/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "renderwindow.h" #include #include #include #include #include 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(); }