611558d877
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>
365 lines
11 KiB
C++
365 lines
11 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 "glwidget.h"
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#include <math.h>
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#include <QGuiApplication>
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const int bubbleNum = 8;
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GLWidget::GLWidget(QWidget *parent)
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: QOpenGLWidget(parent)
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{
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setMinimumSize(300, 250);
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connect(this, &QOpenGLWidget::aboutToCompose, this, &GLWidget::onAboutToCompose);
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connect(this, &QOpenGLWidget::frameSwapped, this, &GLWidget::onFrameSwapped);
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connect(this, &QOpenGLWidget::aboutToResize, this, &GLWidget::onAboutToResize);
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connect(this, &QOpenGLWidget::resized, this, &GLWidget::onResized);
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m_thread = new QThread;
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m_renderer = new Renderer(this);
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m_renderer->moveToThread(m_thread);
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connect(m_thread, &QThread::finished, m_renderer, &QObject::deleteLater);
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connect(this, &GLWidget::renderRequested, m_renderer, &Renderer::render);
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connect(m_renderer, &Renderer::contextWanted, this, &GLWidget::grabContext);
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m_thread->start();
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}
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GLWidget::~GLWidget()
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{
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m_renderer->prepareExit();
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m_thread->quit();
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m_thread->wait();
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delete m_thread;
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}
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void GLWidget::onAboutToCompose()
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{
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// We are on the gui thread here. Composition is about to
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// begin. Wait until the render thread finishes.
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m_renderer->lockRenderer();
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}
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void GLWidget::onFrameSwapped()
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{
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m_renderer->unlockRenderer();
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// Assuming a blocking swap, our animation is driven purely by the
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// vsync in this example.
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emit renderRequested();
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}
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void GLWidget::onAboutToResize()
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{
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m_renderer->lockRenderer();
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}
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void GLWidget::onResized()
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{
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m_renderer->unlockRenderer();
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}
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void GLWidget::grabContext()
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{
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m_renderer->lockRenderer();
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QMutexLocker lock(m_renderer->grabMutex());
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context()->moveToThread(m_thread);
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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)
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: m_inited(false),
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m_glwidget(w),
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m_exiting(false)
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{
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}
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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 qreal Pi = 3.14159f;
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
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qreal angle1 = (i * 2 * Pi) / NumSectors;
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qreal x5 = 0.30 * sin(angle1);
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qreal y5 = 0.30 * cos(angle1);
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qreal x6 = 0.20 * sin(angle1);
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qreal y6 = 0.20 * cos(angle1);
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qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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qreal x7 = 0.20 * sin(angle2);
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qreal y7 = 0.20 * cos(angle2);
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qreal x8 = 0.30 * sin(angle2);
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qreal y8 = 0.30 * cos(angle2);
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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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