| 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 |
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| 12 | ** Software or, alternatively, in accordance with the terms contained in |
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| 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, |
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| 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 | |