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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");
}