// This code example is created for educational purpose // by Thorsten Thormaehlen (contact: www.thormae.de). // It is distributed without any warranty. #include #include #include #include #include #include #include using namespace std; #include #include class Renderer : protected QOpenGLFunctions_2_0 { public: float t; int mode; private: GLuint bufID; int bufSize; public: // constructor Renderer() : t(0.0), mode(0), bufID(0), bufSize(0) {} public: void init() { initializeOpenGLFunctions(); glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH); // generating VBO input data std::vector dataIn; unsigned ayimutSegs = 1000; unsigned polarSegs = 1000; float ayimutStep = 2.0f * M_PI / float(ayimutSegs); float polarStep = M_PI / float(polarSegs); float r = 1.0f; bufSize = 0; for(unsigned m=0; m < ayimutSegs; m++) { for(unsigned n=0; n < polarSegs; n++) { float phi = ayimutStep*m; float theta = polarStep * n; // compute xyz from spherical coordinates float x = r * sin(theta) * cos(phi); float y = r * sin(theta) * sin(phi); float z = r * cos(theta); dataIn.push_back(x); dataIn.push_back(y); dataIn.push_back(z); bufSize++; } } // generating VBO glGenBuffers(1, &bufID); glBindBuffer(GL_ARRAY_BUFFER, bufID); glBufferData(GL_ARRAY_BUFFER, dataIn.size()*sizeof(float), &dataIn[0], GL_STATIC_DRAW); } void resize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (30.0, (float)w/(float)h, 0.1, 50.0); } void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // set camera gluLookAt(3.5, -1.0, 3.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); // draw scene glRotatef(t, 0.0f, 0.0f, 1.0f); // activating VBO glBindBuffer(GL_ARRAY_BUFFER, bufID); int stride = 0; glVertexPointer(3, GL_FLOAT, stride, NULL); glEnableClientState(GL_VERTEX_ARRAY); if(mode == 0) { glColor3f(1.0f,1.0f,1.0f); }else{ glColorPointer(3, GL_FLOAT, stride, NULL); glEnableClientState(GL_COLOR_ARRAY); } // render VBO glDrawArrays(GL_POINTS, 0, bufSize); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } void dispose() { if(bufID !=0) glDeleteBuffers( 1, &bufID); } }; class MyWidget : public QOpenGLWidget { private: Renderer *renderer; QTimer *timer; public: MyWidget(QWidget *parent = NULL) : QOpenGLWidget(parent) { this->setWindowTitle("Press 1 to use the VBO data for vertex colors as well"); this->resize(320, 320); renderer = new Renderer(); timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(update())); timer->start(30); } ~MyWidget() { makeCurrent(); renderer->dispose(); doneCurrent(); delete renderer; delete timer; } protected: void initializeGL() { renderer->init(); } void resizeGL(int w, int h){ renderer->resize(w, h); } void paintGL() { float offset = 1.0f; renderer->t += offset; renderer->display(); } void keyPressEvent(QKeyEvent* event){ bool redraw = false; switch(event->key()) { case '1': if(renderer->mode == 1) renderer->mode = 0; else renderer->mode = 1; redraw = true; break; } if(redraw) { this->update(); } } }; int main (int argc, char* argv[]) { // create a QApplication object that handles initialization, // finalization, and the main event loop QApplication appl(argc, argv); MyWidget widget; // create a widget widget.show(); //show the widget and its children return appl.exec(); // execute the application }