qt5base-lts/examples/opengl/hellowindow/hellowindow.cpp
Morten Johan Sørvig 24961cb18c Don’t flicker on startup: render on expose
All QWindow implementations must produce a frame before
returning from the expose event.

Change-Id: I5640809c47e948101879c1623c12230fa0a63c44
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
2017-06-27 23:51:15 +00:00

368 lines
11 KiB
C++

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#include "hellowindow.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <qmath.h>
Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen)
: m_initialized(false)
, m_format(format)
, m_currentWindow(0)
{
m_context = new QOpenGLContext(this);
if (screen)
m_context->setScreen(screen);
m_context->setFormat(format);
if (share)
m_context->setShareContext(share->m_context);
m_context->create();
m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f);
m_backgroundColor.setRed(qrand() % 64);
m_backgroundColor.setGreen(qrand() % 128);
m_backgroundColor.setBlue(qrand() % 256);
}
HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen)
: m_colorIndex(0), m_renderer(renderer)
{
setSurfaceType(QWindow::OpenGLSurface);
setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
setGeometry(QRect(10, 10, 640, 480));
setFormat(renderer->format());
if (screen)
setScreen(screen);
create();
updateColor();
}
void HelloWindow::exposeEvent(QExposeEvent *)
{
m_renderer->setAnimating(this, isExposed());
if (isExposed())
m_renderer->render();
}
void HelloWindow::mousePressEvent(QMouseEvent *)
{
updateColor();
}
QColor HelloWindow::color() const
{
QMutexLocker locker(&m_colorLock);
return m_color;
}
void HelloWindow::updateColor()
{
QMutexLocker locker(&m_colorLock);
QColor colors[] =
{
QColor(100, 255, 0),
QColor(0, 100, 255)
};
m_color = colors[m_colorIndex];
m_colorIndex = 1 - m_colorIndex;
}
void Renderer::setAnimating(HelloWindow *window, bool animating)
{
QMutexLocker locker(&m_windowLock);
if (m_windows.contains(window) == animating)
return;
if (animating) {
m_windows << window;
if (m_windows.size() == 1)
QTimer::singleShot(0, this, &Renderer::render);
} else {
m_currentWindow = 0;
m_windows.removeOne(window);
}
}
void Renderer::render()
{
QMutexLocker locker(&m_windowLock);
if (m_windows.isEmpty())
return;
HelloWindow *surface = m_windows.at(m_currentWindow);
QColor color = surface->color();
m_currentWindow = (m_currentWindow + 1) % m_windows.size();
if (!m_context->makeCurrent(surface))
return;
QSize viewSize = surface->size();
locker.unlock();
if (!m_initialized) {
initialize();
m_initialized = true;
}
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF());
f->glFrontFace(GL_CW);
f->glCullFace(GL_FRONT);
f->glEnable(GL_CULL_FACE);
f->glEnable(GL_DEPTH_TEST);
m_program->bind();
m_vbo.bind();
m_program->enableAttributeArray(vertexAttr);
m_program->enableAttributeArray(normalAttr);
m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);
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.translate(0.0f, -0.2f, 0.0f);
m_program->setUniformValue(matrixUniform, modelview);
m_program->setUniformValue(colorUniform, color);
m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());
m_context->swapBuffers(surface);
m_fAngle += 1.0f;
QTimer::singleShot(0, this, &Renderer::render);
}
Q_GLOBAL_STATIC(QMutex, initMutex)
void Renderer::initialize()
{
// Threaded shader compilation can confuse some drivers. Avoid it.
QMutexLocker lock(initMutex());
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
vshader->compileSourceCode(
"attribute highp vec4 vertex;"
"attribute mediump vec3 normal;"
"uniform mediump mat4 matrix;"
"uniform lowp vec4 sourceColor;"
"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 = sourceColor.rgb;"
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);"
" color = clamp(color, 0.0, 1.0);"
" gl_Position = matrix * vertex;"
"}");
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
fshader->compileSourceCode(
"varying mediump vec4 color;"
"void main(void)"
"{"
" gl_FragColor = color;"
"}");
m_program = new QOpenGLShaderProgram(this);
m_program->addShader(vshader);
m_program->addShader(fshader);
m_program->link();
m_program->bind();
vertexAttr = m_program->attributeLocation("vertex");
normalAttr = m_program->attributeLocation("normal");
matrixUniform = m_program->uniformLocation("matrix");
colorUniform = m_program->uniformLocation("sourceColor");
m_fAngle = 0;
createGeometry();
m_vbo.create();
m_vbo.bind();
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_vbo.allocate(verticesSize * 2);
m_vbo.write(0, vertices.constData(), verticesSize);
m_vbo.write(verticesSize, normals.constData(), verticesSize);
}
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 x5 = 0.30 * qSin(angle);
qreal y5 = 0.30 * qCos(angle);
qreal x6 = 0.20 * qSin(angle);
qreal y6 = 0.20 * qCos(angle);
angle += sectorAngle;
qreal x7 = 0.20 * qSin(angle);
qreal y7 = 0.20 * qCos(angle);
qreal x8 = 0.30 * qSin(angle);
qreal y8 = 0.30 * qCos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int 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;
}