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<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) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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:
**
** &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;glwidget.h&quot;</span>
<span class="preprocessor">#include &lt;math.h&gt;</span>
<span class="preprocessor">#include &quot;cube.h&quot;</span>
<span class="preprocessor">#include &lt;QGLPixelBuffer&gt;</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">&quot;OpenGL pbuffers&quot;</span>));
initializeGeometry();
}
GLWidget<span class="operator">::</span><span class="operator">~</span>GLWidget()
{
pbuffer<span class="operator">-</span><span class="operator">&gt;</span>releaseFromDynamicTexture();
glDeleteTextures(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</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">&gt;</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">&lt;</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">&gt;</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">&gt;</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">&gt;</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">&lt;</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">&gt;</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">&lt;</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">&gt;</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">&gt;</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">&gt;</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">&lt;</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">&lt;</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">&gt;</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">&gt;</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">&gt;</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">&gt;</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">&gt;</span>makeCurrent();
cubeTexture <span class="operator">=</span> bindTexture(<span class="type"><a href="qimage.html">QImage</a></span>(<span class="string">&quot;:res/cubelogo.png&quot;</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">&gt;</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">&gt;</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">&gt;</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">&lt;</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">&gt;</span>setAnimationPaused(enable);
}</pre>
</div>
<!-- @@@opengl/pbuffers/glwidget.cpp -->
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