| 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 |
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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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| 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 |
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| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "openglrenderer.h" |
| 52 | #include <QQuickItem> |
| 53 | |
| 54 | #if QT_CONFIG(opengl) |
| 55 | |
| 56 | #include <QOpenGLShaderProgram> |
| 57 | #include <QOpenGLBuffer> |
| 58 | #include <QOpenGLFunctions> |
| 59 | |
| 60 | //! [1] |
| 61 | OpenGLRenderNode::~OpenGLRenderNode() |
| 62 | { |
| 63 | releaseResources(); |
| 64 | } |
| 65 | |
| 66 | void OpenGLRenderNode::releaseResources() |
| 67 | { |
| 68 | delete m_program; |
| 69 | m_program = nullptr; |
| 70 | delete m_vbo; |
| 71 | m_vbo = nullptr; |
| 72 | } |
| 73 | //! [1] |
| 74 | |
| 75 | void OpenGLRenderNode::init() |
| 76 | { |
| 77 | m_program = new QOpenGLShaderProgram; |
| 78 | |
| 79 | static const char *vertexShaderSource = |
| 80 | "attribute highp vec4 posAttr;\n" |
| 81 | "attribute lowp vec4 colAttr;\n" |
| 82 | "varying lowp vec4 col;\n" |
| 83 | "uniform highp mat4 matrix;\n" |
| 84 | "void main() {\n" |
| 85 | " col = colAttr;\n" |
| 86 | " gl_Position = matrix * posAttr;\n" |
| 87 | "}\n" ; |
| 88 | |
| 89 | static const char *fragmentShaderSource = |
| 90 | "varying lowp vec4 col;\n" |
| 91 | "uniform lowp float opacity;\n" |
| 92 | "void main() {\n" |
| 93 | " gl_FragColor = col * opacity;\n" |
| 94 | "}\n" ; |
| 95 | |
| 96 | m_program->addCacheableShaderFromSourceCode(type: QOpenGLShader::Vertex, source: vertexShaderSource); |
| 97 | m_program->addCacheableShaderFromSourceCode(type: QOpenGLShader::Fragment, source: fragmentShaderSource); |
| 98 | m_program->bindAttributeLocation(name: "posAttr" , location: 0); |
| 99 | m_program->bindAttributeLocation(name: "colAttr" , location: 1); |
| 100 | m_program->link(); |
| 101 | |
| 102 | m_matrixUniform = m_program->uniformLocation(name: "matrix" ); |
| 103 | m_opacityUniform = m_program->uniformLocation(name: "opacity" ); |
| 104 | |
| 105 | const int VERTEX_SIZE = 6 * sizeof(GLfloat); |
| 106 | |
| 107 | static GLfloat colors[] = { |
| 108 | 1.0f, 0.0f, 0.0f, |
| 109 | 0.0f, 1.0f, 0.0f, |
| 110 | 0.0f, 0.0f, 1.0f |
| 111 | }; |
| 112 | |
| 113 | m_vbo = new QOpenGLBuffer; |
| 114 | m_vbo->create(); |
| 115 | m_vbo->bind(); |
| 116 | m_vbo->allocate(count: VERTEX_SIZE + sizeof(colors)); |
| 117 | m_vbo->write(offset: VERTEX_SIZE, data: colors, count: sizeof(colors)); |
| 118 | m_vbo->release(); |
| 119 | } |
| 120 | |
| 121 | //! [2] |
| 122 | void OpenGLRenderNode::render(const RenderState *state) |
| 123 | { |
| 124 | if (!m_program) |
| 125 | init(); |
| 126 | |
| 127 | QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| 128 | m_program->bind(); |
| 129 | m_program->setUniformValue(location: m_matrixUniform, value: *state->projectionMatrix() * *matrix()); |
| 130 | m_program->setUniformValue(location: m_opacityUniform, value: float(inheritedOpacity())); |
| 131 | //! [2] |
| 132 | |
| 133 | m_vbo->bind(); |
| 134 | |
| 135 | //! [5] |
| 136 | QPointF p0(m_width - 1, m_height - 1); |
| 137 | QPointF p1(0, 0); |
| 138 | QPointF p2(0, m_height - 1); |
| 139 | |
| 140 | GLfloat vertices[6] = { GLfloat(p0.x()), GLfloat(p0.y()), |
| 141 | GLfloat(p1.x()), GLfloat(p1.y()), |
| 142 | GLfloat(p2.x()), GLfloat(p2.y()) }; |
| 143 | m_vbo->write(offset: 0, data: vertices, count: sizeof(vertices)); |
| 144 | //! [5] |
| 145 | |
| 146 | m_program->setAttributeBuffer(location: 0, GL_FLOAT, offset: 0, tupleSize: 2); |
| 147 | m_program->setAttributeBuffer(location: 1, GL_FLOAT, offset: sizeof(vertices), tupleSize: 3); |
| 148 | m_program->enableAttributeArray(location: 0); |
| 149 | m_program->enableAttributeArray(location: 1); |
| 150 | |
| 151 | // We are prepared both for the legacy (direct OpenGL) and the modern |
| 152 | // (abstracted by RHI) OpenGL scenegraph. So set all the states that are |
| 153 | // important to us. |
| 154 | |
| 155 | //! [3] |
| 156 | f->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 157 | |
| 158 | f->glEnable(GL_BLEND); |
| 159 | f->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
| 160 | |
| 161 | // Clip support. |
| 162 | if (state->scissorEnabled()) { |
| 163 | f->glEnable(GL_SCISSOR_TEST); |
| 164 | const QRect r = state->scissorRect(); // already bottom-up |
| 165 | f->glScissor(x: r.x(), y: r.y(), width: r.width(), height: r.height()); |
| 166 | } |
| 167 | if (state->stencilEnabled()) { |
| 168 | f->glEnable(GL_STENCIL_TEST); |
| 169 | f->glStencilFunc(GL_EQUAL, ref: state->stencilValue(), mask: 0xFF); |
| 170 | f->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| 171 | } |
| 172 | |
| 173 | f->glDrawArrays(GL_TRIANGLES, first: 0, count: 3); |
| 174 | //! [3] |
| 175 | } |
| 176 | |
| 177 | //! [4] |
| 178 | QSGRenderNode::StateFlags OpenGLRenderNode::changedStates() const |
| 179 | { |
| 180 | return BlendState | ScissorState | StencilState; |
| 181 | } |
| 182 | |
| 183 | QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const |
| 184 | { |
| 185 | return BoundedRectRendering | DepthAwareRendering; |
| 186 | } |
| 187 | |
| 188 | QRectF OpenGLRenderNode::rect() const |
| 189 | { |
| 190 | return QRect(0, 0, m_width, m_height); |
| 191 | } |
| 192 | //! [4] |
| 193 | |
| 194 | void OpenGLRenderNode::sync(QQuickItem *item) |
| 195 | { |
| 196 | m_width = item->width(); |
| 197 | m_height = item->height(); |
| 198 | } |
| 199 | |
| 200 | #endif // opengl |
| 201 | |