From 2bc44ba16bb86bd7ebc7eb59ae78eda80a737984 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Fri, 6 Jun 2014 16:53:33 +0200 Subject: Add a QQuickWidget - QQuickView comparison example Besides serving as a side-by-side test tool for QQuickView and QQuickWidget (including multisampling), it also demonstrates some useful practices for rendering 3D content via QQuickFramebufferObject. Done-with: Paul Olav Tvete Change-Id: Ie73e998ee91e32ef1535dd6f0f65c8a69addcc5e Reviewed-by: Paul Olav Tvete --- .../quickwidgets/qquickviewcomparison/fbitem.cpp | 273 +++++++++++++++++++++ 1 file changed, 273 insertions(+) create mode 100644 examples/quick/quickwidgets/qquickviewcomparison/fbitem.cpp (limited to 'examples/quick/quickwidgets/qquickviewcomparison/fbitem.cpp') diff --git a/examples/quick/quickwidgets/qquickviewcomparison/fbitem.cpp b/examples/quick/quickwidgets/qquickviewcomparison/fbitem.cpp new file mode 100644 index 0000000000..3b9f2e97f3 --- /dev/null +++ b/examples/quick/quickwidgets/qquickviewcomparison/fbitem.cpp @@ -0,0 +1,273 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** 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 Digia Plc and its Subsidiary(-ies) 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 "fbitem.h" +#include +#include +#include + +FbItem::FbItem(QQuickItem *parent) + : QQuickFramebufferObject(parent), + m_target(0, 0, -1), + m_syncState(AllNeedsSync), + m_multisample(false) +{ +} + +QQuickFramebufferObject::Renderer *FbItem::createRenderer() const +{ + return new FbItemRenderer(m_multisample); +} + +void FbItem::setEye(const QVector3D &v) +{ + if (m_eye != v) { + m_eye = v; + m_syncState |= CameraNeedsSync; + update(); + } +} + +void FbItem::setTarget(const QVector3D &v) +{ + if (m_target != v) { + m_target = v; + m_syncState |= CameraNeedsSync; + update(); + } +} + +void FbItem::setRotation(const QVector3D &v) +{ + if (m_rotation != v) { + m_rotation = v; + m_syncState |= RotationNeedsSync; + update(); + } +} + +int FbItem::swapSyncState() +{ + int s = m_syncState; + m_syncState = 0; + return s; +} + +FbItemRenderer::FbItemRenderer(bool multisample) + : m_inited(false), + m_multisample(multisample), + m_dirty(DirtyAll) +{ + m_camera.setToIdentity(); + m_baseWorld.setToIdentity(); + m_baseWorld.translate(0, 0, -1); + m_world = m_baseWorld; +} + +void FbItemRenderer::synchronize(QQuickFramebufferObject *qfbitem) +{ + FbItem *item = static_cast(qfbitem); + int syncState = item->swapSyncState(); + if (syncState & FbItem::CameraNeedsSync) { + m_camera.setToIdentity(); + m_camera.lookAt(item->eye(), item->eye() + item->target(), QVector3D(0, 1, 0)); + m_dirty |= DirtyCamera; + } + if (syncState & FbItem::RotationNeedsSync) { + m_rotation = item->rotation(); + m_dirty |= DirtyWorld; + } +} + +struct StateBinder +{ + StateBinder(FbItemRenderer *r) + : m_r(r) { + QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); + f->glEnable(GL_DEPTH_TEST); + f->glEnable(GL_CULL_FACE); + f->glDepthMask(GL_TRUE); + f->glDepthFunc(GL_LESS); + f->glFrontFace(GL_CCW); + f->glCullFace(GL_BACK); + m_r->m_program->bind(); + } + ~StateBinder() { + QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); + m_r->m_program->release(); + f->glDisable(GL_CULL_FACE); + f->glDisable(GL_DEPTH_TEST); + } + FbItemRenderer *m_r; +}; + +void FbItemRenderer::updateDirtyUniforms() +{ + if (m_dirty & DirtyProjection) + m_program->setUniformValue(m_projMatrixLoc, m_proj); + + if (m_dirty & DirtyCamera) + m_program->setUniformValue(m_camMatrixLoc, m_camera); + + if (m_dirty & DirtyWorld) { + m_program->setUniformValue(m_worldMatrixLoc, m_world); + QMatrix3x3 normalMatrix = m_world.normalMatrix(); + m_program->setUniformValue(m_normalMatrixLoc, normalMatrix); + } + + if (m_dirty & DirtyLight) + m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70)); + + m_dirty = 0; +} + +void FbItemRenderer::render() +{ + ensureInit(); + + QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); + if (!m_vao.isCreated()) + setupVertexAttribs(); + + StateBinder state(this); + + QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); + f->glClearColor(0, 0, 0, 0); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (m_dirty & DirtyWorld) { + m_world = m_baseWorld; + m_world.rotate(m_rotation.x(), 1, 0, 0); + m_world.rotate(m_rotation.y(), 0, 1, 0); + m_world.rotate(m_rotation.z(), 0, 0, 1); + } + + updateDirtyUniforms(); + + f->glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount()); +} + +QOpenGLFramebufferObject *FbItemRenderer::createFramebufferObject(const QSize &size) +{ + m_dirty |= DirtyProjection; + m_proj.setToIdentity(); + m_proj.perspective(45.0f, GLfloat(size.width()) / size.height(), 0.01f, 100.0f); + + QOpenGLFramebufferObjectFormat format; + format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); + format.setSamples(m_multisample ? 4 : 0); + return new QOpenGLFramebufferObject(size, format); +} + +void FbItemRenderer::ensureInit() +{ + if (m_inited) + return; + + m_inited = true; + + initBuf(); + initProgram(); +} + +void FbItemRenderer::initBuf() +{ + m_vao.create(); + QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); + + m_logoVbo.create(); + m_logoVbo.bind(); + m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat)); + + setupVertexAttribs(); +} + +void FbItemRenderer::setupVertexAttribs() +{ + m_logoVbo.bind(); + QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); + f->glEnableVertexAttribArray(0); + f->glEnableVertexAttribArray(1); + f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0); + f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast(3 * sizeof(GLfloat))); + m_logoVbo.release(); +} + +static const char *vertexShaderSource = + "attribute vec4 vertex;\n" + "attribute vec3 normal;\n" + "varying vec3 vert;\n" + "varying vec3 vertNormal;\n" + "uniform mat4 projMatrix;\n" + "uniform mat4 camMatrix;\n" + "uniform mat4 worldMatrix;\n" + "uniform mat3 normalMatrix;\n" + "void main() {\n" + " vert = vertex.xyz;\n" + " vertNormal = normalMatrix * normal;\n" + " gl_Position = projMatrix * camMatrix * worldMatrix * vertex;\n" + "}\n"; + +static const char *fragmentShaderSource = + "varying highp vec3 vert;\n" + "varying highp vec3 vertNormal;\n" + "uniform highp vec3 lightPos;\n" + "void main() {\n" + " highp vec3 L = normalize(lightPos - vert);\n" + " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" + " highp vec3 color = vec3(0.39, 1.0, 0.0);\n" + " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" + " gl_FragColor = vec4(col, 1.0);\n" + "}\n"; + +void FbItemRenderer::initProgram() +{ + m_program.reset(new QOpenGLShaderProgram); + m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); + m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); + m_program->bindAttributeLocation("vertex", 0); + m_program->bindAttributeLocation("normal", 1); + m_program->link(); + m_projMatrixLoc = m_program->uniformLocation("projMatrix"); + m_camMatrixLoc = m_program->uniformLocation("camMatrix"); + m_worldMatrixLoc = m_program->uniformLocation("worldMatrix"); + m_normalMatrixLoc = m_program->uniformLocation("normalMatrix"); + m_lightPosLoc = m_program->uniformLocation("lightPos"); +} -- cgit v1.2.3