2b75c156b6
Change-Id: I6441ff931dbd33b698d762e6f6784898f3f60fe7 Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
357 lines
10 KiB
C++
357 lines
10 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://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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** 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 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."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "hellowindow.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <qmath.h>
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Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen)
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: m_initialized(false)
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, m_format(format)
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, m_currentWindow(0)
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{
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m_context = new QOpenGLContext(this);
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if (screen)
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m_context->setScreen(screen);
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m_context->setFormat(format);
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if (share)
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m_context->setShareContext(share->m_context);
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m_context->create();
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m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f);
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m_backgroundColor.setRed(qrand() % 64);
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m_backgroundColor.setGreen(qrand() % 128);
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m_backgroundColor.setBlue(qrand() % 256);
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}
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HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen)
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: m_colorIndex(0), m_renderer(renderer)
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{
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setSurfaceType(QWindow::OpenGLSurface);
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setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
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setGeometry(QRect(10, 10, 640, 480));
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setFormat(renderer->format());
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if (screen)
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setScreen(screen);
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create();
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updateColor();
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}
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void HelloWindow::exposeEvent(QExposeEvent *)
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{
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m_renderer->setAnimating(this, isExposed());
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}
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void HelloWindow::mousePressEvent(QMouseEvent *)
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{
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updateColor();
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}
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QColor HelloWindow::color() const
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{
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QMutexLocker locker(&m_colorLock);
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return m_color;
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}
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void HelloWindow::updateColor()
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{
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QMutexLocker locker(&m_colorLock);
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QColor colors[] =
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{
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QColor(100, 255, 0),
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QColor(0, 100, 255)
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};
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m_color = colors[m_colorIndex];
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m_colorIndex = 1 - m_colorIndex;
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}
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void Renderer::setAnimating(HelloWindow *window, bool animating)
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{
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QMutexLocker locker(&m_windowLock);
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if (m_windows.contains(window) == animating)
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return;
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if (animating) {
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m_windows << window;
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if (m_windows.size() == 1)
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QTimer::singleShot(0, this, SLOT(render()));
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} else {
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m_currentWindow = 0;
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m_windows.removeOne(window);
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}
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}
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void Renderer::render()
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{
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QMutexLocker locker(&m_windowLock);
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if (m_windows.isEmpty())
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return;
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HelloWindow *surface = m_windows.at(m_currentWindow);
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QColor color = surface->color();
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m_currentWindow = (m_currentWindow + 1) % m_windows.size();
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if (!m_context->makeCurrent(surface))
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return;
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QSize viewSize = surface->size();
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locker.unlock();
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if (!m_initialized) {
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initialize();
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m_initialized = true;
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}
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QOpenGLFunctions *f = m_context->functions();
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f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF());
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f->glFrontFace(GL_CW);
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f->glCullFace(GL_FRONT);
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f->glEnable(GL_CULL_FACE);
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f->glEnable(GL_DEPTH_TEST);
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m_program->bind();
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m_vbo.bind();
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m_program->enableAttributeArray(vertexAttr);
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m_program->enableAttributeArray(normalAttr);
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m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
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const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
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m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);
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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.translate(0.0f, -0.2f, 0.0f);
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m_program->setUniformValue(matrixUniform, modelview);
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m_program->setUniformValue(colorUniform, color);
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m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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m_context->swapBuffers(surface);
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m_fAngle += 1.0f;
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QTimer::singleShot(0, this, SLOT(render()));
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}
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Q_GLOBAL_STATIC(QMutex, initMutex)
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void Renderer::initialize()
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{
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// Threaded shader compilation can confuse some drivers. Avoid it.
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QMutexLocker lock(initMutex());
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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vshader->compileSourceCode(
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"attribute highp vec4 vertex;"
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"attribute mediump vec3 normal;"
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"uniform mediump mat4 matrix;"
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"uniform lowp vec4 sourceColor;"
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"varying mediump vec4 color;"
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"void main(void)"
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"{"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));"
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" float angle = max(dot(normal, toLight), 0.0);"
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" vec3 col = sourceColor.rgb;"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);"
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" color = clamp(color, 0.0, 1.0);"
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" gl_Position = matrix * vertex;"
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"}");
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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fshader->compileSourceCode(
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"varying mediump vec4 color;"
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"void main(void)"
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"{"
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" gl_FragColor = color;"
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"}");
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m_program = new QOpenGLShaderProgram(this);
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m_program->addShader(vshader);
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m_program->addShader(fshader);
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m_program->link();
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m_program->bind();
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vertexAttr = m_program->attributeLocation("vertex");
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normalAttr = m_program->attributeLocation("normal");
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matrixUniform = m_program->uniformLocation("matrix");
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colorUniform = m_program->uniformLocation("sourceColor");
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m_fAngle = 0;
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createGeometry();
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m_vbo.create();
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m_vbo.bind();
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const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
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m_vbo.allocate(verticesSize * 2);
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m_vbo.write(0, vertices.constData(), verticesSize);
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m_vbo.write(verticesSize, normals.constData(), verticesSize);
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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 * qSin(angle1);
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qreal y5 = 0.30 * qCos(angle1);
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qreal x6 = 0.20 * qSin(angle1);
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qreal y6 = 0.20 * qCos(angle1);
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qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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qreal x7 = 0.20 * qSin(angle2);
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qreal y7 = 0.20 * qCos(angle2);
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qreal x8 = 0.30 * qSin(angle2);
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qreal y8 = 0.30 * qCos(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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