Added QWindow example in examples/opengl/hellowindow.
(cherry picked from commit 712f5fe0acc7ef73117151cd8206a0d4f5d01428)
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259
examples/opengl/hellowindow/hellowindow.cpp
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259
examples/opengl/hellowindow/hellowindow.cpp
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#include "hellowindow.h"
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#include <QWindowContext>
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#include <QTimer>
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#include <qmath.h>
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HelloWindow::HelloWindow()
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: colorIndex(0)
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{
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setSurfaceType(OpenGLSurface);
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QWindowFormat format;
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format.setDepthBufferSize(16);
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format.setSamples(4);
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setWindowFormat(format);
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setGeometry(QRect(10, 10, 640, 480));
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create();
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initialize();
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QTimer *timer = new QTimer(this);
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timer->start(10);
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connect(timer, SIGNAL(timeout()), this, SLOT(render()));
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}
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void HelloWindow::mousePressEvent(QMouseEvent *)
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{
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updateColor();
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}
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void HelloWindow::updateColor()
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{
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float colors[][4] =
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{
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{ 0.4, 1.0, 0.0, 0.0 },
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{ 0.0, 0.4, 1.0, 0.0 }
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};
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glContext()->makeCurrent();
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program.bind();
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program.setUniformValue(colorUniform, colors[colorIndex][0], colors[colorIndex][1], colors[colorIndex][2], colors[colorIndex][3]);
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program.release();
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colorIndex++;
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if (colorIndex >= sizeof(colors) / sizeof(colors[0]))
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colorIndex = 0;
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}
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void HelloWindow::render()
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{
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glContext()->makeCurrent();
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.scale(m_fScale);
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modelview.translate(0.0f, -0.2f, 0.0f);
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program.bind();
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program.setUniformValue(matrixUniform, modelview);
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paintQtLogo();
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program.release();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glContext()->swapBuffers();
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m_fAngle += 1.0f;
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}
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void HelloWindow::paintQtLogo()
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{
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program.enableAttributeArray(normalAttr);
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program.enableAttributeArray(vertexAttr);
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program.setAttributeArray(vertexAttr, vertices.constData());
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program.setAttributeArray(normalAttr, normals.constData());
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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program.disableAttributeArray(normalAttr);
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program.disableAttributeArray(vertexAttr);
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}
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void HelloWindow::initialize()
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{
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glContext()->makeCurrent();
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"uniform lowp vec4 sourceColor;\n"
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" float angle = max(dot(normal, toLight), 0.0);\n"
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" vec3 col = sourceColor.rgb;\n"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
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" color = clamp(color, 0.0, 1.0);\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
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const char *fsrc =
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program.addShader(vshader);
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program.addShader(fshader);
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program.link();
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vertexAttr = program.attributeLocation("vertex");
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normalAttr = program.attributeLocation("normal");
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matrixUniform = program.uniformLocation("matrix");
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colorUniform = program.uniformLocation("sourceColor");
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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updateColor();
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}
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void HelloWindow::createGeometry()
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{
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vertices.clear();
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normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const qreal Pi = 3.14159f;
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
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qreal angle1 = (i * 2 * Pi) / NumSectors;
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qreal x5 = 0.30 * qSin(angle1);
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qreal y5 = 0.30 * qCos(angle1);
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qreal x6 = 0.20 * qSin(angle1);
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qreal y6 = 0.20 * qCos(angle1);
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qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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qreal x7 = 0.20 * qSin(angle2);
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qreal y7 = 0.20 * qCos(angle2);
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qreal x8 = 0.30 * qSin(angle2);
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qreal y8 = 0.30 * qCos(angle2);
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quad(x5, y5, x6, y6, x7, y7, x8, y8);
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extrude(x6, y6, x7, y7);
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extrude(x8, y8, x5, y5);
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}
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for (int i = 0;i < vertices.size();i++)
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vertices[i] *= 2.0f;
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}
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void HelloWindow::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
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{
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x3, y3, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x1, y1, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x3, y3, 0.05f);
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n = QVector3D::normal
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(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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void HelloWindow::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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vertices << QVector3D(x1, y1, +0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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44
examples/opengl/hellowindow/hellowindow.h
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examples/opengl/hellowindow/hellowindow.h
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#include <QWindow>
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#include <QtOpenGL/qgl.h>
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#include <QtOpenGL/qglshaderprogram.h>
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#include <QTime>
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class HelloWindow : public QWindow
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{
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Q_OBJECT
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public:
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HelloWindow();
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protected:
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void mousePressEvent(QMouseEvent *);
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private slots:
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void render();
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private:
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void initialize();
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void updateColor();
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GLuint m_uiTexture;
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qreal m_fAngle;
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qreal m_fScale;
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bool m_showBubbles;
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void paintQtLogo();
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void createGeometry();
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void createBubbles(int number);
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void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
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void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
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QVector<QVector3D> vertices;
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QVector<QVector3D> normals;
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bool qtLogo;
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int frames;
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QTime time;
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QGLShaderProgram program;
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int vertexAttr;
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int normalAttr;
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int matrixUniform;
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int colorUniform;
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uint colorIndex;
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};
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14
examples/opengl/hellowindow/hellowindow.pro
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examples/opengl/hellowindow/hellowindow.pro
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######################################################################
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# Automatically generated by qmake (2.01a) Wed Apr 27 16:40:46 2011
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######################################################################
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TEMPLATE = app
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TARGET =
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DEPENDPATH += .
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INCLUDEPATH += .
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QT += opengl
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# Input
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HEADERS += hellowindow.h
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SOURCES += hellowindow.cpp main.cpp
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examples/opengl/hellowindow/main.cpp
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examples/opengl/hellowindow/main.cpp
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#include <QGuiApplication>
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#include "hellowindow.h"
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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HelloWindow window;
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window.setVisible(true);
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return app.exec();
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}
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@ -21,6 +21,10 @@ contains(QT_CONFIG, opengles1)|contains(QT_CONFIG, opengles2){
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textures
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textures
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}
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}
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qpa {
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SUBDIRS += hellowindow
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}
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# install
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# install
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target.path = $$[QT_INSTALL_EXAMPLES]/qtbase/opengl
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target.path = $$[QT_INSTALL_EXAMPLES]/qtbase/opengl
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sources.files = $$SOURCES $$HEADERS $$RESOURCES $$FORMS opengl.pro README
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sources.files = $$SOURCES $$HEADERS $$RESOURCES $$FORMS opengl.pro README
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