Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Outdated header.LGPL removed (use header.LGPL21 instead) Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing combination. New header.LGPL-COMM taken in the use file which were using old header.LGPL3 (src/plugins/platforms/android/extract.cpp) Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license combination Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
363 lines
11 KiB
C++
363 lines
11 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd and its Subsidiary(-ies) nor the
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** names of its contributors may be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "glwidget.h"
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#include <math.h>
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#include <QGuiApplication>
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GLWidget::GLWidget(QWidget *parent)
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: QOpenGLWidget(parent)
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{
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setMinimumSize(300, 250);
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connect(this, &QOpenGLWidget::aboutToCompose, this, &GLWidget::onAboutToCompose);
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connect(this, &QOpenGLWidget::frameSwapped, this, &GLWidget::onFrameSwapped);
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connect(this, &QOpenGLWidget::aboutToResize, this, &GLWidget::onAboutToResize);
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connect(this, &QOpenGLWidget::resized, this, &GLWidget::onResized);
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m_thread = new QThread;
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m_renderer = new Renderer(this);
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m_renderer->moveToThread(m_thread);
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connect(m_thread, &QThread::finished, m_renderer, &QObject::deleteLater);
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connect(this, &GLWidget::renderRequested, m_renderer, &Renderer::render);
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connect(m_renderer, &Renderer::contextWanted, this, &GLWidget::grabContext);
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m_thread->start();
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}
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GLWidget::~GLWidget()
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{
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m_renderer->prepareExit();
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m_thread->quit();
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m_thread->wait();
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delete m_thread;
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}
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void GLWidget::onAboutToCompose()
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{
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// We are on the gui thread here. Composition is about to
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// begin. Wait until the render thread finishes.
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m_renderer->lockRenderer();
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}
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void GLWidget::onFrameSwapped()
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{
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m_renderer->unlockRenderer();
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// Assuming a blocking swap, our animation is driven purely by the
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// vsync in this example.
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emit renderRequested();
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}
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void GLWidget::onAboutToResize()
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{
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m_renderer->lockRenderer();
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}
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void GLWidget::onResized()
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{
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m_renderer->unlockRenderer();
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}
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void GLWidget::grabContext()
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{
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m_renderer->lockRenderer();
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QMutexLocker lock(m_renderer->grabMutex());
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context()->moveToThread(m_thread);
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m_renderer->grabCond()->wakeAll();
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m_renderer->unlockRenderer();
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}
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Renderer::Renderer(GLWidget *w)
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: m_inited(false),
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m_glwidget(w),
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m_exiting(false)
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{
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}
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void Renderer::paintQtLogo()
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{
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vbo.bind();
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program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
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program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3);
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vbo.release();
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program.enableAttributeArray(vertexAttr);
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program.enableAttributeArray(normalAttr);
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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program.disableAttributeArray(normalAttr);
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program.disableAttributeArray(vertexAttr);
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}
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// Some OpenGL implementations have serious issues with compiling and linking
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// shaders on multiple threads concurrently. Avoid this.
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Q_GLOBAL_STATIC(QMutex, initMutex)
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void Renderer::render()
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{
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if (m_exiting)
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return;
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QOpenGLContext *ctx = m_glwidget->context();
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if (!ctx) // QOpenGLWidget not yet initialized
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return;
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// Grab the context.
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m_grabMutex.lock();
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emit contextWanted();
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m_grabCond.wait(&m_grabMutex);
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QMutexLocker lock(&m_renderMutex);
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m_grabMutex.unlock();
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if (m_exiting)
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return;
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Q_ASSERT(ctx->thread() == QThread::currentThread());
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// Make the context (and an offscreen surface) current for this thread. The
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// QOpenGLWidget's fbo is bound in the context.
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m_glwidget->makeCurrent();
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if (!m_inited) {
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m_inited = true;
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initializeOpenGLFunctions();
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QMutexLocker initLock(initMutex());
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" float angle = max(dot(normal, toLight), 0.0);\n"
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" vec3 col = vec3(0.40, 1.0, 0.0);\n"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
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" color = clamp(color, 0.0, 1.0);\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program.addShader(vshader);
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program.addShader(fshader);
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program.link();
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vertexAttr = program.attributeLocation("vertex");
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normalAttr = program.attributeLocation("normal");
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matrixUniform = program.uniformLocation("matrix");
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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vbo.create();
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vbo.bind();
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const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
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vbo.allocate(verticesSize * 2);
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vbo.write(0, vertices.constData(), verticesSize);
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vbo.write(verticesSize, normals.constData(), verticesSize);
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m_elapsed.start();
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}
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//qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart());
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glClearColor(0.1f, 0.2f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.scale(m_fScale);
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modelview.translate(0.0f, -0.2f, 0.0f);
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program.bind();
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program.setUniformValue(matrixUniform, modelview);
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paintQtLogo();
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program.release();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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m_fAngle += 1.0f;
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// Make no context current on this thread and move the QOpenGLWidget's
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// context back to the gui thread.
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m_glwidget->doneCurrent();
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ctx->moveToThread(qGuiApp->thread());
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// Schedule composition. Note that this will use QueuedConnection, meaning
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// that update() will be invoked on the gui thread.
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QMetaObject::invokeMethod(m_glwidget, "update");
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}
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void Renderer::createGeometry()
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{
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vertices.clear();
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normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const qreal Pi = 3.14159f;
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
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qreal angle1 = (i * 2 * Pi) / NumSectors;
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qreal x5 = 0.30 * sin(angle1);
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qreal y5 = 0.30 * cos(angle1);
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qreal x6 = 0.20 * sin(angle1);
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qreal y6 = 0.20 * cos(angle1);
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qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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qreal x7 = 0.20 * sin(angle2);
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qreal y7 = 0.20 * cos(angle2);
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qreal x8 = 0.30 * sin(angle2);
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qreal y8 = 0.30 * cos(angle2);
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quad(x5, y5, x6, y6, x7, y7, x8, y8);
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extrude(x6, y6, x7, y7);
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extrude(x8, y8, x5, y5);
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}
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for (int i = 0;i < vertices.size();i++)
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vertices[i] *= 2.0f;
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}
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void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
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{
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x3, y3, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x1, y1, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x3, y3, 0.05f);
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n = QVector3D::normal
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(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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vertices << QVector3D(x1, y1, +0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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