| /**************************************************************************** |
| ** |
| ** 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 |
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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: |
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| ** from this software without specific prior written permission. |
| ** |
| ** |
| ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #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; |
| } |