threadedqopenglwidget example: Split out class Renderer
This makes the code clearer and decouples it from the GLWidget. As a drive-by, add a global shortcut to close. Pick-to: 6.3 6.2 Change-Id: I3469d29bc367acc17c5f8acf9d46219259b8315b Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
This commit is contained in:
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2d95b75345
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@ -12,6 +12,7 @@ set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/threadedqopenglwidget")
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find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL OpenGLWidgets Widgets)
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qt_add_executable(threadedqopenglwidget
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renderer.cpp renderer.h
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glwidget.cpp glwidget.h
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main.cpp
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mainwindow.cpp mainwindow.h
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@ -1,6 +1,6 @@
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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@ -49,6 +49,8 @@
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****************************************************************************/
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#include "glwidget.h"
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#include "renderer.h"
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#include <qmath.h>
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#include <QGuiApplication>
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@ -114,254 +116,3 @@ void GLWidget::grabContext()
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m_renderer->grabCond()->wakeAll();
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m_renderer->unlockRenderer();
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}
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Renderer::Renderer(GLWidget *w) : m_glwidget(w) {}
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void Renderer::paintQtLogo()
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{
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vbo.bind();
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program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
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program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3);
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vbo.release();
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program.enableAttributeArray(vertexAttr);
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program.enableAttributeArray(normalAttr);
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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program.disableAttributeArray(normalAttr);
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program.disableAttributeArray(vertexAttr);
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}
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// Some OpenGL implementations have serious issues with compiling and linking
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// shaders on multiple threads concurrently. Avoid this.
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Q_GLOBAL_STATIC(QMutex, initMutex)
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void Renderer::render()
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{
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if (m_exiting)
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return;
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QOpenGLContext *ctx = m_glwidget->context();
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if (!ctx) // QOpenGLWidget not yet initialized
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return;
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// Grab the context.
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m_grabMutex.lock();
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emit contextWanted();
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m_grabCond.wait(&m_grabMutex);
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QMutexLocker lock(&m_renderMutex);
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m_grabMutex.unlock();
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if (m_exiting)
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return;
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Q_ASSERT(ctx->thread() == QThread::currentThread());
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// Make the context (and an offscreen surface) current for this thread. The
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// QOpenGLWidget's fbo is bound in the context.
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m_glwidget->makeCurrent();
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if (!m_inited) {
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m_inited = true;
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initializeOpenGLFunctions();
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QMutexLocker initLock(initMutex());
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" float angle = max(dot(normal, toLight), 0.0);\n"
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" vec3 col = vec3(0.40, 1.0, 0.0);\n"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
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" color = clamp(color, 0.0, 1.0);\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program.addShader(vshader);
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program.addShader(fshader);
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program.link();
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vertexAttr = program.attributeLocation("vertex");
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normalAttr = program.attributeLocation("normal");
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matrixUniform = program.uniformLocation("matrix");
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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vbo.create();
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vbo.bind();
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const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
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vbo.allocate(verticesSize * 2);
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vbo.write(0, vertices.constData(), verticesSize);
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vbo.write(verticesSize, normals.constData(), verticesSize);
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m_elapsed.start();
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}
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//qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart());
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glClearColor(0.1f, 0.2f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.scale(m_fScale);
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modelview.translate(0.0f, -0.2f, 0.0f);
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program.bind();
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program.setUniformValue(matrixUniform, modelview);
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paintQtLogo();
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program.release();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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m_fAngle += 1.0f;
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// Make no context current on this thread and move the QOpenGLWidget's
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// context back to the gui thread.
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m_glwidget->doneCurrent();
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ctx->moveToThread(qGuiApp->thread());
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// Schedule composition. Note that this will use QueuedConnection, meaning
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// that update() will be invoked on the gui thread.
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QMetaObject::invokeMethod(m_glwidget, "update");
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}
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void Renderer::createGeometry()
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{
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vertices.clear();
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normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const int NumSectors = 100;
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const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
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for (int i = 0; i < NumSectors; ++i) {
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qreal angle = i * sectorAngle;
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qreal x5 = 0.30 * sin(angle);
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qreal y5 = 0.30 * cos(angle);
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qreal x6 = 0.20 * sin(angle);
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qreal y6 = 0.20 * cos(angle);
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angle += sectorAngle;
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qreal x7 = 0.20 * sin(angle);
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qreal y7 = 0.20 * cos(angle);
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qreal x8 = 0.30 * sin(angle);
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qreal y8 = 0.30 * cos(angle);
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quad(x5, y5, x6, y6, x7, y7, x8, y8);
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extrude(x6, y6, x7, y7);
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extrude(x8, y8, x5, y5);
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}
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for (int i = 0;i < vertices.size();i++)
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vertices[i] *= 2.0f;
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}
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void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
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{
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x3, y3, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x1, y1, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x3, y3, 0.05f);
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n = QVector3D::normal
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(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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vertices << QVector3D(x1, y1, +0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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@ -1,6 +1,6 @@
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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@ -52,59 +52,10 @@
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#define GLWIDGET_H
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#include <QOpenGLWidget>
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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#include <QVector3D>
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#include <QMatrix4x4>
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#include <QThread>
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#include <QMutex>
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#include <QWaitCondition>
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#include <QElapsedTimer>
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class GLWidget;
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QT_FORWARD_DECLARE_CLASS(QThread)
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class Renderer : public QObject, protected QOpenGLFunctions
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{
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Q_OBJECT
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public:
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Renderer(GLWidget *w);
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void lockRenderer() { m_renderMutex.lock(); }
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void unlockRenderer() { m_renderMutex.unlock(); }
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QMutex *grabMutex() { return &m_grabMutex; }
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QWaitCondition *grabCond() { return &m_grabCond; }
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void prepareExit() { m_exiting = true; m_grabCond.wakeAll(); }
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signals:
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void contextWanted();
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public slots:
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void render();
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private:
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void paintQtLogo();
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void createGeometry();
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void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
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void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
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bool m_inited = false;
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qreal m_fAngle = 0;
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qreal m_fScale = 1;
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QList<QVector3D> vertices;
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QList<QVector3D> normals;
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QOpenGLShaderProgram program;
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QOpenGLBuffer vbo;
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int vertexAttr = 0;
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int normalAttr = 0;
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int matrixUniform = 0;
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GLWidget *m_glwidget = nullptr;
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QMutex m_renderMutex;
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QElapsedTimer m_elapsed;
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QMutex m_grabMutex;
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QWaitCondition m_grabCond;
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bool m_exiting = false;
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};
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class Renderer;
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class GLWidget : public QOpenGLWidget
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{
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@ -133,4 +84,4 @@ private:
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Renderer *m_renderer;
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};
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#endif
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#endif // GLWIDGET_H
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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@ -51,8 +51,10 @@
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#include <QApplication>
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#include <QMainWindow>
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#include <QScreen>
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#include <QShortcut>
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#include <QSurfaceFormat>
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QCommandLineParser>
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#include <QCommandLineOption>
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#include "mainwindow.h"
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@ -95,6 +97,8 @@ int main( int argc, char ** argv )
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topLevelGlWidget.resize(200, 200);
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topLevelGlWidget.move(pos);
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topLevelGlWidget.show();
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auto *closeShortcut = new QShortcut(Qt::CTRL | Qt::Key_Q, &a, QApplication::closeAllWindows);
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closeShortcut->setContext(Qt::ApplicationShortcut);
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const QString glInfo = getGlString(topLevelGlWidget.context()->functions(), GL_VENDOR)
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+ QLatin1Char('/') + getGlString(topLevelGlWidget.context()->functions(), GL_RENDERER);
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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@ -1,6 +1,6 @@
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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314
examples/opengl/threadedqopenglwidget/renderer.cpp
Normal file
314
examples/opengl/threadedqopenglwidget/renderer.cpp
Normal file
@ -0,0 +1,314 @@
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/****************************************************************************
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**
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#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;
|
||||
}
|
108
examples/opengl/threadedqopenglwidget/renderer.h
Normal file
108
examples/opengl/threadedqopenglwidget/renderer.h
Normal file
@ -0,0 +1,108 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2022 The Qt Company Ltd.
|
||||
** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the examples of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** Commercial License Usage
|
||||
** Licensees holding valid commercial Qt licenses may use this file in
|
||||
** accordance with the commercial license agreement provided with the
|
||||
** Software or, alternatively, in accordance with the terms contained in
|
||||
** a written agreement between you and The Qt Company. For licensing terms
|
||||
** and conditions see https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#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
|
@ -2,10 +2,12 @@ QT += widgets opengl openglwidgets
|
||||
|
||||
SOURCES += main.cpp \
|
||||
glwidget.cpp \
|
||||
mainwindow.cpp
|
||||
mainwindow.cpp \
|
||||
renderer.cpp
|
||||
|
||||
HEADERS += glwidget.h \
|
||||
mainwindow.h
|
||||
mainwindow.h \
|
||||
renderer.h
|
||||
|
||||
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/threadedqopenglwidget
|
||||
INSTALLS += target
|
||||
|
Loading…
Reference in New Issue
Block a user