376 lines
11 KiB
C++
376 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.
|
|
**
|
|
** $QT_BEGIN_LICENSE:BSD$
|
|
** Commercial License Usage
|
|
** Licensees holding valid commercial Qt licenses may use this file in
|
|
** accordance with the commercial license agreement provided with the
|
|
** Software or, alternatively, in accordance with the terms contained in
|
|
** a written agreement between you and The Qt Company. For licensing terms
|
|
** and conditions see https://www.qt.io/terms-conditions. For further
|
|
** information use the contact form at https://www.qt.io/contact-us.
|
|
**
|
|
** BSD License Usage
|
|
** Alternatively, you may use this file under the terms of the BSD license
|
|
** as follows:
|
|
**
|
|
** "Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions are
|
|
** met:
|
|
** * Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** * Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in
|
|
** the documentation and/or other materials provided with the
|
|
** distribution.
|
|
** * Neither the name of The Qt Company Ltd nor the names of its
|
|
** contributors may be used to endorse or promote products derived
|
|
** from this software without specific prior written permission.
|
|
**
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
|
**
|
|
** $QT_END_LICENSE$
|
|
**
|
|
****************************************************************************/
|
|
|
|
#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();
|
|
}
|
|
|
|
bool HelloWindow::event(QEvent *ev)
|
|
{
|
|
if (ev->type() == QEvent::UpdateRequest) {
|
|
m_renderer->render();
|
|
requestUpdate();
|
|
}
|
|
return QWindow::event(ev);
|
|
}
|
|
|
|
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)
|
|
window->requestUpdate();
|
|
} 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;
|
|
}
|
|
|
|
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;
|
|
}
|