diff options
Diffstat (limited to 'examples/opengl/threadedqopenglwidget/glwidget.cpp')
-rw-r--r-- | examples/opengl/threadedqopenglwidget/glwidget.cpp | 356 |
1 files changed, 356 insertions, 0 deletions
diff --git a/examples/opengl/threadedqopenglwidget/glwidget.cpp b/examples/opengl/threadedqopenglwidget/glwidget.cpp new file mode 100644 index 0000000000..34d97bf1bf --- /dev/null +++ b/examples/opengl/threadedqopenglwidget/glwidget.cpp @@ -0,0 +1,356 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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 Digia Plc and its Subsidiary(-ies) 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 "glwidget.h" +#include <math.h> +#include <QGuiApplication> + +const int bubbleNum = 8; + +GLWidget::GLWidget(QWidget *parent) + : QOpenGLWidget(parent) +{ + QSurfaceFormat format; + format.setDepthBufferSize(16); + setFormat(format); + + 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_inited(false), + m_glwidget(w), + m_exiting(false) +{ +} + +void Renderer::paintQtLogo() +{ + program.enableAttributeArray(normalAttr); + program.enableAttributeArray(vertexAttr); + program.setAttributeArray(vertexAttr, vertices.constData()); + program.setAttributeArray(normalAttr, normals.constData()); + 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(); + + 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 qreal Pi = 3.14159f; + const int NumSectors = 100; + + for (int i = 0; i < NumSectors; ++i) { + qreal angle1 = (i * 2 * Pi) / NumSectors; + qreal x5 = 0.30 * sin(angle1); + qreal y5 = 0.30 * cos(angle1); + qreal x6 = 0.20 * sin(angle1); + qreal y6 = 0.20 * cos(angle1); + + qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; + qreal x7 = 0.20 * sin(angle2); + qreal y7 = 0.20 * cos(angle2); + qreal x8 = 0.30 * sin(angle2); + qreal y8 = 0.30 * cos(angle2); + + 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; +} |