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mer.cpp
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175 lines (151 loc) · 5.28 KB
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#include "mer.h"
#include <QGLShaderProgram>
#include <QGLBuffer>
#include <QApplication>
#include <QMouseEvent>
#include <QPointF>
#include <QDebug>
Mer::Mer(QWidget *parent) :
QGLWidget(parent), m_indices(0), m_mousePos(QPointF()), m_rippleOn(false), m_ripplePos(QVector2D(0, 0))
{
m_curSize = QVector2D(width(), height());
m_touchEffect.setIntensity(1.0);
m_touchEffect.setDuration(100);
m_touchEffect.setFadeTime(700);
m_touchEffect.setFadeIntensity(0.0);
m_rippleTimeOut.setInterval(1000);
connect(&m_rippleTimeOut, SIGNAL(timeout()), this, SLOT(stopRipple()));
m_updateTimer.setInterval(16);
connect(&m_updateTimer, SIGNAL(timeout()), this, SLOT(updateGL()));
m_updateTimer.start();
}
Mer::~Mer()
{
m_programObject->disableAttributeArray(m_vertexAttr);
}
bool Mer::initShaders()
{
m_programObject = new QGLShaderProgram();
bool vertexShaderCompiled = m_programObject->addShaderFromSourceFile(QGLShader::Vertex, ":/shaders/vertexshader.glsl");
bool fragmentShaderCompiled = m_programObject->addShaderFromSourceFile(QGLShader::Fragment, ":/shaders/fragmentshader.glsl");
if (vertexShaderCompiled && fragmentShaderCompiled) {
bool linked = m_programObject->link();
if (linked) {
bool bound = m_programObject->bind();
if (bound) {
m_vertexAttr = m_programObject->attributeLocation("vertex");
m_programObject->enableAttributeArray(m_vertexAttr);
return true;
} else {
qDebug() << "shader not bound";
}
} else {
qDebug() << "shader not linked";
}
} else {
qDebug() << "one of shaders did not compile: vertex:" << vertexShaderCompiled << "fragment:" << fragmentShaderCompiled;
}
return false;
}
void Mer::initBuffers()
{
qreal ratio = qMin(m_curSize.x(), m_curSize.y() / qMax(m_curSize.x(), m_curSize.y()));
qreal xside = 150;
qreal yside = xside * ratio;
qreal xpiece = 2.00 / xside;
qreal ypiece = 2.00 / yside;
QVector<float> vertices;
for (int y = 0; y < yside; ++y) {
for (int x = 0; x < xside; ++x) {
vertices << x * xpiece - 1.0 << y * ypiece - 1.0 << 0.0;
}
}
m_vertexBuffer = new QGLBuffer(QGLBuffer::VertexBuffer);
m_vertexBuffer->create();
m_vertexBuffer->bind();
m_vertexBuffer->setUsagePattern(QGLBuffer::StaticDraw);
m_vertexBuffer->allocate(vertices.constData(), (vertices.size() * sizeof(float)));
m_programObject->setAttributeBuffer(m_vertexAttr, GL_FLOAT, 0, 3, sizeof(float) * 3);
QVector<short> indices;
int mult = 0;
for (int i = 1; i < yside; ++i) {
mult = i * xside;
for (int j = 0; j < xside - 1; ++j) {
indices << j + mult - xside << j + mult + 1.0 << mult + j;
indices << j + mult + 1.0 << j + mult - xside << j + mult - xside + 1;
}
}
m_indices = indices.size();
m_indexBuffer = new QGLBuffer(QGLBuffer::IndexBuffer);
m_indexBuffer->create();
m_indexBuffer->bind();
m_indexBuffer->setUsagePattern(QGLBuffer::StaticDraw);
m_indexBuffer->allocate(indices.constData(), (indices.size() * sizeof(short)));
qDebug("buffers created");
}
void Mer::initTexture()
{
glGenTextures(1, &m_texture);
m_texture = bindTexture(QPixmap(QString(":/textures/texture_logo1024.jpg")));
qDebug("texture initialized");
}
void Mer::updateUniforms()
{
m_programObject->setUniformValue("tex", 0);
m_programObject->setUniformValue("res", m_curSize);
float time = m_rippleTime.elapsed() / 10;
m_programObject->setUniformValue("time", GLfloat(time));
m_programObject->setUniformValue("rippleOn", m_rippleOn);
m_programObject->setUniformValue("ripplePos", m_ripplePos);
}
void Mer::initializeGL()
{
QGLWidget::initializeGL();
glViewport(0, 0, width(), height());
glClearColor(0.0, 0.0, 0.0, 1.0);
glDisable(GL_DEPTH_TEST);
bool shadersInitialized = initShaders();
if (shadersInitialized) {
qDebug() << "success";
} else {
qDebug() << "failure, exiting";
delete m_programObject;
QApplication::quit();
}
initBuffers();
initTexture();
}
void Mer::paintGL()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_programObject->bind();
updateUniforms();
glDrawElements(GL_TRIANGLES, m_indices, GL_UNSIGNED_SHORT, 0);
m_programObject->release();
}
void Mer::mousePressEvent(QMouseEvent* event)
{
m_mousePos = event->posF();
}
void Mer::mouseReleaseEvent(QMouseEvent* event)
{
QPointF pos = event->pos();
if (qAbs(pos.x() - m_mousePos.x()) < 100 && qAbs(pos.y() - m_mousePos.y()) < 100) {
m_rippleOn = true;
m_ripplePos = QVector2D(pos.x() * (2.0 / m_curSize.x()) - 1.0, -(pos.y() * (2.0 / m_curSize.y()) - 1.0));
m_rippleTime.restart();
m_rippleTimeOut.setSingleShot(true);
m_rippleTimeOut.start();
m_touchEffect.start();
}
}
void Mer::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
m_curSize = QVector2D(w, h);
}
void Mer::stopRipple()
{
m_rippleOn = false;
}