/**************************************************************************** ** ** Copyright (C) 2022 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 "renderer.h" #include #include #include static const char VERTEX_SHADER[] = R"(attribute highp vec4 vertex; attribute mediump vec3 normal; uniform mediump mat4 matrix; 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 = vec3(0.40, 1.0, 0.0); color = vec4(col * 0.2 + col * 0.8 * angle, 1.0); color = clamp(color, 0.0, 1.0); gl_Position = matrix * vertex; } )"; static const char FRAGMENT_SHADER[] = R"(varying mediump vec4 color; void main(void) { gl_FragColor = color; } )"; Renderer::Renderer(QOpenGLWidget *w) : m_glwidget(w) { } void Renderer::paintQtLogo() { vbo.bind(); program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3); program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3); vbo.release(); program.enableAttributeArray(vertexAttr); program.enableAttributeArray(normalAttr); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); program.disableAttributeArray(normalAttr); program.disableAttributeArray(vertexAttr); } // Some OpenGL implementations have serious issues with compiling and linking // shaders on multiple threads concurrently. Avoid this. Q_GLOBAL_STATIC(QMutex, initMutex) void Renderer::render() { if (m_exiting) return; QOpenGLContext *ctx = m_glwidget->context(); if (!ctx) // QOpenGLWidget not yet initialized return; // Grab the context. m_grabMutex.lock(); emit contextWanted(); m_grabCond.wait(&m_grabMutex); QMutexLocker lock(&m_renderMutex); m_grabMutex.unlock(); if (m_exiting) return; Q_ASSERT(ctx->thread() == QThread::currentThread()); // Make the context (and an offscreen surface) current for this thread. The // QOpenGLWidget's fbo is bound in the context. m_glwidget->makeCurrent(); if (!m_inited) { m_inited = true; initializeOpenGLFunctions(); QMutexLocker initLock(initMutex()); QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this); vshader->compileSourceCode(VERTEX_SHADER); QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); fshader->compileSourceCode(FRAGMENT_SHADER); program.addShader(vshader); program.addShader(fshader); program.link(); vertexAttr = program.attributeLocation("vertex"); normalAttr = program.attributeLocation("normal"); matrixUniform = program.uniformLocation("matrix"); m_fAngle = 0; m_fScale = 1; createGeometry(); vbo.create(); vbo.bind(); const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); vbo.allocate(verticesSize * 2); vbo.write(0, vertices.constData(), verticesSize); vbo.write(verticesSize, normals.constData(), verticesSize); m_elapsed.start(); } //qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart()); glClearColor(0.1f, 0.2f, 0.2f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFrontFace(GL_CW); glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); 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.scale(m_fScale); modelview.translate(0.0f, -0.2f, 0.0f); program.bind(); program.setUniformValue(matrixUniform, modelview); paintQtLogo(); program.release(); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); m_fAngle += 1.0f; // Make no context current on this thread and move the QOpenGLWidget's // context back to the gui thread. m_glwidget->doneCurrent(); ctx->moveToThread(qGuiApp->thread()); // Schedule composition. Note that this will use QueuedConnection, meaning // that update() will be invoked on the gui thread. QMetaObject::invokeMethod(m_glwidget, "update"); } 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 sinAngle = sin(angle); qreal cosAngle = cos(angle); qreal x5 = 0.30 * sinAngle; qreal y5 = 0.30 * cosAngle; qreal x6 = 0.20 * sinAngle; qreal y6 = 0.20 * cosAngle; angle += sectorAngle; sinAngle = sin(angle); cosAngle = cos(angle); qreal x7 = 0.20 * sinAngle; qreal y7 = 0.20 * cosAngle; qreal x8 = 0.30 * sinAngle; qreal y8 = 0.30 * cosAngle; quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } for (qsizetype 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; }