Remove threadeqopenglwidget example

It is neither documented nor very useful, and it has
platform-specific issues as reported over the years.

Remove it now as part of the example revamp initiative.

Task-number: QTBUG-50278
Task-number: QTBUG-110093
Task-number: QTBUG-76054
Task-number: QTBUG-43209
Pick-to: 6.5
Change-Id: I6dadaf4162b4c19411c544b9f204c19e37aa740d
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
This commit is contained in:
Laszlo Agocs 2023-02-27 12:37:30 +01:00
parent 86a517ac78
commit 6462a454e3
11 changed files with 0 additions and 616 deletions

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@ -7,7 +7,6 @@ qt_internal_add_example(openglwindow)
qt_internal_add_example(qopenglwindow)
if(TARGET Qt6::Widgets)
qt_internal_add_example(contextinfo)
qt_internal_add_example(threadedqopenglwidget)
qt_internal_add_example(2dpainting)
qt_internal_add_example(hellogl2)
qt_internal_add_example(qopenglwidget)

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@ -7,7 +7,6 @@ SUBDIRS = hellowindow \
qtHaveModule(widgets) {
SUBDIRS += contextinfo \
threadedqopenglwidget \
2dpainting \
hellogl2 \
qopenglwidget \

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@ -1,41 +0,0 @@
# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(threadedqopenglwidget LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/threadedqopenglwidget")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL OpenGLWidgets Widgets)
qt_standard_project_setup()
qt_add_executable(threadedqopenglwidget
renderer.cpp renderer.h
glwidget.cpp glwidget.h
main.cpp
mainwindow.cpp mainwindow.h
)
set_target_properties(threadedqopenglwidget PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(threadedqopenglwidget PRIVATE
Qt6::Core
Qt6::Gui
Qt6::OpenGL
Qt6::OpenGLWidgets
Qt6::Widgets
)
install(TARGETS threadedqopenglwidget
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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@ -1,71 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwidget.h"
#include "renderer.h"
#include <qmath.h>
#include <QGuiApplication>
GLWidget::GLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
setMinimumSize(300, 250);
connect(this, &QOpenGLWidget::aboutToCompose, this, &GLWidget::onAboutToCompose);
connect(this, &QOpenGLWidget::frameSwapped, this, &GLWidget::onFrameSwapped);
connect(this, &QOpenGLWidget::aboutToResize, this, &GLWidget::onAboutToResize);
connect(this, &QOpenGLWidget::resized, this, &GLWidget::onResized);
m_thread = new QThread;
m_renderer = new Renderer(this);
m_renderer->moveToThread(m_thread);
connect(m_thread, &QThread::finished, m_renderer, &QObject::deleteLater);
connect(this, &GLWidget::renderRequested, m_renderer, &Renderer::render);
connect(m_renderer, &Renderer::contextWanted, this, &GLWidget::grabContext);
m_thread->start();
}
GLWidget::~GLWidget()
{
m_renderer->prepareExit();
m_thread->quit();
m_thread->wait();
delete m_thread;
}
void GLWidget::onAboutToCompose()
{
// We are on the gui thread here. Composition is about to
// begin. Wait until the render thread finishes.
m_renderer->lockRenderer();
}
void GLWidget::onFrameSwapped()
{
m_renderer->unlockRenderer();
// Assuming a blocking swap, our animation is driven purely by the
// vsync in this example.
emit renderRequested();
}
void GLWidget::onAboutToResize()
{
m_renderer->lockRenderer();
}
void GLWidget::onResized()
{
m_renderer->unlockRenderer();
}
void GLWidget::grabContext()
{
m_renderer->lockRenderer();
QMutexLocker lock(m_renderer->grabMutex());
context()->moveToThread(m_thread);
m_renderer->grabCond()->wakeAll();
m_renderer->unlockRenderer();
}

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@ -1,40 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QOpenGLWidget>
QT_FORWARD_DECLARE_CLASS(QThread)
class Renderer;
class GLWidget : public QOpenGLWidget
{
Q_OBJECT
public:
explicit GLWidget(QWidget *parent = nullptr);
~GLWidget();
protected:
void paintEvent(QPaintEvent *) override { }
signals:
void renderRequested();
public slots:
void grabContext();
private slots:
void onAboutToCompose();
void onFrameSwapped();
void onAboutToResize();
void onResized();
private:
QThread *m_thread;
Renderer *m_renderer;
};
#endif // GLWIDGET_H

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@ -1,88 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QApplication>
#include <QMainWindow>
#include <QScreen>
#include <QShortcut>
#include <QSurfaceFormat>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QCommandLineParser>
#include <QCommandLineOption>
#include "mainwindow.h"
#include "glwidget.h"
#include <memory>
static QString getGlString(QOpenGLFunctions *functions, GLenum name)
{
if (const GLubyte *p = functions->glGetString(name))
return QString::fromLatin1(reinterpret_cast<const char *>(p));
return QString();
}
int main( int argc, char ** argv )
{
QApplication a( argc, argv );
QCoreApplication::setApplicationName("Qt Threaded QOpenGLWidget Example");
QCoreApplication::setOrganizationName("QtProject");
QCoreApplication::setApplicationVersion(QT_VERSION_STR);
QCommandLineParser parser;
parser.setApplicationDescription(QCoreApplication::applicationName());
parser.addHelpOption();
parser.addVersionOption();
QCommandLineOption singleOption("single", "Single thread");
parser.addOption(singleOption);
parser.process(a);
QSurfaceFormat format;
format.setDepthBufferSize(16);
QSurfaceFormat::setDefaultFormat(format);
// Two top-level windows with two QOpenGLWidget children in each.
// The rendering for the four QOpenGLWidgets happens on four separate threads.
GLWidget topLevelGlWidget;
QPoint pos = topLevelGlWidget.screen()->availableGeometry().topLeft() + QPoint(200, 200);
topLevelGlWidget.setWindowTitle(QStringLiteral("Threaded QOpenGLWidget example top level"));
topLevelGlWidget.resize(200, 200);
topLevelGlWidget.move(pos);
topLevelGlWidget.show();
auto *closeShortcut = new QShortcut(Qt::CTRL | Qt::Key_Q, &a, QApplication::closeAllWindows);
closeShortcut->setContext(Qt::ApplicationShortcut);
const QString glInfo = getGlString(topLevelGlWidget.context()->functions(), GL_VENDOR)
+ QLatin1Char('/') + getGlString(topLevelGlWidget.context()->functions(), GL_RENDERER);
const bool supportsThreading = !glInfo.contains(QLatin1String("nouveau"), Qt::CaseInsensitive)
&& !glInfo.contains(QLatin1String("ANGLE"), Qt::CaseInsensitive)
&& !glInfo.contains(QLatin1String("llvmpipe"), Qt::CaseInsensitive);
const QString toolTip = supportsThreading ? glInfo : glInfo + QStringLiteral("\ndoes not support threaded OpenGL.");
topLevelGlWidget.setToolTip(toolTip);
std::unique_ptr<MainWindow> mw1;
std::unique_ptr<MainWindow> mw2;
if (!parser.isSet(singleOption)) {
if (supportsThreading) {
pos += QPoint(100, 100);
mw1.reset(new MainWindow);
mw1->setToolTip(toolTip);
mw1->move(pos);
mw1->setWindowTitle(QStringLiteral("Threaded QOpenGLWidget example #1"));
mw1->show();
pos += QPoint(100, 100);
mw2.reset(new MainWindow);
mw2->setToolTip(toolTip);
mw2->move(pos);
mw2->setWindowTitle(QStringLiteral("Threaded QOpenGLWidget example #2"));
mw2->show();
} else {
qWarning() << toolTip;
}
}
return a.exec();
}

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@ -1,16 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "mainwindow.h"
#include "glwidget.h"
MainWindow::MainWindow()
{
setMinimumSize(800, 400);
GLWidget *glwidget1 = new GLWidget(this);
glwidget1->resize(400, 400);
GLWidget *glwidget2 = new GLWidget(this);
glwidget2->resize(400, 400);
glwidget2->move(400, 0);
}

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@ -1,17 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QWidget>
class MainWindow : public QWidget
{
Q_OBJECT
public:
MainWindow();
};
#endif

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@ -1,267 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#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;
}

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@ -1,61 +0,0 @@
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef RENDERER_H
#define RENDERER_H
#include <QOpenGLFunctions>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QVector3D>
#include <QMatrix4x4>
#include <QThread>
#include <QMutex>
#include <QWaitCondition>
#include <QElapsedTimer>
QT_FORWARD_DECLARE_CLASS(QOpenGLWidget)
class Renderer : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
explicit Renderer(QOpenGLWidget *w);
void lockRenderer() { m_renderMutex.lock(); }
void unlockRenderer() { m_renderMutex.unlock(); }
QMutex *grabMutex() { return &m_grabMutex; }
QWaitCondition *grabCond() { return &m_grabCond; }
void prepareExit() { m_exiting = true; m_grabCond.wakeAll(); }
signals:
void contextWanted();
public slots:
void render();
private:
void paintQtLogo();
void createGeometry();
void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
bool m_inited = false;
qreal m_fAngle = 0;
qreal m_fScale = 1;
QList<QVector3D> vertices;
QList<QVector3D> normals;
QOpenGLShaderProgram program;
QOpenGLBuffer vbo;
int vertexAttr = 0;
int normalAttr = 0;
int matrixUniform = 0;
QOpenGLWidget *m_glwidget = nullptr;
QMutex m_renderMutex;
QElapsedTimer m_elapsed;
QMutex m_grabMutex;
QWaitCondition m_grabCond;
bool m_exiting = false;
};
#endif // RENDERER_H

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@ -1,13 +0,0 @@
QT += widgets opengl openglwidgets
SOURCES += main.cpp \
glwidget.cpp \
mainwindow.cpp \
renderer.cpp
HEADERS += glwidget.h \
mainwindow.h \
renderer.h
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/threadedqopenglwidget
INSTALLS += target