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#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QVector3D>
#include <QMatrix4x4>
#include <QThread>
#include <QMutex>
#include <QWaitCondition>
#include <QElapsedTimer>
class GLWidget;
class Renderer : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
Renderer(GLWidget *w);
void lockRenderer() { m_renderMutex.lock(); }
void unlockRenderer() { m_renderMutex.unlock(); }
QMutex *grabMutex() { return &m_grabMutex; }
QWaitCondition *grabCond() { return &m_grabCond; }
void prepareExit() { m_exiting = true; m_grabCond.wakeAll(); }
signals:
void contextWanted();
public slots:
void render();
private:
void paintQtLogo();
void createGeometry();
void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
bool m_inited = false;
qreal m_fAngle = 0;
qreal m_fScale = 1;
QVector<QVector3D> vertices;
QVector<QVector3D> normals;
QOpenGLShaderProgram program;
QOpenGLBuffer vbo;
int vertexAttr = 0;
int normalAttr = 0;
int matrixUniform = 0;
GLWidget *m_glwidget = nullptr;
QMutex m_renderMutex;
QElapsedTimer m_elapsed;
QMutex m_grabMutex;
QWaitCondition m_grabCond;
bool m_exiting = false;
};
class GLWidget : public QOpenGLWidget
{
Q_OBJECT
public:
explicit GLWidget(QWidget *parent = nullptr);
~GLWidget();
protected:
void paintEvent(QPaintEvent *) override { }
signals:
void renderRequested();
public slots:
void grabContext();
private slots:
void onAboutToCompose();
void onFrameSwapped();
void onAboutToResize();
void onResized();
private:
QThread *m_thread;
Renderer *m_renderer;
};
#endif