⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 qscreenahigl_qws.cpp

📁 奇趣公司比较新的qt/emd版本
💻 CPP
📖 第 1 页 / 共 2 页
字号:
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords);    glEnableClientState(GL_VERTEX_ARRAY);    glVertexPointer(2, GL_SHORT, 0, coords);    glEnable(GL_TEXTURE_2D);    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);    glDisable(GL_TEXTURE_2D);    glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_TEXTURE_COORD_ARRAY);}/*  A helper function used by QAhiGLScreen::drawQuadWavyFlag(). */static void drawQuad_helper(GLshort *coords, GLfloat *texCoords,                            int arraySize, int numArrays){    glEnable(GL_TEXTURE_2D);    glEnableClientState(GL_TEXTURE_COORD_ARRAY);    glTexCoordPointer(2, GL_FLOAT, 0, texCoords);    glEnableClientState(GL_VERTEX_ARRAY);    glVertexPointer(2, GL_SHORT, 0, coords);    for (int i = 0; i < numArrays-1; ++i)        glDrawArrays(GL_TRIANGLE_STRIP, i*arraySize, arraySize);    glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_TEXTURE_COORD_ARRAY);    glDisable(GL_TEXTURE_2D);}/*  A convenience function used by QAhiGLScreen::drawQuad(). */static void setRectCoords(GLshort *coords, QRect rect){    coords[0] = GLshort(rect.left());    coords[1] = GLshort(rect.top());    coords[2] = GLshort(rect.right());    coords[3] = GLshort(rect.top());    coords[4] = GLshort(rect.right());    coords[5] = GLshort(rect.bottom());    coords[6] = GLshort(rect.left());    coords[7] = GLshort(rect.bottom());}/*!  A helper function used by QAhiGLScreen::drawWindow() and  QAhiGLScreen::redrawScreen(). */void QAhiGLScreen::drawQuad(const QRect &textureGeometry,                            const QRect &subGeometry,                            const QRect &screenGeometry){    qreal textureWidth = qreal(nextPowerOfTwo(textureGeometry.width()));    qreal textureHeight = qreal(nextPowerOfTwo(textureGeometry.height()));    GLshort coords[8];    setRectCoords(coords, screenGeometry);    GLfloat texcoords[8];    texcoords[0] = (subGeometry.left() - textureGeometry.left()) / textureWidth;    texcoords[1] = (subGeometry.top() - textureGeometry.top()) / textureHeight;    texcoords[2] = (subGeometry.right() - textureGeometry.left()) / textureWidth;    texcoords[3] = (subGeometry.top() - textureGeometry.top()) / textureHeight;    texcoords[4] = (subGeometry.right() - textureGeometry.left()) / textureWidth;    texcoords[5] = (subGeometry.bottom() - textureGeometry.top()) / textureHeight;    texcoords[6] = (subGeometry.left() - textureGeometry.left()) / textureWidth;    texcoords[7] = (subGeometry.bottom() - textureGeometry.top()) / textureHeight;    drawQuad_helper(coords, texcoords);}/*  My own sine function. */static qreal mySin(QFixed radians){    const QFixed twoPI = QFixed::fromReal(2*M_PI);    const int tableSize = 40;    static int *table = 0;    if (!table) {        table = new int[tableSize];        for (int i = 0; i < tableSize; ++i) {            table[i] = qRound(sin(M_PI*(i*360.0/40.0)/180.0) * 16776960.0);        }    }    QFixed tableLookup = radians*tableSize/twoPI;    return table[tableLookup.truncate()%tableSize]/16776960.0;}/*  My own cosine function. */static qreal myCos(QFixed radians){    const int twoPI = qRound(2*M_PI);    const int tableSize = 40;    static int *table = 0;    if (!table) {        table = new int[tableSize];        for (int i = 0; i < tableSize; ++i) {            table[i] = int(cos(M_PI*(i*360.0/40.0)/180.0) * 16776960.0);        }    }    QFixed tableLookup = radians*tableSize/twoPI;    return table[tableLookup.truncate()%tableSize]/16776960.0;}// number of grid cells in wavy flag tesselation in x- and y-directionconst int subdivisions = 10;/*  A helper function used by drawQuadWavyFlag(). It computes   coordinates for grid cells for a wavy flag tesselation and  stores them in the array called coords. */static void setFlagCoords(GLshort *coords,			  QRectF screenGeometry,                          int frameNum,			  qreal progress){    int coordIndex = 0;    qreal waveHeight = 30.0*(1.0-progress);    for (int j = 0; j < subdivisions-1; ++j) {        for (int i = 0; i < subdivisions; ++i) {            qreal c;            c = screenGeometry.left()                + (i * screenGeometry.width() / (subdivisions - 1))                + waveHeight * qRound(mySin(QFixed::fromReal(M_PI * 20 * (frameNum + i) / 180.0)))                + waveHeight * qRound(myCos(QFixed::fromReal(M_PI * 20 * (frameNum + j) / 180.0)));            coords[coordIndex++] = qRound(c);            c = screenGeometry.top()                + (j * screenGeometry.height() / (subdivisions - 1))                + waveHeight * mySin(QFixed::fromReal(M_PI * 20 * (frameNum + i) / 180.0))                + waveHeight * myCos(QFixed::fromReal(M_PI * 20 * (frameNum + j) / 180.0));            coords[coordIndex++] = qRound(c);            c = screenGeometry.left() + (i * screenGeometry.width() / (subdivisions - 1))                + waveHeight * mySin(QFixed::fromReal(M_PI * 20 * (frameNum + i) / 180.0))                + waveHeight * myCos(QFixed::fromReal(M_PI * 20 * (frameNum + (j+1)) / 180.0));            coords[coordIndex++] = qRound(c);            c = screenGeometry.top()                + ((j + 1) * screenGeometry.height() / (subdivisions - 1))                + waveHeight * mySin(QFixed::fromReal(M_PI * 20 * (frameNum + i) / 180.0))                + waveHeight * myCos(QFixed::fromReal(M_PI * 20 * (frameNum + (j + 1)) / 180.0));            coords[coordIndex++] = qRound(c);        }    }}static void setFlagTexCoords(GLfloat *texcoords,                             const QRectF &subTexGeometry,                             const QRectF &textureGeometry,                             int textureWidth, int textureHeight){    qreal topLeftX = (subTexGeometry.left() - textureGeometry.left())/textureWidth;    qreal topLeftY = (textureGeometry.height() - (subTexGeometry.top() - textureGeometry.top()))/textureHeight;    qreal width = (subTexGeometry.right() - textureGeometry.left())/textureWidth - topLeftX;    qreal height = (textureGeometry.height() - (subTexGeometry.bottom() - textureGeometry.top()))/textureHeight - topLeftY;    int coordIndex = 0;    qreal spacing = subdivisions - 1;    for (int j = 0; j < subdivisions-1; ++j) {        for (int i = 0; i < subdivisions; ++i) {            texcoords[coordIndex++] = topLeftX + (i*width) / spacing;            texcoords[coordIndex++] = topLeftY + (j*height) / spacing;            texcoords[coordIndex++] = topLeftX + (i*width) / spacing;            texcoords[coordIndex++] = topLeftY + ((j+1)*height) / spacing;        }    }}void QAhiGLScreen::drawQuadWavyFlag(const QRect &textureGeometry,                                    const QRect &subTexGeometry,                                    const QRect &screenGeometry,                                    qreal progress){    const int textureWidth = nextPowerOfTwo(textureGeometry.width());    const int textureHeight = nextPowerOfTwo(textureGeometry.height());    static int frameNum = 0;    GLshort coords[subdivisions*subdivisions*2*2];    setFlagCoords(coords, screenGeometry, frameNum++, progress);    GLfloat texcoords[subdivisions*subdivisions*2*2];    setFlagTexCoords(texcoords, subTexGeometry, textureGeometry,                     textureWidth, textureHeight);    drawQuad_helper(coords, texcoords, subdivisions*2, subdivisions);}void QAhiGLScreen::invalidateTexture(int windowIndex){    if (windowIndex < 0)        return;    QList<QWSWindow*> windows = QWSServer::instance()->clientWindows();    if (windowIndex > windows.size() - 1)        return;    QWSWindow *win = windows.at(windowIndex);    if (!win)        return;    WindowInfo *info = windowMap[win];    if (info->texture) {        glDeleteTextures(1, &info->texture);        info->texture = 0;    }}void QAhiGLScreen::drawWindow(QWSWindow *win, qreal progress){    const QRect screenRect = win->allocatedRegion().boundingRect();    QRect drawRect = screenRect;    glColor4f(1.0, 1.0, 1.0, progress);    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);    glEnable(GL_BLEND);    QWSWindowSurface *surface = win->windowSurface();    if (!surface)        return;    if (progress >= 1.0) {        if (surface->key() == QLatin1String("ahigl")) {            drawRect.setCoords(drawRect.left(), drawRect.bottom(),                               drawRect.right(), drawRect.top());        }        drawQuad(win->requestedRegion().boundingRect(), screenRect, drawRect);        return;    }    const int dx = qRound((1 - progress) * drawRect.width() / 2);    const int dy = qRound((1 - progress) * drawRect.height() / 2);    drawRect.adjust(dx, dy, -dx, -dy);    if (surface->key() != QLatin1String("ahigl")) {        drawRect.setCoords(drawRect.left(), drawRect.bottom(),                           drawRect.right(), drawRect.top());    }    drawQuadWavyFlag(win->requestedRegion().boundingRect(), screenRect,                     drawRect, progress);}/*!  The window compositions are constructed here. */void QAhiGLScreen::redrawScreen(){    glBindFramebufferOES(GL_FRAMEBUFFER_EXT, 0);    glMatrixMode(GL_PROJECTION);    glPushMatrix();    glMatrixMode(GL_MODELVIEW);    glPushMatrix();    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    glOrthof(0, w, h, 0, -999999, 999999);    glViewport(0, 0, w, h);    glMatrixMode(GL_MODELVIEW);    glLoadIdentity();    // Fill background color    QColor bgColor = QWSServer::instance()->backgroundBrush().color();    glClearColor(bgColor.redF(), bgColor.greenF(),                 bgColor.blueF(), bgColor.alphaF());    glClear(GL_COLOR_BUFFER_BIT);    // Draw all windows    glDisable(GL_CULL_FACE);    glDisable(GL_DEPTH_TEST);    glDisable(GL_STENCIL_TEST);    glEnable(GL_BLEND);    glBlendFunc(GL_ONE, GL_ZERO);    glDisable(GL_ALPHA_TEST);    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);    QList<QWSWindow*> windows = QWSServer::instance()->clientWindows();    for (int i = windows.size() - 1; i >= 0; --i) {        QWSWindow *win = windows.at(i);        QWSWindowSurface *surface = win->windowSurface();        if (!surface)            continue;        WindowInfo *info = windowMap[win];        if (!info->texture) {            if (surface->key() == QLatin1String("ahigl"))                info->texture = static_cast<QAhiGLWindowSurface*>(surface)->textureId();            else                info->texture = createTexture(surface->image());        }        qreal progress;        if (info->animation)            progress = info->animation->currentValue();        else            progress = 1.0;        glBindTexture(GL_TEXTURE_2D, info->texture);        drawWindow(win, progress);    } // for i    // Draw cursor    const QAhiGLCursor *cursor = d_ptr->cursor;    if (cursor->texture) {        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);        glBindTexture(GL_TEXTURE_2D, d_ptr->cursor->texture);        drawQuad(cursor->boundingRect(), cursor->boundingRect(),                 cursor->boundingRect());    }    glPopMatrix();    glMatrixMode(GL_PROJECTION);    glPopMatrix();    glMatrixMode(GL_MODELVIEW);    eglSwapBuffers(d_ptr->eglDisplay, d_ptr->eglSurface);}/*!  \reimp */void QAhiGLScreen::exposeRegion(QRegion r, int windowIndex){    if ((r & region()).isEmpty())        return;    invalidateTexture(windowIndex);    if (!d_ptr->updateTimer.isActive())        d_ptr->updateTimer.start(frameSpan);}/*!  \reimp  This overloading of createSurface() is called on the client side to  create a window surface for a new window. If the \a widget is a  QGLWidget, or if the widget's width and height are both less than or  equal to 256, it creates an instance of QAhiGLWindowSurface.  Otherwise, it calls QScreen::createSurface() to create a non-OpenGL  window surface. The pointer to the new window surface is returned.  Note that this function first asks whether this application is the  server, and it only creates an instance of QAhiGLWindowSurface if  the answer is yes. What this means is we only let the server have  access to the OpenGL hardware, because of an implementation  restyriction in the OpenGL libraries we are using. Thus only clients  that are in the server process get to create OpenGL window surfaces. */QWSWindowSurface* QAhiGLScreen::createSurface(QWidget *widget) const{    if (QApplication::type() == QApplication::GuiServer) {        if (qobject_cast<QGLWidget*>(widget)) {            return new QAhiGLWindowSurface(widget,					   d_ptr->eglDisplay,                                           d_ptr->eglSurface,                                           d_ptr->eglContext);        }        const QRect rect = widget->frameGeometry();        if (rect.width() <= 256 && rect.height() <= 256) {            return new QAhiGLWindowSurface(widget,					   d_ptr->eglDisplay,                                           d_ptr->eglSurface,                                           d_ptr->eglContext);        }    }    return QScreen::createSurface(widget);}/*!  \reimp  This overloading of createSurface() is called on the server side  to manage a window surface corresponding to a window surface  already created on the client side.  If the \a key is "ahigl", create an instance of QAhiGLWindowSurface  and return it. Otherwise, call QScreen::createSurface() and return  the window surface it creates.  See QScreen::createSurface(). */QWSWindowSurface* QAhiGLScreen::createSurface(const QString &key) const{    if (key == QLatin1String("ahigl")) {        return new QAhiGLWindowSurface(d_ptr->eglDisplay,				       d_ptr->eglSurface,                                       d_ptr->eglContext);    }    return QScreen::createSurface(key);}/*!  This function would normally reset the frame buffer resolution  according to \a width, \a height, and the bit \a depth. It would  then notify other applications that their frame buffer size had  changed so they could redraw. The function is a no-op in this  example, which means the example screen driver can't change its  frame buffer resolution. There is no significance to that in the  example. You would normally implement setMode() in an OpenGL  screen driver. This no-op reimplementation is required here  because setMode() in QScreen is a pure virtual function.  See QScreen::setMode() */void QAhiGLScreen::setMode(int width, int height, int depth){    Q_UNUSED(width);    Q_UNUSED(height);    Q_UNUSED(depth);}/*!  This function would normally be reimplemented to prevent the  screen driver from updating the screen if \a on is true. It is a  no-op in this example, which means the screen driver can always  update the screen.  See QScreen::blank(). */void QAhiGLScreen::blank(bool on){    Q_UNUSED(on);}/*!  This function always returns true, since the purpose of  this screen driver class is to implement an OpenGL ES  screen driver. In some other class designed to handle both  OpenGL and non-OpenGL graphics, it might test the system to  determine whether OpenGL graphics are supported and return  true or false accordingly. */bool QAhiGLScreen::hasOpenGL(){    return true;}#include "qscreenahigl_qws.moc"

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -