<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>cuberenderer.cpp Example File | Qt Quick 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qtquick-index.html">Qt Quick</a></td><td ><a href="qtquick-rendercontrol-example.html">QQuickRenderControl Example</a></td><td >cuberenderer.cpp Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">cuberenderer.cpp Example File</h1> <span class="subtitle">rendercontrol/cuberenderer.cpp</span> <!-- $$$rendercontrol/cuberenderer.cpp-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** 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. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#include "cuberenderer.h"</span> <span class="preprocessor">#include <QOpenGLContext></span> <span class="preprocessor">#include <QOpenGLFunctions></span> <span class="preprocessor">#include <QOpenGLShaderProgram></span> <span class="preprocessor">#include <QOpenGLVertexArrayObject></span> <span class="preprocessor">#include <QOpenGLBuffer></span> <span class="preprocessor">#include <QOpenGLVertexArrayObject></span> <span class="preprocessor">#include <QOffscreenSurface></span> <span class="preprocessor">#include <QWindow></span> CubeRenderer<span class="operator">::</span>CubeRenderer(<span class="type">QOffscreenSurface</span> <span class="operator">*</span>offscreenSurface) : m_offscreenSurface(offscreenSurface)<span class="operator">,</span> m_context(<span class="number">0</span>)<span class="operator">,</span> m_program(<span class="number">0</span>)<span class="operator">,</span> m_vbo(<span class="number">0</span>)<span class="operator">,</span> m_vao(<span class="number">0</span>)<span class="operator">,</span> m_matrixLoc(<span class="number">0</span>) { } CubeRenderer<span class="operator">::</span><span class="operator">~</span>CubeRenderer() { <span class="comment">// Use a temporary offscreen surface to do the cleanup.</span> <span class="comment">// There may not be a native window surface available anymore at this stage.</span> m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(m_offscreenSurface); <span class="keyword">delete</span> m_program; <span class="keyword">delete</span> m_vbo; <span class="keyword">delete</span> m_vao; m_context<span class="operator">-</span><span class="operator">></span>doneCurrent(); <span class="keyword">delete</span> m_context; } <span class="type">void</span> CubeRenderer<span class="operator">::</span>init(<span class="type">QWindow</span> <span class="operator">*</span>w<span class="operator">,</span> <span class="type">QOpenGLContext</span> <span class="operator">*</span>share) { m_context <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLContext</span>; m_context<span class="operator">-</span><span class="operator">></span>setShareContext(share); m_context<span class="operator">-</span><span class="operator">></span>setFormat(w<span class="operator">-</span><span class="operator">></span>requestedFormat()); m_context<span class="operator">-</span><span class="operator">></span>create(); <span class="keyword">if</span> (<span class="operator">!</span>m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(w)) <span class="keyword">return</span>; <span class="type">QOpenGLFunctions</span> <span class="operator">*</span>f <span class="operator">=</span> m_context<span class="operator">-</span><span class="operator">></span>functions(); f<span class="operator">-</span><span class="operator">></span>glClearColor(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.1f</span><span class="operator">,</span> <span class="number">0.25f</span><span class="operator">,</span> <span class="number">1.0f</span>); f<span class="operator">-</span><span class="operator">></span>glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> w<span class="operator">-</span><span class="operator">></span>width() <span class="operator">*</span> w<span class="operator">-</span><span class="operator">></span>devicePixelRatio()<span class="operator">,</span> w<span class="operator">-</span><span class="operator">></span>height() <span class="operator">*</span> w<span class="operator">-</span><span class="operator">></span>devicePixelRatio()); <span class="keyword">static</span> <span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>vertexShaderSource <span class="operator">=</span> <span class="string">"attribute highp vec4 vertex;\n"</span> <span class="string">"attribute lowp vec2 coord;\n"</span> <span class="string">"varying lowp vec2 v_coord;\n"</span> <span class="string">"uniform highp mat4 matrix;\n"</span> <span class="string">"void main() {\n"</span> <span class="string">" v_coord = coord;\n"</span> <span class="string">" gl_Position = matrix * vertex;\n"</span> <span class="string">"}\n"</span>; <span class="keyword">static</span> <span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>fragmentShaderSource <span class="operator">=</span> <span class="string">"varying lowp vec2 v_coord;\n"</span> <span class="string">"uniform sampler2D sampler;\n"</span> <span class="string">"void main() {\n"</span> <span class="string">" gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"</span> <span class="string">"}\n"</span>; m_program <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLShaderProgram</span>; m_program<span class="operator">-</span><span class="operator">></span>addCacheableShaderFromSourceCode(<span class="type">QOpenGLShader</span><span class="operator">::</span>Vertex<span class="operator">,</span> vertexShaderSource); m_program<span class="operator">-</span><span class="operator">></span>addCacheableShaderFromSourceCode(<span class="type">QOpenGLShader</span><span class="operator">::</span>Fragment<span class="operator">,</span> fragmentShaderSource); m_program<span class="operator">-</span><span class="operator">></span>bindAttributeLocation(<span class="string">"vertex"</span><span class="operator">,</span> <span class="number">0</span>); m_program<span class="operator">-</span><span class="operator">></span>bindAttributeLocation(<span class="string">"coord"</span><span class="operator">,</span> <span class="number">1</span>); m_program<span class="operator">-</span><span class="operator">></span>link(); m_matrixLoc <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">></span>uniformLocation(<span class="string">"matrix"</span>); m_vao <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLVertexArrayObject</span>; m_vao<span class="operator">-</span><span class="operator">></span>create(); <span class="type">QOpenGLVertexArrayObject</span><span class="operator">::</span>Binder vaoBinder(m_vao); m_vbo <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLBuffer</span>; m_vbo<span class="operator">-</span><span class="operator">></span>create(); m_vbo<span class="operator">-</span><span class="operator">></span>bind(); GLfloat v<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> { <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5</span><span class="operator">,</span> <span class="number">0.5</span> }; GLfloat texCoords<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span><span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span><span class="number">1.0f</span> }; <span class="keyword">const</span> <span class="type">int</span> vertexCount <span class="operator">=</span> <span class="number">36</span>; m_vbo<span class="operator">-</span><span class="operator">></span>allocate(<span class="keyword">sizeof</span>(GLfloat) <span class="operator">*</span> vertexCount <span class="operator">*</span> <span class="number">5</span>); m_vbo<span class="operator">-</span><span class="operator">></span>write(<span class="number">0</span><span class="operator">,</span> v<span class="operator">,</span> <span class="keyword">sizeof</span>(GLfloat) <span class="operator">*</span> vertexCount <span class="operator">*</span> <span class="number">3</span>); m_vbo<span class="operator">-</span><span class="operator">></span>write(<span class="keyword">sizeof</span>(GLfloat) <span class="operator">*</span> vertexCount <span class="operator">*</span> <span class="number">3</span><span class="operator">,</span> texCoords<span class="operator">,</span> <span class="keyword">sizeof</span>(GLfloat) <span class="operator">*</span> vertexCount <span class="operator">*</span> <span class="number">2</span>); m_vbo<span class="operator">-</span><span class="operator">></span>release(); <span class="keyword">if</span> (m_vao<span class="operator">-</span><span class="operator">></span>isCreated()) setupVertexAttribs(); } <span class="type">void</span> CubeRenderer<span class="operator">::</span>resize(<span class="type">int</span> w<span class="operator">,</span> <span class="type">int</span> h) { m_proj<span class="operator">.</span>setToIdentity(); m_proj<span class="operator">.</span>perspective(<span class="number">45</span><span class="operator">,</span> w <span class="operator">/</span> <span class="type">float</span>(h)<span class="operator">,</span> <span class="number">0.01f</span><span class="operator">,</span> <span class="number">100.0f</span>); } <span class="type">void</span> CubeRenderer<span class="operator">::</span>setupVertexAttribs() { m_vbo<span class="operator">-</span><span class="operator">></span>bind(); m_program<span class="operator">-</span><span class="operator">></span>enableAttributeArray(<span class="number">0</span>); m_program<span class="operator">-</span><span class="operator">></span>enableAttributeArray(<span class="number">1</span>); m_context<span class="operator">-</span><span class="operator">></span>functions()<span class="operator">-</span><span class="operator">></span>glVertexAttribPointer(<span class="number">0</span><span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>); m_context<span class="operator">-</span><span class="operator">></span>functions()<span class="operator">-</span><span class="operator">></span>glVertexAttribPointer(<span class="number">1</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> (<span class="keyword">const</span> <span class="type">void</span> <span class="operator">*</span>)(<span class="number">36</span> <span class="operator">*</span> <span class="number">3</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(GLfloat))); m_vbo<span class="operator">-</span><span class="operator">></span>release(); } <span class="type">void</span> CubeRenderer<span class="operator">::</span>render(<span class="type">QWindow</span> <span class="operator">*</span>w<span class="operator">,</span> <span class="type">QOpenGLContext</span> <span class="operator">*</span>share<span class="operator">,</span> <span class="type">uint</span> texture) { <span class="keyword">if</span> (<span class="operator">!</span>m_context) init(w<span class="operator">,</span> share); <span class="keyword">if</span> (<span class="operator">!</span>m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(w)) <span class="keyword">return</span>; <span class="type">QOpenGLFunctions</span> <span class="operator">*</span>f <span class="operator">=</span> m_context<span class="operator">-</span><span class="operator">></span>functions(); f<span class="operator">-</span><span class="operator">></span>glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT); <span class="keyword">if</span> (texture) { f<span class="operator">-</span><span class="operator">></span>glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> texture); f<span class="operator">-</span><span class="operator">></span>glFrontFace(GL_CW); <span class="comment">// because our cube's vertex data is such</span> f<span class="operator">-</span><span class="operator">></span>glEnable(GL_CULL_FACE); f<span class="operator">-</span><span class="operator">></span>glEnable(GL_DEPTH_TEST); m_program<span class="operator">-</span><span class="operator">></span>bind(); <span class="type">QOpenGLVertexArrayObject</span><span class="operator">::</span>Binder vaoBinder(m_vao); <span class="comment">// If VAOs are not supported, set the vertex attributes every time.</span> <span class="keyword">if</span> (<span class="operator">!</span>m_vao<span class="operator">-</span><span class="operator">></span>isCreated()) setupVertexAttribs(); <span class="keyword">static</span> GLfloat angle <span class="operator">=</span> <span class="number">0</span>; QMatrix4x4 m; m<span class="operator">.</span>translate(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2</span>); m<span class="operator">.</span>rotate(<span class="number">90</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>); m<span class="operator">.</span>rotate(angle<span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>); angle <span class="operator">+</span><span class="operator">=</span> <span class="number">0.5f</span>; m_program<span class="operator">-</span><span class="operator">></span>setUniformValue(m_matrixLoc<span class="operator">,</span> m_proj <span class="operator">*</span> m); <span class="comment">// Draw the cube.</span> f<span class="operator">-</span><span class="operator">></span>glDrawArrays(GL_TRIANGLES<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">36</span>); } m_context<span class="operator">-</span><span class="operator">></span>swapBuffers(w); } </pre> </div> <!-- @@@rendercontrol/cuberenderer.cpp --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>