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glrenderthread.cpp
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#include <QGLShader>
#include <QFileInfo>
#include "glframe.h"
#include "glrenderthread.h"
#include <GL/glu.h>
QGLRenderThread::QGLRenderThread(QGLFrame *parent) :
QThread(),
GLFrame(parent)
{
doRendering = true;
doResize = false;
doReloadShader = true;
FrameCounter=0;
ShaderProgram = NULL;
VertexShader = FragmentShader = NULL;
vshader = "./Basic.vsh";
fshader = "./Basic.fsh";
watcher = new QFileSystemWatcher();
connect(watcher, SIGNAL(fileChanged(QString)), this, SLOT(reloadShader()));
}
void QGLRenderThread::resizeViewport(const QSize &size)
{
w = size.width();
h = size.height();
doResize = true;
}
void QGLRenderThread::stop()
{
doRendering = false;
}
void QGLRenderThread::run()
{
GLFrame->makeCurrent();
GLInit();
while (doRendering)
{
if(doResize)
{
GLResize(w, h);
doResize = false;
}
if (doReloadShader)
{
LoadShader();
doReloadShader = false;
FrameCounter = 0;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
paintGL(); // render actual frame
FrameCounter++;
GLFrame->swapBuffers();
msleep(16); // wait 16ms => about 60 FPS
}
}
void QGLRenderThread::GLInit(void)
{
glClearColor(0.25f, 0.25f, 0.4f, 0.0f);
}
void QGLRenderThread::GLResize(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.,((GLfloat)width)/((GLfloat)height),0.1f,1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void QGLRenderThread::paintGL(void)
{
ShaderProgram->setUniformValue( "frameCounter", FrameCounter );
ShaderProgram->setUniformValue( "width", w );
ShaderProgram->setUniformValue( "height", h );
glTranslatef(0.0f, 0.0f, -1.0f); // move 5 units into the screen
// glRotatef(FrameCounter,0.0f,0.0f,0.5f); // rotate z-axis
glBegin(GL_QUADS);
glColor3f(1.,0.,0.);
glVertex3f(-1.0, -1.0,0.0);
glVertex3f(1.0, -1.0,0.0);
glVertex3f(1.0, 1.0,0.0);
glVertex3f(-1.0, 1.0,0.0);
glEnd();
}
void QGLRenderThread::LoadShader()
{
if(ShaderProgram)
{
ShaderProgram->release();
//ShaderProgram->removeAllShaders();
delete ShaderProgram;
ShaderProgram = new QGLShaderProgram;
}
else ShaderProgram = new QGLShaderProgram;
if(VertexShader)
{
delete VertexShader;
VertexShader = NULL;
}
if(FragmentShader)
{
delete FragmentShader;
FragmentShader = NULL;
}
// load and compile vertex shader
QFileInfo vsh(vshader);
if(vsh.exists())
{
VertexShader = new QGLShader(QGLShader::Vertex);
if(VertexShader->compileSourceFile(vshader))
ShaderProgram->addShader(VertexShader);
else qWarning() << "Vertex Shader Error" << VertexShader->log();
}
else qWarning() << "Vertex Shader source file " << vshader << " not found.";
// load and compile fragment shader
QFileInfo fsh(fshader);
if(fsh.exists())
{
FragmentShader = new QGLShader(QGLShader::Fragment);
if(FragmentShader->compileSourceFile(fshader))
ShaderProgram->addShader(FragmentShader);
else qWarning() << "Fragment Shader Error" << FragmentShader->log();
}
else qWarning() << "Fragment Shader source file " << fshader << " not found.";
if(!ShaderProgram->link())
{
qWarning() << "Shader Program Linker Error" << ShaderProgram->log();
}
else ShaderProgram->bind();
//clear watched files
watcher->removePaths(watcher->files());
//watch shader files
watcher->addPath(vshader);
watcher->addPath(fshader);
}
void QGLRenderThread::reloadShader()
{
QFile* vshFile = new QFile(vshader);
QFile* fshFile = new QFile(fshader);
while ( !vshFile->exists() || !fshFile->exists() )
;
doReloadShader = true;
}