mirror of
https://github.com/githubuser0xFFFF/Qt-Advanced-Docking-System.git
synced 2025-03-31 10:22:39 +08:00
Add OpenGL example
This commit is contained in:
parent
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commit
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2
.gitignore
vendored
2
.gitignore
vendored
@ -385,5 +385,5 @@ MigrationBackup/
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FodyWeavers.xsd
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/ build
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/Settings.ini
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.vscode/settings.json
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.vscode/
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/.settings
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@ -9,3 +9,4 @@ add_subdirectory(autohide)
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add_subdirectory(autohidedragndrop)
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add_subdirectory(emptydockarea)
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add_subdirectory(dockindock)
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add_subdirectory(openGL)
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@ -5,6 +5,7 @@ SUBDIRS = \
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autohidedragndrop \
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centralwidget \
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simple \
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openGL \
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hideshow \
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sidebar \
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deleteonclose \
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93
examples/openGL/CMakeLists.txt
Normal file
93
examples/openGL/CMakeLists.txt
Normal file
@ -0,0 +1,93 @@
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cmake_minimum_required(VERSION 3.5)
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project(OpenGLExample VERSION ${VERSION_SHORT})
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find_package(
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QT NAMES Qt6
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COMPONENTS Core
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Gui
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Widgets
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Charts
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OpenGLWidgets
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Quick
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QuickWidgets
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REQUIRED)
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find_package(
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Qt${QT_VERSION_MAJOR}
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COMPONENTS Core
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Gui
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Widgets
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Charts
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OpenGLWidgets
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Quick
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QuickWidgets
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REQUIRED)
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set(CMAKE_INCLUDE_CURRENT_DIR ON)
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add_executable(
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${PROJECT_NAME} WIN32
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main.cpp
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mainwindow.cpp
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mainwindow.h
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glwindow.cpp
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glwindow.h
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glwidget.h
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glwidget.cpp
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logo.cpp
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logo.h)
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target_include_directories(${PROJECT_NAME}
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PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/../../src")
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target_link_libraries(${PROJECT_NAME}
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PRIVATE qtadvanceddocking-qt${QT_VERSION_MAJOR})
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# Resources:
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set(esource_files "qtlogo.png")
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qt_add_resources(${PROJECT_NAME} "OpenGLExample" PREFIX "/" FILES
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${esource_files})
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target_link_libraries(
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${PROJECT_NAME}
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PUBLIC Qt${QT_VERSION_MAJOR}::Core
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Qt${QT_VERSION_MAJOR}::Gui
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Qt${QT_VERSION_MAJOR}::Widgets
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Qt${QT_VERSION_MAJOR}::Charts
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Qt${QT_VERSION_MAJOR}::OpenGLWidgets
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Qt${QT_VERSION_MAJOR}::Quick
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Qt${QT_VERSION_MAJOR}::QuickWidgets)
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set_target_properties(
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${PROJECT_NAME}
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PROPERTIES AUTOMOC ON
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AUTORCC ON
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AUTOUIC ON
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CXX_STANDARD 14
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CXX_STANDARD_REQUIRED ON
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CXX_EXTENSIONS OFF
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VERSION ${VERSION_SHORT}
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EXPORT_NAME "Qt Advanced Docking System OpenGL Example"
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ARCHIVE_OUTPUT_DIRECTORY
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"${CMAKE_BINARY_DIR}/${ads_PlatformDir}/lib"
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LIBRARY_OUTPUT_DIRECTORY
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"${CMAKE_BINARY_DIR}/${ads_PlatformDir}/lib"
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RUNTIME_OUTPUT_DIRECTORY
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"${CMAKE_BINARY_DIR}/${ads_PlatformDir}/bin")
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# Define include directories
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target_include_directories(
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${PROJECT_NAME}
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PRIVATE $<BUILD_INTERFACE:${PROJECT_BINARY_DIR}>
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$<BUILD_INTERFACE:${PROJECT_SOURCE_DIR}/examples/openGL>
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$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/${INSTALL_NAME}>)
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install(
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TARGETS ${PROJECT_NAME}
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BUNDLE DESTINATION .
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RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
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LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR})
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qt_generate_deploy_app_script(TARGET ${PROJECT_NAME} OUTPUT_SCRIPT
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deploy_script NO_UNSUPPORTED_PLATFORM_ERROR)
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install(SCRIPT ${deploy_script})
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261
examples/openGL/glwidget.cpp
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261
examples/openGL/glwidget.cpp
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@ -0,0 +1,261 @@
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// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "glwidget.h"
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#include <QMouseEvent>
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#include <QOpenGLShaderProgram>
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#include <QCoreApplication>
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#include <math.h>
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bool GLWidget::m_transparent = false;
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GLWidget::GLWidget(QWidget *parent)
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: QOpenGLWidget(parent)
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{
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m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
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// --transparent causes the clear color to be transparent. Therefore, on systems that
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// support it, the widget will become transparent apart from the logo.
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if (m_transparent) {
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QSurfaceFormat fmt = format();
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fmt.setAlphaBufferSize(8);
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setFormat(fmt);
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}
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// Force the display of OpenGL
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setAttribute(Qt::WA_AlwaysStackOnTop);
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}
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GLWidget::~GLWidget()
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{
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cleanup();
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}
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QSize GLWidget::minimumSizeHint() const
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{
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return QSize(50, 50);
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}
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QSize GLWidget::sizeHint() const
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{
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return QSize(400, 400);
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}
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static void qNormalizeAngle(int &angle)
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{
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while (angle < 0)
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angle += 360 * 16;
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while (angle > 360 * 16)
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angle -= 360 * 16;
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}
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void GLWidget::setXRotation(int angle)
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{
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qNormalizeAngle(angle);
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if (angle != m_xRot) {
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m_xRot = angle;
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emit xRotationChanged(angle);
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update();
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}
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}
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void GLWidget::setYRotation(int angle)
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{
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qNormalizeAngle(angle);
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if (angle != m_yRot) {
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m_yRot = angle;
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emit yRotationChanged(angle);
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update();
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}
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}
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void GLWidget::setZRotation(int angle)
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{
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qNormalizeAngle(angle);
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if (angle != m_zRot) {
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m_zRot = angle;
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emit zRotationChanged(angle);
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update();
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}
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}
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void GLWidget::cleanup()
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{
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if (m_program == nullptr){
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return;
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}
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makeCurrent();
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m_logoVbo.destroy();
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delete m_program;
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m_program = nullptr;
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doneCurrent();
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QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
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}
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static const char *vertexShaderSourceCore =
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"#version 150\n"
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"in vec4 vertex;\n"
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"in vec3 normal;\n"
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"out vec3 vert;\n"
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"out vec3 vertNormal;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 mvMatrix;\n"
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"uniform mat3 normalMatrix;\n"
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"void main() {\n"
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" vert = vertex.xyz;\n"
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" vertNormal = normalMatrix * normal;\n"
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" gl_Position = projMatrix * mvMatrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSourceCore =
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"#version 150\n"
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"in highp vec3 vert;\n"
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"in highp vec3 vertNormal;\n"
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"out highp vec4 fragColor;\n"
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"uniform highp vec3 lightPos;\n"
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"void main() {\n"
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" highp vec3 L = normalize(lightPos - vert);\n"
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" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
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" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
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" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
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" fragColor = vec4(col, 1.0);\n"
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"}\n";
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static const char *vertexShaderSource =
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"attribute vec4 vertex;\n"
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"attribute vec3 normal;\n"
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"varying vec3 vert;\n"
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"varying vec3 vertNormal;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 mvMatrix;\n"
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"uniform mat3 normalMatrix;\n"
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"void main() {\n"
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" vert = vertex.xyz;\n"
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" vertNormal = normalMatrix * normal;\n"
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" gl_Position = projMatrix * mvMatrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying highp vec3 vert;\n"
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"varying highp vec3 vertNormal;\n"
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"uniform highp vec3 lightPos;\n"
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"void main() {\n"
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" highp vec3 L = normalize(lightPos - vert);\n"
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" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
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" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
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" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
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" gl_FragColor = vec4(col, 1.0);\n"
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"}\n";
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void GLWidget::initializeGL()
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{
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// In this example the widget's corresponding top-level window can change
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// several times during the widget's lifetime. Whenever this happens, the
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// QOpenGLWidget's associated context is destroyed and a new one is created.
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// Therefore we have to be prepared to clean up the resources on the
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// aboutToBeDestroyed() signal, instead of the destructor. The emission of
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// the signal will be followed by an invocation of initializeGL() where we
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// can recreate all resources.
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connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup, Qt::UniqueConnection);
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initializeOpenGLFunctions();
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glClearColor(0, 0, 0, m_transparent ? 0 : 1);
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
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m_program->bindAttributeLocation("vertex", 0);
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m_program->bindAttributeLocation("normal", 1);
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m_program->link();
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m_program->bind();
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m_projMatrixLoc = m_program->uniformLocation("projMatrix");
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m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
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m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
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m_lightPosLoc = m_program->uniformLocation("lightPos");
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// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
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// implementations this is optional and support may not be present
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// at all. Nonetheless the below code works in all cases and makes
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// sure there is a VAO when one is needed.
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m_vao.create();
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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// Setup our vertex buffer object.
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m_logoVbo.create();
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m_logoVbo.bind();
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m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
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// Store the vertex attribute bindings for the program.
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setupVertexAttribs();
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// Our camera never changes in this example.
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m_camera.setToIdentity();
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m_camera.translate(0, 0, -1);
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// Light position is fixed.
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m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
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m_program->release();
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}
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void GLWidget::setupVertexAttribs()
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{
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m_logoVbo.bind();
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glEnableVertexAttribArray(0);
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f->glEnableVertexAttribArray(1);
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f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
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nullptr);
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
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reinterpret_cast<void *>(3 * sizeof(GLfloat)));
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m_logoVbo.release();
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}
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void GLWidget::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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m_world.setToIdentity();
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m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
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m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
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m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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m_program->bind();
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m_program->setUniformValue(m_projMatrixLoc, m_proj);
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m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
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QMatrix3x3 normalMatrix = m_world.normalMatrix();
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m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
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glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
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m_program->release();
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}
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void GLWidget::resizeGL(int w, int h)
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{
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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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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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m_lastPos = event->position().toPoint();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int dx = event->position().toPoint().x() - m_lastPos.x();
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int dy = event->position().toPoint().y() - m_lastPos.y();
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if (event->buttons() & Qt::LeftButton) {
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setXRotation(m_xRot + 8 * dy);
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setYRotation(m_yRot + 8 * dx);
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} else if (event->buttons() & Qt::RightButton) {
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setXRotation(m_xRot + 8 * dy);
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setZRotation(m_zRot + 8 * dx);
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}
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m_lastPos = event->position().toPoint();
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}
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67
examples/openGL/glwidget.h
Normal file
67
examples/openGL/glwidget.h
Normal file
@ -0,0 +1,67 @@
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// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#pragma once
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#include <QOpenGLWidget>
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#include <QOpenGLFunctions>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QMatrix4x4>
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#include "logo.h"
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QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
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class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
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{
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Q_OBJECT
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public:
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GLWidget(QWidget *parent = nullptr);
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~GLWidget();
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static bool isTransparent() { return m_transparent; }
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static void setTransparent(bool t) { m_transparent = t; }
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QSize minimumSizeHint() const override;
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QSize sizeHint() const override;
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public slots:
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void setXRotation(int angle);
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void setYRotation(int angle);
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void setZRotation(int angle);
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void cleanup();
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signals:
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void xRotationChanged(int angle);
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void yRotationChanged(int angle);
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void zRotationChanged(int angle);
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protected:
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void initializeGL() override;
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void paintGL() override;
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void resizeGL(int width, int height) override;
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void mousePressEvent(QMouseEvent *event) override;
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void mouseMoveEvent(QMouseEvent *event) override;
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private:
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void setupVertexAttribs();
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bool m_core;
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int m_xRot = 0;
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int m_yRot = 0;
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int m_zRot = 0;
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QPoint m_lastPos;
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Logo m_logo;
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QOpenGLVertexArrayObject m_vao;
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QOpenGLBuffer m_logoVbo;
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QOpenGLShaderProgram *m_program = nullptr;
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int m_projMatrixLoc = 0;
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int m_mvMatrixLoc = 0;
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int m_normalMatrixLoc = 0;
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int m_lightPosLoc = 0;
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QMatrix4x4 m_proj;
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QMatrix4x4 m_camera;
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QMatrix4x4 m_world;
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static bool m_transparent;
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};
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238
examples/openGL/glwindow.cpp
Normal file
238
examples/openGL/glwindow.cpp
Normal file
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// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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||||
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#include "glwindow.h"
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#include <QImage>
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#include <QOpenGLTexture>
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#include <QOpenGLShaderProgram>
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||||
#include <QOpenGLBuffer>
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#include <QOpenGLContext>
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||||
#include <QOpenGLVertexArrayObject>
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#include <QOpenGLExtraFunctions>
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||||
#include <QPropertyAnimation>
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||||
#include <QSequentialAnimationGroup>
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||||
#include <QTimer>
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||||
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||||
GLWindow::GLWindow()
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||||
{
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||||
m_world.setToIdentity();
|
||||
m_world.translate(0, 0, -1);
|
||||
m_world.rotate(180, 1, 0, 0);
|
||||
|
||||
QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
|
||||
animGroup->setLoopCount(-1);
|
||||
QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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||||
zAnim0->setStartValue(1.5f);
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||||
zAnim0->setEndValue(10.0f);
|
||||
zAnim0->setDuration(2000);
|
||||
animGroup->addAnimation(zAnim0);
|
||||
QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
|
||||
zAnim1->setStartValue(10.0f);
|
||||
zAnim1->setEndValue(50.0f);
|
||||
zAnim1->setDuration(4000);
|
||||
zAnim1->setEasingCurve(QEasingCurve::OutElastic);
|
||||
animGroup->addAnimation(zAnim1);
|
||||
QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
|
||||
zAnim2->setStartValue(50.0f);
|
||||
zAnim2->setEndValue(1.5f);
|
||||
zAnim2->setDuration(2000);
|
||||
animGroup->addAnimation(zAnim2);
|
||||
animGroup->start();
|
||||
|
||||
QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
|
||||
rAnim->setStartValue(0.0f);
|
||||
rAnim->setEndValue(360.0f);
|
||||
rAnim->setDuration(2000);
|
||||
rAnim->setLoopCount(-1);
|
||||
rAnim->start();
|
||||
|
||||
QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
|
||||
}
|
||||
|
||||
GLWindow::~GLWindow()
|
||||
{
|
||||
cleanup();
|
||||
}
|
||||
|
||||
void GLWindow::startSecondStage()
|
||||
{
|
||||
QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
|
||||
r2Anim->setStartValue(0.0f);
|
||||
r2Anim->setEndValue(360.0f);
|
||||
r2Anim->setDuration(20000);
|
||||
r2Anim->setLoopCount(-1);
|
||||
r2Anim->start();
|
||||
}
|
||||
|
||||
void GLWindow::setZ(float v)
|
||||
{
|
||||
m_eye.setZ(v);
|
||||
m_uniformsDirty = true;
|
||||
update();
|
||||
}
|
||||
|
||||
void GLWindow::setR(float v)
|
||||
{
|
||||
m_r = v;
|
||||
m_uniformsDirty = true;
|
||||
update();
|
||||
}
|
||||
|
||||
void GLWindow::setR2(float v)
|
||||
{
|
||||
m_r2 = v;
|
||||
m_uniformsDirty = true;
|
||||
update();
|
||||
}
|
||||
|
||||
static const char *vertexShaderSource =
|
||||
"layout(location = 0) in vec4 vertex;\n"
|
||||
"layout(location = 1) in vec3 normal;\n"
|
||||
"out vec3 vert;\n"
|
||||
"out vec3 vertNormal;\n"
|
||||
"out vec3 color;\n"
|
||||
"uniform mat4 projMatrix;\n"
|
||||
"uniform mat4 camMatrix;\n"
|
||||
"uniform mat4 worldMatrix;\n"
|
||||
"uniform mat4 myMatrix;\n"
|
||||
"uniform sampler2D sampler;\n"
|
||||
"void main() {\n"
|
||||
" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
|
||||
" vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
|
||||
" float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
|
||||
" mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
|
||||
" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
|
||||
" vert = vec3(wm * vertex);\n"
|
||||
" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
|
||||
" gl_Position = projMatrix * camMatrix * wm * vertex;\n"
|
||||
"}\n";
|
||||
|
||||
static const char *fragmentShaderSource =
|
||||
"in highp vec3 vert;\n"
|
||||
"in highp vec3 vertNormal;\n"
|
||||
"in highp vec3 color;\n"
|
||||
"out highp vec4 fragColor;\n"
|
||||
"uniform highp vec3 lightPos;\n"
|
||||
"void main() {\n"
|
||||
" highp vec3 L = normalize(lightPos - vert);\n"
|
||||
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
|
||||
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
|
||||
" fragColor = vec4(col, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
QByteArray versionedShaderCode(const char *src)
|
||||
{
|
||||
QByteArray versionedSrc;
|
||||
|
||||
if (QOpenGLContext::currentContext()->isOpenGLES())
|
||||
versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
|
||||
else
|
||||
versionedSrc.append(QByteArrayLiteral("#version 330\n"));
|
||||
|
||||
versionedSrc.append(src);
|
||||
return versionedSrc;
|
||||
}
|
||||
|
||||
void GLWindow::initializeGL()
|
||||
{
|
||||
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWindow::cleanup, Qt::UniqueConnection);
|
||||
|
||||
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
|
||||
|
||||
QImage img(":/qtlogo.png");
|
||||
Q_ASSERT(!img.isNull());
|
||||
delete m_texture;
|
||||
m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
|
||||
|
||||
delete m_program;
|
||||
m_program = new QOpenGLShaderProgram;
|
||||
// Prepend the correct version directive to the sources. The rest is the
|
||||
// same, thanks to the common GLSL syntax.
|
||||
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
|
||||
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
|
||||
m_program->link();
|
||||
|
||||
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
|
||||
m_camMatrixLoc = m_program->uniformLocation("camMatrix");
|
||||
m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
|
||||
m_myMatrixLoc = m_program->uniformLocation("myMatrix");
|
||||
m_lightPosLoc = m_program->uniformLocation("lightPos");
|
||||
|
||||
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
|
||||
delete m_vao;
|
||||
m_vao = new QOpenGLVertexArrayObject;
|
||||
if (m_vao->create())
|
||||
m_vao->bind();
|
||||
|
||||
m_program->bind();
|
||||
delete m_vbo;
|
||||
m_vbo = new QOpenGLBuffer;
|
||||
m_vbo->create();
|
||||
m_vbo->bind();
|
||||
m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
|
||||
f->glEnableVertexAttribArray(0);
|
||||
f->glEnableVertexAttribArray(1);
|
||||
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
|
||||
nullptr);
|
||||
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
|
||||
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
|
||||
m_vbo->release();
|
||||
|
||||
f->glEnable(GL_DEPTH_TEST);
|
||||
f->glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
void GLWindow::resizeGL(int w, int h)
|
||||
{
|
||||
m_proj.setToIdentity();
|
||||
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
|
||||
m_uniformsDirty = true;
|
||||
}
|
||||
|
||||
void GLWindow::paintGL()
|
||||
{
|
||||
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
|
||||
// do more than what GL(ES) 2.0 offers.
|
||||
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
|
||||
|
||||
f->glClearColor(0, 0, 0, 1);
|
||||
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_program->bind();
|
||||
m_texture->bind();
|
||||
|
||||
if (m_uniformsDirty) {
|
||||
m_uniformsDirty = false;
|
||||
QMatrix4x4 camera;
|
||||
camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
|
||||
m_program->setUniformValue(m_projMatrixLoc, m_proj);
|
||||
m_program->setUniformValue(m_camMatrixLoc, camera);
|
||||
QMatrix4x4 wm = m_world;
|
||||
wm.rotate(m_r, 1, 1, 0);
|
||||
m_program->setUniformValue(m_worldMatrixLoc, wm);
|
||||
QMatrix4x4 mm;
|
||||
mm.setToIdentity();
|
||||
mm.rotate(-m_r2, 1, 0, 0);
|
||||
m_program->setUniformValue(m_myMatrixLoc, mm);
|
||||
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
|
||||
}
|
||||
|
||||
// Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We
|
||||
// requested a 3.3 or ES 3.0 context, so we know this will work.
|
||||
f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
|
||||
}
|
||||
|
||||
void GLWindow::cleanup()
|
||||
{
|
||||
makeCurrent();
|
||||
delete m_texture;
|
||||
delete m_program;
|
||||
delete m_vbo;
|
||||
delete m_vao;
|
||||
m_texture = nullptr;
|
||||
m_program = nullptr;
|
||||
m_vbo = nullptr;
|
||||
m_vao = nullptr;
|
||||
doneCurrent();
|
||||
QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWindow::cleanup);
|
||||
}
|
62
examples/openGL/glwindow.h
Normal file
62
examples/openGL/glwindow.h
Normal file
@ -0,0 +1,62 @@
|
||||
// Copyright (C) 2016 The Qt Company Ltd.
|
||||
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <QOpenGLWindow>
|
||||
#include <QMatrix4x4>
|
||||
#include <QVector3D>
|
||||
#include "logo.h"
|
||||
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLTexture)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLBuffer)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLVertexArrayObject)
|
||||
|
||||
class GLWindow : public QOpenGLWindow
|
||||
{
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(float z READ z WRITE setZ)
|
||||
Q_PROPERTY(float r READ r WRITE setR)
|
||||
Q_PROPERTY(float r2 READ r2 WRITE setR2)
|
||||
|
||||
public:
|
||||
GLWindow();
|
||||
~GLWindow();
|
||||
|
||||
void initializeGL();
|
||||
void resizeGL(int w, int h);
|
||||
void paintGL();
|
||||
|
||||
float z() const { return m_eye.z(); }
|
||||
void setZ(float v);
|
||||
|
||||
float r() const { return m_r; }
|
||||
void setR(float v);
|
||||
float r2() const { return m_r2; }
|
||||
void setR2(float v);
|
||||
public slots:
|
||||
void cleanup();
|
||||
|
||||
private slots:
|
||||
void startSecondStage();
|
||||
|
||||
private:
|
||||
QOpenGLTexture *m_texture = nullptr;
|
||||
QOpenGLShaderProgram *m_program = nullptr;
|
||||
QOpenGLBuffer *m_vbo = nullptr;
|
||||
QOpenGLVertexArrayObject *m_vao = nullptr;
|
||||
Logo m_logo;
|
||||
int m_projMatrixLoc = 0;
|
||||
int m_camMatrixLoc = 0;
|
||||
int m_worldMatrixLoc = 0;
|
||||
int m_myMatrixLoc = 0;
|
||||
int m_lightPosLoc = 0;
|
||||
QMatrix4x4 m_proj;
|
||||
QMatrix4x4 m_world;
|
||||
QVector3D m_eye;
|
||||
QVector3D m_target = {0, 0, -1};
|
||||
bool m_uniformsDirty = true;
|
||||
float m_r = 0;
|
||||
float m_r2 = 0;
|
||||
};
|
103
examples/openGL/logo.cpp
Normal file
103
examples/openGL/logo.cpp
Normal file
@ -0,0 +1,103 @@
|
||||
// Copyright (C) 2016 The Qt Company Ltd.
|
||||
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||||
|
||||
#include "logo.h"
|
||||
#include <qmath.h>
|
||||
|
||||
Logo::Logo()
|
||||
{
|
||||
m_data.resize(2500 * 6);
|
||||
|
||||
const GLfloat x1 = +0.06f;
|
||||
const GLfloat y1 = -0.14f;
|
||||
const GLfloat x2 = +0.14f;
|
||||
const GLfloat y2 = -0.06f;
|
||||
const GLfloat x3 = +0.08f;
|
||||
const GLfloat y3 = +0.00f;
|
||||
const GLfloat x4 = +0.30f;
|
||||
const GLfloat y4 = +0.22f;
|
||||
|
||||
quad(x1, y1, x2, y2, y2, x2, y1, x1);
|
||||
quad(x3, y3, x4, y4, y4, x4, y3, x3);
|
||||
|
||||
extrude(x1, y1, x2, y2);
|
||||
extrude(x2, y2, y2, x2);
|
||||
extrude(y2, x2, y1, x1);
|
||||
extrude(y1, x1, x1, y1);
|
||||
extrude(x3, y3, x4, y4);
|
||||
extrude(x4, y4, y4, x4);
|
||||
extrude(y4, x4, y3, x3);
|
||||
|
||||
const int NumSectors = 100;
|
||||
|
||||
for (int i = 0; i < NumSectors; ++i) {
|
||||
GLfloat angle = (i * 2 * M_PI) / NumSectors;
|
||||
GLfloat angleSin = qSin(angle);
|
||||
GLfloat angleCos = qCos(angle);
|
||||
const GLfloat x5 = 0.30f * angleSin;
|
||||
const GLfloat y5 = 0.30f * angleCos;
|
||||
const GLfloat x6 = 0.20f * angleSin;
|
||||
const GLfloat y6 = 0.20f * angleCos;
|
||||
|
||||
angle = ((i + 1) * 2 * M_PI) / NumSectors;
|
||||
angleSin = qSin(angle);
|
||||
angleCos = qCos(angle);
|
||||
const GLfloat x7 = 0.20f * angleSin;
|
||||
const GLfloat y7 = 0.20f * angleCos;
|
||||
const GLfloat x8 = 0.30f * angleSin;
|
||||
const GLfloat y8 = 0.30f * angleCos;
|
||||
|
||||
quad(x5, y5, x6, y6, x7, y7, x8, y8);
|
||||
|
||||
extrude(x6, y6, x7, y7);
|
||||
extrude(x8, y8, x5, y5);
|
||||
}
|
||||
}
|
||||
|
||||
void Logo::add(const QVector3D &v, const QVector3D &n)
|
||||
{
|
||||
GLfloat *p = m_data.data() + m_count;
|
||||
*p++ = v.x();
|
||||
*p++ = v.y();
|
||||
*p++ = v.z();
|
||||
*p++ = n.x();
|
||||
*p++ = n.y();
|
||||
*p++ = n.z();
|
||||
m_count += 6;
|
||||
}
|
||||
|
||||
void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4)
|
||||
{
|
||||
QVector3D n = QVector3D::normal(QVector3D(x4 - x1, y4 - y1, 0.0f), QVector3D(x2 - x1, y2 - y1, 0.0f));
|
||||
|
||||
add(QVector3D(x1, y1, -0.05f), n);
|
||||
add(QVector3D(x4, y4, -0.05f), n);
|
||||
add(QVector3D(x2, y2, -0.05f), n);
|
||||
|
||||
add(QVector3D(x3, y3, -0.05f), n);
|
||||
add(QVector3D(x2, y2, -0.05f), n);
|
||||
add(QVector3D(x4, y4, -0.05f), n);
|
||||
|
||||
n = QVector3D::normal(QVector3D(x1 - x4, y1 - y4, 0.0f), QVector3D(x2 - x4, y2 - y4, 0.0f));
|
||||
|
||||
add(QVector3D(x4, y4, 0.05f), n);
|
||||
add(QVector3D(x1, y1, 0.05f), n);
|
||||
add(QVector3D(x2, y2, 0.05f), n);
|
||||
|
||||
add(QVector3D(x2, y2, 0.05f), n);
|
||||
add(QVector3D(x3, y3, 0.05f), n);
|
||||
add(QVector3D(x4, y4, 0.05f), n);
|
||||
}
|
||||
|
||||
void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
|
||||
{
|
||||
QVector3D n = QVector3D::normal(QVector3D(0.0f, 0.0f, -0.1f), QVector3D(x2 - x1, y2 - y1, 0.0f));
|
||||
|
||||
add(QVector3D(x1, y1, +0.05f), n);
|
||||
add(QVector3D(x1, y1, -0.05f), n);
|
||||
add(QVector3D(x2, y2, +0.05f), n);
|
||||
|
||||
add(QVector3D(x2, y2, -0.05f), n);
|
||||
add(QVector3D(x2, y2, +0.05f), n);
|
||||
add(QVector3D(x1, y1, -0.05f), n);
|
||||
}
|
28
examples/openGL/logo.h
Normal file
28
examples/openGL/logo.h
Normal file
@ -0,0 +1,28 @@
|
||||
// Copyright (C) 2016 The Qt Company Ltd.
|
||||
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||||
|
||||
#ifndef LOGO_H
|
||||
#define LOGO_H
|
||||
|
||||
#include <qopengl.h>
|
||||
#include <QList>
|
||||
#include <QVector3D>
|
||||
|
||||
class Logo
|
||||
{
|
||||
public:
|
||||
Logo();
|
||||
const GLfloat *constData() const { return m_data.constData(); }
|
||||
int count() const { return m_count; }
|
||||
int vertexCount() const { return m_count / 6; }
|
||||
|
||||
private:
|
||||
void quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4);
|
||||
void extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
|
||||
void add(const QVector3D &v, const QVector3D &n);
|
||||
|
||||
QList<GLfloat> m_data;
|
||||
int m_count = 0;
|
||||
};
|
||||
|
||||
#endif // LOGO_H
|
22
examples/openGL/main.cpp
Normal file
22
examples/openGL/main.cpp
Normal file
@ -0,0 +1,22 @@
|
||||
#include <QApplication>
|
||||
#include <QCommandLineOption>
|
||||
#include <QCommandLineParser>
|
||||
#include <QGuiApplication>
|
||||
#include <QOpenGLContext>
|
||||
#include <QScreen>
|
||||
#include <QSurfaceFormat>
|
||||
|
||||
#include <glwindow.h>
|
||||
#include <mainwindow.h>
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
ads::CDockManager::setAutoHideConfigFlags(ads::CDockManager::DefaultAutoHideConfig);
|
||||
QApplication a(argc, argv);
|
||||
|
||||
MainWindow* w = new MainWindow();
|
||||
w->setAttribute(Qt::WA_DeleteOnClose);
|
||||
w->show();
|
||||
|
||||
return a.exec();
|
||||
}
|
127
examples/openGL/mainwindow.cpp
Normal file
127
examples/openGL/mainwindow.cpp
Normal file
@ -0,0 +1,127 @@
|
||||
#include "mainwindow.h"
|
||||
|
||||
#include <QApplication>
|
||||
#include <QChart>
|
||||
#include <QChartView>
|
||||
#include <QComboBox>
|
||||
#include <QLabel>
|
||||
#include <QLineSeries>
|
||||
#include <QOpenGLWidget>
|
||||
#include <QPushButton>
|
||||
#include <QQuickWidget>
|
||||
#include <QTimer>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include <glwidget.h>
|
||||
#include <glwindow.h>
|
||||
|
||||
class OpenGLChartWidget : public QWidget
|
||||
{
|
||||
public:
|
||||
OpenGLChartWidget(QWidget* parent) : QWidget(parent)
|
||||
{
|
||||
// Create example chart using OpenGL
|
||||
QVBoxLayout* layout = new QVBoxLayout(this);
|
||||
QChartView* chart_view = new QChartView(this);
|
||||
QLineSeries* series = new QLineSeries(this);
|
||||
|
||||
QList<QPointF> points = {{0, 0}, {2, 0}, {2, 5},
|
||||
{4, 5}, {4, -2}, {6, -2}};
|
||||
series->setUseOpenGL(true);
|
||||
series->replace(points);
|
||||
chart_view->chart()->addSeries(series);
|
||||
chart_view->chart()->createDefaultAxes();
|
||||
chart_view->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
||||
layout->addWidget(chart_view);
|
||||
}
|
||||
~OpenGLChartWidget() {}
|
||||
};
|
||||
|
||||
class ChartWidget : public QWidget
|
||||
{
|
||||
public:
|
||||
ChartWidget(QWidget* parent) : QWidget(parent)
|
||||
{
|
||||
// Create example chart using OpenGL
|
||||
QVBoxLayout* layout = new QVBoxLayout(this);
|
||||
QChartView* chart_view = new QChartView(this);
|
||||
QLineSeries* series = new QLineSeries(this);
|
||||
|
||||
QList<QPointF> points = {{0, 0}, {2, 0}, {2, -5},
|
||||
{4, -5}, {4, 2}, {6, 2}};
|
||||
series->replace(points);
|
||||
chart_view->chart()->addSeries(series);
|
||||
chart_view->chart()->createDefaultAxes();
|
||||
chart_view->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
||||
layout->addWidget(chart_view);
|
||||
}
|
||||
~ChartWidget() {}
|
||||
};
|
||||
|
||||
class OpenGLWidgetContainer : public QWidget
|
||||
{
|
||||
public:
|
||||
OpenGLWidgetContainer(QWidget* parent = nullptr) : QWidget(parent)
|
||||
{
|
||||
setAttribute(Qt::WA_NativeWindow, true);
|
||||
|
||||
QVBoxLayout* layout = new QVBoxLayout(this);
|
||||
layout->setContentsMargins(0, 0, 0, 0);
|
||||
|
||||
QWidget* widget = QWidget::createWindowContainer(new GLWindow, parent);
|
||||
layout->addWidget(widget);
|
||||
}
|
||||
|
||||
~OpenGLWidgetContainer() {}
|
||||
};
|
||||
|
||||
MainWindow::MainWindow(QWidget* parent) : QMainWindow(parent)
|
||||
{
|
||||
resize(900, 600);
|
||||
|
||||
// Create the dock manager. Because the parent parameter is a QMainWindow
|
||||
// the dock manager registers itself as the central widget.
|
||||
_dock_manager = new ads::CDockManager(this);
|
||||
|
||||
OpenGLChartWidget* openGL_chart = new OpenGLChartWidget(this);
|
||||
OpenGLWidgetContainer* openGL_container = new OpenGLWidgetContainer(this);
|
||||
GLWidget* gl_widget = new GLWidget(this);
|
||||
GLWidget* gl_widget_2 = new GLWidget(this);
|
||||
|
||||
// Create a dock widget with the title "Chart with OpenGL" and set the created
|
||||
// chart as the dock widget content
|
||||
ads::CDockWidget* opengl_chart_dock_widget =
|
||||
new ads::CDockWidget("Chart with OpenGL");
|
||||
opengl_chart_dock_widget->setWidget(openGL_chart);
|
||||
auto* area = _dock_manager->addDockWidget(ads::CenterDockWidgetArea,
|
||||
opengl_chart_dock_widget);
|
||||
|
||||
ads::CDockWidget* chart_dock_widget = new ads::CDockWidget("Simple Chart");
|
||||
chart_dock_widget->setWidget(new ChartWidget(this));
|
||||
_dock_manager->addDockWidgetTabToArea(chart_dock_widget, area);
|
||||
|
||||
ads::CDockWidget* openGL_window_dock_widget =
|
||||
new ads::CDockWidget("OpenGL window");
|
||||
openGL_window_dock_widget->setWidget(openGL_container);
|
||||
_dock_manager->addDockWidgetTabToArea(openGL_window_dock_widget, area);
|
||||
|
||||
ads::CDockWidget* openGL_widget_dock_widget =
|
||||
new ads::CDockWidget("OpenGL widget");
|
||||
openGL_widget_dock_widget->setWidget(gl_widget);
|
||||
_dock_manager->addDockWidgetTabToArea(openGL_widget_dock_widget, area);
|
||||
|
||||
ads::CDockWidget* openGL_widget_dock_widget_2 =
|
||||
new ads::CDockWidget("OpenGL widget 2");
|
||||
openGL_widget_dock_widget_2->setWidget(gl_widget_2);
|
||||
_dock_manager->addDockWidgetTabToArea(openGL_widget_dock_widget_2, area);
|
||||
|
||||
ads::CDockWidget* label_dock_widget = new ads::CDockWidget("Label");
|
||||
|
||||
QLabel* l = new QLabel();
|
||||
l->setWordWrap(true);
|
||||
l->setAlignment(Qt::AlignTop | Qt::AlignLeft);
|
||||
l->setText("Lorem ipsum dolor sit amet, consectetuer adipiscing elit. ");
|
||||
|
||||
label_dock_widget->setWidget(l);
|
||||
_dock_manager->addDockWidgetTabToArea(label_dock_widget, area);
|
||||
}
|
20
examples/openGL/mainwindow.h
Normal file
20
examples/openGL/mainwindow.h
Normal file
@ -0,0 +1,20 @@
|
||||
#ifndef MAINWINDOW_H
|
||||
#define MAINWINDOW_H
|
||||
|
||||
#include <QMainWindow>
|
||||
|
||||
#include <DockManager.h>
|
||||
|
||||
class MainWindow : public QMainWindow
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit MainWindow(QWidget* parent = 0);
|
||||
~MainWindow() = default;
|
||||
|
||||
private:
|
||||
ads::CDockManager* _dock_manager;
|
||||
};
|
||||
|
||||
#endif // MAINWINDOW_H
|
36
examples/openGL/openGL.pro
Normal file
36
examples/openGL/openGL.pro
Normal file
@ -0,0 +1,36 @@
|
||||
ADS_OUT_ROOT = $${OUT_PWD}/../..
|
||||
|
||||
QT += core gui widgets charts opengl quick quickwidgets
|
||||
|
||||
TARGET = OpenGLExample
|
||||
DESTDIR = $${ADS_OUT_ROOT}/lib
|
||||
TEMPLATE = app
|
||||
CONFIG += c++14
|
||||
CONFIG += debug
|
||||
adsBuildStatic {
|
||||
DEFINES += ADS_STATIC
|
||||
}
|
||||
|
||||
DEFINES += QT_DEPRECATED_WARNINGS
|
||||
DEFINES += QT_DEBUG_PLUGINS
|
||||
|
||||
SOURCES += \
|
||||
glwidget.cpp \
|
||||
main.cpp \
|
||||
mainwindow.cpp \
|
||||
logo.cpp \
|
||||
glwindow.cpp
|
||||
|
||||
HEADERS += \
|
||||
mainwindow.h \
|
||||
glwidget.h \
|
||||
logo.h \
|
||||
glwindow.h
|
||||
|
||||
RESOURCES += openGL.qrc
|
||||
|
||||
LIBS += -L$${ADS_OUT_ROOT}/lib
|
||||
include(../../ads.pri)
|
||||
INCLUDEPATH += ../../src
|
||||
DEPENDPATH += ../../src
|
||||
|
5
examples/openGL/openGL.qrc
Normal file
5
examples/openGL/openGL.qrc
Normal file
@ -0,0 +1,5 @@
|
||||
<RCC>
|
||||
<qresource>
|
||||
<file>qtlogo.png</file>
|
||||
</qresource>
|
||||
</RCC>
|
BIN
examples/openGL/qtlogo.png
Normal file
BIN
examples/openGL/qtlogo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.3 KiB |
9
vcpkg-configuration.json
Normal file
9
vcpkg-configuration.json
Normal file
@ -0,0 +1,9 @@
|
||||
{
|
||||
"$schema": "https://raw.githubusercontent.com/microsoft/vcpkg-tool/main/docs/vcpkg-configuration.schema.json",
|
||||
"default-registry": {
|
||||
"kind": "git",
|
||||
"baseline": "2f210a9c13fcf2b0c36b1f2187366feec37e3390",
|
||||
"reference": "master",
|
||||
"repository": "https://github.com/microsoft/vcpkg"
|
||||
}
|
||||
}
|
8
vcpkg.json
Normal file
8
vcpkg.json
Normal file
@ -0,0 +1,8 @@
|
||||
{
|
||||
"dependencies": [
|
||||
"qtcharts",
|
||||
"qttranslations",
|
||||
"qtdeclarative",
|
||||
"qtbase"
|
||||
]
|
||||
}
|
Loading…
Reference in New Issue
Block a user