368 lines
11 KiB
C++
368 lines
11 KiB
C++
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/****************************************************************************
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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 "glwidget.h"
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#include <qmath.h>
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#include <QGuiApplication>
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GLWidget::GLWidget(QWidget *parent)
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: QOpenGLWidget(parent)
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{
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setMinimumSize(300, 250);
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connect(this, &QOpenGLWidget::aboutToCompose, this, &GLWidget::onAboutToCompose);
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connect(this, &QOpenGLWidget::frameSwapped, this, &GLWidget::onFrameSwapped);
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connect(this, &QOpenGLWidget::aboutToResize, this, &GLWidget::onAboutToResize);
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connect(this, &QOpenGLWidget::resized, this, &GLWidget::onResized);
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m_thread = new QThread;
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m_renderer = new Renderer(this);
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m_renderer->moveToThread(m_thread);
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connect(m_thread, &QThread::finished, m_renderer, &QObject::deleteLater);
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connect(this, &GLWidget::renderRequested, m_renderer, &Renderer::render);
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connect(m_renderer, &Renderer::contextWanted, this, &GLWidget::grabContext);
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m_thread->start();
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}
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GLWidget::~GLWidget()
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{
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m_renderer->prepareExit();
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m_thread->quit();
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m_thread->wait();
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delete m_thread;
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}
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void GLWidget::onAboutToCompose()
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{
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// We are on the gui thread here. Composition is about to
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// begin. Wait until the render thread finishes.
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m_renderer->lockRenderer();
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}
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void GLWidget::onFrameSwapped()
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{
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m_renderer->unlockRenderer();
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// Assuming a blocking swap, our animation is driven purely by the
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// vsync in this example.
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emit renderRequested();
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}
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void GLWidget::onAboutToResize()
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{
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m_renderer->lockRenderer();
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}
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void GLWidget::onResized()
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{
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m_renderer->unlockRenderer();
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}
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void GLWidget::grabContext()
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{
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m_renderer->lockRenderer();
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QMutexLocker lock(m_renderer->grabMutex());
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context()->moveToThread(m_thread);
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m_renderer->grabCond()->wakeAll();
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m_renderer->unlockRenderer();
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}
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Renderer::Renderer(GLWidget *w) : m_glwidget(w) {}
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void Renderer::paintQtLogo()
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{
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vbo.bind();
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program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
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program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3);
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vbo.release();
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program.enableAttributeArray(vertexAttr);
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program.enableAttributeArray(normalAttr);
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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program.disableAttributeArray(normalAttr);
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program.disableAttributeArray(vertexAttr);
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}
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// Some OpenGL implementations have serious issues with compiling and linking
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// shaders on multiple threads concurrently. Avoid this.
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Q_GLOBAL_STATIC(QMutex, initMutex)
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void Renderer::render()
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{
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if (m_exiting)
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return;
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QOpenGLContext *ctx = m_glwidget->context();
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if (!ctx) // QOpenGLWidget not yet initialized
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return;
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// Grab the context.
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m_grabMutex.lock();
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emit contextWanted();
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m_grabCond.wait(&m_grabMutex);
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QMutexLocker lock(&m_renderMutex);
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m_grabMutex.unlock();
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if (m_exiting)
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return;
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Q_ASSERT(ctx->thread() == QThread::currentThread());
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// Make the context (and an offscreen surface) current for this thread. The
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// QOpenGLWidget's fbo is bound in the context.
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m_glwidget->makeCurrent();
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if (!m_inited) {
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m_inited = true;
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initializeOpenGLFunctions();
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QMutexLocker initLock(initMutex());
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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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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vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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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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fshader->compileSourceCode(fsrc);
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program.addShader(vshader);
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program.addShader(fshader);
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program.link();
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vertexAttr = program.attributeLocation("vertex");
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normalAttr = program.attributeLocation("normal");
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matrixUniform = program.uniformLocation("matrix");
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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vbo.create();
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vbo.bind();
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const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
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vbo.allocate(verticesSize * 2);
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vbo.write(0, vertices.constData(), verticesSize);
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vbo.write(verticesSize, normals.constData(), verticesSize);
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m_elapsed.start();
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}
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//qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart());
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glClearColor(0.1f, 0.2f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.scale(m_fScale);
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modelview.translate(0.0f, -0.2f, 0.0f);
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program.bind();
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program.setUniformValue(matrixUniform, modelview);
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paintQtLogo();
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program.release();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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m_fAngle += 1.0f;
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// Make no context current on this thread and move the QOpenGLWidget's
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// context back to the gui thread.
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m_glwidget->doneCurrent();
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ctx->moveToThread(qGuiApp->thread());
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// Schedule composition. Note that this will use QueuedConnection, meaning
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// that update() will be invoked on the gui thread.
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QMetaObject::invokeMethod(m_glwidget, "update");
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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 * 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 < 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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