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Qt-Advanced-Docking-System/examples/openGL/fbitem.h
2025-03-20 13:33:22 +01:00

101 lines
2.6 KiB
C++

// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef FBITEM_H
#define FBITEM_H
#include <QQuickFramebufferObject>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QVector3D>
#include "logo.h"
struct StateBinder;
class FbItemRenderer : public QQuickFramebufferObject::Renderer
{
public:
FbItemRenderer(bool multisample);
void synchronize(QQuickFramebufferObject *item) override;
void render() override;
QOpenGLFramebufferObject *createFramebufferObject(const QSize &size) override;
private:
void ensureInit();
void initBuf();
void setupVertexAttribs();
void initProgram();
void updateDirtyUniforms();
bool m_inited;
bool m_multisample;
QMatrix4x4 m_proj;
QMatrix4x4 m_camera;
QMatrix4x4 m_baseWorld;
QMatrix4x4 m_world;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_logoVbo;
Logo m_logo;
QScopedPointer<QOpenGLShaderProgram> m_program;
int m_projMatrixLoc;
int m_camMatrixLoc;
int m_worldMatrixLoc;
int m_normalMatrixLoc;
int m_lightPosLoc;
QVector3D m_rotation;
enum Dirty {
DirtyProjection = 0x01,
DirtyCamera = 0x02,
DirtyWorld = 0x04,
DirtyLight = 0x08,
DirtyAll = 0xFF
};
int m_dirty;
friend struct StateBinder;
};
class FbItem : public QQuickFramebufferObject
{
Q_OBJECT
Q_PROPERTY(QVector3D eye READ eye WRITE setEye)
Q_PROPERTY(QVector3D target READ target WRITE setTarget)
Q_PROPERTY(QVector3D rotation READ rotation WRITE setRotation)
Q_PROPERTY(bool multisample READ multisample WRITE setMultisample)
QML_ELEMENT
public:
explicit FbItem(QQuickItem *parent = nullptr);
QQuickFramebufferObject::Renderer *createRenderer() const override;
QVector3D eye() const { return m_eye; }
void setEye(const QVector3D &v);
QVector3D target() const { return m_target; }
void setTarget(const QVector3D &v);
QVector3D rotation() const { return m_rotation; }
void setRotation(const QVector3D &v);
enum SyncState {
CameraNeedsSync = 0x01,
RotationNeedsSync = 0x02,
AllNeedsSync = 0xFF
};
int swapSyncState();
bool multisample() const { return m_multisample; }
void setMultisample(bool m) { m_multisample = m; }
private:
QVector3D m_eye;
QVector3D m_target;
QVector3D m_rotation;
int m_syncState;
bool m_multisample;
};
#endif // FBITEM_H