void ImageViewer::setFile(const QString &fileName) { QGLTexture2D *tex = body->material()->texture(); if (tex) { tex->release(); tex->deleteLater(); } tex = new QGLTexture2D; tex->setImage(QImage(fileName.isEmpty() ? defaultImage : fileName)); body->material()->setTexture(tex); }
void loadProperty(const QString &property, QTextStream &value) { if (property == "material") { QGLMaterial *mat = new QGLMaterial(); QString name, file; value >> name >> file; if (file != "-") { QGLTexture2D *tex = new QGLTexture2D(); tex->setImage(QImage(dataDir + file)); mat->setTexture(tex); mat->setTextureCombineMode(QGLMaterial::Decal); } int r, g, b; value >> r >> g >> b; if (r != -1) mat->setAmbientColor(QColor(r, g, b)); value >> r >> g >> b; if (r != -1) mat->setDiffuseColor(QColor(r, g, b)); value >> r >> g >> b; if (r != -1) mat->setSpecularColor(QColor(r, g, b)); qreal shin; value >> shin; mat->setShininess(shin); palette.insert(name, mat); } else if (property == "size") {
static QGLMaterial *qCreateFluid() { QImage image(QSize(128,128), QImage::Format_ARGB32); QRgb col = qRgba(rval(), rval(), rval(), 196); image.fill(col); QPainter painter(&image); QLinearGradient linearGrad(QPointF(56, 56), QPointF(72, 72)); linearGrad.setColorAt(0, col); linearGrad.setColorAt(1, QColor(col).lighter()); linearGrad.setSpread(QGradient::ReflectSpread); painter.fillRect(image.rect(), linearGrad); painter.end(); QGLMaterial *mat = new QGLMaterial; QColor white(Qt::white); white.setAlpha(128); mat->setAmbientColor(white); mat->setDiffuseColor(white); QGLTexture2D *tex = new QGLTexture2D(mat); tex->setImage(image); mat->setTexture(tex); return mat; }
/*! Initializes the Qt3D materials used in the application. */ void GameView::initializeMaterials() { m_MaterialCollection = new QGLMaterialCollection(this); QGLTexture2D *lightTexture = new QGLTexture2D; lightTexture->setImage(QImage(":/reflectionmap.png")); QColor ambientColor = QColor(64, 64, 190); QGLMaterial *material = new QGLMaterial; material->setObjectName("PauseButtonMaterial"); QGLTexture2D *texture = new QGLTexture2D; texture->setImage(QImage(":/pause_button.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); // Black hole material material = new QGLMaterial; material->setObjectName("BlackHoleMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/BlackHole.jpg")); material->setTexture(texture); texture = new QGLTexture2D; texture->setImage(QImage(":/bh_sprial.png")); material->setTexture(texture, 1); material->setTextureCombineMode(QGLMaterial::Replace); m_MaterialCollection->addMaterial(material); // Black hole center material material = new QGLMaterial; material->setObjectName("BlackHoleFrontMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/bh_sprial.png")); material->setTexture(texture); material->setTexture(lightTexture, 1); m_MaterialCollection->addMaterial(material); // Platform material material = new QGLMaterial; material->setObjectName("PlatformMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/platformtex.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); // Blok material material = new QGLMaterial; material->setObjectName("BlokMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/SimpleBlock.png")); material->setTexture(texture); material->setTexture(lightTexture, 1); material->setAmbientColor(ambientColor); material->setShininess(0.2f); m_MaterialCollection->addMaterial(material); // Ball materials material = new QGLMaterial; material->setObjectName("BallMaterial1"); material->setAmbientColor(ambientColor); material->setDiffuseColor(QColor(255, 255, 64)); material->setTexture(texture, 0); material->setTexture(lightTexture, 1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("BallMaterial2"); material->setAmbientColor(ambientColor); material->setDiffuseColor(QColor(255, 64, 64)); material->setTexture(texture, 0); material->setTexture(lightTexture, 1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("BallMaterial3"); material->setDiffuseColor(QColor(64, 64, 255)); material->setAmbientColor(ambientColor); material->setTexture(texture, 0); material->setTexture(lightTexture, 1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("BallMaterial4"); material->setDiffuseColor(QColor(64, 255, 64)); material->setAmbientColor(ambientColor); material->setTexture(texture, 0); material->setTexture(lightTexture,1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("LightFlareMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/flare.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("FontMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/scorefont.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); }
void Mg3dScene::drawText(QGLPainter * painter, const QStringList& str) { QString longest; const int minWidth = 100; for (int i = 0; i < str.size(); ++i) { if(str[i].length()>longest.length()) longest = str[i]; } QFont f = font(); f.setPointSize(11); QFontMetrics metrics(f); QRect rect = metrics.boundingRect(longest); if(rect.width()<minWidth) rect.setWidth(minWidth); QImage image( QSize(rect.width()+10,rect.height()*str.size()+10), QImage::Format_ARGB32 ); image.fill(0); QPainter p2(&image); p2.setFont(f); p2.setPen(Qt::yellow); p2.setRenderHint(QPainter::TextAntialiasing); for(int y= 0;y<str.size();++y) p2.drawText( 0 , ((y+1) * rect.height()), " "+str[y] ); p2.end(); QGLTexture2D texture; texture.setImage(image); texture.bind(); glDisable(GL_DEPTH_TEST); d_ptr->textureDisplayShader.setActive(painter,true); QVector2D size((float)image.width()/width(), (float)image.height()/height()); QVector2D center( remapVal(size.x()/2,0,1,-1,1), remapVal(1-size.y()/2,0,1,-1,1)); d_ptr->textureDisplayShader.setCenter(center); d_ptr->textureDisplayShader.setSize(size); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,texture.textureId()); drawFboVertices(painter); d_ptr->textureDisplayShader.setActive(painter,false); texture.release(); glEnable(GL_DEPTH_TEST); }
void tst_QGLRender::sequence() { QSKIP("QWidget: Cannot create a QWidget when no GUI is being used"); QSharedPointer<QGLMaterialCollection> palette(new QGLMaterialCollection()); // create a yellow lit material QGLMaterial *mat = new QGLMaterial; mat->setAmbientColor(Qt::yellow); int ix0 = palette->addMaterial(mat); // create a blue lit material mat = new QGLMaterial; mat->setAmbientColor(Qt::blue); int ix1 = palette->addMaterial(mat); // create a grey textured material int tx0; { QImage uv(1024, 1024, QImage::Format_ARGB32); uv.fill(qRgba(196, 196, 196, 196)); mat = new QGLMaterial; mat->setAmbientColor(Qt::gray); QGLTexture2D *tex = new QGLTexture2D; tex->setImage(uv); mat->setTexture(tex); tx0 = palette->addMaterial(mat); } QGLSceneNode *scene = new QGLSceneNode; scene->setPalette(palette); QGLSceneNode *node = 0; QGLSceneNode *prim; { QGLBuilder builder(palette); QVector3D a(-1.0f, -1.0f, 0.0f); QVector3D b(1.0f, -1.0f, 0.0f); QVector3D c(1.0f, 1.0f, 0.0f); QGeometryData p; p.appendVertex(a, b, c); p.generateTextureCoordinates(); builder.addTriangles(p); prim = builder.currentNode(); prim->setMaterialIndex(ix0); builder.newSection(); QVector3D d(-1.2f, -1.2f, 0.0f); QVector3D e(1.2f, -1.2f, 0.0f); QVector3D f(1.2f, 1.2f, 0.0f); QVector3D g(-1.2f, 1.2f, 0.0f); QGeometryData q; q.appendVertex(d, e, f, g); q.generateTextureCoordinates(); builder.addQuads(q); prim = builder.currentNode(); prim->setMaterialIndex(ix1); node = builder.finalizedSceneNode(); } scene->addNode(node); QGLSceneNode *cl = prim->clone(scene); cl->setMaterialIndex(tx0); cl->setEffect(QGL::LitDecalTexture2D); TestView widget(scene); if (!widget.context()->isValid()) QSKIP("GL Implementation not valid"); TestPainter *ptr = new TestPainter(&widget); widget.paintGL(ptr); QList<int> starts = ptr->starts(); QList<int> counts = ptr->counts(); QCOMPARE(starts.at(0), 0); QCOMPARE(counts.at(0), 3); QCOMPARE(starts.at(1), 3); QCOMPARE(counts.at(1), 6); }