| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2017 The Qt Company Ltd. | 
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| 49 | ****************************************************************************/ | 
| 50 |  | 
| 51 | #include "cuberenderer.h" | 
| 52 | #include <QOpenGLContext> | 
| 53 | #include <QOpenGLFunctions> | 
| 54 | #include <QOpenGLShaderProgram> | 
| 55 | #include <QOpenGLVertexArrayObject> | 
| 56 | #include <QOpenGLBuffer> | 
| 57 | #include <QOpenGLVertexArrayObject> | 
| 58 | #include <QOffscreenSurface> | 
| 59 | #include <QWindow> | 
| 60 |  | 
| 61 | CubeRenderer::CubeRenderer(QOffscreenSurface *offscreenSurface) | 
| 62 |     : m_offscreenSurface(offscreenSurface), | 
| 63 |       m_context(nullptr), | 
| 64 |       m_program(nullptr), | 
| 65 |       m_vbo(nullptr), | 
| 66 |       m_vao(nullptr), | 
| 67 |       m_matrixLoc(0) | 
| 68 | { | 
| 69 | } | 
| 70 |  | 
| 71 | CubeRenderer::~CubeRenderer() | 
| 72 | { | 
| 73 |     // Use a temporary offscreen surface to do the cleanup. | 
| 74 |     // There may not be a native window surface available anymore at this stage. | 
| 75 |     m_context->makeCurrent(surface: m_offscreenSurface); | 
| 76 |  | 
| 77 |     delete m_program; | 
| 78 |     delete m_vbo; | 
| 79 |     delete m_vao; | 
| 80 |  | 
| 81 |     m_context->doneCurrent(); | 
| 82 |     delete m_context; | 
| 83 | } | 
| 84 |  | 
| 85 | void CubeRenderer::init(QWindow *w, QOpenGLContext *share) | 
| 86 | { | 
| 87 |     m_context = new QOpenGLContext; | 
| 88 |     m_context->setShareContext(share); | 
| 89 |     m_context->setFormat(w->requestedFormat()); | 
| 90 |     m_context->create(); | 
| 91 |     if (!m_context->makeCurrent(surface: w)) | 
| 92 |         return; | 
| 93 |  | 
| 94 |     QOpenGLFunctions *f = m_context->functions(); | 
| 95 |     f->glClearColor(red: 0.0f, green: 0.1f, blue: 0.25f, alpha: 1.0f); | 
| 96 |     f->glViewport(x: 0, y: 0, width: w->width() * w->devicePixelRatio(), height: w->height() * w->devicePixelRatio()); | 
| 97 |  | 
| 98 |     static const char *vertexShaderSource = | 
| 99 |         "attribute highp vec4 vertex;\n"  | 
| 100 |         "attribute lowp vec2 coord;\n"  | 
| 101 |         "varying lowp vec2 v_coord;\n"  | 
| 102 |         "uniform highp mat4 matrix;\n"  | 
| 103 |         "void main() {\n"  | 
| 104 |         "   v_coord = coord;\n"  | 
| 105 |         "   gl_Position = matrix * vertex;\n"  | 
| 106 |         "}\n" ; | 
| 107 |     static const char *fragmentShaderSource = | 
| 108 |         "varying lowp vec2 v_coord;\n"  | 
| 109 |         "uniform sampler2D sampler;\n"  | 
| 110 |         "void main() {\n"  | 
| 111 |         "   gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"  | 
| 112 |         "}\n" ; | 
| 113 |     m_program = new QOpenGLShaderProgram; | 
| 114 |     m_program->addCacheableShaderFromSourceCode(type: QOpenGLShader::Vertex, source: vertexShaderSource); | 
| 115 |     m_program->addCacheableShaderFromSourceCode(type: QOpenGLShader::Fragment, source: fragmentShaderSource); | 
| 116 |     m_program->bindAttributeLocation(name: "vertex" , location: 0); | 
| 117 |     m_program->bindAttributeLocation(name: "coord" , location: 1); | 
| 118 |     m_program->link(); | 
| 119 |     m_matrixLoc = m_program->uniformLocation(name: "matrix" ); | 
| 120 |  | 
| 121 |     m_vao = new QOpenGLVertexArrayObject; | 
| 122 |     m_vao->create(); | 
| 123 |     QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); | 
| 124 |  | 
| 125 |     m_vbo = new QOpenGLBuffer; | 
| 126 |     m_vbo->create(); | 
| 127 |     m_vbo->bind(); | 
| 128 |  | 
| 129 |     GLfloat v[] = { | 
| 130 |         -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, | 
| 131 |         0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, | 
| 132 |         -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, | 
| 133 |         0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, | 
| 134 |  | 
| 135 |         0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, | 
| 136 |         0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, | 
| 137 |         -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, | 
| 138 |         -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, | 
| 139 |  | 
| 140 |         0.5, 0.5,  -0.5, -0.5, 0.5,  0.5,  -0.5,  0.5,  -0.5, | 
| 141 |         -0.5,  0.5,  0.5,  0.5,  0.5,  -0.5, 0.5, 0.5,  0.5, | 
| 142 |         -0.5,  -0.5, -0.5, -0.5, -0.5, 0.5,  0.5, -0.5, -0.5, | 
| 143 |         0.5, -0.5, 0.5,  0.5,  -0.5, -0.5, -0.5,  -0.5, 0.5 | 
| 144 |     }; | 
| 145 |     GLfloat texCoords[] = { | 
| 146 |         0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, | 
| 147 |         1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, | 
| 148 |         1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, | 
| 149 |         0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, | 
| 150 |  | 
| 151 |         1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, | 
| 152 |         0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, | 
| 153 |         0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, | 
| 154 |         1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, | 
| 155 |  | 
| 156 |         0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, | 
| 157 |         1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, | 
| 158 |         1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, | 
| 159 |         0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f | 
| 160 |     }; | 
| 161 |  | 
| 162 |     const int vertexCount = 36; | 
| 163 |     m_vbo->allocate(count: sizeof(GLfloat) * vertexCount * 5); | 
| 164 |     m_vbo->write(offset: 0, data: v, count: sizeof(GLfloat) * vertexCount * 3); | 
| 165 |     m_vbo->write(offset: sizeof(GLfloat) * vertexCount * 3, data: texCoords, count: sizeof(GLfloat) * vertexCount * 2); | 
| 166 |     m_vbo->release(); | 
| 167 |  | 
| 168 |     if (m_vao->isCreated()) | 
| 169 |         setupVertexAttribs(); | 
| 170 | } | 
| 171 |  | 
| 172 | void CubeRenderer::resize(int w, int h) | 
| 173 | { | 
| 174 |     m_proj.setToIdentity(); | 
| 175 |     m_proj.perspective(verticalAngle: 45, aspectRatio: w / float(h), nearPlane: 0.01f, farPlane: 100.0f); | 
| 176 | } | 
| 177 |  | 
| 178 | void CubeRenderer::setupVertexAttribs() | 
| 179 | { | 
| 180 |     m_vbo->bind(); | 
| 181 |     m_program->enableAttributeArray(location: 0); | 
| 182 |     m_program->enableAttributeArray(location: 1); | 
| 183 |     m_context->functions()->glVertexAttribPointer(indx: 0, size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: nullptr); | 
| 184 |     m_context->functions()->glVertexAttribPointer(indx: 1, size: 2, GL_FLOAT, GL_FALSE, stride: 0, | 
| 185 |                                                   ptr: (const void *)(36 * 3 * sizeof(GLfloat))); | 
| 186 |     m_vbo->release(); | 
| 187 | } | 
| 188 |  | 
| 189 | void CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture) | 
| 190 | { | 
| 191 |     if (!m_context) | 
| 192 |         init(w, share); | 
| 193 |  | 
| 194 |     if (!m_context->makeCurrent(surface: w)) | 
| 195 |         return; | 
| 196 |  | 
| 197 |     QOpenGLFunctions *f = m_context->functions(); | 
| 198 |     f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
| 199 |  | 
| 200 |     if (texture) { | 
| 201 |         f->glBindTexture(GL_TEXTURE_2D, texture); | 
| 202 |         f->glFrontFace(GL_CW); // because our cube's vertex data is such | 
| 203 |         f->glEnable(GL_CULL_FACE); | 
| 204 |         f->glEnable(GL_DEPTH_TEST); | 
| 205 |  | 
| 206 |         m_program->bind(); | 
| 207 |         QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); | 
| 208 |         // If VAOs are not supported, set the vertex attributes every time. | 
| 209 |         if (!m_vao->isCreated()) | 
| 210 |             setupVertexAttribs(); | 
| 211 |  | 
| 212 |         static GLfloat angle = 0; | 
| 213 |         QMatrix4x4 m; | 
| 214 |         m.translate(x: 0, y: 0, z: -2); | 
| 215 |         m.rotate(angle: 90, x: 0, y: 0, z: 1); | 
| 216 |         m.rotate(angle, x: 0.5, y: 1, z: 0); | 
| 217 |         angle += 0.5f; | 
| 218 |  | 
| 219 |         m_program->setUniformValue(location: m_matrixLoc, value: m_proj * m); | 
| 220 |  | 
| 221 |         // Draw the cube. | 
| 222 |         f->glDrawArrays(GL_TRIANGLES, first: 0, count: 36); | 
| 223 |     } | 
| 224 |  | 
| 225 |     m_context->swapBuffers(surface: w); | 
| 226 | } | 
| 227 |  |