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 |
10 | ** Licensees holding valid commercial Qt licenses may use this file in |
11 | ** accordance with the commercial license agreement provided with the |
12 | ** Software or, alternatively, in accordance with the terms contained in |
13 | ** a written agreement between you and The Qt Company. For licensing terms |
14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
15 | ** information use the contact form at https://www.qt.io/contact-us. |
16 | ** |
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 |
25 | ** notice, this list of conditions and the following disclaimer. |
26 | ** * Redistributions in binary form must reproduce the above copyright |
27 | ** notice, this list of conditions and the following disclaimer in |
28 | ** the documentation and/or other materials provided with the |
29 | ** distribution. |
30 | ** * Neither the name of The Qt Company Ltd nor the names of its |
31 | ** contributors may be used to endorse or promote products derived |
32 | ** from this software without specific prior written permission. |
33 | ** |
34 | ** |
35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
39 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
40 | ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
41 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
42 | ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
43 | ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
46 | ** |
47 | ** $QT_END_LICENSE$ |
48 | ** |
49 | ****************************************************************************/ |
50 | |
51 | #include "background_renderer.h" |
52 | |
53 | #include <qmath.h> |
54 | #include <QFileInfo> |
55 | #include <QTime> |
56 | |
57 | #include <QOpenGLShaderProgram> |
58 | #include <QOpenGLContext> |
59 | #include <QOpenGLFunctions> |
60 | |
61 | #include <math.h> |
62 | |
63 | static const char vertex_shader[] = |
64 | "attribute highp vec3 vertexCoord;" |
65 | "void main() {" |
66 | " gl_Position = vec4(vertexCoord,1.0);" |
67 | "}" ; |
68 | |
69 | static const char fragment_shader[] = |
70 | "void main() {" |
71 | " gl_FragColor = vec4(0.0,1.0,0.0,1.0);" |
72 | "}" ; |
73 | |
74 | static const float vertices[] = { -1, -1, 0, |
75 | -1, 1, 0, |
76 | 1, -1, 0, |
77 | 1, 1, 0 }; |
78 | |
79 | FragmentToy::FragmentToy(const QString &fragmentSource, QObject *parent) |
80 | : QObject(parent) |
81 | , m_recompile_shaders(true) |
82 | { |
83 | if (QFile::exists(fileName: fragmentSource)) { |
84 | QFileInfo info(fragmentSource); |
85 | m_fragment_file_last_modified = info.lastModified(); |
86 | m_fragment_file = fragmentSource; |
87 | #if QT_CONFIG(filesystemwatcher) |
88 | m_watcher.addPath(file: info.canonicalPath()); |
89 | QObject::connect(sender: &m_watcher, signal: &QFileSystemWatcher::directoryChanged, receiver: this, slot: &FragmentToy::fileChanged); |
90 | #endif |
91 | } |
92 | } |
93 | |
94 | FragmentToy::~FragmentToy() |
95 | = default; |
96 | |
97 | void FragmentToy::draw(const QSize &windowSize) |
98 | { |
99 | if (!m_program) |
100 | initializeOpenGLFunctions(); |
101 | |
102 | glDisable(GL_STENCIL_TEST); |
103 | glDisable(GL_DEPTH_TEST); |
104 | |
105 | glClearColor(red: 0, green: 0, blue: 0, alpha: 1); |
106 | glClear(GL_COLOR_BUFFER_BIT); |
107 | if (!m_vao.isCreated()) |
108 | m_vao.create(); |
109 | |
110 | QOpenGLVertexArrayObject::Binder binder(&m_vao); |
111 | |
112 | if (!m_vertex_buffer.isCreated()) { |
113 | m_vertex_buffer.create(); |
114 | m_vertex_buffer.bind(); |
115 | m_vertex_buffer.allocate(data: vertices, count: sizeof(vertices)); |
116 | m_vertex_buffer.release(); |
117 | } |
118 | |
119 | if (!m_program) { |
120 | m_program.reset(p: new QOpenGLShaderProgram); |
121 | m_program->create(); |
122 | m_vertex_shader.reset(p: new QOpenGLShader(QOpenGLShader::Vertex)); |
123 | if (!m_vertex_shader->compileSourceCode(source: vertex_shader)) { |
124 | qWarning() << "Failed to compile the vertex shader:" << m_vertex_shader->log(); |
125 | } |
126 | if (!m_program->addShader(shader: m_vertex_shader.get())) { |
127 | qWarning() << "Failed to add vertex shader to program:" << m_program->log(); |
128 | } |
129 | } |
130 | |
131 | if (!m_fragment_shader && m_recompile_shaders) { |
132 | QByteArray data; |
133 | if (m_fragment_file.size()) { |
134 | QFile file(m_fragment_file); |
135 | if (file.open(flags: QIODevice::ReadOnly)) { |
136 | data = file.readAll(); |
137 | } else { |
138 | qWarning() << "Failed to load input file, falling back to default" ; |
139 | data = QByteArray::fromRawData(fragment_shader, size: sizeof(fragment_shader)); |
140 | } |
141 | } else { |
142 | QFile qrcFile(":/background.frag" ); |
143 | if (qrcFile.open(flags: QIODevice::ReadOnly)) |
144 | data = qrcFile.readAll(); |
145 | else |
146 | data = QByteArray::fromRawData(fragment_shader, size: sizeof(fragment_shader)); |
147 | } |
148 | if (data.size()) { |
149 | m_fragment_shader.reset(p: new QOpenGLShader(QOpenGLShader::Fragment)); |
150 | if (!m_fragment_shader->compileSourceCode(source: data)) { |
151 | qWarning() << "Failed to compile fragment shader:" << m_fragment_shader->log(); |
152 | m_fragment_shader.reset(p: nullptr); |
153 | } |
154 | } else { |
155 | qWarning() << "Unknown error, no fragment shader" ; |
156 | } |
157 | |
158 | if (m_fragment_shader) { |
159 | if (!m_program->addShader(shader: m_fragment_shader.get())) { |
160 | qWarning() << "Failed to add fragment shader to program:" << m_program->log(); |
161 | } |
162 | } |
163 | } |
164 | |
165 | if (m_recompile_shaders) { |
166 | m_recompile_shaders = false; |
167 | |
168 | if (m_program->link()) { |
169 | m_vertex_coord_pos = m_program->attributeLocation(name: "vertexCoord" ); |
170 | } else { |
171 | qWarning() << "Failed to link shader program" << m_program->log(); |
172 | } |
173 | |
174 | } |
175 | |
176 | if (!m_program->isLinked()) |
177 | return; |
178 | |
179 | m_program->bind(); |
180 | |
181 | m_vertex_buffer.bind(); |
182 | m_program->setAttributeBuffer(name: "vertexCoord" , GL_FLOAT, offset: 0, tupleSize: 3, stride: 0); |
183 | m_program->enableAttributeArray(name: "vertexCoord" ); |
184 | m_vertex_buffer.release(); |
185 | |
186 | m_program->setUniformValue(name: "currentTime" , value: (uint) QDateTime::currentMSecsSinceEpoch()); |
187 | m_program->setUniformValue(name: "windowSize" , size: windowSize); |
188 | |
189 | QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLE_STRIP, first: 0, count: 4); |
190 | |
191 | m_program->release(); |
192 | } |
193 | |
194 | void FragmentToy::fileChanged(const QString &path) |
195 | { |
196 | Q_UNUSED(path); |
197 | if (QFile::exists(fileName: m_fragment_file)) { |
198 | QFileInfo fragment_source(m_fragment_file); |
199 | if (fragment_source.lastModified() > m_fragment_file_last_modified) { |
200 | m_fragment_file_last_modified = fragment_source.lastModified(); |
201 | m_recompile_shaders = true; |
202 | if (m_program) { |
203 | m_program->removeShader(shader: m_fragment_shader.get()); |
204 | m_fragment_shader.reset(p: nullptr); |
205 | } |
206 | } |
207 | } else { |
208 | m_recompile_shaders = true; |
209 | if (m_program) { |
210 | m_program->removeShader(shader: m_fragment_shader.get()); |
211 | m_fragment_shader.reset(p: nullptr); |
212 | } |
213 | } |
214 | } |
215 | |