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49 | ****************************************************************************/ |
50 | |
51 | #include "hellowindow.h" |
52 | |
53 | #include <QOpenGLContext> |
54 | #include <QOpenGLFunctions> |
55 | #include <QRandomGenerator> |
56 | #include <qmath.h> |
57 | #include <QElapsedTimer> |
58 | |
59 | Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen) |
60 | : m_initialized(false) |
61 | , m_format(format) |
62 | { |
63 | m_context = new QOpenGLContext(this); |
64 | if (screen) |
65 | m_context->setScreen(screen); |
66 | m_context->setFormat(format); |
67 | if (share) |
68 | m_context->setShareContext(share->m_context); |
69 | m_context->create(); |
70 | |
71 | m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f); |
72 | m_backgroundColor.setRed(QRandomGenerator::global()->bounded(64)); |
73 | m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128)); |
74 | m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(256)); |
75 | } |
76 | |
77 | HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen) |
78 | : m_colorIndex(0), m_renderer(renderer) |
79 | { |
80 | setSurfaceType(QWindow::OpenGLSurface); |
81 | setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint); |
82 | |
83 | setGeometry(QRect(10, 10, 640, 480)); |
84 | |
85 | setFormat(renderer->format()); |
86 | if (screen) |
87 | setScreen(screen); |
88 | |
89 | create(); |
90 | |
91 | updateColor(); |
92 | |
93 | connect(renderer.data(), &Renderer::requestUpdate, this, &QWindow::requestUpdate); |
94 | } |
95 | |
96 | void HelloWindow::exposeEvent(QExposeEvent *) |
97 | { |
98 | if (isExposed()) |
99 | render(); |
100 | } |
101 | |
102 | bool HelloWindow::event(QEvent *ev) |
103 | { |
104 | if (ev->type() == QEvent::UpdateRequest && isExposed()) |
105 | render(); |
106 | return QWindow::event(ev); |
107 | } |
108 | |
109 | void HelloWindow::render() |
110 | { |
111 | static QElapsedTimer timer; |
112 | if (!timer.isValid()) |
113 | timer.start(); |
114 | qreal a = (qreal)(((timer.elapsed() * 3) % 36000) / 100.0); |
115 | auto call = [this, r = m_renderer.data(), a, c = color()]() { r->render(this, a, c); }; |
116 | QMetaObject::invokeMethod(m_renderer.data(), call); |
117 | } |
118 | |
119 | void HelloWindow::mousePressEvent(QMouseEvent *) |
120 | { |
121 | updateColor(); |
122 | } |
123 | |
124 | QColor HelloWindow::color() const |
125 | { |
126 | return m_color; |
127 | } |
128 | |
129 | void HelloWindow::updateColor() |
130 | { |
131 | QColor colors[] = |
132 | { |
133 | QColor(100, 255, 0), |
134 | QColor(0, 100, 255) |
135 | }; |
136 | |
137 | m_color = colors[m_colorIndex]; |
138 | m_colorIndex = 1 - m_colorIndex; |
139 | } |
140 | |
141 | void Renderer::render(HelloWindow *surface, qreal angle, const QColor &color) |
142 | { |
143 | if (!m_context->makeCurrent(surface)) |
144 | return; |
145 | |
146 | QSize viewSize = surface->size(); |
147 | |
148 | if (!m_initialized) { |
149 | initialize(); |
150 | m_initialized = true; |
151 | } |
152 | |
153 | QOpenGLFunctions *f = m_context->functions(); |
154 | f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio()); |
155 | f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
156 | |
157 | f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF()); |
158 | f->glFrontFace(GL_CW); |
159 | f->glCullFace(GL_FRONT); |
160 | f->glEnable(GL_CULL_FACE); |
161 | f->glEnable(GL_DEPTH_TEST); |
162 | |
163 | m_program->bind(); |
164 | m_vbo.bind(); |
165 | |
166 | m_program->enableAttributeArray(vertexAttr); |
167 | m_program->enableAttributeArray(normalAttr); |
168 | m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3); |
169 | const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); |
170 | m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3); |
171 | |
172 | QMatrix4x4 modelview; |
173 | modelview.rotate(angle, 0.0f, 1.0f, 0.0f); |
174 | modelview.rotate(angle, 1.0f, 0.0f, 0.0f); |
175 | modelview.rotate(angle, 0.0f, 0.0f, 1.0f); |
176 | modelview.translate(0.0f, -0.2f, 0.0f); |
177 | |
178 | m_program->setUniformValue(matrixUniform, modelview); |
179 | m_program->setUniformValue(colorUniform, color); |
180 | |
181 | m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size()); |
182 | |
183 | m_context->swapBuffers(surface); |
184 | |
185 | emit requestUpdate(); |
186 | } |
187 | |
188 | Q_GLOBAL_STATIC(QMutex, initMutex) |
189 | |
190 | void Renderer::initialize() |
191 | { |
192 | // Threaded shader compilation can confuse some drivers. Avoid it. |
193 | QMutexLocker lock(initMutex()); |
194 | |
195 | QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this); |
196 | vshader->compileSourceCode( |
197 | "attribute highp vec4 vertex;" |
198 | "attribute mediump vec3 normal;" |
199 | "uniform mediump mat4 matrix;" |
200 | "uniform lowp vec4 sourceColor;" |
201 | "varying mediump vec4 color;" |
202 | "void main(void)" |
203 | "{" |
204 | " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));" |
205 | " float angle = max(dot(normal, toLight), 0.0);" |
206 | " vec3 col = sourceColor.rgb;" |
207 | " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);" |
208 | " color = clamp(color, 0.0, 1.0);" |
209 | " gl_Position = matrix * vertex;" |
210 | "}" ); |
211 | |
212 | QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); |
213 | fshader->compileSourceCode( |
214 | "varying mediump vec4 color;" |
215 | "void main(void)" |
216 | "{" |
217 | " gl_FragColor = color;" |
218 | "}" ); |
219 | |
220 | m_program = new QOpenGLShaderProgram(this); |
221 | m_program->addShader(vshader); |
222 | m_program->addShader(fshader); |
223 | m_program->link(); |
224 | m_program->bind(); |
225 | |
226 | vertexAttr = m_program->attributeLocation("vertex" ); |
227 | normalAttr = m_program->attributeLocation("normal" ); |
228 | matrixUniform = m_program->uniformLocation("matrix" ); |
229 | colorUniform = m_program->uniformLocation("sourceColor" ); |
230 | |
231 | createGeometry(); |
232 | |
233 | m_vbo.create(); |
234 | m_vbo.bind(); |
235 | const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); |
236 | m_vbo.allocate(verticesSize * 2); |
237 | m_vbo.write(0, vertices.constData(), verticesSize); |
238 | m_vbo.write(verticesSize, normals.constData(), verticesSize); |
239 | } |
240 | |
241 | void Renderer::createGeometry() |
242 | { |
243 | vertices.clear(); |
244 | normals.clear(); |
245 | |
246 | qreal x1 = +0.06f; |
247 | qreal y1 = -0.14f; |
248 | qreal x2 = +0.14f; |
249 | qreal y2 = -0.06f; |
250 | qreal x3 = +0.08f; |
251 | qreal y3 = +0.00f; |
252 | qreal x4 = +0.30f; |
253 | qreal y4 = +0.22f; |
254 | |
255 | quad(x1, y1, x2, y2, y2, x2, y1, x1); |
256 | quad(x3, y3, x4, y4, y4, x4, y3, x3); |
257 | |
258 | extrude(x1, y1, x2, y2); |
259 | extrude(x2, y2, y2, x2); |
260 | extrude(y2, x2, y1, x1); |
261 | extrude(y1, x1, x1, y1); |
262 | extrude(x3, y3, x4, y4); |
263 | extrude(x4, y4, y4, x4); |
264 | extrude(y4, x4, y3, x3); |
265 | |
266 | const int NumSectors = 100; |
267 | const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; |
268 | for (int i = 0; i < NumSectors; ++i) { |
269 | qreal angle = i * sectorAngle; |
270 | qreal x5 = 0.30 * qSin(angle); |
271 | qreal y5 = 0.30 * qCos(angle); |
272 | qreal x6 = 0.20 * qSin(angle); |
273 | qreal y6 = 0.20 * qCos(angle); |
274 | |
275 | angle += sectorAngle; |
276 | qreal x7 = 0.20 * qSin(angle); |
277 | qreal y7 = 0.20 * qCos(angle); |
278 | qreal x8 = 0.30 * qSin(angle); |
279 | qreal y8 = 0.30 * qCos(angle); |
280 | |
281 | quad(x5, y5, x6, y6, x7, y7, x8, y8); |
282 | |
283 | extrude(x6, y6, x7, y7); |
284 | extrude(x8, y8, x5, y5); |
285 | } |
286 | |
287 | for (int i = 0;i < vertices.size();i++) |
288 | vertices[i] *= 2.0f; |
289 | } |
290 | |
291 | void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) |
292 | { |
293 | vertices << QVector3D(x1, y1, -0.05f); |
294 | vertices << QVector3D(x2, y2, -0.05f); |
295 | vertices << QVector3D(x4, y4, -0.05f); |
296 | |
297 | vertices << QVector3D(x3, y3, -0.05f); |
298 | vertices << QVector3D(x4, y4, -0.05f); |
299 | vertices << QVector3D(x2, y2, -0.05f); |
300 | |
301 | QVector3D n = QVector3D::normal |
302 | (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); |
303 | |
304 | normals << n; |
305 | normals << n; |
306 | normals << n; |
307 | |
308 | normals << n; |
309 | normals << n; |
310 | normals << n; |
311 | |
312 | vertices << QVector3D(x4, y4, 0.05f); |
313 | vertices << QVector3D(x2, y2, 0.05f); |
314 | vertices << QVector3D(x1, y1, 0.05f); |
315 | |
316 | vertices << QVector3D(x2, y2, 0.05f); |
317 | vertices << QVector3D(x4, y4, 0.05f); |
318 | vertices << QVector3D(x3, y3, 0.05f); |
319 | |
320 | n = QVector3D::normal |
321 | (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); |
322 | |
323 | normals << n; |
324 | normals << n; |
325 | normals << n; |
326 | |
327 | normals << n; |
328 | normals << n; |
329 | normals << n; |
330 | } |
331 | |
332 | void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2) |
333 | { |
334 | vertices << QVector3D(x1, y1, +0.05f); |
335 | vertices << QVector3D(x2, y2, +0.05f); |
336 | vertices << QVector3D(x1, y1, -0.05f); |
337 | |
338 | vertices << QVector3D(x2, y2, -0.05f); |
339 | vertices << QVector3D(x1, y1, -0.05f); |
340 | vertices << QVector3D(x2, y2, +0.05f); |
341 | |
342 | QVector3D n = QVector3D::normal |
343 | (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); |
344 | |
345 | normals << n; |
346 | normals << n; |
347 | normals << n; |
348 | |
349 | normals << n; |
350 | normals << n; |
351 | normals << n; |
352 | } |
353 | |