2022-05-10 10:06:48 +00:00
|
|
|
// Copyright (C) 2022 The Qt Company Ltd.
|
|
|
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
2022-01-24 15:38:02 +00:00
|
|
|
|
|
|
|
#include "renderer.h"
|
|
|
|
#include <qmath.h>
|
|
|
|
#include <QOpenGLWidget>
|
|
|
|
#include <QGuiApplication>
|
|
|
|
|
|
|
|
static const char VERTEX_SHADER[] = R"(attribute highp vec4 vertex;
|
|
|
|
attribute mediump vec3 normal;
|
|
|
|
uniform mediump mat4 matrix;
|
|
|
|
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 = vec3(0.40, 1.0, 0.0);
|
|
|
|
color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);
|
|
|
|
color = clamp(color, 0.0, 1.0);
|
|
|
|
gl_Position = matrix * vertex;
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
static const char FRAGMENT_SHADER[] = R"(varying mediump vec4 color;
|
|
|
|
void main(void)
|
|
|
|
{
|
|
|
|
gl_FragColor = color;
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
Renderer::Renderer(QOpenGLWidget *w) :
|
|
|
|
m_glwidget(w)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void Renderer::paintQtLogo()
|
|
|
|
{
|
|
|
|
vbo.bind();
|
|
|
|
program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
|
|
|
|
program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3);
|
|
|
|
vbo.release();
|
|
|
|
|
|
|
|
program.enableAttributeArray(vertexAttr);
|
|
|
|
program.enableAttributeArray(normalAttr);
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
|
|
|
|
|
|
|
|
program.disableAttributeArray(normalAttr);
|
|
|
|
program.disableAttributeArray(vertexAttr);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Some OpenGL implementations have serious issues with compiling and linking
|
|
|
|
// shaders on multiple threads concurrently. Avoid this.
|
|
|
|
Q_GLOBAL_STATIC(QMutex, initMutex)
|
|
|
|
|
|
|
|
void Renderer::render()
|
|
|
|
{
|
|
|
|
if (m_exiting)
|
|
|
|
return;
|
|
|
|
|
|
|
|
QOpenGLContext *ctx = m_glwidget->context();
|
|
|
|
if (!ctx) // QOpenGLWidget not yet initialized
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Grab the context.
|
|
|
|
m_grabMutex.lock();
|
|
|
|
emit contextWanted();
|
|
|
|
m_grabCond.wait(&m_grabMutex);
|
|
|
|
QMutexLocker lock(&m_renderMutex);
|
|
|
|
m_grabMutex.unlock();
|
|
|
|
|
|
|
|
if (m_exiting)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_ASSERT(ctx->thread() == QThread::currentThread());
|
|
|
|
|
|
|
|
// Make the context (and an offscreen surface) current for this thread. The
|
|
|
|
// QOpenGLWidget's fbo is bound in the context.
|
|
|
|
m_glwidget->makeCurrent();
|
|
|
|
|
|
|
|
if (!m_inited) {
|
|
|
|
m_inited = true;
|
|
|
|
initializeOpenGLFunctions();
|
|
|
|
|
|
|
|
QMutexLocker initLock(initMutex());
|
|
|
|
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
|
|
|
|
vshader->compileSourceCode(VERTEX_SHADER);
|
|
|
|
|
|
|
|
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
|
|
|
|
fshader->compileSourceCode(FRAGMENT_SHADER);
|
|
|
|
|
|
|
|
program.addShader(vshader);
|
|
|
|
program.addShader(fshader);
|
|
|
|
program.link();
|
|
|
|
|
|
|
|
vertexAttr = program.attributeLocation("vertex");
|
|
|
|
normalAttr = program.attributeLocation("normal");
|
|
|
|
matrixUniform = program.uniformLocation("matrix");
|
|
|
|
|
|
|
|
m_fAngle = 0;
|
|
|
|
m_fScale = 1;
|
|
|
|
createGeometry();
|
|
|
|
|
|
|
|
vbo.create();
|
|
|
|
vbo.bind();
|
|
|
|
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
|
|
|
|
vbo.allocate(verticesSize * 2);
|
|
|
|
vbo.write(0, vertices.constData(), verticesSize);
|
|
|
|
vbo.write(verticesSize, normals.constData(), verticesSize);
|
|
|
|
|
|
|
|
m_elapsed.start();
|
|
|
|
}
|
|
|
|
|
|
|
|
//qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart());
|
|
|
|
|
|
|
|
glClearColor(0.1f, 0.2f, 0.2f, 1.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
glFrontFace(GL_CW);
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
QMatrix4x4 modelview;
|
|
|
|
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
|
|
|
|
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
|
|
|
|
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
|
|
|
|
modelview.scale(m_fScale);
|
|
|
|
modelview.translate(0.0f, -0.2f, 0.0f);
|
|
|
|
|
|
|
|
program.bind();
|
|
|
|
program.setUniformValue(matrixUniform, modelview);
|
|
|
|
paintQtLogo();
|
|
|
|
program.release();
|
|
|
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
m_fAngle += 1.0f;
|
|
|
|
|
|
|
|
// Make no context current on this thread and move the QOpenGLWidget's
|
|
|
|
// context back to the gui thread.
|
|
|
|
m_glwidget->doneCurrent();
|
|
|
|
ctx->moveToThread(qGuiApp->thread());
|
|
|
|
|
|
|
|
// Schedule composition. Note that this will use QueuedConnection, meaning
|
|
|
|
// that update() will be invoked on the gui thread.
|
|
|
|
QMetaObject::invokeMethod(m_glwidget, "update");
|
|
|
|
}
|
|
|
|
|
|
|
|
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 sinAngle = sin(angle);
|
|
|
|
qreal cosAngle = cos(angle);
|
|
|
|
qreal x5 = 0.30 * sinAngle;
|
|
|
|
qreal y5 = 0.30 * cosAngle;
|
|
|
|
qreal x6 = 0.20 * sinAngle;
|
|
|
|
qreal y6 = 0.20 * cosAngle;
|
|
|
|
|
|
|
|
angle += sectorAngle;
|
|
|
|
sinAngle = sin(angle);
|
|
|
|
cosAngle = cos(angle);
|
|
|
|
qreal x7 = 0.20 * sinAngle;
|
|
|
|
qreal y7 = 0.20 * cosAngle;
|
|
|
|
qreal x8 = 0.30 * sinAngle;
|
|
|
|
qreal y8 = 0.30 * cosAngle;
|
|
|
|
|
|
|
|
quad(x5, y5, x6, y6, x7, y7, x8, y8);
|
|
|
|
|
|
|
|
extrude(x6, y6, x7, y7);
|
|
|
|
extrude(x8, y8, x5, y5);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (qsizetype 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;
|
|
|
|
}
|