mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-30 07:46:51 +08:00
168 lines
5.2 KiB
C++
168 lines
5.2 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 "background_renderer.h"
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#include <qmath.h>
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#include <QFileInfo>
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#include <QTime>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <math.h>
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static const char vertex_shader[] =
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"attribute highp vec3 vertexCoord;"
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"void main() {"
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" gl_Position = vec4(vertexCoord,1.0);"
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"}";
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static const char fragment_shader[] =
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"void main() {"
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" gl_FragColor = vec4(0.0,1.0,0.0,1.0);"
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"}";
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static const float vertices[] = { -1, -1, 0,
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-1, 1, 0,
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1, -1, 0,
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1, 1, 0 };
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FragmentToy::FragmentToy(const QString &fragmentSource, QObject *parent)
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: QObject(parent)
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, m_recompile_shaders(true)
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{
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if (QFile::exists(fragmentSource)) {
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QFileInfo info(fragmentSource);
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m_fragment_file_last_modified = info.lastModified();
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m_fragment_file = fragmentSource;
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#if QT_CONFIG(filesystemwatcher)
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m_watcher.addPath(info.canonicalPath());
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QObject::connect(&m_watcher, &QFileSystemWatcher::directoryChanged, this, &FragmentToy::fileChanged);
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#endif
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}
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}
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FragmentToy::~FragmentToy()
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= default;
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void FragmentToy::draw(const QSize &windowSize)
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{
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if (!m_program)
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initializeOpenGLFunctions();
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!m_vao.isCreated())
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m_vao.create();
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QOpenGLVertexArrayObject::Binder binder(&m_vao);
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if (!m_vertex_buffer.isCreated()) {
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m_vertex_buffer.create();
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m_vertex_buffer.bind();
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m_vertex_buffer.allocate(vertices, sizeof(vertices));
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m_vertex_buffer.release();
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}
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if (!m_program) {
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m_program.reset(new QOpenGLShaderProgram);
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m_program->create();
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m_vertex_shader.reset(new QOpenGLShader(QOpenGLShader::Vertex));
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if (!m_vertex_shader->compileSourceCode(vertex_shader)) {
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qWarning() << "Failed to compile the vertex shader:" << m_vertex_shader->log();
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}
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if (!m_program->addShader(m_vertex_shader.get())) {
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qWarning() << "Failed to add vertex shader to program:" << m_program->log();
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}
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}
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if (!m_fragment_shader && m_recompile_shaders) {
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QByteArray data;
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if (m_fragment_file.size()) {
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QFile file(m_fragment_file);
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if (file.open(QIODevice::ReadOnly)) {
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data = file.readAll();
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} else {
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qWarning() << "Failed to load input file, falling back to default";
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data = QByteArray::fromRawData(fragment_shader, sizeof(fragment_shader));
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}
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} else {
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QFile qrcFile(":/background.frag");
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if (qrcFile.open(QIODevice::ReadOnly))
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data = qrcFile.readAll();
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else
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data = QByteArray::fromRawData(fragment_shader, sizeof(fragment_shader));
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}
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if (data.size()) {
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m_fragment_shader.reset(new QOpenGLShader(QOpenGLShader::Fragment));
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if (!m_fragment_shader->compileSourceCode(data)) {
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qWarning() << "Failed to compile fragment shader:" << m_fragment_shader->log();
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m_fragment_shader.reset(nullptr);
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}
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} else {
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qWarning() << "Unknown error, no fragment shader";
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}
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if (m_fragment_shader) {
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if (!m_program->addShader(m_fragment_shader.get())) {
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qWarning() << "Failed to add fragment shader to program:" << m_program->log();
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}
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}
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}
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if (m_recompile_shaders) {
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m_recompile_shaders = false;
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if (m_program->link()) {
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m_vertex_coord_pos = m_program->attributeLocation("vertexCoord");
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} else {
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qWarning() << "Failed to link shader program" << m_program->log();
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}
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}
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if (!m_program->isLinked())
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return;
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m_program->bind();
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m_vertex_buffer.bind();
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m_program->setAttributeBuffer("vertexCoord", GL_FLOAT, 0, 3, 0);
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m_program->enableAttributeArray("vertexCoord");
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m_vertex_buffer.release();
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m_program->setUniformValue("currentTime", (uint) QDateTime::currentMSecsSinceEpoch());
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m_program->setUniformValue("windowSize", windowSize);
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QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_program->release();
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}
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void FragmentToy::fileChanged(const QString &path)
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{
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Q_UNUSED(path);
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if (QFile::exists(m_fragment_file)) {
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QFileInfo fragment_source(m_fragment_file);
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if (fragment_source.lastModified() > m_fragment_file_last_modified) {
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m_fragment_file_last_modified = fragment_source.lastModified();
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m_recompile_shaders = true;
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if (m_program) {
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m_program->removeShader(m_fragment_shader.get());
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m_fragment_shader.reset(nullptr);
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}
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}
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} else {
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m_recompile_shaders = true;
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if (m_program) {
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m_program->removeShader(m_fragment_shader.get());
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m_fragment_shader.reset(nullptr);
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}
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}
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}
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