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renderer.cpp
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renderer.cpp
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#include "renderer.h"
#include "controller.h"
#include "renderableobject.h"
#include <QtQuick/qquickwindow.h>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLContext>
#include <QGLFormat>
#include <QOpenGLContext>
#include <iostream>
#include <cmath>
#include <QOpenGLFramebufferObjectFormat>
using namespace std;
namespace CompPhys {
void Renderer::synchronize(QQuickFramebufferObject* item)
{
m_syncCount++;
Controller *controller = (Controller*)item; // TODO: Use correct casting method
if(!controller) {
return;
}
if(controller->simulatorOutputDirty()) {
controller->m_simulatorOutputMutex.lock();
const vector<RenderableObject *> &renderableObjects = controller->renderableObjects();
m_renderableObjects = renderableObjects;
for(RenderableObject *obj : m_renderableObjects) {
if(!obj->isInitialized()) {
obj->initializeSuper();
}
obj->uploadVBOs();
}
controller->setSimulatorOutputDirty(false);
controller->m_simulatorOutputMutex.unlock();
m_dirtyCount++;
}
}
void Renderer::render()
{
m_renderCount++;
glDepthMask(true);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
QMatrix4x4 modelViewMatrix;
QMatrix4x4 projectionMatrix;
// Render data
for(RenderableObject *obj : m_renderableObjects) {
if(obj->isInitialized()) {
obj->render(modelViewMatrix, projectionMatrix);
}
}
}
Renderer::Renderer() :
m_skipNextFrame(false),
m_syncCount(0),
m_renderCount(0),
m_dirtyCount(0)
{
}
Renderer::~Renderer()
{
}
QOpenGLFramebufferObject *Renderer::createFramebufferObject(const QSize &size) {
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
format.setSamples(4);
return new QOpenGLFramebufferObject(size, format);
}
}