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 "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 | |