| 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 |
| 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 "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 | |