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-rw-r--r--tests/manual/examples/opengl/contextinfo/renderwindow.cpp191
1 files changed, 191 insertions, 0 deletions
diff --git a/tests/manual/examples/opengl/contextinfo/renderwindow.cpp b/tests/manual/examples/opengl/contextinfo/renderwindow.cpp
new file mode 100644
index 0000000000..64c0f47db9
--- /dev/null
+++ b/tests/manual/examples/opengl/contextinfo/renderwindow.cpp
@@ -0,0 +1,191 @@
+// Copyright (C) 2016 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#include "renderwindow.h"
+#include <QTimer>
+#include <QMatrix4x4>
+#include <QOpenGLContext>
+#include <QtOpenGL/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();
+}