5786ac12f0
It seems this example never worked as expected. It has a 'multiple' option which should show extra windows with rendering taking place in different thread, however although render is moved to other thread render() function was never called in that thread. Fix following things: * make rendering in other thread * stop requestUpdate if nothing is exposed * add timer so animation works at the same speed despite of number of windows (renderer B renders two windows) * wait for render to finish before triggering requestUdpate * remove mutex where not needed Pick-to: 5.15 Change-Id: I420436bd28d0357534332dd55b088d634d906c14 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
353 lines
11 KiB
C++
353 lines
11 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://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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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** 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 <QRandomGenerator>
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#include <qmath.h>
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#include <QElapsedTimer>
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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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{
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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(QRandomGenerator::global()->bounded(64));
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m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128));
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m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(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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connect(renderer.data(), &Renderer::requestUpdate, this, &QWindow::requestUpdate);
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}
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void HelloWindow::exposeEvent(QExposeEvent *)
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{
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if (isExposed())
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render();
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}
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bool HelloWindow::event(QEvent *ev)
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{
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if (ev->type() == QEvent::UpdateRequest && isExposed())
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render();
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return QWindow::event(ev);
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}
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void HelloWindow::render()
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{
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static QElapsedTimer timer;
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if (!timer.isValid())
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timer.start();
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qreal a = (qreal)(((timer.elapsed() * 3) % 36000) / 100.0);
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auto call = [this, r = m_renderer.data(), a, c = color()]() { r->render(this, a, c); };
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QMetaObject::invokeMethod(m_renderer.data(), call);
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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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return m_color;
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}
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void HelloWindow::updateColor()
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{
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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::render(HelloWindow *surface, qreal angle, const QColor &color)
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{
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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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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(angle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(angle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(angle, 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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emit requestUpdate();
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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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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 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 * qSin(angle);
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qreal y5 = 0.30 * qCos(angle);
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qreal x6 = 0.20 * qSin(angle);
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qreal y6 = 0.20 * qCos(angle);
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angle += sectorAngle;
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qreal x7 = 0.20 * qSin(angle);
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qreal y7 = 0.20 * qCos(angle);
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qreal x8 = 0.30 * qSin(angle);
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qreal y8 = 0.30 * qCos(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 < 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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