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Commit db338bc9 authored by Morten Sorvig's avatar Morten Sorvig
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Add hellogl

Simple OpenGL ES 3 example which also prints the OpenGL
version
parent 85e2d360
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......@@ -3,4 +3,5 @@ add_subdirectory(ordering-system)
add_subdirectory(gallery_controls2)
add_subdirectory(rasterwindow)
add_subdirectory(principledmaterial)
add_subdirectory(hellogl)
# (slate is built separately)
\ No newline at end of file
......@@ -33,6 +33,7 @@ deploy "mandelbrot"
deploy "multicanvas"
deploy "rasterwindow"
deploy "principledmaterial"
deploy "hellogl"
# slate
rm -rf slate
......
# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(hellogl LANGUAGES CXX)
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL)
qt_standard_project_setup()
qt_add_executable(hellogl
logo.cpp logo.h
glwindow.cpp glwindow.h
main.cpp
)
set_target_properties(hellogl PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(hellogl PRIVATE
Qt6::Core
Qt6::Gui
Qt6::OpenGL
)
# Resources:
set(hellogl_resource_files
"qtlogo.png"
)
qt_add_resources(hellogl "hellogl"
PREFIX
"/"
FILES
${hellogl_resource_files}
)
install(TARGETS hellogl
BUNDLE DESTINATION .
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
)
qt_generate_deploy_app_script(
TARGET hellogl
OUTPUT_SCRIPT deploy_script
NO_UNSUPPORTED_PLATFORM_ERROR
)
install(SCRIPT ${deploy_script})
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwindow.h"
#include <QImage>
#include <QOpenGLTexture>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLContext>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLExtraFunctions>
#include <QPropertyAnimation>
#include <QSequentialAnimationGroup>
#include <QTimer>
#include <QPainter>
GLWindow::GLWindow()
{
m_world.setToIdentity();
m_world.translate(0, 0, -1);
m_world.rotate(180, 1, 0, 0);
QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
animGroup->setLoopCount(-1);
QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
zAnim0->setStartValue(1.5f);
zAnim0->setEndValue(10.0f);
zAnim0->setDuration(2000);
animGroup->addAnimation(zAnim0);
QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
zAnim1->setStartValue(10.0f);
zAnim1->setEndValue(50.0f);
zAnim1->setDuration(4000);
zAnim1->setEasingCurve(QEasingCurve::OutElastic);
animGroup->addAnimation(zAnim1);
QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
zAnim2->setStartValue(50.0f);
zAnim2->setEndValue(1.5f);
zAnim2->setDuration(2000);
animGroup->addAnimation(zAnim2);
animGroup->start();
QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
rAnim->setStartValue(0.0f);
rAnim->setEndValue(360.0f);
rAnim->setDuration(2000);
rAnim->setLoopCount(-1);
rAnim->start();
QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
}
GLWindow::~GLWindow()
{
makeCurrent();
delete m_texture;
delete m_program;
delete m_vbo;
delete m_vao;
}
void GLWindow::startSecondStage()
{
QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
r2Anim->setStartValue(0.0f);
r2Anim->setEndValue(360.0f);
r2Anim->setDuration(20000);
r2Anim->setLoopCount(-1);
r2Anim->start();
}
void GLWindow::setZ(float v)
{
m_eye.setZ(v);
m_uniformsDirty = true;
update();
}
void GLWindow::setR(float v)
{
m_r = v;
m_uniformsDirty = true;
update();
}
void GLWindow::setR2(float v)
{
m_r2 = v;
m_uniformsDirty = true;
update();
}
static const char *vertexShaderSource =
"layout(location = 0) in vec4 vertex;\n"
"layout(location = 1) in vec3 normal;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"out vec3 color;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 camMatrix;\n"
"uniform mat4 worldMatrix;\n"
"uniform mat4 myMatrix;\n"
"uniform sampler2D sampler;\n"
"void main() {\n"
" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
" vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
" float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
" mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
" vert = vec3(wm * vertex);\n"
" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
" gl_Position = projMatrix * camMatrix * wm * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\n"
"in highp vec3 color;\n"
"out highp vec4 fragColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(col, 1.0);\n"
"}\n";
QByteArray versionedShaderCode(const char *src)
{
QByteArray versionedSrc;
if (QOpenGLContext::currentContext()->isOpenGLES())
versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
else
versionedSrc.append(QByteArrayLiteral("#version 330\n"));
versionedSrc.append(src);
return versionedSrc;
}
void GLWindow::initializeGL()
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
QSurfaceFormat format = QOpenGLContext::currentContext()->format();
qDebug() << QString("OpenGL Version:%1.%2").arg(format.majorVersion()).arg(format.minorVersion());
QImage img(":/qtlogo.png");
Q_ASSERT(!img.isNull());
delete m_texture;
m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
delete m_program;
m_program = new QOpenGLShaderProgram;
// Prepend the correct version directive to the sources. The rest is the
// same, thanks to the common GLSL syntax.
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
m_program->link();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_camMatrixLoc = m_program->uniformLocation("camMatrix");
m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
m_myMatrixLoc = m_program->uniformLocation("myMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
delete m_vao;
m_vao = new QOpenGLVertexArrayObject;
if (m_vao->create())
m_vao->bind();
m_program->bind();
delete m_vbo;
m_vbo = new QOpenGLBuffer;
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
nullptr);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
m_vbo->release();
f->glEnable(GL_DEPTH_TEST);
f->glEnable(GL_CULL_FACE);
}
void GLWindow::resizeGL(int w, int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
m_uniformsDirty = true;
}
void GLWindow::paintGL()
{
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
// do more than what GL(ES) 2.0 offers.
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
f->glClearColor(0, 0, 0, 1);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_program->bind();
m_texture->bind();
if (m_uniformsDirty) {
m_uniformsDirty = false;
QMatrix4x4 camera;
camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_camMatrixLoc, camera);
QMatrix4x4 wm = m_world;
wm.rotate(m_r, 1, 1, 0);
m_program->setUniformValue(m_worldMatrixLoc, wm);
QMatrix4x4 mm;
mm.setToIdentity();
mm.rotate(-m_r2, 1, 0, 0);
m_program->setUniformValue(m_myMatrixLoc, mm);
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
}
// Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We
// requested a 3.3 or ES 3.0 context, so we know this will work.
f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
}
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QOpenGLWindow>
#include <QMatrix4x4>
#include <QVector3D>
#include "logo.h"
QT_FORWARD_DECLARE_CLASS(QOpenGLTexture)
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
QT_FORWARD_DECLARE_CLASS(QOpenGLBuffer)
QT_FORWARD_DECLARE_CLASS(QOpenGLVertexArrayObject)
class GLWindow : public QOpenGLWindow
{
Q_OBJECT
Q_PROPERTY(float z READ z WRITE setZ)
Q_PROPERTY(float r READ r WRITE setR)
Q_PROPERTY(float r2 READ r2 WRITE setR2)
public:
GLWindow();
~GLWindow();
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
float z() const { return m_eye.z(); }
void setZ(float v);
float r() const { return m_r; }
void setR(float v);
float r2() const { return m_r2; }
void setR2(float v);
private slots:
void startSecondStage();
private:
QOpenGLTexture *m_texture = nullptr;
QOpenGLShaderProgram *m_program = nullptr;
QOpenGLBuffer *m_vbo = nullptr;
QOpenGLVertexArrayObject *m_vao = nullptr;
Logo m_logo;
int m_projMatrixLoc = 0;
int m_camMatrixLoc = 0;
int m_worldMatrixLoc = 0;
int m_myMatrixLoc = 0;
int m_lightPosLoc = 0;
QMatrix4x4 m_proj;
QMatrix4x4 m_world;
QVector3D m_eye;
QVector3D m_target = {0, 0, -1};
bool m_uniformsDirty = true;
float m_r = 0;
float m_r2 = 0;
};
#endif
<RCC>
<qresource>
<file>qtlogo.png</file>
</qresource>
</RCC>
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "logo.h"
#include <qmath.h>
Logo::Logo()
{
m_data.resize(2500 * 6);
const GLfloat x1 = +0.06f;
const GLfloat y1 = -0.14f;
const GLfloat x2 = +0.14f;
const GLfloat y2 = -0.06f;
const GLfloat x3 = +0.08f;
const GLfloat y3 = +0.00f;
const GLfloat x4 = +0.30f;
const GLfloat y4 = +0.22f;
quad(x1, y1, x2, y2, y2, x2, y1, x1);
quad(x3, y3, x4, y4, y4, x4, y3, x3);
extrude(x1, y1, x2, y2);
extrude(x2, y2, y2, x2);
extrude(y2, x2, y1, x1);
extrude(y1, x1, x1, y1);
extrude(x3, y3, x4, y4);
extrude(x4, y4, y4, x4);
extrude(y4, x4, y3, x3);
const int NumSectors = 100;
for (int i = 0; i < NumSectors; ++i) {
GLfloat angle = (i * 2 * M_PI) / NumSectors;
GLfloat angleSin = qSin(angle);
GLfloat angleCos = qCos(angle);
const GLfloat x5 = 0.30f * angleSin;
const GLfloat y5 = 0.30f * angleCos;
const GLfloat x6 = 0.20f * angleSin;
const GLfloat y6 = 0.20f * angleCos;
angle = ((i + 1) * 2 * M_PI) / NumSectors;
angleSin = qSin(angle);
angleCos = qCos(angle);
const GLfloat x7 = 0.20f * angleSin;
const GLfloat y7 = 0.20f * angleCos;
const GLfloat x8 = 0.30f * angleSin;
const GLfloat y8 = 0.30f * angleCos;
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
}
void Logo::add(const QVector3D &v, const QVector3D &n)
{
GLfloat *p = m_data.data() + m_count;
*p++ = v.x();
*p++ = v.y();
*p++ = v.z();
*p++ = n.x();
*p++ = n.y();
*p++ = n.z();
m_count += 6;
}
void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4)
{
QVector3D n = QVector3D::normal(QVector3D(x4 - x1, y4 - y1, 0.0f), QVector3D(x2 - x1, y2 - y1, 0.0f));
add(QVector3D(x1, y1, -0.05f), n);
add(QVector3D(x4, y4, -0.05f), n);
add(QVector3D(x2, y2, -0.05f), n);
add(QVector3D(x3, y3, -0.05f), n);
add(QVector3D(x2, y2, -0.05f), n);
add(QVector3D(x4, y4, -0.05f), n);
n = QVector3D::normal(QVector3D(x1 - x4, y1 - y4, 0.0f), QVector3D(x2 - x4, y2 - y4, 0.0f));
add(QVector3D(x4, y4, 0.05f), n);
add(QVector3D(x1, y1, 0.05f), n);
add(QVector3D(x2, y2, 0.05f), n);
add(QVector3D(x2, y2, 0.05f), n);
add(QVector3D(x3, y3, 0.05f), n);
add(QVector3D(x4, y4, 0.05f), n);
}
void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
QVector3D n = QVector3D::normal(QVector3D(0.0f, 0.0f, -0.1f), QVector3D(x2 - x1, y2 - y1, 0.0f));
add(QVector3D(x1, y1, +0.05f), n);
add(QVector3D(x1, y1, -0.05f), n);
add(QVector3D(x2, y2, +0.05f), n);
add(QVector3D(x2, y2, -0.05f), n);
add(QVector3D(x2, y2, +0.05f), n);
add(QVector3D(x1, y1, -0.05f), n);
}
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef LOGO_H
#define LOGO_H
#include <qopengl.h>
#include <QList>
#include <QVector3D>
class Logo
{
public:
Logo();
const GLfloat *constData() const { return m_data.constData(); }
int count() const { return m_count; }
int vertexCount() const { return m_count / 6; }
private:
void quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4);
void extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
void add(const QVector3D &v, const QVector3D &n);
QList<GLfloat> m_data;
int m_count = 0;
};
#endif // LOGO_H
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QGuiApplication>
#include <QSurfaceFormat>
#include <QOpenGLContext>
#include "glwindow.h"
// This example demonstrates easy, cross-platform usage of OpenGL ES 3.0 functions via
// QOpenGLExtraFunctions in an application that works identically on desktop platforms
// with OpenGL 3.3 and mobile/embedded devices with OpenGL ES 3.0.
// The code is always the same, with the exception of two places: (1) the OpenGL context
// creation has to have a sufficiently high version number for the features that are in
// use, and (2) the shader code's version directive is different.
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QSurfaceFormat fmt;
fmt.setDepthBufferSize(24);
/*
Use the default WebGL version. Should be
OpenGL ES 3.0 / WebGL 2 on recent Qt versions.
// Request OpenGL 3.3 core or OpenGL ES 3.0.
if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
qDebug("Requesting 3.3 core context");
fmt.setVersion(3, 3);
fmt.setProfile(QSurfaceFormat::CoreProfile);
} else {
qDebug("Requesting 3.0 context");
fmt.setVersion(3, 0);
}
*/
QSurfaceFormat::setDefaultFormat(fmt);
GLWindow glWindow;
glWindow.show();
return app.exec();
}
hellogl/qtlogo.png

2.26 KiB

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