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())); }
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); }
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 ShaderEffectSource::bind() { GLint filtering = smooth() ? GL_LINEAR : GL_NEAREST; GLuint hwrap = (m_wrapMode == Repeat || m_wrapMode == RepeatHorizontally) ? GL_REPEAT : GL_CLAMP_TO_EDGE; GLuint vwrap = (m_wrapMode == Repeat || m_wrapMode == RepeatVertically) ? GL_REPEAT : GL_CLAMP_TO_EDGE; QOpenGLContext *context = QOpenGLContext::currentContext(); QOpenGLFunctions *f = context->functions(); if (!context->isOpenGLES()) f->glEnable(GL_TEXTURE_2D); if (m_fbo && m_fbo->isValid()) { f->glBindTexture(GL_TEXTURE_2D, m_fbo->texture()); } else { m_dirtyTexture = true; emit repaintRequired(); markSourceItemDirty(); f->glBindTexture(GL_TEXTURE_2D, 0); } f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, smooth() ? GL_LINEAR : GL_NEAREST); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, hwrap); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, vwrap); }
void GLTerrainRect::render() { if(!initalised()) initGL(); QOpenGLFunctions * f = QOpenGLContext::currentContext()->functions(); f->glEnable(GL_BLEND);CE(); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CE(); m_vao_constraints.bind();CE(); f->glDrawElements(GL_TRIANGLE_STRIP, m_indicies.size(), GL_UNSIGNED_INT, (void*)(0)); CE();CE(); m_vao_constraints.release();CE(); f->glDisable(GL_BLEND);CE(); }
void Shader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(oldMaterial); Q_ASSERT(program()->isLinked()); Material* m = static_cast<Material*>(newMaterial); program()->setUniformValue(m_id_matrix, state.combinedMatrix()*m->transformation); if (state.isOpacityDirty()) { program()->setUniformValue(m_id_opacity, state.opacity()); } program()->setUniformValue(m_id_color, m->color); m_glFuncs->glBlendFunc(GL_ONE, GL_ONE); m_glFuncs->glEnable(GL_POINT_SPRITE); // glPointSize(m->pointSize); // Commenting this out since it is not available in QOpenGLFunctions (OpenGL ES 2.0) and apparently does not affect the point size }
void QtViewRenderer::render() { QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions(); OpenGLStateSaver state(f); f->glEnable(GL_BLEND); f->glBlendEquation(GL_FUNC_ADD); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f->glDisable(GL_CULL_FACE); f->glDisable(GL_DEPTH_TEST); f->glActiveTexture(GL_TEXTURE0); glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2], 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, m_width, m_height); QMatrix4x4 ortho; ortho.ortho(m_viewBounds[0], m_viewBounds[2], m_viewBounds[3], m_viewBounds[1], -1, 1); m_shader->bind(); m_shader->setUniformValue(m_locationTex, 0); m_shader->setUniformValue(m_locationProjMtx, ortho); m_VAO->bind(); int vboSize = 0, eboSize = 0; for (const auto cmd_list : m_drawLists) { if (cmd_list->vtxBuffer().empty() || cmd_list->idxBuffer().empty()) continue; const DrawList::DrawIdx* idx_buffer_offset = nullptr; m_VBO->bind(); int vtxSize = cmd_list->vtxBuffer().size() * sizeof(DrawList::DrawVert); if (vtxSize > vboSize) { m_VBO->allocate(vtxSize); vboSize = vtxSize; } m_VBO->write(0, &cmd_list->vtxBuffer().front(), vtxSize); m_EBO->bind(); int idxSize = cmd_list->idxBuffer().size() * sizeof(DrawList::DrawIdx); if (idxSize > eboSize) { m_EBO->allocate(idxSize); eboSize = idxSize; } m_EBO->write(0, &cmd_list->idxBuffer().front(), idxSize); for (const auto& pcmd : cmd_list->cmdBuffer()) { glBindTexture(GL_TEXTURE_2D, pcmd.textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(pcmd.elemCount), GL_UNSIGNED_INT, idx_buffer_offset); idx_buffer_offset += pcmd.elemCount; } } m_shader->release(); m_VAO->release(); }