| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2017 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 | 
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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, | 
| 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 "fbitem.h" | 
| 52 | #include <QOpenGLFramebufferObject> | 
| 53 | #include <QOpenGLFunctions> | 
| 54 | #include <QMatrix4x4> | 
| 55 |  | 
| 56 | FbItem::FbItem(QQuickItem *parent) | 
| 57 |     : QQuickFramebufferObject(parent), | 
| 58 |       m_target(0, 0, -1), | 
| 59 |       m_syncState(AllNeedsSync), | 
| 60 |       m_multisample(false) | 
| 61 | { | 
| 62 | } | 
| 63 |  | 
| 64 | QQuickFramebufferObject::Renderer *FbItem::createRenderer() const | 
| 65 | { | 
| 66 |     return new FbItemRenderer(m_multisample); | 
| 67 | } | 
| 68 |  | 
| 69 | void FbItem::setEye(const QVector3D &v) | 
| 70 | { | 
| 71 |     if (m_eye != v) { | 
| 72 |         m_eye = v; | 
| 73 |         m_syncState |= CameraNeedsSync; | 
| 74 |         update(); | 
| 75 |     } | 
| 76 | } | 
| 77 |  | 
| 78 | void FbItem::setTarget(const QVector3D &v) | 
| 79 | { | 
| 80 |     if (m_target != v) { | 
| 81 |         m_target = v; | 
| 82 |         m_syncState |= CameraNeedsSync; | 
| 83 |         update(); | 
| 84 |     } | 
| 85 | } | 
| 86 |  | 
| 87 | void FbItem::setRotation(const QVector3D &v) | 
| 88 | { | 
| 89 |     if (m_rotation != v) { | 
| 90 |         m_rotation = v; | 
| 91 |         m_syncState |= RotationNeedsSync; | 
| 92 |         update(); | 
| 93 |     } | 
| 94 | } | 
| 95 |  | 
| 96 | int FbItem::swapSyncState() | 
| 97 | { | 
| 98 |     int s = m_syncState; | 
| 99 |     m_syncState = 0; | 
| 100 |     return s; | 
| 101 | } | 
| 102 |  | 
| 103 | FbItemRenderer::FbItemRenderer(bool multisample) | 
| 104 |     : m_inited(false), | 
| 105 |       m_multisample(multisample), | 
| 106 |       m_dirty(DirtyAll) | 
| 107 | { | 
| 108 |     m_camera.setToIdentity(); | 
| 109 |     m_baseWorld.setToIdentity(); | 
| 110 |     m_baseWorld.translate(x: 0, y: 0, z: -1); | 
| 111 |     m_world = m_baseWorld; | 
| 112 | } | 
| 113 |  | 
| 114 | void FbItemRenderer::synchronize(QQuickFramebufferObject *qfbitem) | 
| 115 | { | 
| 116 |     FbItem *item = static_cast<FbItem *>(qfbitem); | 
| 117 |     int syncState = item->swapSyncState(); | 
| 118 |     if (syncState & FbItem::CameraNeedsSync) { | 
| 119 |         m_camera.setToIdentity(); | 
| 120 |         m_camera.lookAt(eye: item->eye(), center: item->eye() + item->target(), up: QVector3D(0, 1, 0)); | 
| 121 |         m_dirty |= DirtyCamera; | 
| 122 |     } | 
| 123 |     if (syncState & FbItem::RotationNeedsSync) { | 
| 124 |         m_rotation = item->rotation(); | 
| 125 |         m_dirty |= DirtyWorld; | 
| 126 |     } | 
| 127 | } | 
| 128 |  | 
| 129 | struct StateBinder | 
| 130 | { | 
| 131 |     StateBinder(FbItemRenderer *r) | 
| 132 |         : m_r(r) { | 
| 133 |         QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | 
| 134 |         f->glEnable(GL_DEPTH_TEST); | 
| 135 |         f->glEnable(GL_CULL_FACE); | 
| 136 |         f->glDepthMask(GL_TRUE); | 
| 137 |         f->glDepthFunc(GL_LESS); | 
| 138 |         f->glFrontFace(GL_CCW); | 
| 139 |         f->glCullFace(GL_BACK); | 
| 140 |         m_r->m_program->bind(); | 
| 141 |     } | 
| 142 |     ~StateBinder() { | 
| 143 |         QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | 
| 144 |         m_r->m_program->release(); | 
| 145 |         f->glDisable(GL_CULL_FACE); | 
| 146 |         f->glDisable(GL_DEPTH_TEST); | 
| 147 |     } | 
| 148 |     FbItemRenderer *m_r; | 
| 149 | }; | 
| 150 |  | 
| 151 | void FbItemRenderer::updateDirtyUniforms() | 
| 152 | { | 
| 153 |     if (m_dirty & DirtyProjection) | 
| 154 |         m_program->setUniformValue(location: m_projMatrixLoc, value: m_proj); | 
| 155 |  | 
| 156 |     if (m_dirty & DirtyCamera) | 
| 157 |         m_program->setUniformValue(location: m_camMatrixLoc, value: m_camera); | 
| 158 |  | 
| 159 |     if (m_dirty & DirtyWorld) { | 
| 160 |         m_program->setUniformValue(location: m_worldMatrixLoc, value: m_world); | 
| 161 |         QMatrix3x3 normalMatrix = m_world.normalMatrix(); | 
| 162 |         m_program->setUniformValue(location: m_normalMatrixLoc, value: normalMatrix); | 
| 163 |     } | 
| 164 |  | 
| 165 |     if (m_dirty & DirtyLight) | 
| 166 |         m_program->setUniformValue(location: m_lightPosLoc, value: QVector3D(0, 0, 70)); | 
| 167 |  | 
| 168 |     m_dirty = 0; | 
| 169 | } | 
| 170 |  | 
| 171 | void FbItemRenderer::render() | 
| 172 | { | 
| 173 |     ensureInit(); | 
| 174 |  | 
| 175 |     if (m_vao.isCreated()) | 
| 176 |         m_vao.bind(); | 
| 177 |     else | 
| 178 |         setupVertexAttribs(); | 
| 179 |  | 
| 180 |     StateBinder state(this); | 
| 181 |  | 
| 182 |     QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | 
| 183 |     f->glClearColor(red: 0, green: 0, blue: 0, alpha: 0); | 
| 184 |     f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
| 185 |  | 
| 186 |     if (m_dirty & DirtyWorld) { | 
| 187 |         m_world = m_baseWorld; | 
| 188 |         m_world.rotate(angle: m_rotation.x(), x: 1, y: 0, z: 0); | 
| 189 |         m_world.rotate(angle: m_rotation.y(), x: 0, y: 1, z: 0); | 
| 190 |         m_world.rotate(angle: m_rotation.z(), x: 0, y: 0, z: 1); | 
| 191 |     } | 
| 192 |  | 
| 193 |     updateDirtyUniforms(); | 
| 194 |  | 
| 195 |     f->glDrawArrays(GL_TRIANGLES, first: 0, count: m_logo.vertexCount()); | 
| 196 |  | 
| 197 |     if (m_vao.isCreated()) | 
| 198 |         m_vao.release(); | 
| 199 | } | 
| 200 |  | 
| 201 | QOpenGLFramebufferObject *FbItemRenderer::createFramebufferObject(const QSize &size) | 
| 202 | { | 
| 203 |     m_dirty |= DirtyProjection; | 
| 204 |     m_proj.setToIdentity(); | 
| 205 |     m_proj.perspective(verticalAngle: 45.0f, aspectRatio: GLfloat(size.width()) / size.height(), nearPlane: 0.01f, farPlane: 100.0f); | 
| 206 |  | 
| 207 |     QOpenGLFramebufferObjectFormat format; | 
| 208 |     format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); | 
| 209 |     format.setSamples(m_multisample ? 4 : 0); | 
| 210 |     return new QOpenGLFramebufferObject(size, format); | 
| 211 | } | 
| 212 |  | 
| 213 | void FbItemRenderer::ensureInit() | 
| 214 | { | 
| 215 |     if (m_inited) | 
| 216 |         return; | 
| 217 |  | 
| 218 |     m_inited = true; | 
| 219 |  | 
| 220 |     initBuf(); | 
| 221 |     initProgram(); | 
| 222 | } | 
| 223 |  | 
| 224 | void FbItemRenderer::initBuf() | 
| 225 | { | 
| 226 |     QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); | 
| 227 |  | 
| 228 |     m_logoVbo.create(); | 
| 229 |     m_logoVbo.bind(); | 
| 230 |     m_logoVbo.allocate(data: m_logo.constData(), count: m_logo.count() * sizeof(GLfloat)); | 
| 231 |  | 
| 232 |     setupVertexAttribs(); | 
| 233 | } | 
| 234 |  | 
| 235 | void FbItemRenderer::setupVertexAttribs() | 
| 236 | { | 
| 237 |     m_logoVbo.bind(); | 
| 238 |     QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | 
| 239 |     f->glEnableVertexAttribArray(index: 0); | 
| 240 |     f->glEnableVertexAttribArray(index: 1); | 
| 241 |     f->glVertexAttribPointer(indx: 0, size: 3, GL_FLOAT, GL_FALSE, stride: 6 * sizeof(GLfloat), ptr: nullptr); | 
| 242 |     f->glVertexAttribPointer(indx: 1, size: 3, GL_FLOAT, GL_FALSE, stride: 6 * sizeof(GLfloat), ptr: reinterpret_cast<void *>(3 * sizeof(GLfloat))); | 
| 243 |     m_logoVbo.release(); | 
| 244 | } | 
| 245 |  | 
| 246 | static const char *vertexShaderSource = | 
| 247 |     "attribute vec4 vertex;\n"  | 
| 248 |     "attribute vec3 normal;\n"  | 
| 249 |     "varying vec3 vert;\n"  | 
| 250 |     "varying vec3 vertNormal;\n"  | 
| 251 |     "uniform mat4 projMatrix;\n"  | 
| 252 |     "uniform mat4 camMatrix;\n"  | 
| 253 |     "uniform mat4 worldMatrix;\n"  | 
| 254 |     "uniform mat3 normalMatrix;\n"  | 
| 255 |     "void main() {\n"  | 
| 256 |     "   vert = vertex.xyz;\n"  | 
| 257 |     "   vertNormal = normalMatrix * normal;\n"  | 
| 258 |     "   gl_Position = projMatrix * camMatrix * worldMatrix * vertex;\n"  | 
| 259 |     "}\n" ; | 
| 260 |  | 
| 261 | static const char *fragmentShaderSource = | 
| 262 |     "varying highp vec3 vert;\n"  | 
| 263 |     "varying highp vec3 vertNormal;\n"  | 
| 264 |     "uniform highp vec3 lightPos;\n"  | 
| 265 |     "void main() {\n"  | 
| 266 |     "   highp vec3 L = normalize(lightPos - vert);\n"  | 
| 267 |     "   highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"  | 
| 268 |     "   highp vec3 color = vec3(0.39, 1.0, 0.0);\n"  | 
| 269 |     "   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"  | 
| 270 |     "   gl_FragColor = vec4(col, 1.0);\n"  | 
| 271 |     "}\n" ; | 
| 272 |  | 
| 273 | void FbItemRenderer::initProgram() | 
| 274 | { | 
| 275 |     m_program.reset(other: new QOpenGLShaderProgram); | 
| 276 |     m_program->addCacheableShaderFromSourceCode(type: QOpenGLShader::Vertex, source: vertexShaderSource); | 
| 277 |     m_program->addCacheableShaderFromSourceCode(type: QOpenGLShader::Fragment, source: fragmentShaderSource); | 
| 278 |     m_program->bindAttributeLocation(name: "vertex" , location: 0); | 
| 279 |     m_program->bindAttributeLocation(name: "normal" , location: 1); | 
| 280 |     m_program->link(); | 
| 281 |     m_projMatrixLoc = m_program->uniformLocation(name: "projMatrix" ); | 
| 282 |     m_camMatrixLoc = m_program->uniformLocation(name: "camMatrix" ); | 
| 283 |     m_worldMatrixLoc = m_program->uniformLocation(name: "worldMatrix" ); | 
| 284 |     m_normalMatrixLoc = m_program->uniformLocation(name: "normalMatrix" ); | 
| 285 |     m_lightPosLoc = m_program->uniformLocation(name: "lightPos" ); | 
| 286 | } | 
| 287 |  |