qt5base-lts/examples/opengl/hellowindow/hellowindow.cpp

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#include "hellowindow.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QRandomGenerator>
#include <qmath.h>
#include <QElapsedTimer>
Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen)
: m_initialized(false)
, m_format(format)
{
m_context = new QOpenGLContext(this);
if (screen)
m_context->setScreen(screen);
m_context->setFormat(format);
if (share)
m_context->setShareContext(share->m_context);
m_context->create();
m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f);
m_backgroundColor.setRed(QRandomGenerator::global()->bounded(64));
m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128));
m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(256));
}
HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen)
: m_colorIndex(0), m_renderer(renderer)
{
setSurfaceType(QWindow::OpenGLSurface);
setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
setGeometry(QRect(10, 10, 640, 480));
setFormat(renderer->format());
if (screen)
setScreen(screen);
create();
updateColor();
connect(renderer.data(), &Renderer::requestUpdate, this, &QWindow::requestUpdate);
}
void HelloWindow::exposeEvent(QExposeEvent *)
{
if (isExposed())
render();
}
bool HelloWindow::event(QEvent *ev)
{
if (ev->type() == QEvent::UpdateRequest && isExposed())
render();
return QWindow::event(ev);
}
void HelloWindow::render()
{
static QElapsedTimer timer;
if (!timer.isValid())
timer.start();
qreal a = (qreal)(((timer.elapsed() * 3) % 36000) / 100.0);
auto call = [this, r = m_renderer.data(), a, c = color()]() { r->render(this, a, c); };
QMetaObject::invokeMethod(m_renderer.data(), call);
}
void HelloWindow::mousePressEvent(QMouseEvent *)
{
updateColor();
}
QColor HelloWindow::color() const
{
return m_color;
}
void HelloWindow::updateColor()
{
QColor colors[] =
{
QColor(100, 255, 0),
QColor(0, 100, 255)
};
m_color = colors[m_colorIndex];
m_colorIndex = 1 - m_colorIndex;
}
void Renderer::render(HelloWindow *surface, qreal angle, const QColor &color)
{
if (!m_context->makeCurrent(surface))
return;
QSize viewSize = surface->size();
if (!m_initialized) {
initialize();
m_initialized = true;
}
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF());
f->glFrontFace(GL_CW);
f->glCullFace(GL_FRONT);
f->glEnable(GL_CULL_FACE);
f->glEnable(GL_DEPTH_TEST);
m_program->bind();
m_vbo.bind();
m_program->enableAttributeArray(vertexAttr);
m_program->enableAttributeArray(normalAttr);
m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);
QMatrix4x4 modelview;
modelview.rotate(angle, 0.0f, 1.0f, 0.0f);
modelview.rotate(angle, 1.0f, 0.0f, 0.0f);
modelview.rotate(angle, 0.0f, 0.0f, 1.0f);
modelview.translate(0.0f, -0.2f, 0.0f);
m_program->setUniformValue(matrixUniform, modelview);
m_program->setUniformValue(colorUniform, color);
Modernize the OpenGL examples Change them to use QOpenGLWidget and QOpenGLTexture. Advocate also the usage of VBOs. Hopeless examples, that rely on the fixed pipeline and will not compile or work in ES and dynamic builds, are moved to a "legacy" directory. The documentation pages for these are removed. This long due change avoids the confusion newcomers experience when trying to get started with Qt 5 and OpenGL. hellowindow's behavior is changed to open a single window only by default. The old default behavior, that opened three windows on platforms that supported both MultipleWindows & ThreadedOpenGL, can be requested by passing --multiple. --single is removed since it is the default now. This plays much nicer with drivers that have issues with threading. In addition, say hello to hellogl2. This is the old hellogl example updated to use QOpenGLWidget and OpenGL 2. It also has a mainwindow with multiple (un)dockable widgets containing the OpenGL widgets. This helps testing the behavior when the top-level of the QOpenGLWidget changes and provides a very important example of how to do proper resource management in this case. (must use aboutToBeDestroyed() of the context, since the context goes away and is replaced by a new one on every dock/undock) As a bonus, the logo is now real 3D, no more orthographic nonsense. Launch with --multisample to request 4x MSAA. Launch with --coreprofile to request 3.2 Core. In this particular example the shaders are present in both versions and there is a VAO so the application is functional with core profile contexts. Change-Id: Id780a80cb0708ef164cc172450ed74050f065596 Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
2014-08-02 17:42:15 +00:00
m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());
m_context->swapBuffers(surface);
emit requestUpdate();
}
Q_GLOBAL_STATIC(QMutex, initMutex)
void Renderer::initialize()
{
// Threaded shader compilation can confuse some drivers. Avoid it.
QMutexLocker lock(initMutex());
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
vshader->compileSourceCode(
"attribute highp vec4 vertex;"
"attribute mediump vec3 normal;"
"uniform mediump mat4 matrix;"
"uniform lowp vec4 sourceColor;"
"varying mediump vec4 color;"
"void main(void)"
"{"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));"
" float angle = max(dot(normal, toLight), 0.0);"
" vec3 col = sourceColor.rgb;"
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);"
" color = clamp(color, 0.0, 1.0);"
" gl_Position = matrix * vertex;"
"}");
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
fshader->compileSourceCode(
"varying mediump vec4 color;"
"void main(void)"
"{"
" gl_FragColor = color;"
"}");
m_program = new QOpenGLShaderProgram(this);
m_program->addShader(vshader);
m_program->addShader(fshader);
m_program->link();
Modernize the OpenGL examples Change them to use QOpenGLWidget and QOpenGLTexture. Advocate also the usage of VBOs. Hopeless examples, that rely on the fixed pipeline and will not compile or work in ES and dynamic builds, are moved to a "legacy" directory. The documentation pages for these are removed. This long due change avoids the confusion newcomers experience when trying to get started with Qt 5 and OpenGL. hellowindow's behavior is changed to open a single window only by default. The old default behavior, that opened three windows on platforms that supported both MultipleWindows & ThreadedOpenGL, can be requested by passing --multiple. --single is removed since it is the default now. This plays much nicer with drivers that have issues with threading. In addition, say hello to hellogl2. This is the old hellogl example updated to use QOpenGLWidget and OpenGL 2. It also has a mainwindow with multiple (un)dockable widgets containing the OpenGL widgets. This helps testing the behavior when the top-level of the QOpenGLWidget changes and provides a very important example of how to do proper resource management in this case. (must use aboutToBeDestroyed() of the context, since the context goes away and is replaced by a new one on every dock/undock) As a bonus, the logo is now real 3D, no more orthographic nonsense. Launch with --multisample to request 4x MSAA. Launch with --coreprofile to request 3.2 Core. In this particular example the shaders are present in both versions and there is a VAO so the application is functional with core profile contexts. Change-Id: Id780a80cb0708ef164cc172450ed74050f065596 Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
2014-08-02 17:42:15 +00:00
m_program->bind();
vertexAttr = m_program->attributeLocation("vertex");
normalAttr = m_program->attributeLocation("normal");
matrixUniform = m_program->uniformLocation("matrix");
colorUniform = m_program->uniformLocation("sourceColor");
createGeometry();
Modernize the OpenGL examples Change them to use QOpenGLWidget and QOpenGLTexture. Advocate also the usage of VBOs. Hopeless examples, that rely on the fixed pipeline and will not compile or work in ES and dynamic builds, are moved to a "legacy" directory. The documentation pages for these are removed. This long due change avoids the confusion newcomers experience when trying to get started with Qt 5 and OpenGL. hellowindow's behavior is changed to open a single window only by default. The old default behavior, that opened three windows on platforms that supported both MultipleWindows & ThreadedOpenGL, can be requested by passing --multiple. --single is removed since it is the default now. This plays much nicer with drivers that have issues with threading. In addition, say hello to hellogl2. This is the old hellogl example updated to use QOpenGLWidget and OpenGL 2. It also has a mainwindow with multiple (un)dockable widgets containing the OpenGL widgets. This helps testing the behavior when the top-level of the QOpenGLWidget changes and provides a very important example of how to do proper resource management in this case. (must use aboutToBeDestroyed() of the context, since the context goes away and is replaced by a new one on every dock/undock) As a bonus, the logo is now real 3D, no more orthographic nonsense. Launch with --multisample to request 4x MSAA. Launch with --coreprofile to request 3.2 Core. In this particular example the shaders are present in both versions and there is a VAO so the application is functional with core profile contexts. Change-Id: Id780a80cb0708ef164cc172450ed74050f065596 Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
2014-08-02 17:42:15 +00:00
m_vbo.create();
m_vbo.bind();
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_vbo.allocate(verticesSize * 2);
m_vbo.write(0, vertices.constData(), verticesSize);
m_vbo.write(verticesSize, normals.constData(), verticesSize);
}
void Renderer::createGeometry()
{
vertices.clear();
normals.clear();
qreal x1 = +0.06f;
qreal y1 = -0.14f;
qreal x2 = +0.14f;
qreal y2 = -0.06f;
qreal x3 = +0.08f;
qreal y3 = +0.00f;
qreal x4 = +0.30f;
qreal 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;
const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
for (int i = 0; i < NumSectors; ++i) {
qreal angle = i * sectorAngle;
qreal x5 = 0.30 * qSin(angle);
qreal y5 = 0.30 * qCos(angle);
qreal x6 = 0.20 * qSin(angle);
qreal y6 = 0.20 * qCos(angle);
angle += sectorAngle;
qreal x7 = 0.20 * qSin(angle);
qreal y7 = 0.20 * qCos(angle);
qreal x8 = 0.30 * qSin(angle);
qreal y8 = 0.30 * qCos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int i = 0;i < vertices.size();i++)
vertices[i] *= 2.0f;
}
void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x3, y3, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x1, y1, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x3, y3, 0.05f);
n = QVector3D::normal
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}
void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
vertices << QVector3D(x1, y1, +0.05f);
vertices << QVector3D(x2, y2, +0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, +0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}