| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the examples of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:BSD$ |
| 9 | ** Commercial License Usage |
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
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| 17 | ** BSD License Usage |
| 18 | ** Alternatively, you may use this file under the terms of the BSD license |
| 19 | ** as follows: |
| 20 | ** |
| 21 | ** "Redistribution and use in source and binary forms, with or without |
| 22 | ** modification, are permitted provided that the following conditions are |
| 23 | ** met: |
| 24 | ** * Redistributions of source code must retain the above copyright |
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| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "renderwindow.h" |
| 52 | #include <QTimer> |
| 53 | #include <QMatrix4x4> |
| 54 | #include <QOpenGLContext> |
| 55 | #include <QtOpenGL/QOpenGLShaderProgram> |
| 56 | #include <QOpenGLFunctions> |
| 57 | |
| 58 | RenderWindow::RenderWindow(const QSurfaceFormat &format) |
| 59 | : m_context(nullptr), |
| 60 | m_initialized(false), |
| 61 | m_forceGLSL110(false), |
| 62 | m_angle(0.0f) |
| 63 | { |
| 64 | setSurfaceType(QWindow::OpenGLSurface); |
| 65 | setFormat(format); |
| 66 | m_context = new QOpenGLContext(this); |
| 67 | m_context->setFormat(requestedFormat()); |
| 68 | if (!m_context->create()) { |
| 69 | delete m_context; |
| 70 | m_context = nullptr; |
| 71 | } |
| 72 | } |
| 73 | |
| 74 | void RenderWindow::exposeEvent(QExposeEvent *) |
| 75 | { |
| 76 | if (isExposed()) |
| 77 | render(); |
| 78 | } |
| 79 | |
| 80 | // ES needs the precision qualifiers. |
| 81 | // On desktop GL QOpenGLShaderProgram inserts dummy defines for highp/mediump/lowp. |
| 82 | static const char *vertexShaderSource110 = |
| 83 | "attribute highp vec4 posAttr;\n" |
| 84 | "attribute lowp vec4 colAttr;\n" |
| 85 | "varying lowp vec4 col;\n" |
| 86 | "uniform highp mat4 matrix;\n" |
| 87 | "void main() {\n" |
| 88 | " col = colAttr;\n" |
| 89 | " gl_Position = matrix * posAttr;\n" |
| 90 | "}\n" ; |
| 91 | |
| 92 | static const char *fragmentShaderSource110 = |
| 93 | "varying lowp vec4 col;\n" |
| 94 | "void main() {\n" |
| 95 | " gl_FragColor = col;\n" |
| 96 | "}\n" ; |
| 97 | |
| 98 | static const char *vertexShaderSource = |
| 99 | "#version 150\n" |
| 100 | "in vec4 posAttr;\n" |
| 101 | "in vec4 colAttr;\n" |
| 102 | "out vec4 col;\n" |
| 103 | "uniform mat4 matrix;\n" |
| 104 | "void main() {\n" |
| 105 | " col = colAttr;\n" |
| 106 | " gl_Position = matrix * posAttr;\n" |
| 107 | "}\n" ; |
| 108 | |
| 109 | static const char *fragmentShaderSource = |
| 110 | "#version 150\n" |
| 111 | "in vec4 col;\n" |
| 112 | "out vec4 fragColor;\n" |
| 113 | "void main() {\n" |
| 114 | " fragColor = col;\n" |
| 115 | "}\n" ; |
| 116 | |
| 117 | static GLfloat vertices[] = { |
| 118 | 0.0f, 0.707f, |
| 119 | -0.5f, -0.5f, |
| 120 | 0.5f, -0.5f |
| 121 | }; |
| 122 | |
| 123 | static GLfloat colors[] = { |
| 124 | 1.0f, 0.0f, 0.0f, |
| 125 | 0.0f, 1.0f, 0.0f, |
| 126 | 0.0f, 0.0f, 1.0f |
| 127 | }; |
| 128 | |
| 129 | void RenderWindow::init() |
| 130 | { |
| 131 | m_program = new QOpenGLShaderProgram(this); |
| 132 | |
| 133 | QSurfaceFormat format = m_context->format(); |
| 134 | bool useNewStyleShader = format.profile() == QSurfaceFormat::CoreProfile; |
| 135 | // Try to handle 3.0 & 3.1 that do not have the core/compatibility profile concept 3.2+ has. |
| 136 | // This may still fail since version 150 (3.2) is specified in the sources but it's worth a try. |
| 137 | if (format.renderableType() == QSurfaceFormat::OpenGL && format.majorVersion() == 3 && format.minorVersion() <= 1) |
| 138 | useNewStyleShader = !format.testOption(QSurfaceFormat::DeprecatedFunctions); |
| 139 | if (m_forceGLSL110) |
| 140 | useNewStyleShader = false; |
| 141 | |
| 142 | const char *vsrc = useNewStyleShader ? vertexShaderSource : vertexShaderSource110; |
| 143 | const char *fsrc = useNewStyleShader ? fragmentShaderSource : fragmentShaderSource110; |
| 144 | qDebug("Using version %s shader" , useNewStyleShader ? "150" : "110" ); |
| 145 | |
| 146 | if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vsrc)) { |
| 147 | emit error(m_program->log()); |
| 148 | return; |
| 149 | } |
| 150 | if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fsrc)) { |
| 151 | emit error(m_program->log()); |
| 152 | return; |
| 153 | } |
| 154 | if (!m_program->link()) { |
| 155 | emit error(m_program->log()); |
| 156 | return; |
| 157 | } |
| 158 | |
| 159 | m_posAttr = m_program->attributeLocation("posAttr" ); |
| 160 | m_colAttr = m_program->attributeLocation("colAttr" ); |
| 161 | m_matrixUniform = m_program->uniformLocation("matrix" ); |
| 162 | |
| 163 | m_vbo.create(); |
| 164 | m_vbo.bind(); |
| 165 | m_vbo.allocate(vertices, sizeof(vertices) + sizeof(colors)); |
| 166 | m_vbo.write(sizeof(vertices), colors, sizeof(colors)); |
| 167 | m_vbo.release(); |
| 168 | |
| 169 | QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| 170 | if (m_vao.isCreated()) // have VAO support, use it |
| 171 | setupVertexAttribs(); |
| 172 | } |
| 173 | |
| 174 | void RenderWindow::setupVertexAttribs() |
| 175 | { |
| 176 | m_vbo.bind(); |
| 177 | m_program->setAttributeBuffer(m_posAttr, GL_FLOAT, 0, 2); |
| 178 | m_program->setAttributeBuffer(m_colAttr, GL_FLOAT, sizeof(vertices), 3); |
| 179 | m_program->enableAttributeArray(m_posAttr); |
| 180 | m_program->enableAttributeArray(m_colAttr); |
| 181 | m_vbo.release(); |
| 182 | } |
| 183 | |
| 184 | bool RenderWindow::event(QEvent *ev) |
| 185 | { |
| 186 | if (ev->type() == QEvent::UpdateRequest) |
| 187 | render(); |
| 188 | return QWindow::event(ev); |
| 189 | } |
| 190 | |
| 191 | void RenderWindow::render() |
| 192 | { |
| 193 | if (!m_context->makeCurrent(this)) { |
| 194 | emit error(tr("makeCurrent() failed" )); |
| 195 | return; |
| 196 | } |
| 197 | |
| 198 | QOpenGLFunctions *f = m_context->functions(); |
| 199 | if (!m_initialized) { |
| 200 | m_initialized = true; |
| 201 | f->glEnable(GL_DEPTH_TEST); |
| 202 | f->glClearColor(0, 0, 0, 1); |
| 203 | init(); |
| 204 | emit ready(); |
| 205 | } |
| 206 | |
| 207 | if (!m_vbo.isCreated()) // init() failed, don't bother with trying to render |
| 208 | return; |
| 209 | |
| 210 | const qreal retinaScale = devicePixelRatio(); |
| 211 | f->glViewport(0, 0, width() * retinaScale, height() * retinaScale); |
| 212 | f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 213 | |
| 214 | m_program->bind(); |
| 215 | QMatrix4x4 matrix; |
| 216 | matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f); |
| 217 | matrix.translate(0.0f, 0.0f, -2.0f); |
| 218 | matrix.rotate(m_angle, 0.0f, 1.0f, 0.0f); |
| 219 | m_program->setUniformValue(m_matrixUniform, matrix); |
| 220 | |
| 221 | if (m_vao.isCreated()) |
| 222 | m_vao.bind(); |
| 223 | else // no VAO support, set the vertex attribute arrays now |
| 224 | setupVertexAttribs(); |
| 225 | |
| 226 | f->glDrawArrays(GL_TRIANGLES, 0, 3); |
| 227 | |
| 228 | m_vao.release(); |
| 229 | m_program->release(); |
| 230 | |
| 231 | // swapInterval is 1 by default which means that swapBuffers() will (hopefully) block |
| 232 | // and wait for vsync. |
| 233 | m_context->swapBuffers(this); |
| 234 | |
| 235 | m_angle += 1.0f; |
| 236 | |
| 237 | requestUpdate(); |
| 238 | } |
| 239 | |