qtdeclarative/examples/quick/scenegraph/rendernode/openglrenderer.cpp

165 lines
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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
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** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
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** from this software without specific prior written permission.
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#include "openglrenderer.h"
#include <QQuickItem>
#ifndef QT_NO_OPENGL
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
OpenGLRenderNode::OpenGLRenderNode(QQuickItem *item)
: m_item(item)
{
}
OpenGLRenderNode::~OpenGLRenderNode()
{
releaseResources();
}
void OpenGLRenderNode::releaseResources()
{
delete m_program;
m_program = nullptr;
delete m_vbo;
m_vbo = nullptr;
}
void OpenGLRenderNode::init()
{
m_program = new QOpenGLShaderProgram;
static const char *vertexShaderSource =
"attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"uniform highp mat4 matrix;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = matrix * posAttr;\n"
"}\n";
static const char *fragmentShaderSource =
"varying lowp vec4 col;\n"
"uniform lowp float opacity;\n"
"void main() {\n"
" gl_FragColor = col * opacity;\n"
"}\n";
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->bindAttributeLocation("posAttr", 0);
m_program->bindAttributeLocation("colAttr", 1);
m_program->link();
m_matrixUniform = m_program->uniformLocation("matrix");
m_opacityUniform = m_program->uniformLocation("opacity");
const int VERTEX_SIZE = 6 * sizeof(GLfloat);
static GLfloat colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
m_vbo = new QOpenGLBuffer;
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(VERTEX_SIZE + sizeof(colors));
m_vbo->write(VERTEX_SIZE, colors, sizeof(colors));
m_vbo->release();
}
void OpenGLRenderNode::render(const RenderState *state)
{
if (!m_program)
init();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixUniform, *state->projectionMatrix() * *matrix());
m_program->setUniformValue(m_opacityUniform, float(inheritedOpacity()));
m_vbo->bind();
QPointF p0(m_item->width() - 1, m_item->height() - 1);
QPointF p1(0, 0);
QPointF p2(0, m_item->height() - 1);
GLfloat vertices[6] = { GLfloat(p0.x()), GLfloat(p0.y()),
GLfloat(p1.x()), GLfloat(p1.y()),
GLfloat(p2.x()), GLfloat(p2.y()) };
m_vbo->write(0, vertices, sizeof(vertices));
m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2);
m_program->setAttributeBuffer(1, GL_FLOAT, sizeof(vertices), 3);
m_program->enableAttributeArray(0);
m_program->enableAttributeArray(1);
// Note that clipping (scissor or stencil) is ignored in this example.
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
f->glDrawArrays(GL_TRIANGLES, 0, 3);
}
QSGRenderNode::StateFlags OpenGLRenderNode::changedStates() const
{
return BlendState;
}
QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const
{
return BoundedRectRendering | DepthAwareRendering;
}
QRectF OpenGLRenderNode::rect() const
{
return QRect(0, 0, m_item->width(), m_item->height());
}
#endif // QT_NO_OPENGL