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-rw-r--r--examples/quick/scenegraph/rendernode/openglrenderer.cpp48
1 files changed, 37 insertions, 11 deletions
diff --git a/examples/quick/scenegraph/rendernode/openglrenderer.cpp b/examples/quick/scenegraph/rendernode/openglrenderer.cpp
index 3c68830db6..a4e619bea9 100644
--- a/examples/quick/scenegraph/rendernode/openglrenderer.cpp
+++ b/examples/quick/scenegraph/rendernode/openglrenderer.cpp
@@ -57,11 +57,7 @@
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
-OpenGLRenderNode::OpenGLRenderNode(QQuickItem *item)
- : m_item(item)
-{
-}
-
+//! [1]
OpenGLRenderNode::~OpenGLRenderNode()
{
releaseResources();
@@ -74,6 +70,7 @@ void OpenGLRenderNode::releaseResources()
delete m_vbo;
m_vbo = nullptr;
}
+//! [1]
void OpenGLRenderNode::init()
{
@@ -121,44 +118,66 @@ void OpenGLRenderNode::init()
m_vbo->release();
}
+//! [2]
void OpenGLRenderNode::render(const RenderState *state)
{
if (!m_program)
init();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
-
m_program->bind();
m_program->setUniformValue(m_matrixUniform, *state->projectionMatrix() * *matrix());
m_program->setUniformValue(m_opacityUniform, float(inheritedOpacity()));
+//! [2]
m_vbo->bind();
- QPointF p0(m_item->width() - 1, m_item->height() - 1);
+//! [5]
+ QPointF p0(m_width - 1, m_height - 1);
QPointF p1(0, 0);
- QPointF p2(0, m_item->height() - 1);
+ QPointF p2(0, m_height - 1);
GLfloat vertices[6] = { GLfloat(p0.x()), GLfloat(p0.y()),
GLfloat(p1.x()), GLfloat(p1.y()),
GLfloat(p2.x()), GLfloat(p2.y()) };
m_vbo->write(0, vertices, sizeof(vertices));
+//! [5]
m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2);
m_program->setAttributeBuffer(1, GL_FLOAT, sizeof(vertices), 3);
m_program->enableAttributeArray(0);
m_program->enableAttributeArray(1);
- // Note that clipping (scissor or stencil) is ignored in this example.
+ // We are prepared both for the legacy (direct OpenGL) and the modern
+ // (abstracted by RHI) OpenGL scenegraph. So set all the states that are
+ // important to us.
+
+ //! [3]
+ f->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ // Clip support.
+ if (state->scissorEnabled()) {
+ f->glEnable(GL_SCISSOR_TEST);
+ const QRect r = state->scissorRect(); // already bottom-up
+ f->glScissor(r.x(), r.y(), r.width(), r.height());
+ }
+ if (state->stencilEnabled()) {
+ f->glEnable(GL_STENCIL_TEST);
+ f->glStencilFunc(GL_EQUAL, state->stencilValue(), 0xFF);
+ f->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ }
+
f->glDrawArrays(GL_TRIANGLES, 0, 3);
+ //! [3]
}
+//! [4]
QSGRenderNode::StateFlags OpenGLRenderNode::changedStates() const
{
- return BlendState;
+ return BlendState | ScissorState | StencilState;
}
QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const
@@ -168,7 +187,14 @@ QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const
QRectF OpenGLRenderNode::rect() const
{
- return QRect(0, 0, m_item->width(), m_item->height());
+ return QRect(0, 0, m_width, m_height);
+}
+//! [4]
+
+void OpenGLRenderNode::sync(QQuickItem *item)
+{
+ m_width = item->width();
+ m_height = item->height();
}
#endif // opengl