span class="operator">.</span>y()<span class="operator">,</span> diff<span class="operator">.</span>x()<span class="operator">,</span> <span class="number">0.0</span>)<span class="operator">.</span>normalized();

     <span class="comment">// Accelerate angular speed relative to the length of the mouse sweep</span>
     <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> acc <span class="operator">=</span> diff<span class="operator">.</span>length() <span class="operator">/</span> <span class="number">100.0</span>;

     <span class="comment">// Calculate new rotation axis as weighted sum</span>
     rotationAxis <span class="operator">=</span> (rotationAxis <span class="operator">*</span> angularSpeed <span class="operator">+</span> n <span class="operator">*</span> acc)<span class="operator">.</span>normalized();

     <span class="comment">// Increase angular speed</span>
     angularSpeed <span class="operator">+</span><span class="operator">=</span> acc;
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>timerEvent(<span class="type"><a href="qtimerevent.html">QTimerEvent</a></span> <span class="operator">*</span>e)
 {
     Q_UNUSED(e);

     <span class="comment">// Decrease angular speed (friction)</span>
     angularSpeed <span class="operator">*</span><span class="operator">=</span> <span class="number">0.99</span>;

     <span class="comment">// Stop rotation when speed goes below threshold</span>
     <span class="keyword">if</span> (angularSpeed <span class="operator">&lt;</span> <span class="number">0.01</span>)
         angularSpeed <span class="operator">=</span> <span class="number">0.0</span>;
     <span class="keyword">else</span> {
         <span class="comment">// Update rotation</span>
         rotation <span class="operator">=</span> <span class="type"><a href="qquaternion.html">QQuaternion</a></span><span class="operator">::</span>fromAxisAndAngle(rotationAxis<span class="operator">,</span> angularSpeed) <span class="operator">*</span> rotation;

         <span class="comment">// Update scene</span>
         updateGL();
     }
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>initializeGL()
 {
     initializeGLFunctions();

     qglClearColor(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>black);

     <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;Initializing shaders...&quot;</span>;
     initShaders();

     <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;Initializing textures...&quot;</span>;
     initTextures();

     <span class="comment">// Enable depth buffer</span>
     glEnable(GL_DEPTH_TEST);

     <span class="comment">// Enable back face culling</span>
     glEnable(GL_CULL_FACE);

     <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;Initializing geometries...&quot;</span>;
     geometries<span class="operator">-</span><span class="operator">&gt;</span>init();

     <span class="comment">// using QBasicTimer because its faster that QTimer</span>
     timer<span class="operator">-</span><span class="operator">&gt;</span>start(<span class="number">12</span><span class="operator">,</span> <span class="keyword">this</span>);
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>initShaders()
 {
     <span class="comment">// Overriding system locale until shaders are compiled</span>
     setlocale(LC_NUMERIC<span class="operator">,</span> <span class="string">&quot;C&quot;</span>);

     <span class="comment">// Compiling vertex shader</span>
     <span class="keyword">if</span> (<span class="operator">!</span>program<span class="operator">-</span><span class="operator">&gt;</span>addShaderFromSourceFile(<span class="type"><a href="qglshader.html">QGLShader</a></span><span class="operator">::</span>Vertex<span class="operator">,</span> <span class="string">&quot;:/vshader.glsl&quot;</span>))
         close();

     <span class="comment">// Compiling fragment shader</span>
     <span class="keyword">if</span> (<span class="operator">!</span>program<span class="operator">-</span><span class="operator">&gt;</span>addShaderFromSourceFile(<span class="type"><a href="qglshader.html">QGLShader</a></span><span class="operator">::</span>Fragment<span class="operator">,</span> <span class="string">&quot;:/fshader.glsl&quot;</span>))
         close();

     <span class="comment">// Linking shader pipeline</span>
     <span class="keyword">if</span> (<span class="operator">!</span>program<span class="operator">-</span><span class="operator">&gt;</span>link())
         close();

     <span class="comment">// Binding shader pipeline for use</span>
     <span class="keyword">if</span> (<span class="operator">!</span>program<span class="operator">-</span><span class="operator">&gt;</span>bind())
         close();

     <span class="comment">// Restore system locale</span>
     setlocale(LC_ALL<span class="operator">,</span> <span class="string">&quot;&quot;</span>);
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>initTextures()
 {
     <span class="comment">// Loading cube.png to texture unit 0</span>
     glActiveTexture(GL_TEXTURE0);
     glEnable(GL_TEXTURE_2D);
     texture <span class="operator">=</span> bindTexture(<span class="type"><a href="qimage.html">QImage</a></span>(<span class="string">&quot;:/cube.png&quot;</span>));

     <span class="comment">// Set nearest filtering mode for texture minification</span>
     glTexParameterf(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_NEAREST);

     <span class="comment">// Set bilinear filtering mode for texture magnification</span>
     glTexParameterf(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);

     <span class="comment">// Wrap texture coordinates by repeating</span>
     <span class="comment">// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)</span>
     glTexParameterf(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
     glTexParameterf(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>resizeGL(<span class="type">int</span> w<span class="operator">,</span> <span class="type">int</span> h)
 {
     <span class="comment">// Set OpenGL viewport to cover whole widget</span>
     glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> w<span class="operator">,</span> h);

     <span class="comment">// Calculate aspect ratio</span>
     <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> aspect <span class="operator">=</span> (<span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span>)w <span class="operator">/</span> ((<span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span>)h<span class="operator">?</span>h:<span class="number">1</span>);

     <span class="comment">// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees</span>
     <span class="keyword">const</span> <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> zNear <span class="operator">=</span> <span class="number">3.0</span><span class="operator">,</span> zFar <span class="operator">=</span> <span class="number">7.0</span><span class="operator">,</span> fov <span class="operator">=</span> <span class="number">45.0</span>;

     <span class="comment">// Reset projection</span>
     projection<span class="operator">.</span>setToIdentity();

     <span class="comment">// Set perspective projection</span>
     projection<span class="operator">.</span>perspective(fov<span class="operator">,</span> aspect<span class="operator">,</span> zNear<span class="operator">,</span> zFar);
 }

 <span class="type">void</span> MainWidget<span class="operator">::</span>paintGL()
 {
     <span class="comment">// Clear color and depth buffer</span>
     glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT);

     <span class="comment">// Calculate model view transformation</span>
     QMatrix4x4 matrix;
     matrix<span class="operator">.</span>translate(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">5.0</span>);
     matrix<span class="operator">.</span>rotate(rotation);

     <span class="comment">// Set modelview-projection matrix</span>
     program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;mvp_matrix&quot;</span><span class="operator">,</span> projection <span class="operator">*</span> matrix);

     <span class="comment">// Using texture unit 0 which contains cube.png</span>
     program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;texture&quot;</span><span class="operator">,</span> <span class="number">0</span>);

     <span class="comment">// Draw cube geometry</span>
     geometries<span class="operator">-</span><span class="operator">&gt;</span>drawCubeGeometry(program);
 }</pre>
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<!-- @@@opengl/cube/mainwidget.cpp -->
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