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visualizer.cpp
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visualizer.cpp
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#include "visualizer.h"
struct VertexData
{
QVector3D position;
QVector2D texCoord;
};
Visualizer::Visualizer(QWidget *parent)
: QOpenGLWidget(parent),indexBuf(QOpenGLBuffer::IndexBuffer)
{
setCursor(Qt::BlankCursor);
setFocus();
timer=new QTimer(this);
timer->setInterval(1);
connect(timer,SIGNAL(timeout()),this,SLOT(animate()));
timer->start();
rotX=rotY=rotZ=rotA=1;
}
Visualizer::~Visualizer()
{
arrayBuf.destroy();
indexBuf.destroy();
makeCurrent();
delete texture;
doneCurrent();
}
void Visualizer::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0, 0, 0, 1);
initShaders();
loadGLTexture();
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
// Enable back face culling
glEnable(GL_CULL_FACE);
}
void Visualizer::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);
// Generate 2 VBOs
arrayBuf.create();
indexBuf.create();
// Initializes cube geometry and transfers it to VBOs
initCubeGeometry();
drawCubeGeometry(&program);
}
void Visualizer::initShaders()
{
// Compile vertex shader
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vshader.vsh"))
close();
// Compile fragment shader
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fshader.fsh"))
close();
// Link shader pipeline
if (!program.link())
close();
// Bind shader pipeline for use
if (!program.bind())
close();
}
void Visualizer::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 Visualizer::animate()
{
rotation *= QQuaternion::fromAxisAndAngle(rotX,rotY,rotZ,1);
update();
}
void Visualizer::loadGLTexture()
{
// Load cube.png image
texture = new QOpenGLTexture(QImage(":/splash/WebPhonon-Master-text2.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 Visualizer::drawCubeGeometry(QOpenGLShaderProgram *program)
{
// Tell OpenGL which VBOs to use
arrayBuf.bind();
indexBuf.bind();
// Offset for position
quintptr offset = 0;
// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = program->attributeLocation("a_position");
program->enableAttributeArray(vertexLocation);
program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int texcoordLocation = program->attributeLocation("a_texcoord");
program->enableAttributeArray(texcoordLocation);
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
// Draw cube geometry using indices from VBO 1
glDrawElements(GL_TRIANGLE_STRIP, 34, GL_UNSIGNED_SHORT, 0);
}
void Visualizer::initCubeGeometry()
{
// For cube we would need only 8 vertices but we have to
// duplicate vertex for each face because texture coordinate
// is different.
VertexData vertices[] = {
// Vertex data for face 0
{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v1
{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v2
{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(1.0f, 1.0f)}, // v3
// Vertex data for face 1
{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.0f)}, // v4
{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.0f)}, // v5
{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v7
// Vertex data for face 2
{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.0f, 0.0f)}, // v8
{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.0f)}, // v9
{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.0f, 1.0f)}, // v10
{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
// Vertex data for face 3
{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.0f, 0.0f)}, // v12
{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.0f, 1.0f)}, // v14
{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 1.0f)}, // v15
// Vertex data for face 4
{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.0f, 0.0f)}, // v16
{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.0f)}, // v17
{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v18
{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(1.0f, 1.0f)}, // v19
// Vertex data for face 5
{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v20
{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v21
{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.0f, 1.0f)}, // v22
{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)} // v23
};
// Indices for drawing cube faces using triangle strips.
// Triangle strips can be connected by duplicating indices
// between the strips. If connecting strips have opposite
// vertex order then last index of the first strip and first
// index of the second strip needs to be duplicated. If
// connecting strips have same vertex order then only last
// index of the first strip needs to be duplicated.
GLushort indices[] = {
0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)
4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)
8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)
12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)
16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)
20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
};
// Transfer vertex data to VBO 0
arrayBuf.bind();
arrayBuf.allocate(vertices, 24 * sizeof(VertexData));
// Transfer index data to VBO 1
indexBuf.bind();
indexBuf.allocate(indices, 34 * sizeof(GLushort));
}