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| ** This file is part of the examples of the Qt Toolkit. |
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| |
| #include "cuberenderer.h" |
| #include <QOpenGLContext> |
| #include <QOpenGLFunctions> |
| #include <QOpenGLShaderProgram> |
| #include <QOpenGLVertexArrayObject> |
| #include <QOpenGLBuffer> |
| #include <QOpenGLVertexArrayObject> |
| #include <QOffscreenSurface> |
| #include <QWindow> |
| |
| CubeRenderer::CubeRenderer(QOffscreenSurface *offscreenSurface) |
| : m_offscreenSurface(offscreenSurface), |
| m_context(nullptr), |
| m_program(nullptr), |
| m_vbo(nullptr), |
| m_vao(nullptr), |
| m_matrixLoc(0) |
| { |
| } |
| |
| CubeRenderer::~CubeRenderer() |
| { |
| // Use a temporary offscreen surface to do the cleanup. |
| // There may not be a native window surface available anymore at this stage. |
| m_context->makeCurrent(m_offscreenSurface); |
| |
| delete m_program; |
| delete m_vbo; |
| delete m_vao; |
| |
| m_context->doneCurrent(); |
| delete m_context; |
| } |
| |
| void CubeRenderer::init(QWindow *w, QOpenGLContext *share) |
| { |
| m_context = new QOpenGLContext; |
| m_context->setShareContext(share); |
| m_context->setFormat(w->requestedFormat()); |
| m_context->create(); |
| if (!m_context->makeCurrent(w)) |
| return; |
| |
| QOpenGLFunctions *f = m_context->functions(); |
| f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f); |
| f->glViewport(0, 0, w->width() * w->devicePixelRatio(), w->height() * w->devicePixelRatio()); |
| |
| static const char *vertexShaderSource = |
| "attribute highp vec4 vertex;\n" |
| "attribute lowp vec2 coord;\n" |
| "varying lowp vec2 v_coord;\n" |
| "uniform highp mat4 matrix;\n" |
| "void main() {\n" |
| " v_coord = coord;\n" |
| " gl_Position = matrix * vertex;\n" |
| "}\n"; |
| static const char *fragmentShaderSource = |
| "varying lowp vec2 v_coord;\n" |
| "uniform sampler2D sampler;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n" |
| "}\n"; |
| m_program = new QOpenGLShaderProgram; |
| m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); |
| m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); |
| m_program->bindAttributeLocation("vertex", 0); |
| m_program->bindAttributeLocation("coord", 1); |
| m_program->link(); |
| m_matrixLoc = m_program->uniformLocation("matrix"); |
| |
| m_vao = new QOpenGLVertexArrayObject; |
| m_vao->create(); |
| QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); |
| |
| m_vbo = new QOpenGLBuffer; |
| m_vbo->create(); |
| m_vbo->bind(); |
| |
| GLfloat v[] = { |
| -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, |
| 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, |
| -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, |
| 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, |
| |
| 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, |
| 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, |
| -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, |
| -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, |
| |
| 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, |
| -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, |
| -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, |
| 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 |
| }; |
| GLfloat texCoords[] = { |
| 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, |
| 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, |
| 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, |
| 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, |
| |
| 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, |
| 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, |
| 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, |
| 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, |
| |
| 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, |
| 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, |
| 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, |
| 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f |
| }; |
| |
| const int vertexCount = 36; |
| m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5); |
| m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3); |
| m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2); |
| m_vbo->release(); |
| |
| if (m_vao->isCreated()) |
| setupVertexAttribs(); |
| } |
| |
| void CubeRenderer::resize(int w, int h) |
| { |
| m_proj.setToIdentity(); |
| m_proj.perspective(45, w / float(h), 0.01f, 100.0f); |
| } |
| |
| void CubeRenderer::setupVertexAttribs() |
| { |
| m_vbo->bind(); |
| m_program->enableAttributeArray(0); |
| m_program->enableAttributeArray(1); |
| m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); |
| m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, |
| (const void *)(36 * 3 * sizeof(GLfloat))); |
| m_vbo->release(); |
| } |
| |
| void CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture) |
| { |
| if (!m_context) |
| init(w, share); |
| |
| if (!m_context->makeCurrent(w)) |
| return; |
| |
| QOpenGLFunctions *f = m_context->functions(); |
| f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| if (texture) { |
| f->glBindTexture(GL_TEXTURE_2D, texture); |
| f->glFrontFace(GL_CW); // because our cube's vertex data is such |
| f->glEnable(GL_CULL_FACE); |
| f->glEnable(GL_DEPTH_TEST); |
| |
| m_program->bind(); |
| QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); |
| // If VAOs are not supported, set the vertex attributes every time. |
| if (!m_vao->isCreated()) |
| setupVertexAttribs(); |
| |
| static GLfloat angle = 0; |
| QMatrix4x4 m; |
| m.translate(0, 0, -2); |
| m.rotate(90, 0, 0, 1); |
| m.rotate(angle, 0.5, 1, 0); |
| angle += 0.5f; |
| |
| m_program->setUniformValue(m_matrixLoc, m_proj * m); |
| |
| // Draw the cube. |
| f->glDrawArrays(GL_TRIANGLES, 0, 36); |
| } |
| |
| m_context->swapBuffers(w); |
| } |