180 lines
5.6 KiB
C++
180 lines
5.6 KiB
C++
// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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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(QOffscreenSurface *offscreenSurface)
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: m_offscreenSurface(offscreenSurface),
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m_context(nullptr),
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m_program(nullptr),
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m_vbo(nullptr),
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m_vao(nullptr),
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m_matrixLoc(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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m_context->makeCurrent(m_offscreenSurface);
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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->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->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addCacheableShaderFromSourceCode(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, nullptr);
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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->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 (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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