| 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 | 
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| 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 | 
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| 28 | **     the documentation and/or other materials provided with the | 
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| 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 | 
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| 41 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | 
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| 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 "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 |  |