2014-03-31 13:59:18 +00:00
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/****************************************************************************
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**
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
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** of its contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "window.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QOpenGLFramebufferObject>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QOpenGLVertexArrayObject>
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#include <QOffscreenSurface>
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#include <QQmlEngine>
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#include <QQmlComponent>
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#include <QQuickItem>
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#include <QQuickWindow>
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#include <QQuickRenderControl>
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#include <QCoreApplication>
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Window::Window()
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: m_rootItem(0),
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m_fbo(0),
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m_program(0),
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m_vbo(0),
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m_quickInitialized(false),
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m_quickReady(false)
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{
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setSurfaceType(QSurface::OpenGLSurface);
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QSurfaceFormat format;
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// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
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format.setDepthBufferSize(16);
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format.setStencilBufferSize(8);
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setFormat(format);
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m_context = new QOpenGLContext;
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m_context->setFormat(format);
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m_context->create();
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m_offscreenSurface = new QOffscreenSurface;
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// Pass m_context->format(), not format. Format does not specify and color buffer
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// sizes, while the context, that has just been created, reports a format that has
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// these values filled in. Pass this to the offscreen surface to make sure it will be
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// compatible with the context's configuration.
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m_offscreenSurface->setFormat(m_context->format());
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m_offscreenSurface->create();
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m_renderControl = new QQuickRenderControl(this);
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// Create a QQuickWindow that is associated with out render control. Note that this
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// window never gets created or shown, meaning that it will never get an underlying
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// native (platform) window.
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m_quickWindow = new QQuickWindow(m_renderControl);
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// Create a QML engine.
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m_qmlEngine = new QQmlEngine;
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if (!m_qmlEngine->incubationController())
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m_qmlEngine->setIncubationController(m_quickWindow->incubationController());
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// When Quick says there is a need to render, we will not render immediately. Instead,
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// a timer with a small interval is used to get better performance.
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m_updateTimer.setSingleShot(true);
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m_updateTimer.setInterval(5);
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connect(&m_updateTimer, &QTimer::timeout, this, &Window::updateQuick);
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// Now hook up the signals. For simplicy we don't differentiate between
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// renderRequested (only render is needed, no sync) and sceneChanged (polish and sync
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// is needed too).
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connect(m_quickWindow, &QQuickWindow::sceneGraphInitialized, this, &Window::createFbo);
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connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &Window::destroyFbo);
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connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &Window::requestUpdate);
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connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &Window::requestUpdate);
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}
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Window::~Window()
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{
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2014-09-17 14:18:00 +00:00
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// Make sure the context is current while doing cleanup. Note that we use the
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// offscreen surface here because passing 'this' at this point is not safe: the
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// underlying platform window may already be destroyed. To avoid all the trouble, use
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// another surface that is valid for sure.
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m_context->makeCurrent(m_offscreenSurface);
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2014-03-31 13:59:18 +00:00
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// Delete the render control first since it will free the scenegraph resources.
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// Destroy the QQuickWindow only afterwards.
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delete m_renderControl;
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delete m_qmlComponent;
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delete m_quickWindow;
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delete m_qmlEngine;
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delete m_fbo;
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delete m_program;
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delete m_vbo;
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delete m_vao;
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m_context->doneCurrent();
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delete m_offscreenSurface;
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delete m_context;
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}
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void Window::createFbo()
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{
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// The scene graph has been initialized. It is now time to create an FBO and associate
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// it with the QQuickWindow.
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m_fbo = new QOpenGLFramebufferObject(size(), QOpenGLFramebufferObject::CombinedDepthStencil);
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m_quickWindow->setRenderTarget(m_fbo);
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}
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void Window::destroyFbo()
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{
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delete m_fbo;
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m_fbo = 0;
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}
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void Window::requestUpdate()
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{
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if (!m_updateTimer.isActive())
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m_updateTimer.start();
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}
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void Window::run()
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{
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disconnect(m_qmlComponent, SIGNAL(statusChanged(QQmlComponent::Status)), this, SLOT(run()));
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if (m_qmlComponent->isError()) {
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QList<QQmlError> errorList = m_qmlComponent->errors();
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foreach (const QQmlError &error, errorList)
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qWarning() << error.url() << error.line() << error;
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return;
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}
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QObject *rootObject = m_qmlComponent->create();
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if (m_qmlComponent->isError()) {
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QList<QQmlError> errorList = m_qmlComponent->errors();
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foreach (const QQmlError &error, errorList)
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qWarning() << error.url() << error.line() << error;
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return;
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}
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m_rootItem = qobject_cast<QQuickItem *>(rootObject);
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if (!m_rootItem) {
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qWarning("run: Not a QQuickItem");
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delete rootObject;
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return;
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}
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// The root item is ready. Associate it with the window.
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m_rootItem->setParentItem(m_quickWindow->contentItem());
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// Update item and rendering related geometries.
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updateSizes();
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// Initialize the render control and our OpenGL resources.
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m_context->makeCurrent(m_offscreenSurface);
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m_renderControl->initialize(m_context);
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static const char *vertexShaderSource =
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"attribute highp vec4 vertex;\n"
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"attribute lowp vec2 coord;\n"
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"varying lowp vec2 v_coord;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" v_coord = coord;\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying lowp vec2 v_coord;\n"
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"uniform sampler2D sampler;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"
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"}\n";
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->bindAttributeLocation("vertex", 0);
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m_program->bindAttributeLocation("coord", 1);
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m_program->link();
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m_matrixLoc = m_program->uniformLocation("matrix");
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m_vao = new QOpenGLVertexArrayObject;
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m_vao->create();
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m_vao->bind();
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m_vbo = new QOpenGLBuffer;
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m_vbo->create();
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m_vbo->bind();
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GLfloat v[] = {
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-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
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0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
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-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
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0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
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0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
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0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
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-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
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-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
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0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
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-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
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-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
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0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
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};
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GLfloat texCoords[] = {
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
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1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
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1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
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0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
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};
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const int vertexCount = 36;
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m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5);
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m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3);
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m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2);
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m_vbo->release();
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if (m_vao->isCreated())
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setupVertexAttribs();
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// Must unbind before changing the current context. Hence the absence of
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// QOpenGLVertexArrayObject::Binder here.
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m_vao->release();
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m_context->doneCurrent();
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m_quickInitialized = true;
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}
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void Window::updateSizes()
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{
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// Behave like SizeRootObjectToView.
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m_rootItem->setWidth(width());
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m_rootItem->setHeight(height());
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m_quickWindow->setGeometry(0, 0, width(), height());
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m_proj.setToIdentity();
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m_proj.perspective(45, width() / float(height()), 0.01f, 100.0f);
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}
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void Window::setupVertexAttribs()
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{
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m_vbo->bind();
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m_program->enableAttributeArray(0);
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m_program->enableAttributeArray(1);
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m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
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(const void *)(36 * 3 * sizeof(GLfloat)));
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m_vbo->release();
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}
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void Window::startQuick(const QString &filename)
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{
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m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
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if (m_qmlComponent->isLoading())
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connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &Window::run);
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else
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run();
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}
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void Window::exposeEvent(QExposeEvent *)
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{
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if (isExposed()) {
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render();
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if (!m_quickInitialized)
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startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
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}
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}
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void Window::resizeEvent(QResizeEvent *)
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{
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// If this is a resize after the scene is up and running, recreate the fbo and the
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// Quick item and scene.
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if (m_rootItem && m_context->makeCurrent(m_offscreenSurface)) {
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delete m_fbo;
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createFbo();
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m_context->doneCurrent();
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updateSizes();
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}
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}
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void Window::updateQuick()
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{
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if (!m_context->makeCurrent(m_offscreenSurface))
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return;
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// Polish, synchronize and render the next frame (into our fbo). In this example
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// everything happens on the same thread and therefore all three steps are performed
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// in succession from here. In a threaded setup the render() call would happen on a
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// separate thread.
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m_renderControl->polishItems();
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m_renderControl->sync();
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m_renderControl->render();
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m_quickWindow->resetOpenGLState();
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QOpenGLFramebufferObject::bindDefault();
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m_quickReady = true;
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// Get something onto the screen.
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render();
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}
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void Window::render()
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|
{
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if (!m_context->makeCurrent(this))
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|
return;
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QOpenGLFunctions *f = m_context->functions();
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f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f);
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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|
if (m_quickReady) {
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|
f->glFrontFace(GL_CW); // because our cube's vertex data is such
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f->glEnable(GL_CULL_FACE);
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f->glEnable(GL_DEPTH_TEST);
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f->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
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m_program->bind();
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|
QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
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|
|
// If VAOs are not supported, set the vertex attributes every time.
|
|
|
|
if (!m_vao->isCreated())
|
|
|
|
setupVertexAttribs();
|
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|
|
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|
|
static GLfloat angle = 0;
|
|
|
|
QMatrix4x4 m;
|
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|
|
m.translate(0, 0, -2);
|
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|
|
m.rotate(90, 0, 0, 1);
|
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|
|
m.rotate(angle, 0.5, 1, 0);
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|
|
angle += 0.5f;
|
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|
|
|
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|
|
m_program->setUniformValue(m_matrixLoc, m_proj * m);
|
|
|
|
|
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|
|
// Draw the cube.
|
|
|
|
f->glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
|
|
|
m_program->release();
|
|
|
|
f->glDisable(GL_DEPTH_TEST);
|
|
|
|
f->glDisable(GL_CULL_FACE);
|
|
|
|
}
|
|
|
|
|
|
|
|
m_context->swapBuffers(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Window::mousePressEvent(QMouseEvent *e)
|
|
|
|
{
|
|
|
|
// Use the constructor taking localPos and screenPos. That puts localPos into the
|
|
|
|
// event's localPos and windowPos, and screenPos into the event's screenPos. This way
|
|
|
|
// the windowPos in e is ignored and is replaced by localPos. This is necessary
|
|
|
|
// because QQuickWindow thinks of itself as a top-level window always.
|
|
|
|
QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
|
|
|
|
QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Window::mouseReleaseEvent(QMouseEvent *e)
|
|
|
|
{
|
|
|
|
QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
|
|
|
|
QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
|
|
|
|
}
|