1e18df9c73
This introduces the ability to indirectly invoke all common GL1-GLES2 functions via QOpenGLFunctions. The GL1 functions are not yet resolved, since this would not work anyway when linking to an OpenGL implementation directly. However this may change later but that will be a completely internal change without affecting any public APIs. Also migrate some of the opengl examples to use QOpenGLFunctions for everything. Once dynamic GL loading becomes available on some platforms, these examples should continue to function without any changes since they do not anymore invoke any OpenGL functions directly. Task-number: QTBUG-36483 Change-Id: Ie630029651e5a4863a480aac5306edd67ee36813 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
221 lines
7.1 KiB
C++
221 lines
7.1 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** You may use this file under the terms of the BSD license 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 Digia Plc and its Subsidiary(-ies) nor the names
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** of its 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."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "renderwindow.h"
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#include <QTimer>
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#include <QMatrix4x4>
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#include <QOpenGLContext>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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RenderWindow::RenderWindow(const QSurfaceFormat &format)
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: m_context(0),
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m_initialized(false),
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m_forceGLSL110(false),
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m_angle(0.0f)
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{
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setSurfaceType(QWindow::OpenGLSurface);
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setFormat(format);
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m_context = new QOpenGLContext(this);
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m_context->setFormat(requestedFormat());
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if (!m_context->create()) {
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delete m_context;
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m_context = 0;
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}
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}
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void RenderWindow::exposeEvent(QExposeEvent *)
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{
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if (isExposed())
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render();
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}
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// ES needs the precision qualifiers.
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// On desktop GL QOpenGLShaderProgram inserts dummy defines for highp/mediump/lowp.
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static const char *vertexShaderSource110 =
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"attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource110 =
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"varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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static const char *vertexShaderSource =
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"#version 150\n"
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"in vec4 posAttr;\n"
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"in vec4 colAttr;\n"
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"out vec4 col;\n"
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"uniform mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"#version 150\n"
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"in vec4 col;\n"
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"out vec4 fragColor;\n"
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"void main() {\n"
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" fragColor = col;\n"
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"}\n";
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static GLfloat vertices[] = {
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0.0f, 0.707f,
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-0.5f, -0.5f,
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0.5f, -0.5f
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};
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static GLfloat colors[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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void RenderWindow::init()
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{
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m_program = new QOpenGLShaderProgram(this);
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QSurfaceFormat format = m_context->format();
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bool useNewStyleShader = format.profile() == QSurfaceFormat::CoreProfile;
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// Try to handle 3.0 & 3.1 that do not have the core/compatibility profile concept 3.2+ has.
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// This may still fail since version 150 (3.2) is specified in the sources but it's worth a try.
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if (format.renderableType() == QSurfaceFormat::OpenGL && format.majorVersion() == 3 && format.minorVersion() <= 1)
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useNewStyleShader = !format.testOption(QSurfaceFormat::DeprecatedFunctions);
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if (m_forceGLSL110)
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useNewStyleShader = false;
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const char *vsrc = useNewStyleShader ? vertexShaderSource : vertexShaderSource110;
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const char *fsrc = useNewStyleShader ? fragmentShaderSource : fragmentShaderSource110;
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qDebug("Using version %s shader", useNewStyleShader ? "150" : "110");
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vsrc)) {
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emit error(m_program->log());
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return;
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}
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fsrc)) {
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emit error(m_program->log());
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return;
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}
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if (!m_program->link()) {
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emit error(m_program->log());
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return;
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}
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m_posAttr = m_program->attributeLocation("posAttr");
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m_colAttr = m_program->attributeLocation("colAttr");
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m_matrixUniform = m_program->uniformLocation("matrix");
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m_vbo.create();
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m_vbo.bind();
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m_vbo.allocate(vertices, sizeof(vertices) + sizeof(colors));
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m_vbo.write(sizeof(vertices), colors, sizeof(colors));
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m_vbo.release();
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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if (m_vao.isCreated()) // have VAO support, use it
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setupVertexAttribs();
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}
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void RenderWindow::setupVertexAttribs()
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{
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m_vbo.bind();
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m_program->setAttributeBuffer(m_posAttr, GL_FLOAT, 0, 2);
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m_program->setAttributeBuffer(m_colAttr, GL_FLOAT, sizeof(vertices), 3);
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m_program->enableAttributeArray(m_posAttr);
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m_program->enableAttributeArray(m_colAttr);
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m_vbo.release();
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}
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void RenderWindow::render()
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{
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if (!m_context->makeCurrent(this)) {
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qWarning("makeCurrent() failed");
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return;
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}
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QOpenGLFunctions *f = m_context->functions();
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if (!m_initialized) {
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m_initialized = true;
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f->glEnable(GL_DEPTH_TEST);
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f->glClearColor(0, 0, 0, 1);
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init();
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emit ready();
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}
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if (!m_vbo.isCreated()) // init() failed, don't bother with trying to render
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return;
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const qreal retinaScale = devicePixelRatio();
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f->glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_program->bind();
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QMatrix4x4 matrix;
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matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f);
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matrix.translate(0.0f, 0.0f, -2.0f);
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matrix.rotate(m_angle, 0.0f, 1.0f, 0.0f);
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m_program->setUniformValue(m_matrixUniform, matrix);
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if (m_vao.isCreated())
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m_vao.bind();
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else // no VAO support, set the vertex attribute arrays now
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setupVertexAttribs();
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f->glDrawArrays(GL_TRIANGLES, 0, 3);
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m_vao.release();
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m_program->release();
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// swapInterval is 1 by default which means that swapBuffers() will (hopefully) block
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// and wait for vsync.
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m_context->swapBuffers(this);
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m_angle += 1.0f;
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QTimer::singleShot(0, this, SLOT(render()));
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}
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