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-rw-r--r--tests/manual/examples/opengl/hellowindow/hellowindow.cpp305
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;
+}