217 lines
7.5 KiB
C++
217 lines
7.5 KiB
C++
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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 "cuberenderer.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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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 <QWindow>
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CubeRenderer::CubeRenderer()
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: m_context(0),
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m_program(0),
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m_vbo(0)
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{
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}
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CubeRenderer::~CubeRenderer()
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{
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// Use a temporary offscreen surface to do the cleanup.
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// There may not be a native window surface available anymore at this stage.
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QScopedPointer<QOffscreenSurface> offscreenSurface(new QOffscreenSurface);
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offscreenSurface->setFormat(m_context->format());
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offscreenSurface->create();
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m_context->makeCurrent(offscreenSurface.data());
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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_context;
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}
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void CubeRenderer::init(QWindow *w, QOpenGLContext *share)
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{
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m_context = new QOpenGLContext;
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m_context->setShareContext(share);
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m_context->setFormat(w->requestedFormat());
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m_context->create();
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if (!m_context->makeCurrent(w))
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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->glViewport(0, 0, w->width() * w->devicePixelRatio(), w->height() * w->devicePixelRatio());
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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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QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
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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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}
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void CubeRenderer::resize(int w, int h)
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{
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m_proj.setToIdentity();
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m_proj.perspective(45, w / float(h), 0.01f, 100.0f);
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}
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void CubeRenderer::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 CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture)
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{
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if (!m_context)
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init(w, share);
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if (!m_context->makeCurrent(w))
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return;
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QOpenGLFunctions *f = m_context->functions();
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (texture) {
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f->glBindTexture(GL_TEXTURE_2D, texture);
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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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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.
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if (!m_vao->isCreated())
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setupVertexAttribs();
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static GLfloat angle = 0;
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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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m_program->setUniformValue(m_matrixLoc, m_proj * m);
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// Draw the cube.
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f->glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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m_context->swapBuffers(w);
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}
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