/**************************************************************************** ** ** 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. 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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 "openglrenderer.h" #include #if QT_CONFIG(opengl) #include #include #include //! [1] OpenGLRenderNode::~OpenGLRenderNode() { releaseResources(); } void OpenGLRenderNode::releaseResources() { delete m_program; m_program = nullptr; delete m_vbo; m_vbo = nullptr; } //! [1] void OpenGLRenderNode::init() { m_program = new QOpenGLShaderProgram; static const char *vertexShaderSource = "attribute highp vec4 posAttr;\n" "attribute lowp vec4 colAttr;\n" "varying lowp vec4 col;\n" "uniform highp mat4 matrix;\n" "void main() {\n" " col = colAttr;\n" " gl_Position = matrix * posAttr;\n" "}\n"; static const char *fragmentShaderSource = "varying lowp vec4 col;\n" "uniform lowp float opacity;\n" "void main() {\n" " gl_FragColor = col * opacity;\n" "}\n"; m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); m_program->bindAttributeLocation("posAttr", 0); m_program->bindAttributeLocation("colAttr", 1); m_program->link(); m_matrixUniform = m_program->uniformLocation("matrix"); m_opacityUniform = m_program->uniformLocation("opacity"); const int VERTEX_SIZE = 6 * sizeof(GLfloat); static GLfloat colors[] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; m_vbo = new QOpenGLBuffer; m_vbo->create(); m_vbo->bind(); m_vbo->allocate(VERTEX_SIZE + sizeof(colors)); m_vbo->write(VERTEX_SIZE, colors, sizeof(colors)); 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(); //! [5] QPointF p0(m_width - 1, m_height - 1); QPointF p1(0, 0); 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); // 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); // Regardless of flags() returning DepthAwareRendering or not, // we have to test against what's in the depth buffer already. f->glEnable(GL_DEPTH_TEST); // 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 | ScissorState | StencilState | DepthState; } QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const { return BoundedRectRendering | DepthAwareRendering; } QRectF OpenGLRenderNode::rect() const { return QRect(0, 0, m_width, m_height); } //! [4] void OpenGLRenderNode::sync(QQuickItem *item) { m_width = item->width(); m_height = item->height(); } #endif // opengl