void GlWidget::initializeGL()
{
initCommon();
shaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/vertexShader.vsh");
shaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/fragmentShader.fsh");
if(!shaderProgram.link())
{
exit(1);
}
vertices << QVector3D(-1, -1, 1) << QVector3D( 1, -1, 1) << QVector3D( 1, 1, 1) // Front
<< QVector3D( 1, 1, 1) << QVector3D(-1, 1, 1) << QVector3D(-1, -1, 1);
textureCoordinates
<< QVector2D(1, 0) << QVector2D(1, 1) << QVector2D(0, 1) // Front
<< QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(1, 0);
updateGL();
}
//! [1]
//############################
void GlWidget
::createTextureFromBitmap(QByteArray bytes
) {
/* create a 800 bye 600 texture from bitmap */
tex.buf = new unsigned char[bytes.size()];
memcpy(tex.buf, bytes.constData(), bytes.size());
glGenTextures( 1, &tex.id);
glBindTexture(GL_TEXTURE_2D, tex.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.buf);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, 800, 600, GL_RGB, GL_UNSIGNED_BYTE, tex.buf);
delete [] tex.buf;
tex.buf = NULL;
updateGL();
}
void GlWidget::paintGL()
{
//! [5]
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
QMatrix4x4 cameraTransformation;
// cameraTransformation.rotate(alpha, 0, 1, 0);
// cameraTransformation.rotate(beta, 1, 0, 0);
QVector3D cameraPosition = cameraTransformation * QVector3D(0, 0, distance);
QVector3D cameraUpDirection = cameraTransformation * QVector3D(0, 1, 0);
vMatrix.lookAt(cameraPosition, QVector3D(0, 0, 0), cameraUpDirection);
//! [6]
shaderProgram.bind();
shaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);
shaderProgram.setUniformValue("texture", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex.id);
glActiveTexture(0);
shaderProgram.setAttributeArray("vertex", vertices.constData());
shaderProgram.enableAttributeArray("vertex");
shaderProgram.setAttributeArray("textureCoordinate", textureCoordinates.constData());
shaderProgram.enableAttributeArray("textureCoordinate");
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
shaderProgram.disableAttributeArray("vertex");
shaderProgram.disableAttributeArray("textureCoordinate");
shaderProgram.release();
}
void GlWidget::initializeGL()
{
initCommon();
shaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/vertexShader.vsh");
shaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/fragmentShader.fsh");
if(!shaderProgram.link())
{
exit(1);
}
vertices << QVector3D(-1, -1, 1) << QVector3D( 1, -1, 1) << QVector3D( 1, 1, 1) // Front
<< QVector3D( 1, 1, 1) << QVector3D(-1, 1, 1) << QVector3D(-1, -1, 1);
textureCoordinates
<< QVector2D(1, 0) << QVector2D(1, 1) << QVector2D(0, 1) // Front
<< QVector2D(0, 1) << QVector2D(0, 0) << QVector2D(1, 0);
updateGL();
}
//! [1]
//############################
void GlWidget::createTextureFromBitmap(QByteArray bytes)
{
/* create a 800 bye 600 texture from bitmap */
tex.buf = new unsigned char[bytes.size()];
memcpy(tex.buf, bytes.constData(), bytes.size());
glGenTextures( 1, &tex.id);
glBindTexture(GL_TEXTURE_2D, tex.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.buf);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, 800, 600, GL_RGB, GL_UNSIGNED_BYTE, tex.buf);
delete [] tex.buf;
tex.buf = NULL;
updateGL();
}
void GlWidget::paintGL()
{
//! [5]
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
QMatrix4x4 cameraTransformation;
// cameraTransformation.rotate(alpha, 0, 1, 0);
// cameraTransformation.rotate(beta, 1, 0, 0);
QVector3D cameraPosition = cameraTransformation * QVector3D(0, 0, distance);
QVector3D cameraUpDirection = cameraTransformation * QVector3D(0, 1, 0);
vMatrix.lookAt(cameraPosition, QVector3D(0, 0, 0), cameraUpDirection);
//! [6]
shaderProgram.bind();
shaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);
shaderProgram.setUniformValue("texture", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex.id);
glActiveTexture(0);
shaderProgram.setAttributeArray("vertex", vertices.constData());
shaderProgram.enableAttributeArray("vertex");
shaderProgram.setAttributeArray("textureCoordinate", textureCoordinates.constData());
shaderProgram.enableAttributeArray("textureCoordinate");
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
shaderProgram.disableAttributeArray("vertex");
shaderProgram.disableAttributeArray("textureCoordinate");
shaderProgram.release();
}
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