ee2dbcada8
Need to add the plumbing necessary to support two textures in QOpenGLWidget and use these in the backing store. The changes required on the RHI level is already done in an earlier patch. Then paintGL() needs to be called twice, once for each buffer. Also add overloads for the other functions of QOopenGLWidget where it makes sense to query for left or right buffer. Then finally create an example. [ChangeLog][Widgets][QOpenGLWidget] Added support for stereoscopic rendering. Fixes: QTBUG-64587 Change-Id: I5a5c53506dcf8a56442097290dceb7eb730d50ce Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
278 lines
7.7 KiB
C++
278 lines
7.7 KiB
C++
// Copyright (C) 2022 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "glwidget.h"
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#include <QPainter>
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#include <QPaintEngine>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <QRandomGenerator>
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#include <QCoreApplication>
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#include <QFileDialog>
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#include <qmath.h>
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GLWidget::GLWidget(const QColor &background)
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: m_background(background)
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{
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setMinimumSize(300, 250);
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}
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GLWidget::~GLWidget()
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{
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reset();
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}
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void GLWidget::saveImage(TargetBuffer targetBuffer)
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{
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QImage img = grabFramebuffer(targetBuffer);
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if (img.isNull()) {
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qFatal("Failed to grab framebuffer");
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}
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const char *fn =
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targetBuffer == TargetBuffer::LeftBuffer
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? "leftBuffer.png" : "rightBuffer.png";
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QFileDialog fd(this);
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fd.setAcceptMode(QFileDialog::AcceptSave);
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fd.setDefaultSuffix("png");
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fd.selectFile(fn);
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if (fd.exec() == QDialog::Accepted)
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img.save(fd.selectedFiles().first());
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}
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void GLWidget::reset()
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{
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// And now release all OpenGL resources.
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makeCurrent();
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delete m_program;
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m_program = nullptr;
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delete m_vshader;
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m_vshader = nullptr;
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delete m_fshader;
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m_fshader = nullptr;
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m_vbo.destroy();
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doneCurrent();
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// We are done with the current QOpenGLContext, forget it. If there is a
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// subsequent initialize(), that will then connect to the new context.
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QObject::disconnect(m_contextWatchConnection);
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}
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void GLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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m_vshader = new QOpenGLShader(QOpenGLShader::Vertex);
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const char *vsrc1 =
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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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m_vshader->compileSourceCode(vsrc1);
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m_fshader = new QOpenGLShader(QOpenGLShader::Fragment);
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const char *fsrc1 =
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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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m_fshader->compileSourceCode(fsrc1);
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m_program = new QOpenGLShaderProgram;
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m_program->addShader(m_vshader);
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m_program->addShader(m_fshader);
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m_program->link();
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m_vertexAttr = m_program->attributeLocation("vertex");
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m_normalAttr = m_program->attributeLocation("normal");
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m_matrixUniform = m_program->uniformLocation("matrix");
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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 vertexCount = m_vertices.count();
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QList<GLfloat> buf;
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buf.resize(vertexCount * 3 * 2);
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GLfloat *p = buf.data();
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for (int i = 0; i < vertexCount; ++i) {
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*p++ = m_vertices[i].x();
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*p++ = m_vertices[i].y();
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*p++ = m_vertices[i].z();
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*p++ = m_normals[i].x();
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*p++ = m_normals[i].y();
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*p++ = m_normals[i].z();
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}
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m_vbo.allocate(buf.constData(), (int)buf.count() * sizeof(GLfloat));
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m_vbo.release();
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m_contextWatchConnection = QObject::connect(context(), &QOpenGLContext::aboutToBeDestroyed, context(), [this] { reset(); });
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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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}
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void GLWidget::paintGL()
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{
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// When QSurfaceFormat::StereoBuffers is enabled, this function is called twice.
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// Once where currentTargetBuffer() == QOpenGLWidget::LeftBuffer,
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// and once where currentTargetBuffer() == QOpenGLWidget::RightBuffer.
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glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//! [1]
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// Slightly translate the model, so that there's a visible difference in each buffer.
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QMatrix4x4 modelview;
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if (currentTargetBuffer() == QOpenGLWidget::LeftBuffer)
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modelview.translate(-0.4f, 0.0f, 0.0f);
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else if (currentTargetBuffer() == QOpenGLWidget::RightBuffer)
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modelview.translate(0.4f, 0.0f, 0.0f);
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//! [1]
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m_program->bind();
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m_program->setUniformValue(m_matrixUniform, modelview);
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m_program->enableAttributeArray(m_vertexAttr);
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m_program->enableAttributeArray(m_normalAttr);
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m_vbo.bind();
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m_program->setAttributeBuffer(m_vertexAttr, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
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m_program->setAttributeBuffer(m_normalAttr, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
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m_vbo.release();
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glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
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m_program->disableAttributeArray(m_normalAttr);
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m_program->disableAttributeArray(m_vertexAttr);
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m_program->release();
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update();
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}
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void GLWidget::createGeometry()
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{
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m_vertices.clear();
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m_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 < m_vertices.size();i++)
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m_vertices[i] *= 2.0f;
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}
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void GLWidget::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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m_vertices << QVector3D(x1, y1, -0.05f);
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m_vertices << QVector3D(x2, y2, -0.05f);
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m_vertices << QVector3D(x4, y4, -0.05f);
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m_vertices << QVector3D(x3, y3, -0.05f);
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m_vertices << QVector3D(x4, y4, -0.05f);
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m_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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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_vertices << QVector3D(x4, y4, 0.05f);
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m_vertices << QVector3D(x2, y2, 0.05f);
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m_vertices << QVector3D(x1, y1, 0.05f);
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m_vertices << QVector3D(x2, y2, 0.05f);
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m_vertices << QVector3D(x4, y4, 0.05f);
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m_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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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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}
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void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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m_vertices << QVector3D(x1, y1, +0.05f);
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m_vertices << QVector3D(x2, y2, +0.05f);
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m_vertices << QVector3D(x1, y1, -0.05f);
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m_vertices << QVector3D(x2, y2, -0.05f);
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m_vertices << QVector3D(x1, y1, -0.05f);
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m_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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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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m_normals << n;
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}
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