Added QOpenGlwidget for testing

This commit is contained in:
Uwe Kindler 2024-04-18 14:16:04 +02:00
parent 8da0713bf0
commit ae7d6cc655
10 changed files with 529 additions and 9 deletions

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@ -85,6 +85,7 @@
#include "StatusDialog.h"
#include "DockSplitter.h"
#include "ImageViewer.h"
#include "glwidget.h"
@ -658,6 +659,18 @@ void MainWindowPrivate::createActions()
a = Menu->addAction("Pinned Image Viewer");
_this->connect(a, SIGNAL(triggered()), SLOT(createImageViewer()));
a = ui.toolBar->addAction("Create OpenGL Viewer");
a->setToolTip("Creates a opengl widget for testing." );
a->setIcon(svgIcon(":/adsdemo/images/deployed_code.svg"));
QObject::connect(a, &QAction::triggered, _this, &CMainWindow::createOpenGlWidget);
ui.menuTests->addAction(a);
a = ui.toolBar->addAction("Apply VS Style");
a->setToolTip("Applies a Visual Studio light style (visual_studio_light.css)." );
a->setIcon(svgIcon(":/adsdemo/images/color_lens.svg"));
QObject::connect(a, &QAction::triggered, _this, &CMainWindow::applyVsStyle);
ui.menuTests->addAction(a);
ui.menuTests->addSeparator();
a = ui.menuTests->addAction("Show Status Dialog");
@ -666,12 +679,6 @@ void MainWindowPrivate::createActions()
a = ui.menuTests->addAction("Toggle Label 0 Window Title");
_this->connect(a, SIGNAL(triggered()), SLOT(toggleDockWidgetWindowTitle()));
ui.menuTests->addSeparator();
a = ui.toolBar->addAction("Apply VS Style");
a->setToolTip("Applies a Visual Studio light style (visual_studio_light.css)." );
a->setIcon(svgIcon(":/adsdemo/images/color_lens.svg"));
QObject::connect(a, &QAction::triggered, _this, &CMainWindow::applyVsStyle);
ui.menuTests->addAction(a);
}
@ -1055,3 +1062,17 @@ void CMainWindow::lockWorkspace(bool Value)
}
}
//============================================================================
void CMainWindow::createOpenGlWidget()
{
qDebug() << ":createOpenGlWidget ";
static int OpenGlWidgetCount = 0;
auto w = new GLWidget();
auto DockWidget = new ads::CDockWidget(QString("OpenGL Viewer %1").arg(OpenGlWidgetCount++));
DockWidget->setIcon(svgIcon(":/adsdemo/images/deployed_code.svg"));
DockWidget->setWidget(w, ads:: CDockWidget::ForceNoScrollArea);
d->DockManager->addDockWidget(ads::RightDockWidgetArea, DockWidget);
}

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@ -69,6 +69,7 @@ private slots:
void applyVsStyle();
void createImageViewer();
void lockWorkspace(bool Value);
void createOpenGlWidget();
};
#endif // MAINWINDOW_H

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@ -2,7 +2,7 @@ ADS_OUT_ROOT = $${OUT_PWD}/..
TARGET = AdvancedDockingSystemDemo
DESTDIR = $${ADS_OUT_ROOT}/lib
QT += core gui widgets quick quickwidgets
QT += core gui widgets quick quickwidgets opengl
include(../ads.pri)
@ -10,6 +10,8 @@ lessThan(QT_MAJOR_VERSION, 6) {
win32 {
QT += axcontainer
}
} else {
QT += openglwidgets
}
CONFIG += c++14
@ -26,14 +28,19 @@ HEADERS += \
MainWindow.h \
StatusDialog.h \
ImageViewer.h \
RenderWidget.h
RenderWidget.h \
glwidget.h \
logo.h
SOURCES += \
main.cpp \
MainWindow.cpp \
StatusDialog.cpp \
ImageViewer.cpp \
RenderWidget.cpp
RenderWidget.cpp \
glwidget.cpp \
logo.cpp
FORMS += \
mainwindow.ui \

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@ -39,5 +39,6 @@
<file>images/lock_outline.svg</file>
<file>images/lock.svg</file>
<file>images/lock_open.svg</file>
<file>images/deployed_code.svg</file>
</qresource>
</RCC>

280
demo/glwidget.cpp Normal file
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@ -0,0 +1,280 @@
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwidget.h"
#include <QMouseEvent>
#include <QOpenGLShaderProgram>
#include <QCoreApplication>
#include <math.h>
bool GLWidget::m_transparent = false;
GLWidget::GLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that
// support it, the widget will become transparent apart from the logo.
if (m_transparent) {
QSurfaceFormat fmt = format();
fmt.setAlphaBufferSize(8);
setFormat(fmt);
}
}
GLWidget::~GLWidget()
{
cleanup();
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const
{
return QSize(400, 400);
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_xRot) {
m_xRot = angle;
emit xRotationChanged(angle);
update();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_yRot) {
m_yRot = angle;
emit yRotationChanged(angle);
update();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_zRot) {
m_zRot = angle;
emit zRotationChanged(angle);
update();
}
}
void GLWidget::cleanup()
{
if (m_program == nullptr)
return;
makeCurrent();
m_logoVbo.destroy();
delete m_program;
m_program = nullptr;
doneCurrent();
QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
m_HiddenOnCleanup = isHidden();
// Hiding here prevents the base class implementation to recreate
// the QOpenGlContext immediatelly allowing us to set the surface format again
hide();
}
static const char *vertexShaderSourceCore =
"#version 150\n"
"in vec4 vertex;\n"
"in vec3 normal;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSourceCore =
"#version 150\n"
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\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 color = vec3(0.39, 1.0, 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";
static const char *vertexShaderSource =
"attribute vec4 vertex;\n"
"attribute vec3 normal;\n"
"varying vec3 vert;\n"
"varying vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"varying highp vec3 vert;\n"
"varying highp vec3 vertNormal;\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 color = vec3(0.39, 1.0, 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" gl_FragColor = vec4(col, 1.0);\n"
"}\n";
void GLWidget::initializeGL()
{
// In this example the widget's corresponding top-level window can change
// several times during the widget's lifetime. Whenever this happens, the
// QOpenGLWidget's associated context is destroyed and a new one is created.
// Therefore we have to be prepared to clean up the resources on the
// aboutToBeDestroyed() signal, instead of the destructor. The emission of
// the signal will be followed by an invocation of initializeGL() where we
// can recreate all resources.
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
initializeOpenGLFunctions();
glClearColor(0, 0, 0, m_transparent ? 0 : 1);
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("normal", 1);
m_program->link();
m_program->bind();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
// implementations this is optional and support may not be present
// at all. Nonetheless the below code works in all cases and makes
// sure there is a VAO when one is needed.
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
// Setup our vertex buffer object.
m_logoVbo.create();
m_logoVbo.bind();
m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
// Store the vertex attribute bindings for the program.
setupVertexAttribs();
// Our camera never changes in this example.
m_camera.setToIdentity();
m_camera.translate(0, 0, -1);
// Light position is fixed.
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
m_program->release();
}
void GLWidget::setupVertexAttribs()
{
m_logoVbo.bind();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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_logoVbo.release();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_world.setToIdentity();
m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_program->bind();
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
m_program->release();
}
void GLWidget::resizeGL(int w, int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
m_lastPos = event->position().toPoint();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->position().toPoint().x() - m_lastPos.x();
int dy = event->position().toPoint().y() - m_lastPos.y();
if (event->buttons() & Qt::LeftButton) {
setXRotation(m_xRot + 8 * dy);
setYRotation(m_yRot + 8 * dx);
} else if (event->buttons() & Qt::RightButton) {
setXRotation(m_xRot + 8 * dy);
setZRotation(m_zRot + 8 * dx);
}
m_lastPos = event->position().toPoint();
}
bool GLWidget::event(QEvent *event)
{
auto Result = QOpenGLWidget::event(event);
if (event->type() == QEvent::WindowChangeInternal)
{
qDebug() << "QEvent::WindowChangeInternal";
if (!context())
{
setFormat(QSurfaceFormat::defaultFormat());
if (!m_HiddenOnCleanup)
{
show();
}
}
}
return Result;
}

72
demo/glwidget.h Normal file
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@ -0,0 +1,72 @@
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMatrix4x4>
#include "logo.h"
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
GLWidget(QWidget *parent = nullptr);
~GLWidget();
static bool isTransparent() { return m_transparent; }
static void setTransparent(bool t) { m_transparent = t; }
QSize minimumSizeHint() const override;
QSize sizeHint() const override;
public slots:
void setXRotation(int angle);
void setYRotation(int angle);
void setZRotation(int angle);
void cleanup();
signals:
void xRotationChanged(int angle);
void yRotationChanged(int angle);
void zRotationChanged(int angle);
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void mousePressEvent(QMouseEvent *event) override;
void mouseMoveEvent(QMouseEvent *event) override;
virtual bool event(QEvent *event) override;
private:
void setupVertexAttribs();
bool m_core;
int m_xRot = 0;
int m_yRot = 0;
int m_zRot = 0;
QPoint m_lastPos;
Logo m_logo;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_logoVbo;
QOpenGLShaderProgram *m_program = nullptr;
int m_projMatrixLoc = 0;
int m_mvMatrixLoc = 0;
int m_normalMatrixLoc = 0;
int m_lightPosLoc = 0;
QMatrix4x4 m_proj;
QMatrix4x4 m_camera;
QMatrix4x4 m_world;
static bool m_transparent;
bool m_HiddenOnCleanup = false;
};
#endif

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@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<svg version="1.1" viewBox="0 0 1024 1024" xmlns="http://www.w3.org/2000/svg">
<desc>lock_outline icon - Licensed under Apache License v2.0 (http://www.apache.org/licenses/LICENSE-2.0) - Created with Iconfu.com - Derivative work of Material icons (Copyright Google Inc.)</desc>
<path d="m467.2 844.64v-306.88l-268.8-155.68v306.88zm89.6 0 268.8-155.68v-306.88l-268.8 155.68zm-44.8-384.16 265.44-153.44-265.44-153.44-265.44 153.44zm-358.4 306.88q-21.28-12.32-33.04-32.48t-11.76-44.8v-356.16q0-24.64 11.76-44.8t33.04-32.48l313.6-180.32q21.28-12.32 44.8-12.32t44.8 12.32l313.6 180.32q21.28 12.32 33.04 32.48t11.76 44.8v356.16q0 24.64-11.76 44.8t-33.04 32.48l-313.6 180.32q-21.28 12.32-44.8 12.32t-44.8-12.32z" fill="#03b8e5" stroke-width=".025"/>
</svg>

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Width:  |  Height:  |  Size: 791 B

103
demo/logo.cpp Normal file
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@ -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
demo/logo.h Normal file
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@ -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

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@ -3,6 +3,7 @@
#include <QFile>
#include <QApplication>
#include <QDebug>
#include <QQuickWindow>
#include <memory>
@ -41,6 +42,7 @@ int main(int argc, char *argv[])
QGuiApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
#endif
#endif
QQuickWindow::setGraphicsApi(QSGRendererInterface::OpenGL);
std::shared_ptr<int> b;
QApplication a(argc, argv);
a.setApplicationName("Advanced Docking System Demo");