| /**************************************************************************** |
| ** |
| ** Copyright (C) 2017 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 |
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| ** 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 |
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| ****************************************************************************/ |
| |
| #include "fbitem.h" |
| #include <QOpenGLFramebufferObject> |
| #include <QOpenGLFunctions> |
| #include <QMatrix4x4> |
| |
| FbItem::FbItem(QQuickItem *parent) |
| : QQuickFramebufferObject(parent), |
| m_target(0, 0, -1), |
| m_syncState(AllNeedsSync), |
| m_multisample(false) |
| { |
| } |
| |
| QQuickFramebufferObject::Renderer *FbItem::createRenderer() const |
| { |
| return new FbItemRenderer(m_multisample); |
| } |
| |
| void FbItem::setEye(const QVector3D &v) |
| { |
| if (m_eye != v) { |
| m_eye = v; |
| m_syncState |= CameraNeedsSync; |
| update(); |
| } |
| } |
| |
| void FbItem::setTarget(const QVector3D &v) |
| { |
| if (m_target != v) { |
| m_target = v; |
| m_syncState |= CameraNeedsSync; |
| update(); |
| } |
| } |
| |
| void FbItem::setRotation(const QVector3D &v) |
| { |
| if (m_rotation != v) { |
| m_rotation = v; |
| m_syncState |= RotationNeedsSync; |
| update(); |
| } |
| } |
| |
| int FbItem::swapSyncState() |
| { |
| int s = m_syncState; |
| m_syncState = 0; |
| return s; |
| } |
| |
| FbItemRenderer::FbItemRenderer(bool multisample) |
| : m_inited(false), |
| m_multisample(multisample), |
| m_dirty(DirtyAll) |
| { |
| m_camera.setToIdentity(); |
| m_baseWorld.setToIdentity(); |
| m_baseWorld.translate(0, 0, -1); |
| m_world = m_baseWorld; |
| } |
| |
| void FbItemRenderer::synchronize(QQuickFramebufferObject *qfbitem) |
| { |
| FbItem *item = static_cast<FbItem *>(qfbitem); |
| int syncState = item->swapSyncState(); |
| if (syncState & FbItem::CameraNeedsSync) { |
| m_camera.setToIdentity(); |
| m_camera.lookAt(item->eye(), item->eye() + item->target(), QVector3D(0, 1, 0)); |
| m_dirty |= DirtyCamera; |
| } |
| if (syncState & FbItem::RotationNeedsSync) { |
| m_rotation = item->rotation(); |
| m_dirty |= DirtyWorld; |
| } |
| } |
| |
| struct StateBinder |
| { |
| StateBinder(FbItemRenderer *r) |
| : m_r(r) { |
| QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| f->glEnable(GL_DEPTH_TEST); |
| f->glEnable(GL_CULL_FACE); |
| f->glDepthMask(GL_TRUE); |
| f->glDepthFunc(GL_LESS); |
| f->glFrontFace(GL_CCW); |
| f->glCullFace(GL_BACK); |
| m_r->m_program->bind(); |
| } |
| ~StateBinder() { |
| QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| m_r->m_program->release(); |
| f->glDisable(GL_CULL_FACE); |
| f->glDisable(GL_DEPTH_TEST); |
| } |
| FbItemRenderer *m_r; |
| }; |
| |
| void FbItemRenderer::updateDirtyUniforms() |
| { |
| if (m_dirty & DirtyProjection) |
| m_program->setUniformValue(m_projMatrixLoc, m_proj); |
| |
| if (m_dirty & DirtyCamera) |
| m_program->setUniformValue(m_camMatrixLoc, m_camera); |
| |
| if (m_dirty & DirtyWorld) { |
| m_program->setUniformValue(m_worldMatrixLoc, m_world); |
| QMatrix3x3 normalMatrix = m_world.normalMatrix(); |
| m_program->setUniformValue(m_normalMatrixLoc, normalMatrix); |
| } |
| |
| if (m_dirty & DirtyLight) |
| m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70)); |
| |
| m_dirty = 0; |
| } |
| |
| void FbItemRenderer::render() |
| { |
| ensureInit(); |
| |
| if (m_vao.isCreated()) |
| m_vao.bind(); |
| else |
| setupVertexAttribs(); |
| |
| StateBinder state(this); |
| |
| QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| f->glClearColor(0, 0, 0, 0); |
| f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| if (m_dirty & DirtyWorld) { |
| m_world = m_baseWorld; |
| m_world.rotate(m_rotation.x(), 1, 0, 0); |
| m_world.rotate(m_rotation.y(), 0, 1, 0); |
| m_world.rotate(m_rotation.z(), 0, 0, 1); |
| } |
| |
| updateDirtyUniforms(); |
| |
| f->glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount()); |
| |
| if (m_vao.isCreated()) |
| m_vao.release(); |
| } |
| |
| QOpenGLFramebufferObject *FbItemRenderer::createFramebufferObject(const QSize &size) |
| { |
| m_dirty |= DirtyProjection; |
| m_proj.setToIdentity(); |
| m_proj.perspective(45.0f, GLfloat(size.width()) / size.height(), 0.01f, 100.0f); |
| |
| QOpenGLFramebufferObjectFormat format; |
| format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); |
| format.setSamples(m_multisample ? 4 : 0); |
| return new QOpenGLFramebufferObject(size, format); |
| } |
| |
| void FbItemRenderer::ensureInit() |
| { |
| if (m_inited) |
| return; |
| |
| m_inited = true; |
| |
| initBuf(); |
| initProgram(); |
| } |
| |
| void FbItemRenderer::initBuf() |
| { |
| QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| |
| m_logoVbo.create(); |
| m_logoVbo.bind(); |
| m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat)); |
| |
| setupVertexAttribs(); |
| } |
| |
| void FbItemRenderer::setupVertexAttribs() |
| { |
| m_logoVbo.bind(); |
| QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| f->glEnableVertexAttribArray(0); |
| f->glEnableVertexAttribArray(1); |
| f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), nullptr); |
| f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat))); |
| m_logoVbo.release(); |
| } |
| |
| static const char *vertexShaderSource = |
| "attribute vec4 vertex;\n" |
| "attribute vec3 normal;\n" |
| "varying vec3 vert;\n" |
| "varying vec3 vertNormal;\n" |
| "uniform mat4 projMatrix;\n" |
| "uniform mat4 camMatrix;\n" |
| "uniform mat4 worldMatrix;\n" |
| "uniform mat3 normalMatrix;\n" |
| "void main() {\n" |
| " vert = vertex.xyz;\n" |
| " vertNormal = normalMatrix * normal;\n" |
| " gl_Position = projMatrix * camMatrix * worldMatrix * vertex;\n" |
| "}\n"; |
| |
| static const char *fragmentShaderSource = |
| "varying highp vec3 vert;\n" |
| "varying highp vec3 vertNormal;\n" |
| "uniform highp vec3 lightPos;\n" |
| "void main() {\n" |
| " highp vec3 L = normalize(lightPos - vert);\n" |
| " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" |
| " highp vec3 color = vec3(0.39, 1.0, 0.0);\n" |
| " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" |
| " gl_FragColor = vec4(col, 1.0);\n" |
| "}\n"; |
| |
| void FbItemRenderer::initProgram() |
| { |
| m_program.reset(new QOpenGLShaderProgram); |
| m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); |
| m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); |
| m_program->bindAttributeLocation("vertex", 0); |
| m_program->bindAttributeLocation("normal", 1); |
| m_program->link(); |
| m_projMatrixLoc = m_program->uniformLocation("projMatrix"); |
| m_camMatrixLoc = m_program->uniformLocation("camMatrix"); |
| m_worldMatrixLoc = m_program->uniformLocation("worldMatrix"); |
| m_normalMatrixLoc = m_program->uniformLocation("normalMatrix"); |
| m_lightPosLoc = m_program->uniformLocation("lightPos"); |
| } |