diff options
Diffstat (limited to 'examples/opengl/threadedqopenglwidget/renderer.cpp')
-rw-r--r-- | examples/opengl/threadedqopenglwidget/renderer.cpp | 267 |
1 files changed, 0 insertions, 267 deletions
diff --git a/examples/opengl/threadedqopenglwidget/renderer.cpp b/examples/opengl/threadedqopenglwidget/renderer.cpp deleted file mode 100644 index 2de19fb7a1..0000000000 --- a/examples/opengl/threadedqopenglwidget/renderer.cpp +++ /dev/null @@ -1,267 +0,0 @@ -// Copyright (C) 2022 The Qt Company Ltd. -// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause - -#include "renderer.h" -#include <qmath.h> -#include <QOpenGLWidget> -#include <QGuiApplication> - -static const char VERTEX_SHADER[] = R"(attribute highp vec4 vertex; -attribute mediump vec3 normal; -uniform mediump mat4 matrix; -varying mediump vec4 color; -void main(void) -{ - vec3 toLight = normalize(vec3(0.0, 0.3, 1.0)); - float angle = max(dot(normal, toLight), 0.0); - vec3 col = vec3(0.40, 1.0, 0.0); - color = vec4(col * 0.2 + col * 0.8 * angle, 1.0); - color = clamp(color, 0.0, 1.0); - gl_Position = matrix * vertex; -} -)"; - -static const char FRAGMENT_SHADER[] = R"(varying mediump vec4 color; -void main(void) -{ - gl_FragColor = color; -} -)"; - -Renderer::Renderer(QOpenGLWidget *w) : - m_glwidget(w) -{ -} - -void Renderer::paintQtLogo() -{ - vbo.bind(); - program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3); - program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3); - vbo.release(); - - program.enableAttributeArray(vertexAttr); - program.enableAttributeArray(normalAttr); - - 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); - vshader->compileSourceCode(VERTEX_SHADER); - - QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); - fshader->compileSourceCode(FRAGMENT_SHADER); - - 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(); - - vbo.create(); - vbo.bind(); - const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); - vbo.allocate(verticesSize * 2); - vbo.write(0, vertices.constData(), verticesSize); - vbo.write(verticesSize, normals.constData(), verticesSize); - - 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 int NumSectors = 100; - const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; - - for (int i = 0; i < NumSectors; ++i) { - qreal angle = i * sectorAngle; - qreal sinAngle = sin(angle); - qreal cosAngle = cos(angle); - qreal x5 = 0.30 * sinAngle; - qreal y5 = 0.30 * cosAngle; - qreal x6 = 0.20 * sinAngle; - qreal y6 = 0.20 * cosAngle; - - angle += sectorAngle; - sinAngle = sin(angle); - cosAngle = cos(angle); - qreal x7 = 0.20 * sinAngle; - qreal y7 = 0.20 * cosAngle; - qreal x8 = 0.30 * sinAngle; - qreal y8 = 0.30 * cosAngle; - - quad(x5, y5, x6, y6, x7, y7, x8, y8); - - extrude(x6, y6, x7, y7); - extrude(x8, y8, x5, y5); - } - - for (qsizetype 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; -} |