diff --git a/demo/MainWindow.cpp b/demo/MainWindow.cpp
index cde5492..fa4cdfb 100644
--- a/demo/MainWindow.cpp
+++ b/demo/MainWindow.cpp
@@ -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);
+}
+
diff --git a/demo/MainWindow.h b/demo/MainWindow.h
index dd12360..7beef1f 100644
--- a/demo/MainWindow.h
+++ b/demo/MainWindow.h
@@ -69,6 +69,7 @@ private slots:
void applyVsStyle();
void createImageViewer();
void lockWorkspace(bool Value);
+ void createOpenGlWidget();
};
#endif // MAINWINDOW_H
diff --git a/demo/demo.pro b/demo/demo.pro
index 913b5be..b3feb22 100644
--- a/demo/demo.pro
+++ b/demo/demo.pro
@@ -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 \
diff --git a/demo/demo.qrc b/demo/demo.qrc
index 8b35293..9ef0ff9 100644
--- a/demo/demo.qrc
+++ b/demo/demo.qrc
@@ -39,5 +39,6 @@
images/lock_outline.svg
images/lock.svg
images/lock_open.svg
+ images/deployed_code.svg
diff --git a/demo/glwidget.cpp b/demo/glwidget.cpp
new file mode 100644
index 0000000..3b01b3a
--- /dev/null
+++ b/demo/glwidget.cpp
@@ -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
+#include
+#include
+#include
+
+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(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;
+}
diff --git a/demo/glwidget.h b/demo/glwidget.h
new file mode 100644
index 0000000..63045f2
--- /dev/null
+++ b/demo/glwidget.h
@@ -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
+#include
+#include
+#include
+#include
+#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
diff --git a/demo/images/deployed_code.svg b/demo/images/deployed_code.svg
new file mode 100644
index 0000000..6769954
--- /dev/null
+++ b/demo/images/deployed_code.svg
@@ -0,0 +1,5 @@
+
+
diff --git a/demo/logo.cpp b/demo/logo.cpp
new file mode 100644
index 0000000..b924ba0
--- /dev/null
+++ b/demo/logo.cpp
@@ -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
+
+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);
+}
diff --git a/demo/logo.h b/demo/logo.h
new file mode 100644
index 0000000..0eed3f6
--- /dev/null
+++ b/demo/logo.h
@@ -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
+#include
+#include
+
+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 m_data;
+ int m_count = 0;
+};
+
+#endif // LOGO_H
diff --git a/demo/main.cpp b/demo/main.cpp
index 750c983..feebeaf 100644
--- a/demo/main.cpp
+++ b/demo/main.cpp
@@ -3,6 +3,7 @@
#include
#include
#include
+#include
#include
@@ -41,6 +42,7 @@ int main(int argc, char *argv[])
QGuiApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
#endif
#endif
+ QQuickWindow::setGraphicsApi(QSGRendererInterface::OpenGL);
std::shared_ptr b;
QApplication a(argc, argv);
a.setApplicationName("Advanced Docking System Demo");