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Breadcrumbs go here --> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <h1 class="title">glwidget.cpp Example File</h1> <span class="small-subtitle">opengl/pbuffers/glwidget.cpp</span> <!-- $$$opengl/pbuffers/glwidget.cpp-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#include "glwidget.h"</span> <span class="preprocessor">#include <math.h></span> <span class="preprocessor">#include "cube.h"</span> <span class="preprocessor">#include <QGLPixelBuffer></span> <span class="preprocessor">#ifndef GL_MULTISAMPLE</span> <span class="preprocessor">#define GL_MULTISAMPLE 0x809D</span> <span class="preprocessor">#endif</span> <span class="keyword">static</span> GLfloat colorArray<span class="operator">[</span><span class="operator">]</span><span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { {<span class="number">0.243f</span><span class="operator">,</span> <span class="number">0.423f</span><span class="operator">,</span> <span class="number">0.125f</span><span class="operator">,</span> <span class="number">1.0f</span>}<span class="operator">,</span> {<span class="number">0.176f</span><span class="operator">,</span> <span class="number">0.31f</span><span class="operator">,</span> <span class="number">0.09f</span><span class="operator">,</span> <span class="number">1.0f</span>}<span class="operator">,</span> {<span class="number">0.4f</span><span class="operator">,</span> <span class="number">0.69f</span><span class="operator">,</span> <span class="number">0.212f</span><span class="operator">,</span> <span class="number">1.0f</span>}<span class="operator">,</span> {<span class="number">0.317f</span><span class="operator">,</span> <span class="number">0.553f</span><span class="operator">,</span> <span class="number">0.161f</span><span class="operator">,</span> <span class="number">1.0f</span>} }; GLWidget<span class="operator">::</span>GLWidget(<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>(<span class="type"><a href="qglformat.html">QGLFormat</a></span>(QGL<span class="operator">::</span>SampleBuffers)<span class="operator">,</span> parent) <span class="operator">,</span> geom(<span class="number">0</span>) <span class="operator">,</span> cube(<span class="number">0</span>) { <span class="comment">// create the pbuffer</span> <span class="type"><a href="qglformat.html">QGLFormat</a></span> pbufferFormat <span class="operator">=</span> format(); pbufferFormat<span class="operator">.</span>setSampleBuffers(<span class="keyword">false</span>); pbuffer <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglpixelbuffer.html">QGLPixelBuffer</a></span>(<span class="type"><a href="qsize.html">QSize</a></span>(<span class="number">512</span><span class="operator">,</span> <span class="number">512</span>)<span class="operator">,</span> pbufferFormat<span class="operator">,</span> <span class="keyword">this</span>); setWindowTitle(tr(<span class="string">"OpenGL pbuffers"</span>)); initializeGeometry(); } GLWidget<span class="operator">::</span><span class="operator">~</span>GLWidget() { pbuffer<span class="operator">-</span><span class="operator">></span>releaseFromDynamicTexture(); glDeleteTextures(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>dynamicTexture); <span class="keyword">delete</span> pbuffer; <a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(cubes); <a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(tiles); <span class="keyword">delete</span> cube; } <span class="type">void</span> GLWidget<span class="operator">::</span>initializeGL() { initCommon(); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); <span class="keyword">static</span> GLfloat lightPosition<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.5</span><span class="operator">,</span> <span class="number">5.0</span><span class="operator">,</span> <span class="number">7.0</span><span class="operator">,</span> <span class="number">1.0</span> }; glLightfv(GL_LIGHT0<span class="operator">,</span> GL_POSITION<span class="operator">,</span> lightPosition); initPbuffer(); cube<span class="operator">-</span><span class="operator">></span>startAnimation(); connect(cube<span class="operator">,</span> SIGNAL(changed())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(update())); <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> <span class="number">3</span>; <span class="operator">+</span><span class="operator">+</span>i) { cubes<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">></span>startAnimation(); connect(cubes<span class="operator">[</span>i<span class="operator">]</span><span class="operator">,</span> SIGNAL(changed())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(update())); } } <span class="type">void</span> GLWidget<span class="operator">::</span>paintGL() { pbuffer<span class="operator">-</span><span class="operator">></span>makeCurrent(); drawPbuffer(); <span class="comment">// On direct render platforms, drawing onto the pbuffer context above</span> <span class="comment">// automatically updates the dynamic texture. For cases where rendering</span> <span class="comment">// directly to a texture is not supported, explicitly copy.</span> <span class="keyword">if</span> (<span class="operator">!</span>hasDynamicTextureUpdate) pbuffer<span class="operator">-</span><span class="operator">></span>updateDynamicTexture(dynamicTexture); makeCurrent(); <span class="comment">// Use the pbuffer as a texture to render the scene</span> glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> dynamicTexture); <span class="comment">// set up to render the scene</span> glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">10.0f</span>); <span class="comment">// draw the background</span> glPushMatrix(); glScalef(aspect<span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span>); <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> tiles<span class="operator">.</span>count(); <span class="operator">+</span><span class="operator">+</span>i) tiles<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">></span>draw(); glPopMatrix(); <span class="comment">// draw the bouncing cubes</span> <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> cubes<span class="operator">.</span>count(); <span class="operator">+</span><span class="operator">+</span>i) cubes<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">></span>draw(); } <span class="type">void</span> GLWidget<span class="operator">::</span>initializeGeometry() { geom <span class="operator">=</span> <span class="keyword">new</span> Geometry(); CubeBuilder cBuilder(geom<span class="operator">,</span> <span class="number">0.5</span>); cBuilder<span class="operator">.</span>setColor(<span class="type"><a href="qcolor.html">QColor</a></span>(<span class="number">255</span><span class="operator">,</span> <span class="number">255</span><span class="operator">,</span> <span class="number">255</span><span class="operator">,</span> <span class="number">212</span>)); <span class="comment">// build the 3 bouncing, spinning cubes</span> <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">3</span>; i <span class="operator">></span> <span class="number">0</span>; <span class="operator">-</span><span class="operator">-</span>i) cubes<span class="operator">.</span>append(cBuilder<span class="operator">.</span>newCube(QVector3D((<span class="type">float</span>)(i<span class="operator">-</span><span class="number">1</span>)<span class="operator">,</span> <span class="operator">-</span><span class="number">1.5f</span><span class="operator">,</span> <span class="number">5</span> <span class="operator">-</span> i))); <span class="comment">// build the spinning cube which goes in the dynamic texture</span> cube <span class="operator">=</span> cBuilder<span class="operator">.</span>newCube(); cube<span class="operator">-</span><span class="operator">></span>removeBounce(); <span class="comment">// build the background tiles</span> TileBuilder tBuilder(geom); tBuilder<span class="operator">.</span>setColor(<span class="type"><a href="qcolor.html">QColor</a></span>(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>white)); <span class="keyword">for</span> (<span class="type">int</span> c <span class="operator">=</span> <span class="operator">-</span><span class="number">2</span>; c <span class="operator"><</span><span class="operator">=</span> <span class="operator">+</span><span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>c) <span class="keyword">for</span> (<span class="type">int</span> r <span class="operator">=</span> <span class="operator">-</span><span class="number">2</span>; r <span class="operator"><</span><span class="operator">=</span> <span class="operator">+</span><span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>r) tiles<span class="operator">.</span>append(tBuilder<span class="operator">.</span>newTile(QVector3D(c<span class="operator">,</span> r<span class="operator">,</span> <span class="number">0</span>))); <span class="comment">// graded backdrop for the pbuffer scene</span> TileBuilder bBuilder(geom<span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">2.0f</span>); bBuilder<span class="operator">.</span>setColor(<span class="type"><a href="qcolor.html">QColor</a></span>(<span class="number">102</span><span class="operator">,</span> <span class="number">176</span><span class="operator">,</span> <span class="number">54</span><span class="operator">,</span> <span class="number">210</span>)); backdrop <span class="operator">=</span> bBuilder<span class="operator">.</span>newTile(QVector3D(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.5f</span>)); backdrop<span class="operator">-</span><span class="operator">></span>setColors(colorArray); } <span class="type">void</span> GLWidget<span class="operator">::</span>initCommon() { qglClearColor(<span class="type"><a href="qcolor.html">QColor</a></span>(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>darkGray)); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_MULTISAMPLE); glBlendFunc(GL_SRC_ALPHA<span class="operator">,</span> GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); geom<span class="operator">-</span><span class="operator">></span>loadArrays(); } <span class="type">void</span> GLWidget<span class="operator">::</span>perspectiveProjection() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); <span class="preprocessor">#ifdef QT_OPENGL_ES</span> glFrustumf(<span class="operator">-</span>aspect<span class="operator">,</span> <span class="operator">+</span>aspect<span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">4.0</span><span class="operator">,</span> <span class="number">15.0</span>); <span class="preprocessor">#else</span> glFrustum(<span class="operator">-</span>aspect<span class="operator">,</span> <span class="operator">+</span>aspect<span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">4.0</span><span class="operator">,</span> <span class="number">15.0</span>); <span class="preprocessor">#endif</span> glMatrixMode(GL_MODELVIEW); } <span class="type">void</span> GLWidget<span class="operator">::</span>orthographicProjection() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); <span class="preprocessor">#ifdef QT_OPENGL_ES</span> glOrthof(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">90.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">90.0</span>); <span class="preprocessor">#else</span> glOrtho(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">90.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">90.0</span>); <span class="preprocessor">#endif</span> glMatrixMode(GL_MODELVIEW); } <span class="type">void</span> GLWidget<span class="operator">::</span>resizeGL(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height) { glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> width<span class="operator">,</span> height); aspect <span class="operator">=</span> (<span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span>)width <span class="operator">/</span> (<span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span>)(height <span class="operator">?</span> height : <span class="number">1</span>); perspectiveProjection(); } <span class="type">void</span> GLWidget<span class="operator">::</span>drawPbuffer() { orthographicProjection(); glClearColor(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span>); glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT); glDisable(GL_TEXTURE_2D); backdrop<span class="operator">-</span><span class="operator">></span>draw(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> cubeTexture); glDisable(GL_CULL_FACE); cube<span class="operator">-</span><span class="operator">></span>draw(); glEnable(GL_CULL_FACE); glFlush(); } <span class="type">void</span> GLWidget<span class="operator">::</span>initPbuffer() { pbuffer<span class="operator">-</span><span class="operator">></span>makeCurrent(); cubeTexture <span class="operator">=</span> bindTexture(<span class="type"><a href="qimage.html">QImage</a></span>(<span class="string">":res/cubelogo.png"</span>)); initCommon(); <span class="comment">// generate a texture that has the same size/format as the pbuffer</span> dynamicTexture <span class="operator">=</span> pbuffer<span class="operator">-</span><span class="operator">></span>generateDynamicTexture(); <span class="comment">// bind the dynamic texture to the pbuffer - this is a no-op under X11</span> hasDynamicTextureUpdate <span class="operator">=</span> pbuffer<span class="operator">-</span><span class="operator">></span>bindToDynamicTexture(dynamicTexture); makeCurrent(); } <span class="type">void</span> GLWidget<span class="operator">::</span>setAnimationPaused(<span class="type">bool</span> enable) { cube<span class="operator">-</span><span class="operator">></span>setAnimationPaused(enable); <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> <span class="number">3</span>; <span class="operator">+</span><span class="operator">+</span>i) cubes<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">></span>setAnimationPaused(enable); }</pre> </div> <!-- @@@opengl/pbuffers/glwidget.cpp --> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2013 Digia Plc and/or its subsidiaries. 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