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diff --git a/examples/opengl/threadedqopenglwidget/glwidget.cpp b/examples/opengl/threadedqopenglwidget/glwidget.cpp
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+/****************************************************************************
+**
+** 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;
+}