diff options
Diffstat (limited to 'tests/manual/examples/opengl/contextinfo/renderwindow.cpp')
-rw-r--r-- | tests/manual/examples/opengl/contextinfo/renderwindow.cpp | 191 |
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(); +} |