QQuickRenderControl Example▲
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/**
**************************************************************************
**
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**
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** modification, are permitted provided that the following conditions are
** met:
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*/
#include
"cuberenderer.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QOffscreenSurface>
#include <QWindow>
CubeRenderer::
CubeRenderer(QOffscreenSurface *
offscreenSurface)
:
m_offscreenSurface(offscreenSurface),
m_context(nullptr
),
m_program(nullptr
),
m_vbo(nullptr
),
m_vao(nullptr
),
m_matrixLoc(0
)
{
}
CubeRenderer::
~
CubeRenderer()
{
// Use a temporary offscreen surface to do the cleanup.
// There may not be a native window surface available anymore at this stage.
m_context-&
gt;makeCurrent(m_offscreenSurface);
delete
m_program;
delete
m_vbo;
delete
m_vao;
m_context-&
gt;doneCurrent();
delete
m_context;
}
void
CubeRenderer::
init(QWindow *
w, QOpenGLContext *
share)
{
m_context =
new
QOpenGLContext;
m_context-&
gt;setShareContext(share);
m_context-&
gt;setFormat(w-&
gt;requestedFormat());
m_context-&
gt;create();
if
(!
m_context-&
gt;makeCurrent(w))
return
;
QOpenGLFunctions *
f =
m_context-&
gt;functions();
f-&
gt;glClearColor(0.0
f, 0.1
f, 0.25
f, 1.0
f);
f-&
gt;glViewport(0
, 0
, w-&
gt;width() *
w-&
gt;devicePixelRatio(), w-&
gt;height() *
w-&
gt;devicePixelRatio());
static
const
char
*
vertexShaderSource =
"attribute highp vec4 vertex;
\n
"
"attribute lowp vec2 coord;
\n
"
"varying lowp vec2 v_coord;
\n
"
"uniform highp mat4 matrix;
\n
"
"void main() {
\n
"
" v_coord = coord;
\n
"
" gl_Position = matrix * vertex;
\n
"
"}
\n
"
;
static
const
char
*
fragmentShaderSource =
"varying lowp vec2 v_coord;
\n
"
"uniform sampler2D sampler;
\n
"
"void main() {
\n
"
" gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);
\n
"
"}
\n
"
;
m_program =
new
QOpenGLShaderProgram;
m_program-&
gt;addCacheableShaderFromSourceCode(QOpenGLShader::
Vertex, vertexShaderSource);
m_program-&
gt;addCacheableShaderFromSourceCode(QOpenGLShader::
Fragment, fragmentShaderSource);
m_program-&
gt;bindAttributeLocation("vertex"
, 0
);
m_program-&
gt;bindAttributeLocation("coord"
, 1
);
m_program-&
gt;link();
m_matrixLoc =
m_program-&
gt;uniformLocation("matrix"
);
m_vao =
new
QOpenGLVertexArrayObject;
m_vao-&
gt;create();
QOpenGLVertexArrayObject::
Binder vaoBinder(m_vao);
m_vbo =
new
QOpenGLBuffer;
m_vbo-&
gt;create();
m_vbo-&
gt;bind();
GLfloat v[] =
{
-
0.5
, 0.5
, 0.5
, 0.5
,-
0.5
,0.5
,-
0.5
,-
0.5
,0.5
,
0.5
, -
0.5
, 0.5
, -
0.5
,0.5
,0.5
,0.5
,0.5
,0.5
,
-
0.5
, -
0.5
, -
0.5
, 0.5
,-
0.5
,-
0.5
,-
0.5
,0.5
,-
0.5
,
0.5
, 0.5
, -
0.5
, -
0.5
,0.5
,-
0.5
,0.5
,-
0.5
,-
0.5
,
0.5
, -
0.5
, -
0.5
, 0.5
,-
0.5
,0.5
,0.5
,0.5
,-
0.5
,
0.5
, 0.5
, 0.5
, 0.5
,0.5
,-
0.5
,0.5
,-
0.5
,0.5
,
-
0.5
, 0.5
, -
0.5
, -
0.5
,-
0.5
,0.5
,-
0.5
,-
0.5
,-
0.5
,
-
0.5
, -
0.5
, 0.5
, -
0.5
,0.5
,-
0.5
,-
0.5
,0.5
,0.5
,
0.5
, 0.5
, -
0.5
, -
0.5
, 0.5
, 0.5
, -
0.5
, 0.5
, -
0.5
,
-
0.5
, 0.5
, 0.5
, 0.5
, 0.5
, -
0.5
, 0.5
, 0.5
, 0.5
,
-
0.5
, -
0.5
, -
0.5
, -
0.5
, -
0.5
, 0.5
, 0.5
, -
0.5
, -
0.5
,
0.5
, -
0.5
, 0.5
, 0.5
, -
0.5
, -
0.5
, -
0.5
, -
0.5
, 0.5
}
;
GLfloat texCoords[] =
{
0.0
f,0.0
f, 1.0
f,1.0
f, 1.0
f,0.0
f,
1.0
f,1.0
f, 0.0
f,0.0
f, 0.0
f,1.0
f,
1.0
f,1.0
f, 1.0
f,0.0
f, 0.0
f,1.0
f,
0.0
f,0.0
f, 0.0
f,1.0
f, 1.0
f,0.0
f,
1.0
f,1.0
f, 1.0
f,0.0
f, 0.0
f,1.0
f,
0.0
f,0.0
f, 0.0
f,1.0
f, 1.0
f,0.0
f,
0.0
f,0.0
f, 1.0
f,1.0
f, 1.0
f,0.0
f,
1.0
f,1.0
f, 0.0
f,0.0
f, 0.0
f,1.0
f,
0.0
f,1.0
f, 1.0
f,0.0
f, 1.0
f,1.0
f,
1.0
f,0.0
f, 0.0
f,1.0
f, 0.0
f,0.0
f,
1.0
f,0.0
f, 1.0
f,1.0
f, 0.0
f,0.0
f,
0.0
f,1.0
f, 0.0
f,0.0
f, 1.0
f,1.0
f
}
;
const
int
vertexCount =
36
;
m_vbo-&
gt;allocate(sizeof
(GLfloat) *
vertexCount *
5
);
m_vbo-&
gt;write(0
, v, sizeof
(GLfloat) *
vertexCount *
3
);
m_vbo-&
gt;write(sizeof
(GLfloat) *
vertexCount *
3
, texCoords, sizeof
(GLfloat) *
vertexCount *
2
);
m_vbo-&
gt;release();
if
(m_vao-&
gt;isCreated())
setupVertexAttribs();
}
void
CubeRenderer::
resize(int
w, int
h)
{
m_proj.setToIdentity();
m_proj.perspective(45
, w /
float
(h), 0.01
f, 100.0
f);
}
void
CubeRenderer::
setupVertexAttribs()
{
m_vbo-&
gt;bind();
m_program-&
gt;enableAttributeArray(0
);
m_program-&
gt;enableAttributeArray(1
);
m_context-&
gt;functions()-&
gt;glVertexAttribPointer(0
, 3
, GL_FLOAT, GL_FALSE, 0
, nullptr
);
m_context-&
gt;functions()-&
gt;glVertexAttribPointer(1
, 2
, GL_FLOAT, GL_FALSE, 0
,
(const
void
*
)(36
*
3
*
sizeof
(GLfloat)));
m_vbo-&
gt;release();
}
void
CubeRenderer::
render(QWindow *
w, QOpenGLContext *
share, uint texture)
{
if
(!
m_context)
init(w, share);
if
(!
m_context-&
gt;makeCurrent(w))
return
;
QOpenGLFunctions *
f =
m_context-&
gt;functions();
f-&
gt;glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT);
if
(texture) {
f-&
gt;glBindTexture(GL_TEXTURE_2D, texture);
f-&
gt;glFrontFace(GL_CW); // because our cube's vertex data is such
f-&
gt;glEnable(GL_CULL_FACE);
f-&
gt;glEnable(GL_DEPTH_TEST);
m_program-&
gt;bind();
QOpenGLVertexArrayObject::
Binder vaoBinder(m_vao);
// If VAOs are not supported, set the vertex attributes every time.
if
(!
m_vao-&
gt;isCreated())
setupVertexAttribs();
static
GLfloat angle =
0
;
QMatrix4x4 m;
m.translate(0
, 0
, -
2
);
m.rotate(90
, 0
, 0
, 1
);
m.rotate(angle, 0.5
, 1
, 0
);
angle +=
0.5
f;
m_program-&
gt;setUniformValue(m_matrixLoc, m_proj *
m);
// Draw the cube.
f-&
gt;glDrawArrays(GL_TRIANGLES, 0
, 36
);
}
m_context-&
gt;swapBuffers(w);
}