cuberenderer.cpp Example File

rendercontrol/cuberenderer.cpp

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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->makeCurrent(m_offscreenSurface);

      delete m_program;
      delete m_vbo;
      delete m_vao;

      m_context->doneCurrent();
      delete m_context;
  }

  void CubeRenderer::init(QWindow *w, QOpenGLContext *share)
  {
      m_context = new QOpenGLContext;
      m_context->setShareContext(share);
      m_context->setFormat(w->requestedFormat());
      m_context->create();
      if (!m_context->makeCurrent(w))
          return;

      QOpenGLFunctions *f = m_context->functions();
      f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f);
      f->glViewport(0, 0, w->width() * w->devicePixelRatio(), w->height() * w->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->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
      m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
      m_program->bindAttributeLocation("vertex", 0);
      m_program->bindAttributeLocation("coord", 1);
      m_program->link();
      m_matrixLoc = m_program->uniformLocation("matrix");

      m_vao = new QOpenGLVertexArrayObject;
      m_vao->create();
      QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);

      m_vbo = new QOpenGLBuffer;
      m_vbo->create();
      m_vbo->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[] = {
          0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
          1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
          1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
          0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,

          1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
          0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
          0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
          1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,

          0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
          1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
          1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
          0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
      };

      const int vertexCount = 36;
      m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5);
      m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3);
      m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2);
      m_vbo->release();

      if (m_vao->isCreated())
          setupVertexAttribs();
  }

  void CubeRenderer::resize(int w, int h)
  {
      m_proj.setToIdentity();
      m_proj.perspective(45, w / float(h), 0.01f, 100.0f);
  }

  void CubeRenderer::setupVertexAttribs()
  {
      m_vbo->bind();
      m_program->enableAttributeArray(0);
      m_program->enableAttributeArray(1);
      m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
      m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
                                                    (const void *)(36 * 3 * sizeof(GLfloat)));
      m_vbo->release();
  }

  void CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture)
  {
      if (!m_context)
          init(w, share);

      if (!m_context->makeCurrent(w))
          return;

      QOpenGLFunctions *f = m_context->functions();
      f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      if (texture) {
          f->glBindTexture(GL_TEXTURE_2D, texture);
          f->glFrontFace(GL_CW); // because our cube's vertex data is such
          f->glEnable(GL_CULL_FACE);
          f->glEnable(GL_DEPTH_TEST);

          m_program->bind();
          QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
          // If VAOs are not supported, set the vertex attributes every time.
          if (!m_vao->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 += 0.5f;

          m_program->setUniformValue(m_matrixLoc, m_proj * m);

          // Draw the cube.
          f->glDrawArrays(GL_TRIANGLES, 0, 36);
      }

      m_context->swapBuffers(w);
  }