void Renderer::render() { QMutexLocker locker(&m_windowLock); if (m_windows.isEmpty()) return; HelloWindow *surface = m_windows.at(m_currentWindow); QColor color = surface->color(); m_currentWindow = (m_currentWindow + 1) % m_windows.size(); if (!m_context->makeCurrent(surface)) return; QSize viewSize = surface->size(); locker.unlock(); if (!m_initialized) { initialize(); m_initialized = true; } QOpenGLFunctions *f = m_context->functions(); f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio()); f->glClearColor(0.1f, 0.1f, 0.2f, 1.0f); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f->glFrontFace(GL_CW); f->glCullFace(GL_FRONT); f->glEnable(GL_CULL_FACE); f->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.translate(0.0f, -0.2f, 0.0f); m_program->bind(); m_program->setUniformValue(matrixUniform, modelview); m_program->setUniformValue(colorUniform, color); paintQtLogo(); m_program->release(); f->glDisable(GL_DEPTH_TEST); f->glDisable(GL_CULL_FACE); m_context->swapBuffers(surface); m_fAngle += 1.0f; QTimer::singleShot(0, this, SLOT(render())); }
void LogoRenderer::render() { #if 1 QString fileName="c:\\shareproject\\jpg\\512img004.jpg"; QImage image(fileName); if (image.isNull()) { qDebug()<<"image.isNull"; return; } image = image.convertToFormat(QImage::Format_RGB888); //image = image.convertToFormat(QImage::Format_ARGB32); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width(), image.height(), 0, //GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, image.bits()); GL_RGB, GL_UNSIGNED_BYTE, image.bits()); glDrawArrays(GL_TRIANGLES, 0, 6); QImage imagefrag(512,384,QImage::Format_RGB888); unsigned char *pixels = (unsigned char *) imagefrag.bits(); glReadPixels(0, 0, 512, 384, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)pixels); imagefrag.save("c:\\shareproject\\jpg\\512img005_frag2.jpg"); #endif #if 0 glDepthMask(true); glClearColor(0.5f, 0.5f, 0.7f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); 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); program1.bind(); program1.setUniformValue(matrixUniform1, modelview); paintQtLogo(); program1.release(); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); m_fAngle += 1.0f; #endif }
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); const char *vsrc = "attribute highp vec4 vertex;\n" "attribute mediump vec3 normal;\n" "uniform mediump mat4 matrix;\n" "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" " float angle = max(dot(normal, toLight), 0.0);\n" " vec3 col = vec3(0.40, 1.0, 0.0);\n" " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" " color = clamp(color, 0.0, 1.0);\n" " gl_Position = matrix * vertex;\n" "}\n"; vshader->compileSourceCode(vsrc); QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this); const char *fsrc = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n"; fshader->compileSourceCode(fsrc); 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"); }