/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the examples of the QtD3D12Window module ** ** $QT_BEGIN_LICENSE:BSD$ ** 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: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "window.h" #include #include #include #include #include #include #include static const int OFFSCREEN_WIDTH = 512; static const int OFFSCREEN_HEIGHT = 512; static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; static const float onscreenClearColor[] = { 0.4f, 0.5f, 0.5f, 1.0f }; Window::Window() { QSurfaceFormat fmt; fmt.setDepthBufferSize(24); setFormat(fmt); } Window::~Window() { makeCurrent(); delete offscreen.fbo; delete offscreen.prog; delete offscreen.vbo; delete offscreen.vao; delete onscreen.prog; delete onscreen.vbo; delete onscreen.vao; } void Window::initializeGL() { initializeOffscreen(); initializeOnscreen(); QOpenGLFunctions *f = context()->functions(); f->glEnable(GL_DEPTH_TEST); f->glEnable(GL_CULL_FACE); } void Window::initializeOffscreen() { offscreen.fbo = new QOpenGLFramebufferObject(OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, QOpenGLFramebufferObject::CombinedDepthStencil); offscreen.prog = new QOpenGLShaderProgram; offscreen.prog->addShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shader_offscreen.vert")); offscreen.prog->addShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shader_offscreen.frag")); offscreen.prog->bindAttributeLocation("position", 0); offscreen.prog->bindAttributeLocation("color", 1); offscreen.prog->link(); offscreen.modelviewLoc = offscreen.prog->uniformLocation("modelview"); offscreen.projectionLoc = offscreen.prog->uniformLocation("projection"); offscreen.vao = new QOpenGLVertexArrayObject; offscreen.vao->create(); QOpenGLVertexArrayObject::Binder vaoBinder(offscreen.vao); offscreen.vbo = new QOpenGLBuffer; offscreen.vbo->create(); offscreen.vbo->bind(); const float vertices[] = { 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f }; const int vertexCount = 3; offscreen.vbo->allocate(sizeof(GLfloat) * vertexCount * 7); offscreen.vbo->write(0, vertices, sizeof(GLfloat) * vertexCount * 7); if (offscreen.vao->isCreated()) setupOffscreenVertexAttribs(); offscreen.projection.perspective(60.0f, OFFSCREEN_WIDTH / float(OFFSCREEN_HEIGHT), 0.1f, 100.0f); } void Window::initializeOnscreen() { onscreen.prog = new QOpenGLShaderProgram; onscreen.prog->addShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shader_onscreen.vert")); onscreen.prog->addShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shader_onscreen.frag")); onscreen.prog->bindAttributeLocation("position", 0); onscreen.prog->bindAttributeLocation("texcoord", 1); onscreen.prog->link(); onscreen.modelviewLoc = onscreen.prog->uniformLocation("modelview"); onscreen.projectionLoc = onscreen.prog->uniformLocation("projection"); onscreen.vao = new QOpenGLVertexArrayObject; onscreen.vao->create(); QOpenGLVertexArrayObject::Binder vaoBinder(onscreen.vao); onscreen.vbo = new QOpenGLBuffer; onscreen.vbo->create(); onscreen.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; onscreen.vbo->allocate(sizeof(GLfloat) * vertexCount * 5); onscreen.vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3); onscreen.vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2); if (onscreen.vao->isCreated()) setupOnscreenVertexAttribs(); onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); } void Window::resizeGL(int, int) { onscreen.projection.setToIdentity(); onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); } void Window::paintGL() { paintOffscreen(); paintOnscreen(); update(); } void Window::setupOffscreenVertexAttribs() { QOpenGLFunctions *f = context()->functions(); offscreen.vbo->bind(); offscreen.prog->enableAttributeArray(0); offscreen.prog->enableAttributeArray(1); f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), 0); f->glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (const void *)(3 * sizeof(GLfloat))); offscreen.vbo->release(); } void Window::paintOffscreen() { QOpenGLFunctions *f = context()->functions(); offscreen.fbo->bind(); offscreen.prog->bind(); QOpenGLVertexArrayObject::Binder vaoBinder(offscreen.vao); if (!offscreen.vao->isCreated()) setupOffscreenVertexAttribs(); QMatrix4x4 modelview; modelview.translate(0, 0, -2); modelview.rotate(offscreen.rotationAngle, 0, 0, 1); offscreen.rotationAngle += 1; offscreen.prog->setUniformValue(offscreen.modelviewLoc, modelview); offscreen.prog->setUniformValue(offscreen.projectionLoc, offscreen.projection); f->glViewport(0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); f->glClearColor(offscreenClearColor[0], offscreenClearColor[1], offscreenClearColor[2], offscreenClearColor[3]); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f->glFrontFace(GL_CCW); f->glDrawArrays(GL_TRIANGLES, 0, 3); offscreen.fbo->release(); } void Window::setupOnscreenVertexAttribs() { QOpenGLFunctions *f = context()->functions(); onscreen.vbo->bind(); onscreen.prog->enableAttributeArray(0); onscreen.prog->enableAttributeArray(1); f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (const void *)(36 * 3 * sizeof(GLfloat))); onscreen.vbo->release(); } void Window::paintOnscreen() { QOpenGLFunctions *f = context()->functions(); onscreen.prog->bind(); QOpenGLVertexArrayObject::Binder vaoBinder(onscreen.vao); if (!onscreen.vao->isCreated()) setupOnscreenVertexAttribs(); f->glBindTexture(GL_TEXTURE_2D, offscreen.fbo->texture()); QMatrix4x4 modelview; modelview.translate(0, 0, -2); modelview.rotate(onscreen.rotationAngle, 1, 0.5, 0); onscreen.rotationAngle += 1; onscreen.prog->setUniformValue(onscreen.modelviewLoc, modelview); onscreen.prog->setUniformValue(onscreen.projectionLoc, onscreen.projection); f->glViewport(0, 0, width(), height()); f->glClearColor(onscreenClearColor[0], onscreenClearColor[1], onscreenClearColor[2], onscreenClearColor[3]); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f->glFrontFace(GL_CW); f->glDrawArrays(GL_TRIANGLES, 0, 36); } void Window::readbackAndSave() { QImage img = offscreen.fbo->toImage(); QString fn = QFileDialog::getSaveFileName(Q_NULLPTR, QStringLiteral("Save PNG"), QString(), QStringLiteral("PNG files (*.png)")); if (!fn.isEmpty()) { img.save(fn); QMessageBox::information(Q_NULLPTR, QStringLiteral("Saved"), QStringLiteral("Offscreen render target read back and saved to ") + fn); } }