Make the gles3 example more impressive
Add some extra rotations and offsets, to show off the power of what you can do with a single draw call. Also use QGLWindow instead of QGLWidget. This improves performance from 23 FPS to 30 FPS on a 4k monitor with integrated Intel graphics. Change-Id: Iedac1c14cc6057959aa15faaacdf29da91f36ab1 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
This commit is contained in:
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906ad92fbf
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80dbdf0de3
@ -38,7 +38,7 @@
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**
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**
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****************************************************************************/
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****************************************************************************/
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#include "glwidget.h"
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#include "glwindow.h"
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#include <QImage>
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#include <QImage>
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#include <QOpenGLTexture>
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#include <QOpenGLTexture>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLShaderProgram>
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@ -49,14 +49,17 @@
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#include <QPropertyAnimation>
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#include <QPropertyAnimation>
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#include <QPauseAnimation>
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#include <QPauseAnimation>
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#include <QSequentialAnimationGroup>
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#include <QSequentialAnimationGroup>
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#include <QTimer>
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GLWidget::GLWidget()
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GLWindow::GLWindow()
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: m_texture(0),
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: m_texture(0),
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m_program(0),
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m_program(0),
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m_vbo(0),
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m_vbo(0),
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m_vao(0),
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m_vao(0),
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m_target(0, 0, -1),
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m_target(0, 0, -1),
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m_uniformsDirty(true)
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m_uniformsDirty(true),
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m_r(0),
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m_r2(0)
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{
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{
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m_world.setToIdentity();
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m_world.setToIdentity();
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m_world.translate(0, 0, -1);
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m_world.translate(0, 0, -1);
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@ -65,25 +68,34 @@ GLWidget::GLWidget()
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QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
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QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
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animGroup->setLoopCount(-1);
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animGroup->setLoopCount(-1);
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QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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zAnim0->setStartValue(0.0f);
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zAnim0->setStartValue(1.5f);
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zAnim0->setEndValue(1.0f);
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zAnim0->setEndValue(10.0f);
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zAnim0->setDuration(2000);
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zAnim0->setDuration(2000);
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animGroup->addAnimation(zAnim0);
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animGroup->addAnimation(zAnim0);
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QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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zAnim1->setStartValue(0.0f);
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zAnim1->setStartValue(10.0f);
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zAnim1->setEndValue(70.0f);
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zAnim1->setEndValue(50.0f);
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zAnim1->setDuration(4000);
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zAnim1->setDuration(4000);
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zAnim1->setEasingCurve(QEasingCurve::OutElastic);
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zAnim1->setEasingCurve(QEasingCurve::OutElastic);
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animGroup->addAnimation(zAnim1);
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animGroup->addAnimation(zAnim1);
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QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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zAnim2->setStartValue(70.0f);
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zAnim2->setStartValue(50.0f);
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zAnim2->setEndValue(0.0f);
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zAnim2->setEndValue(1.5f);
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zAnim2->setDuration(2000);
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zAnim2->setDuration(2000);
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animGroup->addAnimation(zAnim2);
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animGroup->addAnimation(zAnim2);
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animGroup->start();
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animGroup->start();
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QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
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rAnim->setStartValue(0.0f);
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rAnim->setEndValue(360.0f);
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rAnim->setDuration(2000);
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rAnim->setLoopCount(-1);
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rAnim->start();
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QTimer::singleShot(4000, this, SLOT(startSecondStage()));
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}
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}
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GLWidget::~GLWidget()
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GLWindow::~GLWindow()
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{
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{
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makeCurrent();
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makeCurrent();
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delete m_texture;
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delete m_texture;
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@ -92,13 +104,37 @@ GLWidget::~GLWidget()
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delete m_vao;
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delete m_vao;
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}
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}
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void GLWidget::setZ(float v)
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void GLWindow::startSecondStage()
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{
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QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
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r2Anim->setStartValue(0.0f);
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r2Anim->setEndValue(360.0f);
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r2Anim->setDuration(20000);
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r2Anim->setLoopCount(-1);
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r2Anim->start();
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}
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void GLWindow::setZ(float v)
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{
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{
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m_eye.setZ(v);
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m_eye.setZ(v);
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m_uniformsDirty = true;
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m_uniformsDirty = true;
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update();
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update();
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}
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}
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void GLWindow::setR(float v)
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{
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m_r = v;
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m_uniformsDirty = true;
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update();
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}
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void GLWindow::setR2(float v)
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{
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m_r2 = v;
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m_uniformsDirty = true;
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update();
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}
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static const char *vertexShaderSource =
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static const char *vertexShaderSource =
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"layout(location = 0) in vec4 vertex;\n"
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"layout(location = 0) in vec4 vertex;\n"
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"layout(location = 1) in vec3 normal;\n"
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"layout(location = 1) in vec3 normal;\n"
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@ -108,11 +144,13 @@ static const char *vertexShaderSource =
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"uniform mat4 projMatrix;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 camMatrix;\n"
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"uniform mat4 camMatrix;\n"
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"uniform mat4 worldMatrix;\n"
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"uniform mat4 worldMatrix;\n"
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"uniform mat4 myMatrix;\n"
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"uniform sampler2D sampler;\n"
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"uniform sampler2D sampler;\n"
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"void main() {\n"
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"void main() {\n"
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" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
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" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
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" vec2 t = vec2(-16 + pos.x, -18 + pos.y);\n"
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" vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
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" mat4 wm = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, 0, 1) * worldMatrix;\n"
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" float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
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" mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
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" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
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" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
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" vert = vec3(wm * vertex);\n"
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" vert = vec3(wm * vertex);\n"
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" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
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" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
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@ -145,7 +183,7 @@ QByteArray versionedShaderCode(const char *src)
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return versionedSrc;
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return versionedSrc;
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}
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}
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void GLWidget::initializeGL()
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void GLWindow::initializeGL()
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{
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{
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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@ -171,6 +209,7 @@ void GLWidget::initializeGL()
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m_projMatrixLoc = m_program->uniformLocation("projMatrix");
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m_projMatrixLoc = m_program->uniformLocation("projMatrix");
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m_camMatrixLoc = m_program->uniformLocation("camMatrix");
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m_camMatrixLoc = m_program->uniformLocation("camMatrix");
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m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
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m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
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m_myMatrixLoc = m_program->uniformLocation("myMatrix");
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m_lightPosLoc = m_program->uniformLocation("lightPos");
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m_lightPosLoc = m_program->uniformLocation("lightPos");
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// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
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// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
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@ -201,14 +240,14 @@ void GLWidget::initializeGL()
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f->glEnable(GL_CULL_FACE);
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f->glEnable(GL_CULL_FACE);
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}
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}
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void GLWidget::resizeGL(int w, int h)
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void GLWindow::resizeGL(int w, int h)
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{
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{
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m_proj.setToIdentity();
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m_proj.setToIdentity();
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m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
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m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
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m_uniformsDirty = true;
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m_uniformsDirty = true;
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}
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}
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void GLWidget::paintGL()
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void GLWindow::paintGL()
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{
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{
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// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
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// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
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// do more than what GL(ES) 2.0 offers.
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// do more than what GL(ES) 2.0 offers.
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@ -226,7 +265,13 @@ void GLWidget::paintGL()
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camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
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camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
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m_program->setUniformValue(m_projMatrixLoc, m_proj);
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m_program->setUniformValue(m_projMatrixLoc, m_proj);
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m_program->setUniformValue(m_camMatrixLoc, camera);
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m_program->setUniformValue(m_camMatrixLoc, camera);
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m_program->setUniformValue(m_worldMatrixLoc, m_world);
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QMatrix4x4 wm = m_world;
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wm.rotate(m_r, 1, 1, 0);
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m_program->setUniformValue(m_worldMatrixLoc, wm);
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QMatrix4x4 mm;
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mm.setToIdentity();
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mm.rotate(-m_r2, 1, 0, 0);
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m_program->setUniformValue(m_myMatrixLoc, mm);
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m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
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m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
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}
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}
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@ -41,7 +41,7 @@
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#ifndef GLWIDGET_H
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#ifndef GLWIDGET_H
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#define GLWIDGET_H
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#define GLWIDGET_H
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#include <QOpenGLWidget>
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#include <QOpenGLWindow>
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#include <QMatrix4x4>
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#include <QMatrix4x4>
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#include <QVector3D>
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#include <QVector3D>
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#include "../hellogl2/logo.h"
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#include "../hellogl2/logo.h"
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@ -51,14 +51,16 @@ class QOpenGLShaderProgram;
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class QOpenGLBuffer;
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class QOpenGLBuffer;
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class QOpenGLVertexArrayObject;
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class QOpenGLVertexArrayObject;
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class GLWidget : public QOpenGLWidget
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class GLWindow : public QOpenGLWindow
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{
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{
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Q_OBJECT
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Q_OBJECT
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Q_PROPERTY(float z READ z WRITE setZ)
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Q_PROPERTY(float z READ z WRITE setZ)
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Q_PROPERTY(float r READ r WRITE setR)
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Q_PROPERTY(float r2 READ r2 WRITE setR2)
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public:
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public:
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GLWidget();
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GLWindow();
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~GLWidget();
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~GLWindow();
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void initializeGL();
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void initializeGL();
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void resizeGL(int w, int h);
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void resizeGL(int w, int h);
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@ -67,6 +69,12 @@ public:
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float z() const { return m_eye.z(); }
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float z() const { return m_eye.z(); }
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void setZ(float v);
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void setZ(float v);
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float r() const { return m_r; }
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void setR(float v);
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float r2() const { return m_r2; }
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void setR2(float v);
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private slots:
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void startSecondStage();
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private:
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private:
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QOpenGLTexture *m_texture;
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QOpenGLTexture *m_texture;
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QOpenGLShaderProgram *m_program;
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QOpenGLShaderProgram *m_program;
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@ -76,12 +84,15 @@ private:
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int m_projMatrixLoc;
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int m_projMatrixLoc;
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int m_camMatrixLoc;
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int m_camMatrixLoc;
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int m_worldMatrixLoc;
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int m_worldMatrixLoc;
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int m_myMatrixLoc;
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int m_lightPosLoc;
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int m_lightPosLoc;
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QMatrix4x4 m_proj;
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QMatrix4x4 m_proj;
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QMatrix4x4 m_world;
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QMatrix4x4 m_world;
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QVector3D m_eye;
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QVector3D m_eye;
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QVector3D m_target;
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QVector3D m_target;
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bool m_uniformsDirty;
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bool m_uniformsDirty;
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float m_r;
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float m_r2;
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};
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};
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#endif
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#endif
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@ -1,14 +1,10 @@
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HEADERS = $$PWD/glwidget.h \
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HEADERS = $$PWD/glwindow.h \
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$$PWD/mainwindow.h \
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$$PWD/../hellogl2/logo.h
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$$PWD/../hellogl2/logo.h
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SOURCES = $$PWD/glwidget.cpp \
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SOURCES = $$PWD/glwindow.cpp \
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$$PWD/main.cpp \
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$$PWD/main.cpp \
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$$PWD/mainwindow.cpp \
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$$PWD/../hellogl2/logo.cpp
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$$PWD/../hellogl2/logo.cpp
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QT += widgets
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RESOURCES += hellogles3.qrc
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RESOURCES += hellogles3.qrc
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target.path = $$[QT_INSTALL_EXAMPLES]/opengl/hellogles3
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target.path = $$[QT_INSTALL_EXAMPLES]/opengl/hellogles3
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**
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**
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****************************************************************************/
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****************************************************************************/
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#include <QApplication>
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#include <QGuiApplication>
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#include <QSurfaceFormat>
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#include <QSurfaceFormat>
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#include <QOpenGLContext>
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#include <QOpenGLContext>
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#include "mainwindow.h"
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#include "glwindow.h"
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// This example demonstrates easy, cross-platform usage of OpenGL ES 3.0 functions via
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// This example demonstrates easy, cross-platform usage of OpenGL ES 3.0 functions via
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// QOpenGLExtraFunctions in an application that works identically on desktop platforms
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// QOpenGLExtraFunctions in an application that works identically on desktop platforms
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@ -69,10 +69,10 @@ int main(int argc, char *argv[])
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QSurfaceFormat::setDefaultFormat(fmt);
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QSurfaceFormat::setDefaultFormat(fmt);
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QApplication app(argc, argv);
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QGuiApplication app(argc, argv);
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MainWindow mainWindow;
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GLWindow glWindow;
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mainWindow.showMaximized();
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glWindow.showMaximized();
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return app.exec();
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return app.exec();
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}
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}
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@ -1,58 +0,0 @@
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/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** 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
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** 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
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** 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
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** 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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#include "mainwindow.h"
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#include "glwidget.h"
|
|
||||||
#include <QApplication>
|
|
||||||
#include <QMenuBar>
|
|
||||||
#include <QMenu>
|
|
||||||
|
|
||||||
MainWindow::MainWindow()
|
|
||||||
{
|
|
||||||
QMenuBar *menuBar = new QMenuBar;
|
|
||||||
QMenu *menuWindow = menuBar->addMenu(tr("&File"));
|
|
||||||
QAction *exitAction = new QAction(menuWindow);
|
|
||||||
exitAction->setText(tr("E&xit"));
|
|
||||||
menuWindow->addAction(exitAction);
|
|
||||||
connect(exitAction, SIGNAL(triggered()), qApp, SLOT(quit()));
|
|
||||||
setMenuBar(menuBar);
|
|
||||||
|
|
||||||
setCentralWidget(new GLWidget);
|
|
||||||
}
|
|
@ -1,54 +0,0 @@
|
|||||||
/****************************************************************************
|
|
||||||
**
|
|
||||||
** 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:
|
|
||||||
**
|
|
||||||
** "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
|
|
||||||
** "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."
|
|
||||||
**
|
|
||||||
** $QT_END_LICENSE$
|
|
||||||
**
|
|
||||||
****************************************************************************/
|
|
||||||
|
|
||||||
#ifndef MAINWINDOW_H
|
|
||||||
#define MAINWINDOW_H
|
|
||||||
|
|
||||||
#include <QMainWindow>
|
|
||||||
|
|
||||||
class MainWindow : public QMainWindow
|
|
||||||
{
|
|
||||||
Q_OBJECT
|
|
||||||
|
|
||||||
public:
|
|
||||||
MainWindow();
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
Loading…
x
Reference in New Issue
Block a user