Even Oscar Andersen 6f68cb9a60 wasm: Fix openglwindow example
Use QOpenGLBuffer to satisfy WebGL

Change-Id: Id40a85feb329a85844637c5f5a7a8ae534969086
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
2024-03-22 14:15:54 +01:00

126 lines
3.5 KiB
C++

// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "openglwindow.h"
#include <QGuiApplication>
#include <QMatrix4x4>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QScreen>
#include <QtMath>
//! [1]
class TriangleWindow : public OpenGLWindow
{
public:
using OpenGLWindow::OpenGLWindow;
void initialize() override;
void render() override;
private:
GLint m_matrixUniform = 0;
QOpenGLBuffer m_vbo;
QOpenGLShaderProgram *m_program = nullptr;
int m_frame = 0;
};
//! [1]
//! [2]
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
QSurfaceFormat format;
format.setSamples(16);
TriangleWindow window;
window.setFormat(format);
window.resize(640, 480);
window.show();
window.setAnimating(true);
return app.exec();
}
//! [2]
//! [3]
static const char *vertexShaderSource = "attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"uniform highp mat4 matrix;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = matrix * posAttr;\n"
"}\n";
static const char *fragmentShaderSource = "varying lowp vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n";
//! [3]
//! [4]
void TriangleWindow::initialize()
{
static const GLfloat vertices_colors[] = { +0.0f, +0.707f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.500f, 0.0f, 1.0f, 0.0f,
+0.5f, -0.500f, 0.0f, 0.0f, 1.0f };
m_vbo.create();
m_vbo.bind();
m_vbo.allocate(vertices_colors, sizeof(vertices_colors));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), nullptr);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
reinterpret_cast<void *>(2 * sizeof(GLfloat)));
m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->bindAttributeLocation("posAttr", 0);
m_program->bindAttributeLocation("colAttr", 1);
m_program->link();
m_program->bind();
m_matrixUniform = m_program->uniformLocation("matrix");
Q_ASSERT(m_matrixUniform != -1);
}
//! [4]
//! [5]
void TriangleWindow::render()
{
const qreal retinaScale = devicePixelRatio();
glViewport(0, 0, width() * retinaScale, height() * retinaScale);
glClear(GL_COLOR_BUFFER_BIT);
m_program->bind();
QMatrix4x4 matrix;
matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f);
matrix.translate(0, 0, -2);
matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);
m_program->setUniformValue(m_matrixUniform, matrix);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
m_program->release();
++m_frame;
}
//! [5]