Created
August 29, 2013 06:32
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OpenGL w/ Qt5
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#include "mainwindow.h" | |
#include <QtGui/QMatrix4x4> | |
#include <QtGui/QOpenGLShaderProgram> | |
#include <QtGui/QScreen> | |
#include <QGLContext> | |
MainWindow::MainWindow() : | |
m_program(0) | |
, m_frame(0) | |
{ | |
} | |
MainWindow::~MainWindow() | |
{ | |
if ( m_texture ) | |
{ | |
glDeleteTextures( 1, &m_texture ); | |
m_texture = 0; | |
} | |
} | |
/*static const char *vertexShaderSource = | |
"attribute highp vec4 posAttr;\n" | |
"attribute lowp vec4 colAttr;\n" | |
"varying lowp vec4 col;\n" | |
"uniform highp mat4 matrix;\n" | |
"void main() {\n" | |
" col = colAttr;\n" | |
" gl_Position = matrix * posAttr;\n" | |
"}\n";*/ | |
static const char *vertexTxtShaderSource = | |
"attribute highp vec4 posAttr;\n" | |
"attribute mediump vec4 texCoord;\n" | |
"varying mediump vec4 texc;\n" | |
"uniform highp mat4 matrix;\n" | |
"void main() {\n" | |
" texc = texCoord;\n" | |
" gl_Position = matrix * posAttr;\n" | |
"}\n"; | |
/*static const char *fragmentShaderSource = | |
"varying lowp vec4 col;\n" | |
"void main() {\n" | |
" gl_FragColor = col;\n" | |
"}\n";*/ | |
static const char *fragmentTxtShaderSource = | |
"uniform sampler2D texture;\n" | |
"varying mediump vec4 texc;\n" | |
"void main() {\n" | |
" gl_FragColor = texture2D(texture, texc.st);\n" | |
"}\n"; | |
GLuint MainWindow::loadShader(GLenum type, const char *source) | |
{ | |
GLuint shader = glCreateShader(type); | |
glShaderSource(shader, 1, &source, 0); | |
glCompileShader(shader); | |
return shader; | |
} | |
void MainWindow::initialize() | |
{ | |
glEnable(GL_TEXTURE_2D); | |
m_program = new QOpenGLShaderProgram(this); | |
//m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); | |
//m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); | |
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexTxtShaderSource); | |
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentTxtShaderSource); | |
m_program->link(); | |
m_posAttr = m_program->attributeLocation("posAttr"); | |
//m_colAttr = m_program->attributeLocation("colAttr"); | |
m_texCoord = m_program->attributeLocation("texCoord"); | |
m_matrixUniform = m_program->uniformLocation("matrix"); | |
m_program->setUniformValue("texture", 0); | |
m_texture = QGLContext::fromOpenGLContext(getContext())->bindTexture(QImage("Caisse.jpg"), GL_TEXTURE_2D); | |
} | |
void MainWindow::render() | |
{ | |
const qreal retinaScale = devicePixelRatio(); | |
glViewport(0, 0, width() * retinaScale, height() * retinaScale); | |
glClear(GL_COLOR_BUFFER_BIT); | |
m_program->bind(); | |
QMatrix4x4 matrix; | |
matrix.perspective(60, 4.0/3.0, 0.1, 100.0); | |
matrix.translate(0, 0, -2); | |
matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0.1f); | |
m_program->setUniformValue(m_matrixUniform, matrix); | |
GLfloat vertices[] = { | |
0.0f, 0.707f, | |
-0.5f, -0.5f, | |
0.5f, -0.5f, | |
}; | |
/*GLfloat colors[] = { | |
1.0f, 0.0f, 0.0f, | |
0.0f, 1.0f, 0.0f, | |
0.0f, 0.0f, 1.0f | |
};*/ | |
glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices); | |
glVertexAttribPointer(m_texCoord, 2, GL_FLOAT, GL_FALSE, 0, vertices); | |
//glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors); | |
glEnableVertexAttribArray(0); | |
glEnableVertexAttribArray(1); | |
glBindTexture(GL_TEXTURE_2D, m_texture); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glBindTexture(GL_TEXTURE_2D, 0); | |
glDisableVertexAttribArray(1); | |
glDisableVertexAttribArray(0); | |
m_program->release(); | |
++m_frame; | |
} |
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