mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-23 12:07:03 +08:00
192 lines
5.4 KiB
C++
192 lines
5.4 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "renderwindow.h"
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#include <QTimer>
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#include <QMatrix4x4>
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#include <QOpenGLContext>
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#include <QtOpenGL/QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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RenderWindow::RenderWindow(const QSurfaceFormat &format)
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: m_context(nullptr),
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m_initialized(false),
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m_forceGLSL110(false),
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m_angle(0.0f)
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{
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setSurfaceType(QWindow::OpenGLSurface);
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setFormat(format);
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m_context = new QOpenGLContext(this);
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m_context->setFormat(requestedFormat());
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if (!m_context->create()) {
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delete m_context;
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m_context = nullptr;
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}
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}
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void RenderWindow::exposeEvent(QExposeEvent *)
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{
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if (isExposed())
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render();
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}
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// ES needs the precision qualifiers.
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// On desktop GL QOpenGLShaderProgram inserts dummy defines for highp/mediump/lowp.
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static const char *vertexShaderSource110 =
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"attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource110 =
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"varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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static const char *vertexShaderSource =
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"#version 150\n"
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"in vec4 posAttr;\n"
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"in vec4 colAttr;\n"
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"out vec4 col;\n"
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"uniform mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"#version 150\n"
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"in vec4 col;\n"
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"out vec4 fragColor;\n"
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"void main() {\n"
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" fragColor = col;\n"
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"}\n";
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static GLfloat vertices[] = {
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0.0f, 0.707f,
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-0.5f, -0.5f,
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0.5f, -0.5f
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};
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static GLfloat colors[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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void RenderWindow::init()
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{
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m_program = new QOpenGLShaderProgram(this);
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QSurfaceFormat format = m_context->format();
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bool useNewStyleShader = format.profile() == QSurfaceFormat::CoreProfile;
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// Try to handle 3.0 & 3.1 that do not have the core/compatibility profile concept 3.2+ has.
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// This may still fail since version 150 (3.2) is specified in the sources but it's worth a try.
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if (format.renderableType() == QSurfaceFormat::OpenGL && format.majorVersion() == 3 && format.minorVersion() <= 1)
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useNewStyleShader = !format.testOption(QSurfaceFormat::DeprecatedFunctions);
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if (m_forceGLSL110)
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useNewStyleShader = false;
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const char *vsrc = useNewStyleShader ? vertexShaderSource : vertexShaderSource110;
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const char *fsrc = useNewStyleShader ? fragmentShaderSource : fragmentShaderSource110;
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qDebug("Using version %s shader", useNewStyleShader ? "150" : "110");
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vsrc)) {
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emit error(m_program->log());
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return;
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}
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fsrc)) {
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emit error(m_program->log());
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return;
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}
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if (!m_program->link()) {
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emit error(m_program->log());
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return;
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}
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m_posAttr = m_program->attributeLocation("posAttr");
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m_colAttr = m_program->attributeLocation("colAttr");
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m_matrixUniform = m_program->uniformLocation("matrix");
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m_vbo.create();
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m_vbo.bind();
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m_vbo.allocate(vertices, sizeof(vertices) + sizeof(colors));
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m_vbo.write(sizeof(vertices), colors, sizeof(colors));
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m_vbo.release();
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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if (m_vao.isCreated()) // have VAO support, use it
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setupVertexAttribs();
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}
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void RenderWindow::setupVertexAttribs()
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{
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m_vbo.bind();
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m_program->setAttributeBuffer(m_posAttr, GL_FLOAT, 0, 2);
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m_program->setAttributeBuffer(m_colAttr, GL_FLOAT, sizeof(vertices), 3);
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m_program->enableAttributeArray(m_posAttr);
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m_program->enableAttributeArray(m_colAttr);
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m_vbo.release();
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}
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bool RenderWindow::event(QEvent *ev)
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{
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if (ev->type() == QEvent::UpdateRequest)
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render();
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return QWindow::event(ev);
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}
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void RenderWindow::render()
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{
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if (!m_context->makeCurrent(this)) {
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emit error(tr("makeCurrent() failed"));
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return;
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}
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QOpenGLFunctions *f = m_context->functions();
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if (!m_initialized) {
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m_initialized = true;
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f->glEnable(GL_DEPTH_TEST);
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f->glClearColor(0, 0, 0, 1);
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init();
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emit ready();
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}
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if (!m_vbo.isCreated()) // init() failed, don't bother with trying to render
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return;
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const qreal retinaScale = devicePixelRatio();
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f->glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_program->bind();
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QMatrix4x4 matrix;
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matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f);
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matrix.translate(0.0f, 0.0f, -2.0f);
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matrix.rotate(m_angle, 0.0f, 1.0f, 0.0f);
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m_program->setUniformValue(m_matrixUniform, matrix);
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if (m_vao.isCreated())
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m_vao.bind();
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else // no VAO support, set the vertex attribute arrays now
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setupVertexAttribs();
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f->glDrawArrays(GL_TRIANGLES, 0, 3);
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m_vao.release();
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m_program->release();
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// swapInterval is 1 by default which means that swapBuffers() will (hopefully) block
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// and wait for vsync.
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m_context->swapBuffers(this);
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m_angle += 1.0f;
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requestUpdate();
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}
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