diff options
author | Friedemann Kleint <[email protected]> | 2022-01-24 16:38:02 +0100 |
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committer | Friedemann Kleint <[email protected]> | 2022-01-25 15:54:05 +0100 |
commit | f172b964f6d9fc8cadeb7b5efeb3f59c0f8f16f6 (patch) | |
tree | 2824827877b7971fe8b4834acdbada107ca5b26b /examples/opengl/threadedqopenglwidget/renderer.cpp | |
parent | 2d95b7534530fec1e1e52ef7e8be289abb48b822 (diff) |
threadedqopenglwidget example: Split out class Renderer
This makes the code clearer and decouples it from the
GLWidget.
As a drive-by, add a global shortcut to close.
Pick-to: 6.3 6.2
Change-Id: I3469d29bc367acc17c5f8acf9d46219259b8315b
Reviewed-by: Laszlo Agocs <[email protected]>
Diffstat (limited to 'examples/opengl/threadedqopenglwidget/renderer.cpp')
-rw-r--r-- | examples/opengl/threadedqopenglwidget/renderer.cpp | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/examples/opengl/threadedqopenglwidget/renderer.cpp b/examples/opengl/threadedqopenglwidget/renderer.cpp new file mode 100644 index 00000000000..f1b4e21e503 --- /dev/null +++ b/examples/opengl/threadedqopenglwidget/renderer.cpp @@ -0,0 +1,314 @@ +/**************************************************************************** +** +** Copyright (C) 2022 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "renderer.h" +#include <qmath.h> +#include <QOpenGLWidget> +#include <QGuiApplication> + +static const char VERTEX_SHADER[] = R"(attribute highp vec4 vertex; +attribute mediump vec3 normal; +uniform mediump mat4 matrix; +varying mediump vec4 color; +void main(void) +{ + vec3 toLight = normalize(vec3(0.0, 0.3, 1.0)); + float angle = max(dot(normal, toLight), 0.0); + vec3 col = vec3(0.40, 1.0, 0.0); + color = vec4(col * 0.2 + col * 0.8 * angle, 1.0); + color = clamp(color, 0.0, 1.0); + gl_Position = matrix * vertex; +} +)"; + +static const char FRAGMENT_SHADER[] = R"(varying mediump vec4 color; +void main(void) +{ + gl_FragColor = color; +} +)"; + +Renderer::Renderer(QOpenGLWidget *w) : + m_glwidget(w) +{ +} + +void Renderer::paintQtLogo() +{ + vbo.bind(); + program.setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3); + program.setAttributeBuffer(normalAttr, GL_FLOAT, vertices.count() * 3 * sizeof(GLfloat), 3); + vbo.release(); + + program.enableAttributeArray(vertexAttr); + program.enableAttributeArray(normalAttr); + + glDrawArrays(GL_TRIANGLES, 0, vertices.size()); + + program.disableAttributeArray(normalAttr); + program.disableAttributeArray(vertexAttr); +} + +// Some OpenGL implementations have serious issues with compiling and linking +// shaders on multiple threads concurrently. Avoid this. +Q_GLOBAL_STATIC(QMutex, initMutex) + +void Renderer::render() +{ + if (m_exiting) + return; + + QOpenGLContext *ctx = m_glwidget->context(); + if (!ctx) // QOpenGLWidget not yet initialized + return; + + // Grab the context. + m_grabMutex.lock(); + emit contextWanted(); + m_grabCond.wait(&m_grabMutex); + QMutexLocker lock(&m_renderMutex); + m_grabMutex.unlock(); + + if (m_exiting) + return; + + Q_ASSERT(ctx->thread() == QThread::currentThread()); + + // Make the context (and an offscreen surface) current for this thread. The + // QOpenGLWidget's fbo is bound in the context. + m_glwidget->makeCurrent(); + + if (!m_inited) { + m_inited = true; + initializeOpenGLFunctions(); + + QMutexLocker initLock(initMutex()); + QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this); + vshader->compileSourceCode(VERTEX_SHADER); + + QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); + fshader->compileSourceCode(FRAGMENT_SHADER); + + program.addShader(vshader); + program.addShader(fshader); + program.link(); + + vertexAttr = program.attributeLocation("vertex"); + normalAttr = program.attributeLocation("normal"); + matrixUniform = program.uniformLocation("matrix"); + + m_fAngle = 0; + m_fScale = 1; + createGeometry(); + + vbo.create(); + vbo.bind(); + const int verticesSize = vertices.count() * 3 * sizeof(GLfloat); + vbo.allocate(verticesSize * 2); + vbo.write(0, vertices.constData(), verticesSize); + vbo.write(verticesSize, normals.constData(), verticesSize); + + m_elapsed.start(); + } + + //qDebug("%p elapsed %lld", QThread::currentThread(), m_elapsed.restart()); + + glClearColor(0.1f, 0.2f, 0.2f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glFrontFace(GL_CW); + glCullFace(GL_FRONT); + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + + QMatrix4x4 modelview; + modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f); + modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f); + modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f); + modelview.scale(m_fScale); + modelview.translate(0.0f, -0.2f, 0.0f); + + program.bind(); + program.setUniformValue(matrixUniform, modelview); + paintQtLogo(); + program.release(); + + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + m_fAngle += 1.0f; + + // Make no context current on this thread and move the QOpenGLWidget's + // context back to the gui thread. + m_glwidget->doneCurrent(); + ctx->moveToThread(qGuiApp->thread()); + + // Schedule composition. Note that this will use QueuedConnection, meaning + // that update() will be invoked on the gui thread. + QMetaObject::invokeMethod(m_glwidget, "update"); +} + +void Renderer::createGeometry() +{ + vertices.clear(); + normals.clear(); + + qreal x1 = +0.06f; + qreal y1 = -0.14f; + qreal x2 = +0.14f; + qreal y2 = -0.06f; + qreal x3 = +0.08f; + qreal y3 = +0.00f; + qreal x4 = +0.30f; + qreal y4 = +0.22f; + + quad(x1, y1, x2, y2, y2, x2, y1, x1); + quad(x3, y3, x4, y4, y4, x4, y3, x3); + + extrude(x1, y1, x2, y2); + extrude(x2, y2, y2, x2); + extrude(y2, x2, y1, x1); + extrude(y1, x1, x1, y1); + extrude(x3, y3, x4, y4); + extrude(x4, y4, y4, x4); + extrude(y4, x4, y3, x3); + + const int NumSectors = 100; + const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; + + for (int i = 0; i < NumSectors; ++i) { + qreal angle = i * sectorAngle; + qreal sinAngle = sin(angle); + qreal cosAngle = cos(angle); + qreal x5 = 0.30 * sinAngle; + qreal y5 = 0.30 * cosAngle; + qreal x6 = 0.20 * sinAngle; + qreal y6 = 0.20 * cosAngle; + + angle += sectorAngle; + sinAngle = sin(angle); + cosAngle = cos(angle); + qreal x7 = 0.20 * sinAngle; + qreal y7 = 0.20 * cosAngle; + qreal x8 = 0.30 * sinAngle; + qreal y8 = 0.30 * cosAngle; + + quad(x5, y5, x6, y6, x7, y7, x8, y8); + + extrude(x6, y6, x7, y7); + extrude(x8, y8, x5, y5); + } + + for (qsizetype i = 0; i < vertices.size(); ++i) + vertices[i] *= 2.0f; +} + +void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) +{ + vertices << QVector3D(x1, y1, -0.05f); + vertices << QVector3D(x2, y2, -0.05f); + vertices << QVector3D(x4, y4, -0.05f); + + vertices << QVector3D(x3, y3, -0.05f); + vertices << QVector3D(x4, y4, -0.05f); + vertices << QVector3D(x2, y2, -0.05f); + + QVector3D n = QVector3D::normal + (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); + + normals << n; + normals << n; + normals << n; + + normals << n; + normals << n; + normals << n; + + vertices << QVector3D(x4, y4, 0.05f); + vertices << QVector3D(x2, y2, 0.05f); + vertices << QVector3D(x1, y1, 0.05f); + + vertices << QVector3D(x2, y2, 0.05f); + vertices << QVector3D(x4, y4, 0.05f); + vertices << QVector3D(x3, y3, 0.05f); + + n = QVector3D::normal + (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); + + normals << n; + normals << n; + normals << n; + + normals << n; + normals << n; + normals << n; +} + +void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2) +{ + vertices << QVector3D(x1, y1, +0.05f); + vertices << QVector3D(x2, y2, +0.05f); + vertices << QVector3D(x1, y1, -0.05f); + + vertices << QVector3D(x2, y2, -0.05f); + vertices << QVector3D(x1, y1, -0.05f); + vertices << QVector3D(x2, y2, +0.05f); + + QVector3D n = QVector3D::normal + (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); + + normals << n; + normals << n; + normals << n; + + normals << n; + normals << n; + normals << n; +} |