コード例 #1
0
ファイル: hellowindow.cpp プロジェクト: AlexSoehn/qt-base-deb
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->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF());
    f->glFrontFace(GL_CW);
    f->glCullFace(GL_FRONT);
    f->glEnable(GL_CULL_FACE);
    f->glEnable(GL_DEPTH_TEST);

    m_program->bind();
    m_vbo.bind();

    m_program->enableAttributeArray(vertexAttr);
    m_program->enableAttributeArray(normalAttr);
    m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
    const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
    m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);

    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->setUniformValue(matrixUniform, modelview);
    m_program->setUniformValue(colorUniform, color);

    m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());

    m_context->swapBuffers(surface);

    m_fAngle += 1.0f;

    QTimer::singleShot(0, this, SLOT(render()));
}
コード例 #2
0
ファイル: qtrenderer.cpp プロジェクト: msorvig/tmp
void QtRenderer::initialize()
{
    QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
    vshader->compileSourceCode(
        "attribute highp vec4 vertex;"
        "attribute mediump vec3 normal;"
        "uniform mediump mat4 matrix;"
        "uniform lowp vec4 sourceColor;"
        "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 = sourceColor.rgb;"
        "    color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);"
        "    color = clamp(color, 0.0, 1.0);"
        "    gl_Position = matrix * vertex;"
        "}");

    QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
    fshader->compileSourceCode(
        "varying mediump vec4 color;"
        "void main(void)"
        "{"
        "    gl_FragColor = color;"
        "}");

    m_program = new QOpenGLShaderProgram(this);
    m_program->addShader(vshader);
    m_program->addShader(fshader);
    m_program->link();
    m_program->bind();

    vertexAttr = m_program->attributeLocation("vertex");
    normalAttr = m_program->attributeLocation("normal");
    matrixUniform = m_program->uniformLocation("matrix");
    colorUniform = m_program->uniformLocation("sourceColor");

    m_fAngle = 0;
    createGeometry();

    m_vbo.create();
    m_vbo.bind();
    const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
    m_vbo.allocate(verticesSize * 2);
    m_vbo.write(0, vertices.constData(), verticesSize);
    m_vbo.write(verticesSize, normals.constData(), verticesSize);

    QOpenGLFunctions *f = m_context->functions();
    f->glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
    f->glFrontFace(GL_CW);
    f->glCullFace(GL_FRONT);
    f->glEnable(GL_CULL_FACE);
    f->glEnable(GL_DEPTH_TEST);

    m_program->enableAttributeArray(vertexAttr);
    m_program->enableAttributeArray(normalAttr);
    m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
    m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);
}
コード例 #3
0
void QGLWidgetGLPaintDevice::beginPaint()
{
    QGLPaintDevice::beginPaint();
    QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
    if (!glWidget->d_func()->disable_clear_on_painter_begin && glWidget->autoFillBackground()) {
        if (glWidget->testAttribute(Qt::WA_TranslucentBackground))
            funcs->glClearColor(0.0, 0.0, 0.0, 0.0);
        else {
            const QColor &c = glWidget->palette().brush(glWidget->backgroundRole()).color();
            float alpha = c.alphaF();
            funcs->glClearColor(c.redF() * alpha, c.greenF() * alpha, c.blueF() * alpha, alpha);
        }
        if (context()->d_func()->workaround_needsFullClearOnEveryFrame)
            funcs->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        else
            funcs->glClear(GL_COLOR_BUFFER_BIT);
    }
}
コード例 #4
0
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()));
}
コード例 #5
0
    void exposeEvent(QExposeEvent *)
    {
        if (!isExposed())
            return;

        if (!gl) {
            gl = new QOpenGLContext();
            gl->setFormat(requestedFormat());
            gl->create();
        }

        gl->makeCurrent(this);

        QOpenGLShaderProgram prog;
        prog.addShaderFromSourceCode(QOpenGLShader::Vertex,
                                     "attribute highp vec4 a_Pos;"
                                     "attribute lowp vec4 a_Color;"
                                     "varying lowp vec4 v_Color;"
                                     "void main() {"
                                     "    gl_Position = a_Pos;"
                                     "    v_Color = a_Color;"
                                     "}");
        prog.addShaderFromSourceCode(QOpenGLShader::Fragment,
                                     "varying lowp vec4 v_Color;"
                                     "void main() {"
                                     "    gl_FragColor = v_Color;"
                                     "}");
        prog.bind();

        QOpenGLFunctions *functions = gl->functions();
        functions->glClearColor(0, 0, 0, 0);
        functions->glClear(GL_COLOR_BUFFER_BIT);
        functions->glViewport(0, 0, width(), height());

        prog.enableAttributeArray("a_Pos");
        prog.enableAttributeArray("a_Color");

        float coords[] = { -0.7f,  0.7f,
                            0.8f,  0.8f,
                           -0.8f, -0.8f,
                            0.7f, -0.7f };
        float colors[] = { 1, 0, 0, 1,
                           0, 1, 0, 1,
                           0, 0, 1, 1,
                           0, 0, 0, 0 };

        prog.setAttributeArray("a_Pos", GL_FLOAT, coords, 2, 0);
        prog.setAttributeArray("a_Color", GL_FLOAT, colors, 4, 0);

        functions->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

        prog.disableAttributeArray("a_Pos");
        prog.disableAttributeArray("a_Color");

        gl->swapBuffers(this);
    }
コード例 #6
0
ファイル: webview.cpp プロジェクト: tworaz/qzilla
void
WebView::CreateGLContext() {
  QOpenGLContext* context = window_->GLContext();
  context->makeCurrent(window_);

  static bool firstClearDone = false;
  if (!firstClearDone) {
    QOpenGLFunctions* functions = context->functions();
    Q_ASSERT(functions);
    functions->glClearColor(1.0, 1.0, 1.0, 0.0);
    functions->glClear(GL_COLOR_BUFFER_BIT);
    context->swapBuffers(window_);
    firstClearDone = true;
  }
}
コード例 #7
0
void GLWidget::initializeGL()
{
    initializeOpenGLFunctions();
    QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();

    f->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/lightingVertexShader.vsh");
    shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/lightingFragmentShader.fsh");
    shaderProgram.link();
    coloringShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/coloringVertexShader.vsh");
    coloringShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/coloringFragmentShader.fsh");
    coloringShaderProgram.link();

    cout << "OpenGL Version : " << glGetString(GL_VERSION) << endl;
}
コード例 #8
0
void QOpenGLTextureBlitWindow::render()
{
    m_context->makeCurrent(this);

    QRect viewport(0,0,dWidth(),dHeight());
    QOpenGLFunctions *functions = m_context->functions();
    functions->glViewport(0,0,dWidth(), dHeight());

    functions->glClearColor(0.f, .6f, .0f, 0.f);
    functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    QOpenGLTexture texture(m_image);
    texture.setWrapMode(QOpenGLTexture::ClampToEdge);
    texture.create();

    QOpenGLTexture texture_mirrored(m_image_mirrord);
    texture_mirrored.setWrapMode(QOpenGLTexture::ClampToEdge);
    texture_mirrored.create();

    QRectF topLeftOriginTopLeft(QPointF(0,0), QPointF(dWidth()/2.0, dHeight()/2.0));
    QRectF topRightOriginTopLeft(QPointF(dWidth()/2.0,0), QPointF(dWidth(), dHeight()/2.0));
    QRectF bottomLeftOriginTopLeft(QPointF(0, dHeight()/2.0), QPointF(dWidth() /2.0, dHeight()));
    QRectF bottomRightOriginTopLeft(QPoint(dWidth()/2.0, dHeight()/2.0), QPointF(dWidth(), dHeight()));

    QRectF topLeftOriginBottomLeft = bottomLeftOriginTopLeft; Q_UNUSED(topLeftOriginBottomLeft);
    QRectF topRightOriginBottomLeft = bottomRightOriginTopLeft; Q_UNUSED(topRightOriginBottomLeft);
    QRectF bottomLeftOriginBottomLeft = topLeftOriginTopLeft;
    QRectF bottomRightOriginBottomLeft = topRightOriginTopLeft;

    QOpenGLTextureBlitter::Origin topLeftOrigin = QOpenGLTextureBlitter::OriginTopLeft;
    QOpenGLTextureBlitter::Origin bottomLeftOrigin = QOpenGLTextureBlitter::OriginBottomLeft;

    QMatrix4x4 topRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(topRightOriginTopLeft, viewport);
    QMatrix4x4 bottomLeftOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(bottomLeftOriginTopLeft, viewport);
    QMatrix4x4 bottomRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(bottomRightOriginTopLeft, viewport);

    QMatrix3x3 texTopLeftOriginTopLeft = QOpenGLTextureBlitter::sourceTransform(topLeftOriginTopLeft, m_image.size(), topLeftOrigin);
    QMatrix3x3 texTopRightOriginBottomLeft = QOpenGLTextureBlitter::sourceTransform(topRightOriginBottomLeft, m_image.size(), bottomLeftOrigin);
    QMatrix3x3 texBottomLeftOriginBottomLeft = QOpenGLTextureBlitter::sourceTransform(bottomLeftOriginBottomLeft, m_image.size(), bottomLeftOrigin);
    QMatrix3x3 texBottomRightOriginBottomLeft = QOpenGLTextureBlitter::sourceTransform(bottomRightOriginBottomLeft, m_image.size(), bottomLeftOrigin);

    QSizeF subSize(topLeftOriginTopLeft.width()/2, topLeftOriginTopLeft.height()/2);
    QRectF subTopLeftOriginTopLeft(topLeftOriginTopLeft.topLeft(), subSize);
    QRectF subTopRightOriginTopLeft(QPointF(topLeftOriginTopLeft.topLeft().x() + topLeftOriginTopLeft.width() / 2,
                               topLeftOriginTopLeft.topLeft().y()), subSize);
    QRectF subBottomLeftOriginTopLeft(QPointF(topLeftOriginTopLeft.topLeft().x(),
                                 topLeftOriginTopLeft.topLeft().y() + topLeftOriginTopLeft.height() / 2), subSize);
    QRectF subBottomRightOriginTopLeft(QPointF(topLeftOriginTopLeft.topLeft().x() + topLeftOriginTopLeft.width() / 2, 
                                  topLeftOriginTopLeft.topLeft().y() + topLeftOriginTopLeft.height() / 2), subSize);

    QMatrix4x4 subTopLeftOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subTopLeftOriginTopLeft, viewport);
    QMatrix4x4 subTopRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subTopRightOriginTopLeft, viewport);
    QMatrix4x4 subBottomLeftOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subBottomLeftOriginTopLeft, viewport);
    QMatrix4x4 subBottomRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subBottomRightOriginTopLeft, viewport);

    m_blitter.bind();
    m_blitter.blit(texture_mirrored.textureId(), subTopLeftOriginTopLeftVertex, texBottomRightOriginBottomLeft);
    m_blitter.blit(texture_mirrored.textureId(), subTopRightOriginTopLeftVertex, texBottomLeftOriginBottomLeft);
    m_blitter.blit(texture.textureId(), subBottomLeftOriginTopLeftVertex, texTopRightOriginBottomLeft);
    m_blitter.blit(texture.textureId(), subBottomRightOriginTopLeftVertex, texTopLeftOriginTopLeft);

    m_blitter.blit(texture.textureId(), topRightOriginTopLeftVertex, topLeftOrigin);
    m_blitter.blit(texture_mirrored.textureId(), bottomLeftOriginTopLeftVertex, topLeftOrigin);

    m_blitter.setSwizzleRB(true);
    m_blitter.blit(texture.textureId(), bottomRightOriginTopLeftVertex, texTopLeftOriginTopLeft);
    m_blitter.setSwizzleRB(false);
    m_blitter.release();

    if (m_blitter.supportsExternalOESTarget()) {
        // Cannot do much testing here, just verify that bind and release work, meaning that the program is present.
        m_blitter.bind(0x8D65);
        m_blitter.release();
    }

    m_context->swapBuffers(this);
}