qt5base-lts/examples/opengl/hellowindow/hellowindow.cpp
Thiago Macieira 19b0ce5daa Change almost all other uses of qrand() to QRandomGenerator
The vast majority is actually switched to QRandomGenerator::bounded(),
which gives a mostly uniform distribution over the [0, bound)
range. There are very few floating point cases left, as many of those
that did use floating point did not need to, after all. (I did leave
some that were too ugly for me to understand)

This commit also found a couple of calls to rand() instead of qrand().

This commit does not include changes to SSL code that continues to use
qrand() (job for someone else):
  src/network/ssl/qsslkey_qt.cpp
  src/network/ssl/qsslsocket_mac.cpp
  tests/auto/network/ssl/qsslsocket/tst_qsslsocket.cpp

Change-Id: Icd0e0d4b27cb4e5eb892fffd14b5285d43f4afbf
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2017-11-08 09:14:03 +00:00

369 lines
11 KiB
C++

/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
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** as follows:
**
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** modification, are permitted provided that the following conditions are
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** * Redistributions of source code must retain the above copyright
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****************************************************************************/
#include "hellowindow.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QRandomGenerator>
#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(QRandomGenerator::global()->bounded(64));
m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128));
m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(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;
}