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<h1 class="title">main.cpp Example File</h1>
<span class="subtitle">openglwindow/main.cpp</span>
<!-- $$$openglwindow/main.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp">

  <span class="comment">/****************************************************************************
  **
  ** Copyright (C) 2016 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the documentation of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** Commercial License Usage
  ** Licensees holding valid commercial Qt licenses may use this file in
  ** accordance with the commercial license agreement provided with the
  ** Software or, alternatively, in accordance with the terms contained in
  ** a written agreement between you and The Qt Company. For licensing terms
  ** and conditions see https://www.qt.io/terms-conditions. For further
  ** information use the contact form at https://www.qt.io/contact-us.
  **
  ** BSD License Usage
  ** Alternatively, 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
  **     distribution.
  **   * Neither the name of The Qt Company Ltd 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
  ** &quot;AS IS&quot; 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.&quot;
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/</span>

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

  <span class="preprocessor">#include &lt;QtGui/QGuiApplication&gt;</span>
  <span class="preprocessor">#include &lt;QtGui/QMatrix4x4&gt;</span>
  <span class="preprocessor">#include &lt;QtGui/QOpenGLShaderProgram&gt;</span>
  <span class="preprocessor">#include &lt;QtGui/QScreen&gt;</span>

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

  <span class="keyword">class</span> TriangleWindow : <span class="keyword">public</span> OpenGLWindow
  {
  <span class="keyword">public</span>:
      TriangleWindow();

      <span class="type">void</span> initialize() override;
      <span class="type">void</span> render() override;

  <span class="keyword">private</span>:
      GLuint m_posAttr;
      GLuint m_colAttr;
      GLuint m_matrixUniform;

      <span class="type"><a href="qopenglshaderprogram.html">QOpenGLShaderProgram</a></span> <span class="operator">*</span>m_program;
      <span class="type">int</span> m_frame;
  };

  TriangleWindow<span class="operator">::</span>TriangleWindow()
      : m_program(<span class="number">0</span>)
      <span class="operator">,</span> m_frame(<span class="number">0</span>)
  {
  }

  <span class="type">int</span> main(<span class="type">int</span> argc<span class="operator">,</span> <span class="type">char</span> <span class="operator">*</span><span class="operator">*</span>argv)
  {
      <span class="type"><a href="qguiapplication.html">QGuiApplication</a></span> app(argc<span class="operator">,</span> argv);

      <span class="type"><a href="qsurfaceformat.html">QSurfaceFormat</a></span> format;
      format<span class="operator">.</span>setSamples(<span class="number">16</span>);

      TriangleWindow window;
      window<span class="operator">.</span>setFormat(format);
      window<span class="operator">.</span>resize(<span class="number">640</span><span class="operator">,</span> <span class="number">480</span>);
      window<span class="operator">.</span>show();

      window<span class="operator">.</span>setAnimating(<span class="keyword">true</span>);

      <span class="keyword">return</span> app<span class="operator">.</span>exec();
  }

  <span class="keyword">static</span> <span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>vertexShaderSource <span class="operator">=</span>
      <span class="string">&quot;attribute highp vec4 posAttr;\n&quot;</span>
      <span class="string">&quot;attribute lowp vec4 colAttr;\n&quot;</span>
      <span class="string">&quot;varying lowp vec4 col;\n&quot;</span>
      <span class="string">&quot;uniform highp mat4 matrix;\n&quot;</span>
      <span class="string">&quot;void main() {\n&quot;</span>
      <span class="string">&quot;   col = colAttr;\n&quot;</span>
      <span class="string">&quot;   gl_Position = matrix * posAttr;\n&quot;</span>
      <span class="string">&quot;}\n&quot;</span>;

  <span class="keyword">static</span> <span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>fragmentShaderSource <span class="operator">=</span>
      <span class="string">&quot;varying lowp vec4 col;\n&quot;</span>
      <span class="string">&quot;void main() {\n&quot;</span>
      <span class="string">&quot;   gl_FragColor = col;\n&quot;</span>
      <span class="string">&quot;}\n&quot;</span>;

  <span class="type">void</span> TriangleWindow<span class="operator">::</span>initialize()
  {
      m_program <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qopenglshaderprogram.html">QOpenGLShaderProgram</a></span>(<span class="keyword">this</span>);
      m_program<span class="operator">-</span><span class="operator">&gt;</span>addShaderFromSourceCode(<span class="type"><a href="qopenglshader.html">QOpenGLShader</a></span><span class="operator">::</span>Vertex<span class="operator">,</span> vertexShaderSource);
      m_program<span class="operator">-</span><span class="operator">&gt;</span>addShaderFromSourceCode(<span class="type"><a href="qopenglshader.html">QOpenGLShader</a></span><span class="operator">::</span>Fragment<span class="operator">,</span> fragmentShaderSource);
      m_program<span class="operator">-</span><span class="operator">&gt;</span>link();
      m_posAttr <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>attributeLocation(<span class="string">&quot;posAttr&quot;</span>);
      m_colAttr <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>attributeLocation(<span class="string">&quot;colAttr&quot;</span>);
      m_matrixUniform <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;matrix&quot;</span>);
  }

  <span class="type">void</span> TriangleWindow<span class="operator">::</span>render()
  {
      <span class="keyword">const</span> <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> retinaScale <span class="operator">=</span> devicePixelRatio();
      glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> width() <span class="operator">*</span> retinaScale<span class="operator">,</span> height() <span class="operator">*</span> retinaScale);

      glClear(GL_COLOR_BUFFER_BIT);

      m_program<span class="operator">-</span><span class="operator">&gt;</span>bind();

      QMatrix4x4 matrix;
      matrix<span class="operator">.</span>perspective(<span class="number">60.0f</span><span class="operator">,</span> <span class="number">4.0f</span><span class="operator">/</span><span class="number">3.0f</span><span class="operator">,</span> <span class="number">0.1f</span><span class="operator">,</span> <span class="number">100.0f</span>);
      matrix<span class="operator">.</span>translate(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2</span>);
      matrix<span class="operator">.</span>rotate(<span class="number">100.0f</span> <span class="operator">*</span> m_frame <span class="operator">/</span> screen()<span class="operator">-</span><span class="operator">&gt;</span>refreshRate()<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>);

      m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(m_matrixUniform<span class="operator">,</span> matrix);

      GLfloat vertices<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {
          <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.707f</span><span class="operator">,</span>
          <span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span>
          <span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span>
      };

      GLfloat colors<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {
          <span class="number">1.0f</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">0.0f</span><span class="operator">,</span> <span class="number">1.0f</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">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span>
      };

      glVertexAttribPointer(m_posAttr<span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> vertices);
      glVertexAttribPointer(m_colAttr<span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> colors);

      glEnableVertexAttribArray(<span class="number">0</span>);
      glEnableVertexAttribArray(<span class="number">1</span>);

      glDrawArrays(GL_TRIANGLES<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">3</span>);

      glDisableVertexAttribArray(<span class="number">1</span>);
      glDisableVertexAttribArray(<span class="number">0</span>);

      m_program<span class="operator">-</span><span class="operator">&gt;</span>release();

      <span class="operator">+</span><span class="operator">+</span>m_frame;
  }

</pre>
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<!-- @@@openglwindow/main.cpp -->
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