| /**************************************************************************** |
| ** |
| ** 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: |
| ** |
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| ** modification, are permitted provided that the following conditions are |
| ** met: |
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| ****************************************************************************/ |
| |
| #include "glwidget.h" |
| #include <qmath.h> |
| #include <QGuiApplication> |
| |
| GLWidget::GLWidget(QWidget *parent) |
| : QOpenGLWidget(parent) |
| { |
| setMinimumSize(300, 250); |
| |
| connect(this, &QOpenGLWidget::aboutToCompose, this, &GLWidget::onAboutToCompose); |
| connect(this, &QOpenGLWidget::frameSwapped, this, &GLWidget::onFrameSwapped); |
| connect(this, &QOpenGLWidget::aboutToResize, this, &GLWidget::onAboutToResize); |
| connect(this, &QOpenGLWidget::resized, this, &GLWidget::onResized); |
| |
| m_thread = new QThread; |
| m_renderer = new Renderer(this); |
| m_renderer->moveToThread(m_thread); |
| connect(m_thread, &QThread::finished, m_renderer, &QObject::deleteLater); |
| |
| connect(this, &GLWidget::renderRequested, m_renderer, &Renderer::render); |
| connect(m_renderer, &Renderer::contextWanted, this, &GLWidget::grabContext); |
| |
| m_thread->start(); |
| } |
| |
| GLWidget::~GLWidget() |
| { |
| m_renderer->prepareExit(); |
| m_thread->quit(); |
| m_thread->wait(); |
| delete m_thread; |
| } |
| |
| void GLWidget::onAboutToCompose() |
| { |
| // We are on the gui thread here. Composition is about to |
| // begin. Wait until the render thread finishes. |
| m_renderer->lockRenderer(); |
| } |
| |
| void GLWidget::onFrameSwapped() |
| { |
| m_renderer->unlockRenderer(); |
| // Assuming a blocking swap, our animation is driven purely by the |
| // vsync in this example. |
| emit renderRequested(); |
| } |
| |
| void GLWidget::onAboutToResize() |
| { |
| m_renderer->lockRenderer(); |
| } |
| |
| void GLWidget::onResized() |
| { |
| m_renderer->unlockRenderer(); |
| } |
| |
| void GLWidget::grabContext() |
| { |
| m_renderer->lockRenderer(); |
| QMutexLocker lock(m_renderer->grabMutex()); |
| context()->moveToThread(m_thread); |
| m_renderer->grabCond()->wakeAll(); |
| m_renderer->unlockRenderer(); |
| } |
| |
| Renderer::Renderer(GLWidget *w) : m_glwidget(w) {} |
| |
| void Renderer::paintQtLogo() |
| { |
| vbo.bind(); |
| program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3); |
| program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3); |
| vbo.release(); |
| |
| program.enableAttributeArray(vertexAttr); |
| program.enableAttributeArray(normalAttr); |
| |
| glDrawArrays(GL_TRIANGLES, 0, vertices.size()); |
| |
| program.disableAttributeArray(normalAttr); |
| program.disableAttributeArray(vertexAttr); |
| } |
| |
| // Some OpenGL implementations have serious issues with compiling and linking |
| // shaders on multiple threads concurrently. Avoid this. |
| Q_GLOBAL_STATIC(QMutex, initMutex) |
| |
| void Renderer::render() |
| { |
| if (m_exiting) |
| return; |
| |
| QOpenGLContext *ctx = m_glwidget->context(); |
| if (!ctx) // QOpenGLWidget not yet initialized |
| return; |
| |
| // Grab the context. |
| m_grabMutex.lock(); |
| emit contextWanted(); |
| m_grabCond.wait(&m_grabMutex); |
| QMutexLocker lock(&m_renderMutex); |
| m_grabMutex.unlock(); |
| |
| if (m_exiting) |
| return; |
| |
| Q_ASSERT(ctx->thread() == QThread::currentThread()); |
| |
| // Make the context (and an offscreen surface) current for this thread. The |
| // QOpenGLWidget's fbo is bound in the context. |
| m_glwidget->makeCurrent(); |
| |
| if (!m_inited) { |
| m_inited = true; |
| initializeOpenGLFunctions(); |
| |
| QMutexLocker initLock(initMutex()); |
| QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this); |
| const char *vsrc = |
| "attribute highp vec4 vertex;\n" |
| "attribute mediump vec3 normal;\n" |
| "uniform mediump mat4 matrix;\n" |
| "varying mediump vec4 color;\n" |
| "void main(void)\n" |
| "{\n" |
| " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
| " float angle = max(dot(normal, toLight), 0.0);\n" |
| " vec3 col = vec3(0.40, 1.0, 0.0);\n" |
| " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" |
| " color = clamp(color, 0.0, 1.0);\n" |
| " gl_Position = matrix * vertex;\n" |
| "}\n"; |
| vshader->compileSourceCode(vsrc); |
| |
| QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); |
| const char *fsrc = |
| "varying mediump vec4 color;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_FragColor = color;\n" |
| "}\n"; |
| fshader->compileSourceCode(fsrc); |
| |
| program.addShader(vshader); |
| program.addShader(fshader); |
| program.link(); |
| |
| vertexAttr = program.attributeLocation("vertex"); |
| normalAttr = program.attributeLocation("normal"); |
| matrixUniform = program.uniformLocation("matrix"); |
| |
| m_fAngle = 0; |
| m_fScale = 1; |
| createGeometry(); |
| |
| vbo.create(); |
| vbo.bind(); |
| const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); |
| vbo.allocate(verticesSize * 2); |
| vbo.write(0, vertices.constData(), verticesSize); |
| vbo.write(verticesSize, normals.constData(), verticesSize); |
| |
| m_elapsed.start(); |
| } |
| |
| //qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart()); |
| |
| glClearColor(0.1f, 0.2f, 0.2f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glFrontFace(GL_CW); |
| glCullFace(GL_FRONT); |
| glEnable(GL_CULL_FACE); |
| glEnable(GL_DEPTH_TEST); |
| |
| 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.scale(m_fScale); |
| modelview.translate(0.0f, -0.2f, 0.0f); |
| |
| program.bind(); |
| program.setUniformValue(matrixUniform, modelview); |
| paintQtLogo(); |
| program.release(); |
| |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_CULL_FACE); |
| |
| m_fAngle += 1.0f; |
| |
| // Make no context current on this thread and move the QOpenGLWidget's |
| // context back to the gui thread. |
| m_glwidget->doneCurrent(); |
| ctx->moveToThread(qGuiApp->thread()); |
| |
| // Schedule composition. Note that this will use QueuedConnection, meaning |
| // that update() will be invoked on the gui thread. |
| QMetaObject::invokeMethod(m_glwidget, "update"); |
| } |
| |
| 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 * sin(angle); |
| qreal y5 = 0.30 * cos(angle); |
| qreal x6 = 0.20 * sin(angle); |
| qreal y6 = 0.20 * cos(angle); |
| |
| angle += sectorAngle; |
| qreal x7 = 0.20 * sin(angle); |
| qreal y7 = 0.20 * cos(angle); |
| qreal x8 = 0.30 * sin(angle); |
| qreal y8 = 0.30 * cos(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; |
| } |