qt 6.5.1 original

This commit is contained in:
kleuter
2023-10-29 23:33:08 +01:00
parent 71d22ab6b0
commit 85d238dfda
21202 changed files with 5499099 additions and 0 deletions

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(hellowindow LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/hellowindow")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL)
qt_standard_project_setup()
qt_add_executable(hellowindow
hellowindow.cpp hellowindow.h
main.cpp
)
set_target_properties(hellowindow PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(hellowindow PRIVATE
Qt6::Core
Qt6::CorePrivate
Qt6::Gui
Qt6::GuiPrivate
Qt6::OpenGL
)
install(TARGETS hellowindow
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "hellowindow.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QRandomGenerator>
#include <qmath.h>
#include <QElapsedTimer>
Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen)
: m_initialized(false)
, m_format(format)
{
m_context = new QOpenGLContext(this);
if (screen)
m_context->setScreen(screen);
m_context->setFormat(format);
if (share)
m_context->setShareContext(share->m_context);
m_context->create();
m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f);
m_backgroundColor.setRed(QRandomGenerator::global()->bounded(64));
m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128));
m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(256));
}
HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen)
: m_colorIndex(0), m_renderer(renderer)
{
setSurfaceType(QWindow::OpenGLSurface);
setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
setGeometry(QRect(10, 10, 640, 480));
setFormat(renderer->format());
if (screen)
setScreen(screen);
create();
updateColor();
connect(renderer.data(), &Renderer::requestUpdate, this, &QWindow::requestUpdate);
}
void HelloWindow::exposeEvent(QExposeEvent *)
{
if (isExposed())
render();
}
bool HelloWindow::event(QEvent *ev)
{
if (ev->type() == QEvent::UpdateRequest && isExposed())
render();
return QWindow::event(ev);
}
void HelloWindow::render()
{
static QElapsedTimer timer;
if (!timer.isValid())
timer.start();
qreal a = (qreal)(((timer.elapsed() * 3) % 36000) / 100.0);
auto call = [this, r = m_renderer.data(), a, c = color()]() { r->render(this, a, c); };
QMetaObject::invokeMethod(m_renderer.data(), call);
}
void HelloWindow::mousePressEvent(QMouseEvent *)
{
updateColor();
}
QColor HelloWindow::color() const
{
return m_color;
}
void HelloWindow::updateColor()
{
QColor colors[] =
{
QColor(100, 255, 0),
QColor(0, 100, 255)
};
m_color = colors[m_colorIndex];
m_colorIndex = 1 - m_colorIndex;
}
void Renderer::render(HelloWindow *surface, qreal angle, const QColor &color)
{
if (!m_context->makeCurrent(surface))
return;
QSize viewSize = surface->size();
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(angle, 0.0f, 1.0f, 0.0f);
modelview.rotate(angle, 1.0f, 0.0f, 0.0f);
modelview.rotate(angle, 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);
emit requestUpdate();
}
Q_GLOBAL_STATIC(QMutex, initMutex)
void Renderer::initialize()
{
// Threaded shader compilation can confuse some drivers. Avoid it.
QMutexLocker lock(initMutex());
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");
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);
}
void Renderer::createGeometry()
{
vertices.clear();
normals.clear();
qreal x1 = +0.06f;
qreal y1 = -0.14f;
qreal x2 = +0.14f;
qreal y2 = -0.06f;
qreal x3 = +0.08f;
qreal y3 = +0.00f;
qreal x4 = +0.30f;
qreal y4 = +0.22f;
quad(x1, y1, x2, y2, y2, x2, y1, x1);
quad(x3, y3, x4, y4, y4, x4, y3, x3);
extrude(x1, y1, x2, y2);
extrude(x2, y2, y2, x2);
extrude(y2, x2, y1, x1);
extrude(y1, x1, x1, y1);
extrude(x3, y3, x4, y4);
extrude(x4, y4, y4, x4);
extrude(y4, x4, y3, x3);
const int NumSectors = 100;
const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
for (int i = 0; i < NumSectors; ++i) {
qreal angle = i * sectorAngle;
qreal x5 = 0.30 * qSin(angle);
qreal y5 = 0.30 * qCos(angle);
qreal x6 = 0.20 * qSin(angle);
qreal y6 = 0.20 * qCos(angle);
angle += sectorAngle;
qreal x7 = 0.20 * qSin(angle);
qreal y7 = 0.20 * qCos(angle);
qreal x8 = 0.30 * qSin(angle);
qreal y8 = 0.30 * qCos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int i = 0;i < vertices.size();i++)
vertices[i] *= 2.0f;
}
void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x3, y3, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x1, y1, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x3, y3, 0.05f);
n = QVector3D::normal
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}
void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
vertices << QVector3D(x1, y1, +0.05f);
vertices << QVector3D(x2, y2, +0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, +0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef HELLOWINDOW_H
#define HELLOWINDOW_H
#include <QWindow>
#include <QColor>
#include <QMutex>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QSharedPointer>
#include <QTimer>
class HelloWindow;
class Renderer : public QObject
{
Q_OBJECT
public:
explicit Renderer(const QSurfaceFormat &format, Renderer *share = nullptr,
QScreen *screen = nullptr);
QSurfaceFormat format() const { return m_format; }
public slots:
void render(HelloWindow *surface, qreal angle, const QColor &color);
signals:
void requestUpdate();
private:
void initialize();
void createGeometry();
void createBubbles(int number);
void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
QList<QVector3D> vertices;
QList<QVector3D> normals;
int vertexAttr;
int normalAttr;
int matrixUniform;
int colorUniform;
bool m_initialized;
QSurfaceFormat m_format;
QOpenGLContext *m_context;
QOpenGLShaderProgram *m_program;
QOpenGLBuffer m_vbo;
QColor m_backgroundColor;
};
class HelloWindow : public QWindow
{
public:
explicit HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen = nullptr);
QColor color() const;
void updateColor();
protected:
bool event(QEvent *ev) override;
void exposeEvent(QExposeEvent *event) override;
void mousePressEvent(QMouseEvent *) override;
void render();
private:
int m_colorIndex;
QColor m_color;
const QSharedPointer<Renderer> m_renderer;
};
#endif // HELLOWINDOW_H

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QT += gui-private core-private opengl
HEADERS += hellowindow.h
SOURCES += hellowindow.cpp main.cpp
# install
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/hellowindow
INSTALLS += target

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "hellowindow.h"
#include <qpa/qplatformintegration.h>
#include <QCommandLineParser>
#include <QCommandLineOption>
#include <QGuiApplication>
#include <QScreen>
#include <QThread>
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QCoreApplication::setApplicationName("Qt HelloWindow GL Example");
QCoreApplication::setOrganizationName("QtProject");
QCoreApplication::setApplicationVersion(QT_VERSION_STR);
QCommandLineParser parser;
parser.setApplicationDescription(QCoreApplication::applicationName());
parser.addHelpOption();
parser.addVersionOption();
QCommandLineOption multipleOption("multiple", "Create multiple windows");
parser.addOption(multipleOption);
QCommandLineOption multipleSampleOption("multisample", "Multisampling");
parser.addOption(multipleSampleOption);
QCommandLineOption multipleScreenOption("multiscreen", "Run on multiple screens");
parser.addOption(multipleScreenOption);
QCommandLineOption timeoutOption("timeout", "Close after 10s");
parser.addOption(timeoutOption);
parser.process(app);
// Some platforms can only have one window per screen. Therefore we need to differentiate.
const bool multipleWindows = parser.isSet(multipleOption);
const bool multipleScreens = parser.isSet(multipleScreenOption);
QScreen *screen = QGuiApplication::primaryScreen();
QRect screenGeometry = screen->availableGeometry();
QSurfaceFormat format;
format.setDepthBufferSize(16);
if (parser.isSet(multipleSampleOption))
format.setSamples(4);
QPoint center = QPoint(screenGeometry.center().x(), screenGeometry.top() + 80);
QSize windowSize(400, 320);
int delta = 40;
QList<QWindow *> windows;
QSharedPointer<Renderer> rendererA(new Renderer(format));
HelloWindow *windowA = new HelloWindow(rendererA);
windowA->setGeometry(QRect(center, windowSize).translated(-windowSize.width() - delta / 2, 0));
windowA->setTitle(QStringLiteral("Thread A - Context A"));
windowA->setVisible(true);
windows.prepend(windowA);
QList<QThread *> renderThreads;
if (multipleWindows) {
QSharedPointer<Renderer> rendererB(new Renderer(format, rendererA.data()));
QThread *renderThread = new QThread;
rendererB->moveToThread(renderThread);
renderThreads << renderThread;
HelloWindow *windowB = new HelloWindow(rendererA);
windowB->setGeometry(QRect(center, windowSize).translated(delta / 2, 0));
windowB->setTitle(QStringLiteral("Thread A - Context A"));
windowB->setVisible(true);
windows.prepend(windowB);
HelloWindow *windowC = new HelloWindow(rendererB);
windowC->setGeometry(QRect(center, windowSize).translated(-windowSize.width() / 2, windowSize.height() + delta));
windowC->setTitle(QStringLiteral("Thread B - Context B"));
windowC->setVisible(true);
windows.prepend(windowC);
}
if (multipleScreens) {
for (int i = 1; i < QGuiApplication::screens().size(); ++i) {
QScreen *screen = QGuiApplication::screens().at(i);
QSharedPointer<Renderer> renderer(new Renderer(format, rendererA.data(), screen));
QThread *renderThread = new QThread;
renderer->moveToThread(renderThread);
renderThreads.prepend(renderThread);
QRect screenGeometry = screen->availableGeometry();
QPoint center = screenGeometry.center();
QSize windowSize = screenGeometry.size() * 0.8;
HelloWindow *window = new HelloWindow(renderer, screen);
window->setGeometry(QRect(center, windowSize).translated(-windowSize.width() / 2, -windowSize.height() / 2));
QChar id = QChar('B' + i);
window->setTitle(QStringLiteral("Thread ") + id + QStringLiteral(" - Context ") + id);
window->setVisible(true);
windows.prepend(window);
}
}
for (int i = 0; i < renderThreads.size(); ++i) {
QObject::connect(qGuiApp, &QGuiApplication::lastWindowClosed, renderThreads.at(i), &QThread::quit);
renderThreads.at(i)->start();
}
// Quit after 10 seconds. For platforms that do not have windows that are closeable.
if (parser.isSet(timeoutOption))
QTimer::singleShot(10000, qGuiApp, &QCoreApplication::quit);
const int exitValue = app.exec();
for (int i = 0; i < renderThreads.size(); ++i) {
renderThreads.at(i)->quit(); // some platforms may not have windows to close so ensure quit()
renderThreads.at(i)->wait();
}
qDeleteAll(windows);
qDeleteAll(renderThreads);
return exitValue;
}