1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
|
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "mainwidget.h"
#include <QMouseEvent>
#include <cmath>
MainWidget::~MainWidget()
{
// Make sure the context is current when deleting the texture
// and the buffers.
makeCurrent();
delete texture;
delete geometries;
doneCurrent();
}
//! [0]
void MainWidget::mousePressEvent(QMouseEvent *e)
{
// Save mouse press position
mousePressPosition = QVector2D(e->position());
}
void MainWidget::mouseReleaseEvent(QMouseEvent *e)
{
// Mouse release position - mouse press position
QVector2D diff = QVector2D(e->position()) - mousePressPosition;
// Rotation axis is perpendicular to the mouse position difference
// vector
QVector3D n = QVector3D(diff.y(), diff.x(), 0.0).normalized();
// Accelerate angular speed relative to the length of the mouse sweep
qreal acc = diff.length() / 100.0;
// Calculate new rotation axis as weighted sum
rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();
// Increase angular speed
angularSpeed += acc;
}
//! [0]
//! [1]
void MainWidget::timerEvent(QTimerEvent *)
{
// Decrease angular speed (friction)
angularSpeed *= 0.99;
// Stop rotation when speed goes below threshold
if (angularSpeed < 0.01) {
angularSpeed = 0.0;
} else {
// Update rotation
rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;
// Request an update
update();
}
}
//! [1]
void MainWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0, 0, 0, 1);
initShaders();
initTextures();
geometries = new GeometryEngine;
// Use QBasicTimer because its faster than QTimer
timer.start(12, this);
}
//! [3]
void MainWidget::initShaders()
{
// Compile vertex shader
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vshader.glsl"))
close();
// Compile fragment shader
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fshader.glsl"))
close();
// Link shader pipeline
if (!program.link())
close();
// Bind shader pipeline for use
if (!program.bind())
close();
}
//! [3]
//! [4]
void MainWidget::initTextures()
{
// Load cube.png image
texture = new QOpenGLTexture(QImage(":/cube.png").flipped());
// Set nearest filtering mode for texture minification
texture->setMinificationFilter(QOpenGLTexture::Nearest);
// Set bilinear filtering mode for texture magnification
texture->setMagnificationFilter(QOpenGLTexture::Linear);
// Wrap texture coordinates by repeating
// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
texture->setWrapMode(QOpenGLTexture::Repeat);
}
//! [4]
//! [5]
void MainWidget::resizeGL(int w, int h)
{
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
const qreal zNear = 3.0, zFar = 7.0, fov = 45.0;
// Reset projection
projection.setToIdentity();
// Set perspective projection
projection.perspective(fov, aspect, zNear, zFar);
}
//! [5]
void MainWidget::paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//! [2]
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
// Enable back face culling
glEnable(GL_CULL_FACE);
//! [2]
texture->bind();
program.bind();
//! [6]
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 0.0, -5.0);
matrix.rotate(rotation);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", projection * matrix);
//! [6]
// Use texture unit 0 which contains cube.png
program.setUniformValue("texture", 0);
// Draw cube geometry
geometries->drawCubeGeometry(&program);
}
|