3b015718b0
Pick-to: 6.5 Change-Id: I8d1517ee57df9b2dee0486f47562b0754e9dcbad Reviewed-by: Christian Strømme <christian.stromme@qt.io>
155 lines
4.3 KiB
C++
155 lines
4.3 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include <QOpenGLWindow>
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#include <QScreen>
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#include <QPainter>
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#include <QPainterPath>
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#include <QGuiApplication>
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#include <QMatrix4x4>
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#include <QStaticText>
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#include <QKeyEvent>
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#include "background_renderer.h"
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static QPainterPath painterPathForTriangle()
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{
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static const QPointF bottomLeft(-1.0, -1.0);
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static const QPointF top(0.0, 1.0);
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static const QPointF bottomRight(1.0, -1.0);
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QPainterPath path(bottomLeft);
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path.lineTo(top);
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path.lineTo(bottomRight);
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path.closeSubpath();
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return path;
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}
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class OpenGLWindow : public QOpenGLWindow
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{
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Q_OBJECT
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public:
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OpenGLWindow();
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protected:
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void paintGL() override;
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void resizeGL(int w, int h) override;
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void keyPressEvent(QKeyEvent *e) override;
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private:
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void setAnimating(bool enabled);
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QMatrix4x4 m_window_normalised_matrix;
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QMatrix4x4 m_window_painter_matrix;
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QMatrix4x4 m_projection;
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QMatrix4x4 m_view;
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QMatrix4x4 m_model_triangle;
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QMatrix4x4 m_model_text;
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FragmentToy m_fragment_toy;
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QStaticText m_text_layout;
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bool m_animate;
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};
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// Use NoPartialUpdate. This means that all the rendering goes directly to
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// the window surface, no additional framebuffer object stands in the
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// middle. This is fine since we will clear the entire framebuffer on each
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// paint. Under the hood this means that the behavior is equivalent to the
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// manual makeCurrent - perform OpenGL calls - swapBuffers loop that is
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// typical in pure QWindow-based applications.
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OpenGLWindow::OpenGLWindow()
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: QOpenGLWindow(QOpenGLWindow::NoPartialUpdate)
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, m_fragment_toy("./background.frag")
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, m_text_layout("The triangle and this text is rendered with QPainter")
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, m_animate(true)
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{
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setGeometry(300, 300, 500, 500);
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m_view.lookAt(QVector3D(3,1,1),
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QVector3D(0,0,0),
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QVector3D(0,1,0));
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setAnimating(m_animate);
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}
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void OpenGLWindow::paintGL()
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{
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m_fragment_toy.draw(size());
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QPainter p(this);
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p.setWorldTransform(m_window_normalised_matrix.toTransform());
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QMatrix4x4 mvp = m_projection * m_view * m_model_triangle;
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p.setTransform(mvp.toTransform(), true);
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p.fillPath(painterPathForTriangle(), QBrush(QGradient(QGradient::NightFade)));
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QTransform text_transform = (m_window_painter_matrix * m_view * m_model_text).toTransform();
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p.setTransform(text_transform, false);
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p.setPen(QPen(Qt::black));
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m_text_layout.prepare(text_transform);
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qreal x = - (m_text_layout.size().width() / 2);
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qreal y = 0;
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p.drawStaticText(x, y, m_text_layout);
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m_model_triangle.rotate(-1, 0, 1, 0);
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m_model_text.rotate(1, 0, 1, 0);
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}
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void OpenGLWindow::resizeGL(int w, int h)
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{
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m_window_normalised_matrix.setToIdentity();
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m_window_normalised_matrix.translate(w / 2.0, h / 2.0);
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m_window_normalised_matrix.scale(w / 2.0, -h / 2.0);
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m_window_painter_matrix.setToIdentity();
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m_window_painter_matrix.translate(w / 2.0, h / 2.0);
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m_text_layout.setTextWidth(std::max(w * 0.2, 80.0));
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m_projection.setToIdentity();
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m_projection.perspective(45.f, qreal(w) / qreal(h), 0.1f, 100.f);
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}
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void OpenGLWindow::keyPressEvent(QKeyEvent *e)
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{
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if (e->key() == Qt::Key_P) { // pause
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m_animate = !m_animate;
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setAnimating(m_animate);
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}
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}
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void OpenGLWindow::setAnimating(bool enabled)
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{
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if (enabled) {
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// Animate continuously, throttled by the blocking swapBuffers() call the
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// QOpenGLWindow internally executes after each paint. Once that is done
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// (frameSwapped signal is emitted), we schedule a new update. This
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// obviously assumes that the swap interval (see
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// QSurfaceFormat::setSwapInterval()) is non-zero.
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connect(this, &QOpenGLWindow::frameSwapped,
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this, QOverload<>::of(&QPaintDeviceWindow::update));
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update();
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} else {
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disconnect(this, &QOpenGLWindow::frameSwapped,
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this, QOverload<>::of(&QPaintDeviceWindow::update));
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}
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}
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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OpenGLWindow window;
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QSurfaceFormat fmt;
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fmt.setDepthBufferSize(24);
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fmt.setStencilBufferSize(8);
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window.setFormat(fmt);
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window.show();
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return app.exec();
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}
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#include "main.moc"
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