added Qt Example, next change it to fit my project
This commit is contained in:
parent
1c5a33cfa7
commit
a30f1b125c
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<?xml version="1.0" encoding="UTF-8"?>
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<ui version="4.0">
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<class>MainWindowClass</class>
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<widget class="QMainWindow" name="MainWindowClass">
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<property name="geometry">
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<rect>
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<x>0</x>
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<y>0</y>
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<width>600</width>
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<height>400</height>
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</rect>
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</property>
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<property name="windowTitle">
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<string>MainWindow</string>
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</property>
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<widget class="QWidget" name="centralWidget"/>
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<widget class="QToolBar" name="mainToolBar">
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<attribute name="toolBarArea">
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<enum>TopToolBarArea</enum>
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</attribute>
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<attribute name="toolBarBreak">
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<bool>false</bool>
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</attribute>
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</widget>
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<widget class="QStatusBar" name="statusBar"/>
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</widget>
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<layoutdefault spacing="6" margin="11"/>
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<resources>
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<include location="../Resources/Resources.qrc"/>
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</resources>
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<connections/>
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</ui>
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@ -0,0 +1,73 @@
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** 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.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
|
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** 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.
|
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
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** 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,
|
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef GEOMETRYENGINE_H
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#define GEOMETRYENGINE_H
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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class GeometryEngine : protected QOpenGLFunctions
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{
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public:
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GeometryEngine();
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virtual ~GeometryEngine();
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void drawCubeGeometry(QOpenGLShaderProgram *program);
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private:
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void initCubeGeometry();
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QOpenGLBuffer arrayBuf;
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QOpenGLBuffer indexBuf;
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};
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#endif // GEOMETRYENGINE_H
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#pragma once
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#include <QtWidgets/QMainWindow>
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#include "ui_MainWindow.h"
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class MainWindow : public QMainWindow
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{
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Q_OBJECT
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public:
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MainWindow(QWidget *parent = Q_NULLPTR);
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~MainWindow();
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private:
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Ui::MainWindowClass* ui;
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};
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#pragma once
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#include "geometryengine.h"
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#include <QOpenGLWidget>
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#include <QOpenGLFunctions>
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#include <QMatrix4x4>
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#include <QQuaternion>
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#include <QVector2D>
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#include <QBasicTimer>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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class GeometryEngine;
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class OglViewerWidget : public QOpenGLWidget, protected QOpenGLFunctions
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{
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Q_OBJECT
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public:
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explicit OglViewerWidget(QWidget *parent = 0);
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~OglViewerWidget();
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protected:
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void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
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void mouseReleaseEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
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void timerEvent(QTimerEvent *e) Q_DECL_OVERRIDE;
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void initializeGL() Q_DECL_OVERRIDE;
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void resizeGL(int w, int h) Q_DECL_OVERRIDE;
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void paintGL() Q_DECL_OVERRIDE;
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void initShaders();
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void initTextures();
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private:
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QBasicTimer timer;
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QOpenGLShaderProgram program;
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GeometryEngine *geometries;
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QOpenGLTexture *texture;
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QMatrix4x4 projection;
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QVector2D mousePressPosition;
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QVector3D rotationAxis;
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qreal angularSpeed;
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QQuaternion rotation;
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};
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<RCC>
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<qresource prefix="/shaders">
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<file>fshader.glsl</file>
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<file>vshader.glsl</file>
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</qresource>
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<qresource prefix="/images">
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<file>cube.png</file>
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</qresource>
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</RCC>
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After Width: | Height: | Size: 30 KiB |
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform sampler2D texture;
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varying vec2 v_texcoord;
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//! [0]
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void main()
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{
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// Set fragment color from texture
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gl_FragColor = texture2D(texture, v_texcoord);
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}
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//! [0]
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After Width: | Height: | Size: 264 KiB |
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform mat4 mvp_matrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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varying vec2 v_texcoord;
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//! [0]
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void main()
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{
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// Calculate vertex position in screen space
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gl_Position = mvp_matrix * a_position;
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// Pass texture coordinate to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_texcoord = a_texcoord;
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}
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//! [0]
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
|
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** 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.
|
||||
**
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** BSD License Usage
|
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** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
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**
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||||
** "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.
|
||||
**
|
||||
**
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||||
** 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."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "..\Header\GeometryEngine.h"
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#include <QVector2D>
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#include <QVector3D>
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struct VertexData
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{
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QVector3D position;
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QVector2D texCoord;
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};
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//! [0]
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GeometryEngine::GeometryEngine()
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: indexBuf(QOpenGLBuffer::IndexBuffer)
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{
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initializeOpenGLFunctions();
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// Generate 2 VBOs
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arrayBuf.create();
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indexBuf.create();
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// Initializes cube geometry and transfers it to VBOs
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initCubeGeometry();
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}
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GeometryEngine::~GeometryEngine()
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{
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arrayBuf.destroy();
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indexBuf.destroy();
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}
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//! [0]
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void GeometryEngine::initCubeGeometry()
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{
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// For cube we would need only 8 vertices but we have to
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// duplicate vertex for each face because texture coordinate
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// is different.
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VertexData vertices[] = {
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// Vertex data for face 0
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.0f)}, // v1
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.5f)}, // v2
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v3
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// Vertex data for face 1
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.5f)}, // v4
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
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// Vertex data for face 2
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)}, // v9
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
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// Vertex data for face 3
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.5f)}, // v15
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// Vertex data for face 4
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v18
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v19
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// Vertex data for face 5
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v20
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v21
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)} // v23
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};
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// Indices for drawing cube faces using triangle strips.
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// Triangle strips can be connected by duplicating indices
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// between the strips. If connecting strips have opposite
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// vertex order then last index of the first strip and first
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// index of the second strip needs to be duplicated. If
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// connecting strips have same vertex order then only last
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// index of the first strip needs to be duplicated.
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GLushort indices[] = {
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0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)
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4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)
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8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)
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12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)
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16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)
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20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
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};
|
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//! [1]
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// Transfer vertex data to VBO 0
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arrayBuf.bind();
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arrayBuf.allocate(vertices, 24 * sizeof(VertexData));
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// Transfer index data to VBO 1
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indexBuf.bind();
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indexBuf.allocate(indices, 34 * sizeof(GLushort));
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//! [1]
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}
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//! [2]
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void GeometryEngine::drawCubeGeometry(QOpenGLShaderProgram *program)
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{
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// Tell OpenGL which VBOs to use
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arrayBuf.bind();
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indexBuf.bind();
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// Offset for position
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quintptr offset = 0;
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// Tell OpenGL programmable pipeline how to locate vertex position data
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int vertexLocation = program->attributeLocation("a_position");
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program->enableAttributeArray(vertexLocation);
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program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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// Offset for texture coordinate
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offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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int texcoordLocation = program->attributeLocation("a_texcoord");
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLE_STRIP, 34, GL_UNSIGNED_SHORT, 0);
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}
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//! [2]
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#include "..\Header\MainWindow.h"
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#include "..\Header\OglViewerWidget.h"
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#include <QSurfaceFormat>
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MainWindow::MainWindow(QWidget *parent)
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: QMainWindow(parent)
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, ui(new Ui::MainWindowClass)
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{
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ui->setupUi(this);
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QSurfaceFormat format;
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format.setDepthBufferSize(24);
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QSurfaceFormat::setDefaultFormat(format);
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this->setCentralWidget(new OglViewerWidget(this));
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ui->statusBar->showMessage("haha vbgf");
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}
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MainWindow::~MainWindow()
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{
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delete ui;
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}
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#include "..\Header\OglViewerWidget.h"
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#include <QMouseEvent>
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#include <math.h>
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OglViewerWidget::OglViewerWidget(QWidget *parent) :
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QOpenGLWidget(parent),
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geometries(0),
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||||
texture(0),
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||||
angularSpeed(0)
|
||||
{
|
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}
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OglViewerWidget::~OglViewerWidget()
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{
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// Make sure the context is current when deleting the texture
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// and the buffers.
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makeCurrent();
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delete texture;
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delete geometries;
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doneCurrent();
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}
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void OglViewerWidget::mousePressEvent(QMouseEvent *e)
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{
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// Save mouse press position
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mousePressPosition = QVector2D(e->localPos());
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}
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void OglViewerWidget::mouseReleaseEvent(QMouseEvent *e)
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{
|
||||
// Mouse release position - mouse press position
|
||||
QVector2D diff = QVector2D(e->localPos()) - 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;
|
||||
}
|
||||
|
||||
void OglViewerWidget::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();
|
||||
}
|
||||
}
|
||||
|
||||
void OglViewerWidget::initializeGL()
|
||||
{
|
||||
initializeOpenGLFunctions();
|
||||
|
||||
glClearColor(0, 0, 0, 1);
|
||||
|
||||
initShaders();
|
||||
initTextures();
|
||||
|
||||
// Enable depth buffer
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Enable back face culling
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
geometries = new GeometryEngine;
|
||||
|
||||
// Use QBasicTimer because its faster than QTimer
|
||||
timer.start(12, this);
|
||||
}
|
||||
|
||||
void OglViewerWidget::initShaders()
|
||||
{
|
||||
// Compile vertex shader
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
|
||||
close();
|
||||
|
||||
// Compile fragment shader
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
|
||||
close();
|
||||
|
||||
// Link shader pipeline
|
||||
if (!program.link())
|
||||
close();
|
||||
|
||||
// Bind shader pipeline for use
|
||||
if (!program.bind())
|
||||
close();
|
||||
}
|
||||
|
||||
void OglViewerWidget::initTextures()
|
||||
{
|
||||
// Load cube.png image
|
||||
texture = new QOpenGLTexture(QImage(":images/cube.png").mirrored());
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
void OglViewerWidget::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);
|
||||
}
|
||||
|
||||
void OglViewerWidget::paintGL()
|
||||
{
|
||||
// Clear color and depth buffer
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
texture->bind();
|
||||
|
||||
// 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);
|
||||
|
||||
// Use texture unit 0 which contains cube.png
|
||||
program.setUniformValue("texture", 0);
|
||||
|
||||
// Draw cube geometry
|
||||
geometries->drawCubeGeometry(&program);
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#include "Header\MainWindow.h"
|
||||
#include <QtWidgets/QApplication>
|
||||
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
QApplication a(argc, argv);
|
||||
|
||||
MainWindow w;
|
||||
w.show();
|
||||
return a.exec();
|
||||
}
|
Loading…
Reference in New Issue