/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. 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 "hellowindow.h" #include #include #include Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen) : m_initialized(false) , m_format(format) , m_currentWindow(0) { 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(qrand() % 64); m_backgroundColor.setGreen(qrand() % 128); m_backgroundColor.setBlue(qrand() % 256); } HelloWindow::HelloWindow(const QSharedPointer &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(); } void HelloWindow::exposeEvent(QExposeEvent *) { m_renderer->setAnimating(this, isExposed()); } void HelloWindow::mousePressEvent(QMouseEvent *) { updateColor(); } QColor HelloWindow::color() const { QMutexLocker locker(&m_colorLock); return m_color; } void HelloWindow::updateColor() { QMutexLocker locker(&m_colorLock); QColor colors[] = { QColor(100, 255, 0), QColor(0, 100, 255) }; m_color = colors[m_colorIndex]; m_colorIndex = 1 - m_colorIndex; } void Renderer::setAnimating(HelloWindow *window, bool animating) { QMutexLocker locker(&m_windowLock); if (m_windows.contains(window) == animating) return; if (animating) { m_windows << window; if (m_windows.size() == 1) QTimer::singleShot(0, this, SLOT(render())); } else { m_currentWindow = 0; m_windows.removeOne(window); } } void Renderer::render() { QMutexLocker locker(&m_windowLock); if (m_windows.isEmpty()) return; HelloWindow *surface = m_windows.at(m_currentWindow); QColor color = surface->color(); m_currentWindow = (m_currentWindow + 1) % m_windows.size(); if (!m_context->makeCurrent(surface)) return; QSize viewSize = surface->size(); locker.unlock(); 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(m_fAngle, 0.0f, 1.0f, 0.0f); modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f); modelview.rotate(m_fAngle, 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); m_fAngle += 1.0f; QTimer::singleShot(0, this, SLOT(render())); } 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"); m_fAngle = 0; 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 qreal Pi = 3.14159f; const int NumSectors = 100; for (int i = 0; i < NumSectors; ++i) { qreal angle1 = (i * 2 * Pi) / NumSectors; qreal x5 = 0.30 * qSin(angle1); qreal y5 = 0.30 * qCos(angle1); qreal x6 = 0.20 * qSin(angle1); qreal y6 = 0.20 * qCos(angle1); qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; qreal x7 = 0.20 * qSin(angle2); qreal y7 = 0.20 * qCos(angle2); qreal x8 = 0.30 * qSin(angle2); qreal y8 = 0.30 * qCos(angle2); 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; }