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diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/cuberenderer.cpp b/examples/quick/rendercontrol/rendercontrol_opengl/cuberenderer.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2017 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. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, 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 "cuberenderer.h"
+#include <QOpenGLContext>
+#include <QOpenGLFunctions>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+#include <QOpenGLVertexArrayObject>
+#include <QOffscreenSurface>
+#include <QWindow>
+
+CubeRenderer::CubeRenderer(QOffscreenSurface *offscreenSurface)
+ : m_offscreenSurface(offscreenSurface),
+ m_context(nullptr),
+ m_program(nullptr),
+ m_vbo(nullptr),
+ m_vao(nullptr),
+ m_matrixLoc(0)
+{
+}
+
+CubeRenderer::~CubeRenderer()
+{
+ // Use a temporary offscreen surface to do the cleanup.
+ // There may not be a native window surface available anymore at this stage.
+ m_context->makeCurrent(m_offscreenSurface);
+
+ delete m_program;
+ delete m_vbo;
+ delete m_vao;
+
+ m_context->doneCurrent();
+ delete m_context;
+}
+
+void CubeRenderer::init(QWindow *w, QOpenGLContext *share)
+{
+ m_context = new QOpenGLContext;
+ m_context->setShareContext(share);
+ m_context->setFormat(w->requestedFormat());
+ m_context->create();
+ if (!m_context->makeCurrent(w))
+ return;
+
+ QOpenGLFunctions *f = m_context->functions();
+ f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f);
+ f->glViewport(0, 0, w->width() * w->devicePixelRatio(), w->height() * w->devicePixelRatio());
+
+ static const char *vertexShaderSource =
+ "attribute highp vec4 vertex;\n"
+ "attribute lowp vec2 coord;\n"
+ "varying lowp vec2 v_coord;\n"
+ "uniform highp mat4 matrix;\n"
+ "void main() {\n"
+ " v_coord = coord;\n"
+ " gl_Position = matrix * vertex;\n"
+ "}\n";
+ static const char *fragmentShaderSource =
+ "varying lowp vec2 v_coord;\n"
+ "uniform sampler2D sampler;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"
+ "}\n";
+ m_program = new QOpenGLShaderProgram;
+ m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
+ m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
+ m_program->bindAttributeLocation("vertex", 0);
+ m_program->bindAttributeLocation("coord", 1);
+ m_program->link();
+ m_matrixLoc = m_program->uniformLocation("matrix");
+
+ m_vao = new QOpenGLVertexArrayObject;
+ m_vao->create();
+ QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
+
+ m_vbo = new QOpenGLBuffer;
+ m_vbo->create();
+ m_vbo->bind();
+
+ GLfloat v[] = {
+ -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
+ 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
+ -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
+ 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
+
+ 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
+ 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
+ -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
+ -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
+
+ 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
+ -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
+ -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
+ 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
+ };
+ GLfloat texCoords[] = {
+ 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
+ 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
+ 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
+ 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
+
+ 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
+ 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
+ 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
+ 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
+
+ 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
+ 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
+ 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
+ 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
+ };
+
+ const int vertexCount = 36;
+ m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5);
+ m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3);
+ m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2);
+ m_vbo->release();
+
+ if (m_vao->isCreated())
+ setupVertexAttribs();
+}
+
+void CubeRenderer::resize(int w, int h)
+{
+ m_proj.setToIdentity();
+ m_proj.perspective(45, w / float(h), 0.01f, 100.0f);
+}
+
+void CubeRenderer::setupVertexAttribs()
+{
+ m_vbo->bind();
+ m_program->enableAttributeArray(0);
+ m_program->enableAttributeArray(1);
+ m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
+ m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
+ (const void *)(36 * 3 * sizeof(GLfloat)));
+ m_vbo->release();
+}
+
+void CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture)
+{
+ if (!m_context)
+ init(w, share);
+
+ if (!m_context->makeCurrent(w))
+ return;
+
+ QOpenGLFunctions *f = m_context->functions();
+ f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (texture) {
+ f->glBindTexture(GL_TEXTURE_2D, texture);
+ f->glFrontFace(GL_CW); // because our cube's vertex data is such
+ f->glEnable(GL_CULL_FACE);
+ f->glEnable(GL_DEPTH_TEST);
+
+ m_program->bind();
+ QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
+ // If VAOs are not supported, set the vertex attributes every time.
+ if (!m_vao->isCreated())
+ setupVertexAttribs();
+
+ static GLfloat angle = 0;
+ QMatrix4x4 m;
+ m.translate(0, 0, -2);
+ m.rotate(90, 0, 0, 1);
+ m.rotate(angle, 0.5, 1, 0);
+ angle += 0.5f;
+
+ m_program->setUniformValue(m_matrixLoc, m_proj * m);
+
+ // Draw the cube.
+ f->glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+
+ m_context->swapBuffers(w);
+}