diff options
Diffstat (limited to 'tests/manual/examples/opengl/hellowindow/hellowindow.cpp')
-rw-r--r-- | tests/manual/examples/opengl/hellowindow/hellowindow.cpp | 305 |
1 files changed, 305 insertions, 0 deletions
diff --git a/tests/manual/examples/opengl/hellowindow/hellowindow.cpp b/tests/manual/examples/opengl/hellowindow/hellowindow.cpp new file mode 100644 index 0000000000..c9cad95563 --- /dev/null +++ b/tests/manual/examples/opengl/hellowindow/hellowindow.cpp @@ -0,0 +1,305 @@ +// Copyright (C) 2016 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause + +#include "hellowindow.h" + +#include <QOpenGLContext> +#include <QOpenGLFunctions> +#include <QRandomGenerator> +#include <qmath.h> +#include <QElapsedTimer> + +Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen) + : m_initialized(false) + , m_format(format) +{ + m_context = new QOpenGLContext(this); + if (screen) + m_context->setScreen(screen); + m_context->setFormat(format); + if (share) + m_context->setShareContext(share->m_context); + m_context->create(); + + m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f); + m_backgroundColor.setRed(QRandomGenerator::global()->bounded(64)); + m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128)); + m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(256)); +} + +HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen) + : m_colorIndex(0), m_renderer(renderer) +{ + setSurfaceType(QWindow::OpenGLSurface); + setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint); + + setGeometry(QRect(10, 10, 640, 480)); + + setFormat(renderer->format()); + if (screen) + setScreen(screen); + + create(); + + updateColor(); + + connect(renderer.data(), &Renderer::requestUpdate, this, &QWindow::requestUpdate); +} + +void HelloWindow::exposeEvent(QExposeEvent *) +{ + if (isExposed()) + render(); +} + +bool HelloWindow::event(QEvent *ev) +{ + if (ev->type() == QEvent::UpdateRequest && isExposed()) + render(); + return QWindow::event(ev); +} + +void HelloWindow::render() +{ + static QElapsedTimer timer; + if (!timer.isValid()) + timer.start(); + qreal a = (qreal)(((timer.elapsed() * 3) % 36000) / 100.0); + auto call = [this, r = m_renderer.data(), a, c = color()]() { r->render(this, a, c); }; + QMetaObject::invokeMethod(m_renderer.data(), call); +} + +void HelloWindow::mousePressEvent(QMouseEvent *) +{ + updateColor(); +} + +QColor HelloWindow::color() const +{ + return m_color; +} + +void HelloWindow::updateColor() +{ + QColor colors[] = + { + QColor(100, 255, 0), + QColor(0, 100, 255) + }; + + m_color = colors[m_colorIndex]; + m_colorIndex = 1 - m_colorIndex; +} + +void Renderer::render(HelloWindow *surface, qreal angle, const QColor &color) +{ + if (!m_context->makeCurrent(surface)) + return; + + QSize viewSize = surface->size(); + + if (!m_initialized) { + initialize(); + m_initialized = true; + } + + QOpenGLFunctions *f = m_context->functions(); + f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio()); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF()); + f->glFrontFace(GL_CW); + f->glCullFace(GL_FRONT); + f->glEnable(GL_CULL_FACE); + f->glEnable(GL_DEPTH_TEST); + + m_program->bind(); + m_vbo.bind(); + + m_program->enableAttributeArray(vertexAttr); + m_program->enableAttributeArray(normalAttr); + m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3); + const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); + m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3); + + QMatrix4x4 modelview; + modelview.rotate(angle, 0.0f, 1.0f, 0.0f); + modelview.rotate(angle, 1.0f, 0.0f, 0.0f); + modelview.rotate(angle, 0.0f, 0.0f, 1.0f); + modelview.translate(0.0f, -0.2f, 0.0f); + + m_program->setUniformValue(matrixUniform, modelview); + m_program->setUniformValue(colorUniform, color); + + m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size()); + + m_context->swapBuffers(surface); + + emit requestUpdate(); +} + +Q_GLOBAL_STATIC(QMutex, initMutex) + +void Renderer::initialize() +{ + // Threaded shader compilation can confuse some drivers. Avoid it. + QMutexLocker lock(initMutex()); + + QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this); + vshader->compileSourceCode( + "attribute highp vec4 vertex;" + "attribute mediump vec3 normal;" + "uniform mediump mat4 matrix;" + "uniform lowp vec4 sourceColor;" + "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 = sourceColor.rgb;" + " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);" + " color = clamp(color, 0.0, 1.0);" + " gl_Position = matrix * vertex;" + "}"); + + QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); + fshader->compileSourceCode( + "varying mediump vec4 color;" + "void main(void)" + "{" + " gl_FragColor = color;" + "}"); + + m_program = new QOpenGLShaderProgram(this); + m_program->addShader(vshader); + m_program->addShader(fshader); + m_program->link(); + m_program->bind(); + + vertexAttr = m_program->attributeLocation("vertex"); + normalAttr = m_program->attributeLocation("normal"); + matrixUniform = m_program->uniformLocation("matrix"); + colorUniform = m_program->uniformLocation("sourceColor"); + + createGeometry(); + + m_vbo.create(); + m_vbo.bind(); + const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); + m_vbo.allocate(verticesSize * 2); + m_vbo.write(0, vertices.constData(), verticesSize); + m_vbo.write(verticesSize, normals.constData(), verticesSize); +} + +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 x5 = 0.30 * qSin(angle); + qreal y5 = 0.30 * qCos(angle); + qreal x6 = 0.20 * qSin(angle); + qreal y6 = 0.20 * qCos(angle); + + angle += sectorAngle; + qreal x7 = 0.20 * qSin(angle); + qreal y7 = 0.20 * qCos(angle); + qreal x8 = 0.30 * qSin(angle); + qreal y8 = 0.30 * qCos(angle); + + 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; +} |