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50 | |
51 | #include "glwidget.h" |
52 | #include <qmath.h> |
53 | #include <QGuiApplication> |
54 | |
55 | GLWidget::GLWidget(QWidget *parent) |
56 | : QOpenGLWidget(parent) |
57 | { |
58 | setMinimumSize(minw: 300, minh: 250); |
59 | |
60 | connect(sender: this, signal: &QOpenGLWidget::aboutToCompose, receiver: this, slot: &GLWidget::onAboutToCompose); |
61 | connect(sender: this, signal: &QOpenGLWidget::frameSwapped, receiver: this, slot: &GLWidget::onFrameSwapped); |
62 | connect(sender: this, signal: &QOpenGLWidget::aboutToResize, receiver: this, slot: &GLWidget::onAboutToResize); |
63 | connect(sender: this, signal: &QOpenGLWidget::resized, receiver: this, slot: &GLWidget::onResized); |
64 | |
65 | m_thread = new QThread; |
66 | m_renderer = new Renderer(this); |
67 | m_renderer->moveToThread(thread: m_thread); |
68 | connect(sender: m_thread, signal: &QThread::finished, receiver: m_renderer, slot: &QObject::deleteLater); |
69 | |
70 | connect(sender: this, signal: &GLWidget::renderRequested, receiver: m_renderer, slot: &Renderer::render); |
71 | connect(sender: m_renderer, signal: &Renderer::contextWanted, receiver: this, slot: &GLWidget::grabContext); |
72 | |
73 | m_thread->start(); |
74 | } |
75 | |
76 | GLWidget::~GLWidget() |
77 | { |
78 | m_renderer->prepareExit(); |
79 | m_thread->quit(); |
80 | m_thread->wait(); |
81 | delete m_thread; |
82 | } |
83 | |
84 | void GLWidget::onAboutToCompose() |
85 | { |
86 | // We are on the gui thread here. Composition is about to |
87 | // begin. Wait until the render thread finishes. |
88 | m_renderer->lockRenderer(); |
89 | } |
90 | |
91 | void GLWidget::onFrameSwapped() |
92 | { |
93 | m_renderer->unlockRenderer(); |
94 | // Assuming a blocking swap, our animation is driven purely by the |
95 | // vsync in this example. |
96 | emit renderRequested(); |
97 | } |
98 | |
99 | void GLWidget::onAboutToResize() |
100 | { |
101 | m_renderer->lockRenderer(); |
102 | } |
103 | |
104 | void GLWidget::onResized() |
105 | { |
106 | m_renderer->unlockRenderer(); |
107 | } |
108 | |
109 | void GLWidget::grabContext() |
110 | { |
111 | m_renderer->lockRenderer(); |
112 | QMutexLocker lock(m_renderer->grabMutex()); |
113 | context()->moveToThread(thread: m_thread); |
114 | m_renderer->grabCond()->wakeAll(); |
115 | m_renderer->unlockRenderer(); |
116 | } |
117 | |
118 | Renderer::Renderer(GLWidget *w) : m_glwidget(w) {} |
119 | |
120 | void Renderer::paintQtLogo() |
121 | { |
122 | vbo.bind(); |
123 | program.setAttributeBuffer(location: vertexAttr, GL_FLOAT, offset: 0, tupleSize: 3); |
124 | program.setAttributeBuffer(location: normalAttr, GL_FLOAT, offset: vertices.count() * 3 * sizeof(GLfloat), tupleSize: 3); |
125 | vbo.release(); |
126 | |
127 | program.enableAttributeArray(location: vertexAttr); |
128 | program.enableAttributeArray(location: normalAttr); |
129 | |
130 | glDrawArrays(GL_TRIANGLES, first: 0, count: vertices.size()); |
131 | |
132 | program.disableAttributeArray(location: normalAttr); |
133 | program.disableAttributeArray(location: vertexAttr); |
134 | } |
135 | |
136 | // Some OpenGL implementations have serious issues with compiling and linking |
137 | // shaders on multiple threads concurrently. Avoid this. |
138 | Q_GLOBAL_STATIC(QMutex, initMutex) |
139 | |
140 | void Renderer::render() |
141 | { |
142 | if (m_exiting) |
143 | return; |
144 | |
145 | QOpenGLContext *ctx = m_glwidget->context(); |
146 | if (!ctx) // QOpenGLWidget not yet initialized |
147 | return; |
148 | |
149 | // Grab the context. |
150 | m_grabMutex.lock(); |
151 | emit contextWanted(); |
152 | m_grabCond.wait(lockedMutex: &m_grabMutex); |
153 | QMutexLocker lock(&m_renderMutex); |
154 | m_grabMutex.unlock(); |
155 | |
156 | if (m_exiting) |
157 | return; |
158 | |
159 | Q_ASSERT(ctx->thread() == QThread::currentThread()); |
160 | |
161 | // Make the context (and an offscreen surface) current for this thread. The |
162 | // QOpenGLWidget's fbo is bound in the context. |
163 | m_glwidget->makeCurrent(); |
164 | |
165 | if (!m_inited) { |
166 | m_inited = true; |
167 | initializeOpenGLFunctions(); |
168 | |
169 | QMutexLocker initLock(initMutex()); |
170 | QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this); |
171 | const char *vsrc = |
172 | "attribute highp vec4 vertex;\n" |
173 | "attribute mediump vec3 normal;\n" |
174 | "uniform mediump mat4 matrix;\n" |
175 | "varying mediump vec4 color;\n" |
176 | "void main(void)\n" |
177 | "{\n" |
178 | " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
179 | " float angle = max(dot(normal, toLight), 0.0);\n" |
180 | " vec3 col = vec3(0.40, 1.0, 0.0);\n" |
181 | " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" |
182 | " color = clamp(color, 0.0, 1.0);\n" |
183 | " gl_Position = matrix * vertex;\n" |
184 | "}\n" ; |
185 | vshader->compileSourceCode(source: vsrc); |
186 | |
187 | QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); |
188 | const char *fsrc = |
189 | "varying mediump vec4 color;\n" |
190 | "void main(void)\n" |
191 | "{\n" |
192 | " gl_FragColor = color;\n" |
193 | "}\n" ; |
194 | fshader->compileSourceCode(source: fsrc); |
195 | |
196 | program.addShader(shader: vshader); |
197 | program.addShader(shader: fshader); |
198 | program.link(); |
199 | |
200 | vertexAttr = program.attributeLocation(name: "vertex" ); |
201 | normalAttr = program.attributeLocation(name: "normal" ); |
202 | matrixUniform = program.uniformLocation(name: "matrix" ); |
203 | |
204 | m_fAngle = 0; |
205 | m_fScale = 1; |
206 | createGeometry(); |
207 | |
208 | vbo.create(); |
209 | vbo.bind(); |
210 | const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); |
211 | vbo.allocate(count: verticesSize * 2); |
212 | vbo.write(offset: 0, data: vertices.constData(), count: verticesSize); |
213 | vbo.write(offset: verticesSize, data: normals.constData(), count: verticesSize); |
214 | |
215 | m_elapsed.start(); |
216 | } |
217 | |
218 | //qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart()); |
219 | |
220 | glClearColor(red: 0.1f, green: 0.2f, blue: 0.2f, alpha: 1.0f); |
221 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
222 | |
223 | glFrontFace(GL_CW); |
224 | glCullFace(GL_FRONT); |
225 | glEnable(GL_CULL_FACE); |
226 | glEnable(GL_DEPTH_TEST); |
227 | |
228 | QMatrix4x4 modelview; |
229 | modelview.rotate(angle: m_fAngle, x: 0.0f, y: 1.0f, z: 0.0f); |
230 | modelview.rotate(angle: m_fAngle, x: 1.0f, y: 0.0f, z: 0.0f); |
231 | modelview.rotate(angle: m_fAngle, x: 0.0f, y: 0.0f, z: 1.0f); |
232 | modelview.scale(factor: m_fScale); |
233 | modelview.translate(x: 0.0f, y: -0.2f, z: 0.0f); |
234 | |
235 | program.bind(); |
236 | program.setUniformValue(location: matrixUniform, value: modelview); |
237 | paintQtLogo(); |
238 | program.release(); |
239 | |
240 | glDisable(GL_DEPTH_TEST); |
241 | glDisable(GL_CULL_FACE); |
242 | |
243 | m_fAngle += 1.0f; |
244 | |
245 | // Make no context current on this thread and move the QOpenGLWidget's |
246 | // context back to the gui thread. |
247 | m_glwidget->doneCurrent(); |
248 | ctx->moveToThread(qGuiApp->thread()); |
249 | |
250 | // Schedule composition. Note that this will use QueuedConnection, meaning |
251 | // that update() will be invoked on the gui thread. |
252 | QMetaObject::invokeMethod(obj: m_glwidget, member: "update" ); |
253 | } |
254 | |
255 | void Renderer::createGeometry() |
256 | { |
257 | vertices.clear(); |
258 | normals.clear(); |
259 | |
260 | qreal x1 = +0.06f; |
261 | qreal y1 = -0.14f; |
262 | qreal x2 = +0.14f; |
263 | qreal y2 = -0.06f; |
264 | qreal x3 = +0.08f; |
265 | qreal y3 = +0.00f; |
266 | qreal x4 = +0.30f; |
267 | qreal y4 = +0.22f; |
268 | |
269 | quad(x1, y1, x2, y2, x3: y2, y3: x2, x4: y1, y4: x1); |
270 | quad(x1: x3, y1: y3, x2: x4, y2: y4, x3: y4, y3: x4, x4: y3, y4: x3); |
271 | |
272 | extrude(x1, y1, x2, y2); |
273 | extrude(x1: x2, y1: y2, x2: y2, y2: x2); |
274 | extrude(x1: y2, y1: x2, x2: y1, y2: x1); |
275 | extrude(x1: y1, y1: x1, x2: x1, y2: y1); |
276 | extrude(x1: x3, y1: y3, x2: x4, y2: y4); |
277 | extrude(x1: x4, y1: y4, x2: y4, y2: x4); |
278 | extrude(x1: y4, y1: x4, x2: y3, y2: x3); |
279 | |
280 | const int NumSectors = 100; |
281 | const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; |
282 | |
283 | for (int i = 0; i < NumSectors; ++i) { |
284 | qreal angle = i * sectorAngle; |
285 | qreal x5 = 0.30 * sin(x: angle); |
286 | qreal y5 = 0.30 * cos(x: angle); |
287 | qreal x6 = 0.20 * sin(x: angle); |
288 | qreal y6 = 0.20 * cos(x: angle); |
289 | |
290 | angle += sectorAngle; |
291 | qreal x7 = 0.20 * sin(x: angle); |
292 | qreal y7 = 0.20 * cos(x: angle); |
293 | qreal x8 = 0.30 * sin(x: angle); |
294 | qreal y8 = 0.30 * cos(x: angle); |
295 | |
296 | quad(x1: x5, y1: y5, x2: x6, y2: y6, x3: x7, y3: y7, x4: x8, y4: y8); |
297 | |
298 | extrude(x1: x6, y1: y6, x2: x7, y2: y7); |
299 | extrude(x1: x8, y1: y8, x2: x5, y2: y5); |
300 | } |
301 | |
302 | for (int i = 0;i < vertices.size();i++) |
303 | vertices[i] *= 2.0f; |
304 | } |
305 | |
306 | void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) |
307 | { |
308 | vertices << QVector3D(x1, y1, -0.05f); |
309 | vertices << QVector3D(x2, y2, -0.05f); |
310 | vertices << QVector3D(x4, y4, -0.05f); |
311 | |
312 | vertices << QVector3D(x3, y3, -0.05f); |
313 | vertices << QVector3D(x4, y4, -0.05f); |
314 | vertices << QVector3D(x2, y2, -0.05f); |
315 | |
316 | QVector3D n = QVector3D::normal |
317 | (v1: QVector3D(x2 - x1, y2 - y1, 0.0f), v2: QVector3D(x4 - x1, y4 - y1, 0.0f)); |
318 | |
319 | normals << n; |
320 | normals << n; |
321 | normals << n; |
322 | |
323 | normals << n; |
324 | normals << n; |
325 | normals << n; |
326 | |
327 | vertices << QVector3D(x4, y4, 0.05f); |
328 | vertices << QVector3D(x2, y2, 0.05f); |
329 | vertices << QVector3D(x1, y1, 0.05f); |
330 | |
331 | vertices << QVector3D(x2, y2, 0.05f); |
332 | vertices << QVector3D(x4, y4, 0.05f); |
333 | vertices << QVector3D(x3, y3, 0.05f); |
334 | |
335 | n = QVector3D::normal |
336 | (v1: QVector3D(x2 - x4, y2 - y4, 0.0f), v2: QVector3D(x1 - x4, y1 - y4, 0.0f)); |
337 | |
338 | normals << n; |
339 | normals << n; |
340 | normals << n; |
341 | |
342 | normals << n; |
343 | normals << n; |
344 | normals << n; |
345 | } |
346 | |
347 | void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2) |
348 | { |
349 | vertices << QVector3D(x1, y1, +0.05f); |
350 | vertices << QVector3D(x2, y2, +0.05f); |
351 | vertices << QVector3D(x1, y1, -0.05f); |
352 | |
353 | vertices << QVector3D(x2, y2, -0.05f); |
354 | vertices << QVector3D(x1, y1, -0.05f); |
355 | vertices << QVector3D(x2, y2, +0.05f); |
356 | |
357 | QVector3D n = QVector3D::normal |
358 | (v1: QVector3D(x2 - x1, y2 - y1, 0.0f), v2: QVector3D(0.0f, 0.0f, -0.1f)); |
359 | |
360 | normals << n; |
361 | normals << n; |
362 | normals << n; |
363 | |
364 | normals << n; |
365 | normals << n; |
366 | normals << n; |
367 | } |
368 | |