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| ** This file is part of the examples of the Qt Toolkit. |
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| |
| #include "renderwindow.h" |
| #include <QTimer> |
| #include <QMatrix4x4> |
| #include <QOpenGLContext> |
| #include <QOpenGLShaderProgram> |
| #include <QOpenGLFunctions> |
| |
| RenderWindow::RenderWindow(const QSurfaceFormat &format) |
| : m_context(nullptr), |
| m_initialized(false), |
| m_forceGLSL110(false), |
| m_angle(0.0f) |
| { |
| setSurfaceType(QWindow::OpenGLSurface); |
| setFormat(format); |
| m_context = new QOpenGLContext(this); |
| m_context->setFormat(requestedFormat()); |
| if (!m_context->create()) { |
| delete m_context; |
| m_context = nullptr; |
| } |
| } |
| |
| void RenderWindow::exposeEvent(QExposeEvent *) |
| { |
| if (isExposed()) |
| render(); |
| } |
| |
| // ES needs the precision qualifiers. |
| // On desktop GL QOpenGLShaderProgram inserts dummy defines for highp/mediump/lowp. |
| static const char *vertexShaderSource110 = |
| "attribute highp vec4 posAttr;\n" |
| "attribute lowp vec4 colAttr;\n" |
| "varying lowp vec4 col;\n" |
| "uniform highp mat4 matrix;\n" |
| "void main() {\n" |
| " col = colAttr;\n" |
| " gl_Position = matrix * posAttr;\n" |
| "}\n"; |
| |
| static const char *fragmentShaderSource110 = |
| "varying lowp vec4 col;\n" |
| "void main() {\n" |
| " gl_FragColor = col;\n" |
| "}\n"; |
| |
| static const char *vertexShaderSource = |
| "#version 150\n" |
| "in vec4 posAttr;\n" |
| "in vec4 colAttr;\n" |
| "out vec4 col;\n" |
| "uniform mat4 matrix;\n" |
| "void main() {\n" |
| " col = colAttr;\n" |
| " gl_Position = matrix * posAttr;\n" |
| "}\n"; |
| |
| static const char *fragmentShaderSource = |
| "#version 150\n" |
| "in vec4 col;\n" |
| "out vec4 fragColor;\n" |
| "void main() {\n" |
| " fragColor = col;\n" |
| "}\n"; |
| |
| static GLfloat vertices[] = { |
| 0.0f, 0.707f, |
| -0.5f, -0.5f, |
| 0.5f, -0.5f |
| }; |
| |
| static GLfloat colors[] = { |
| 1.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| |
| void RenderWindow::init() |
| { |
| m_program = new QOpenGLShaderProgram(this); |
| |
| QSurfaceFormat format = m_context->format(); |
| bool useNewStyleShader = format.profile() == QSurfaceFormat::CoreProfile; |
| // Try to handle 3.0 & 3.1 that do not have the core/compatibility profile concept 3.2+ has. |
| // This may still fail since version 150 (3.2) is specified in the sources but it's worth a try. |
| if (format.renderableType() == QSurfaceFormat::OpenGL && format.majorVersion() == 3 && format.minorVersion() <= 1) |
| useNewStyleShader = !format.testOption(QSurfaceFormat::DeprecatedFunctions); |
| if (m_forceGLSL110) |
| useNewStyleShader = false; |
| |
| const char *vsrc = useNewStyleShader ? vertexShaderSource : vertexShaderSource110; |
| const char *fsrc = useNewStyleShader ? fragmentShaderSource : fragmentShaderSource110; |
| qDebug("Using version %s shader", useNewStyleShader ? "150" : "110"); |
| |
| if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vsrc)) { |
| emit error(m_program->log()); |
| return; |
| } |
| if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fsrc)) { |
| emit error(m_program->log()); |
| return; |
| } |
| if (!m_program->link()) { |
| emit error(m_program->log()); |
| return; |
| } |
| |
| m_posAttr = m_program->attributeLocation("posAttr"); |
| m_colAttr = m_program->attributeLocation("colAttr"); |
| m_matrixUniform = m_program->uniformLocation("matrix"); |
| |
| m_vbo.create(); |
| m_vbo.bind(); |
| m_vbo.allocate(vertices, sizeof(vertices) + sizeof(colors)); |
| m_vbo.write(sizeof(vertices), colors, sizeof(colors)); |
| m_vbo.release(); |
| |
| QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| if (m_vao.isCreated()) // have VAO support, use it |
| setupVertexAttribs(); |
| } |
| |
| void RenderWindow::setupVertexAttribs() |
| { |
| m_vbo.bind(); |
| m_program->setAttributeBuffer(m_posAttr, GL_FLOAT, 0, 2); |
| m_program->setAttributeBuffer(m_colAttr, GL_FLOAT, sizeof(vertices), 3); |
| m_program->enableAttributeArray(m_posAttr); |
| m_program->enableAttributeArray(m_colAttr); |
| m_vbo.release(); |
| } |
| |
| bool RenderWindow::event(QEvent *ev) |
| { |
| if (ev->type() == QEvent::UpdateRequest) |
| render(); |
| return QWindow::event(ev); |
| } |
| |
| void RenderWindow::render() |
| { |
| if (!m_context->makeCurrent(this)) { |
| emit error(tr("makeCurrent() failed")); |
| return; |
| } |
| |
| QOpenGLFunctions *f = m_context->functions(); |
| if (!m_initialized) { |
| m_initialized = true; |
| f->glEnable(GL_DEPTH_TEST); |
| f->glClearColor(0, 0, 0, 1); |
| init(); |
| emit ready(); |
| } |
| |
| if (!m_vbo.isCreated()) // init() failed, don't bother with trying to render |
| return; |
| |
| const qreal retinaScale = devicePixelRatio(); |
| f->glViewport(0, 0, width() * retinaScale, height() * retinaScale); |
| f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| m_program->bind(); |
| QMatrix4x4 matrix; |
| matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f); |
| matrix.translate(0.0f, 0.0f, -2.0f); |
| matrix.rotate(m_angle, 0.0f, 1.0f, 0.0f); |
| m_program->setUniformValue(m_matrixUniform, matrix); |
| |
| if (m_vao.isCreated()) |
| m_vao.bind(); |
| else // no VAO support, set the vertex attribute arrays now |
| setupVertexAttribs(); |
| |
| f->glDrawArrays(GL_TRIANGLES, 0, 3); |
| |
| m_vao.release(); |
| m_program->release(); |
| |
| // swapInterval is 1 by default which means that swapBuffers() will (hopefully) block |
| // and wait for vsync. |
| m_context->swapBuffers(this); |
| |
| m_angle += 1.0f; |
| |
| requestUpdate(); |
| } |