glbuffers.cpp Example File
graphicsview/boxes/glbuffers.cpp/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "glbuffers.h" #include <QtGui/qmatrix4x4.h> void qgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) { const GLdouble ymax = zNear * tan(fovy * M_PI / 360.0); const GLdouble ymin = -ymax; const GLdouble xmin = ymin * aspect; const GLdouble xmax = ymax * aspect; glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); } //============================================================================// // GLTexture // //============================================================================// GLTexture::GLTexture() : m_texture(0), m_failed(false) { glGenTextures(1, &m_texture); } GLTexture::~GLTexture() { glDeleteTextures(1, &m_texture); } //============================================================================// // GLTexture2D // //============================================================================// GLTexture2D::GLTexture2D(int width, int height) { glBindTexture(GL_TEXTURE_2D, m_texture); glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glBindTexture(GL_TEXTURE_2D, 0); } GLTexture2D::GLTexture2D(const QString& fileName, int width, int height) { // TODO: Add error handling. QImage image(fileName); if (image.isNull()) { m_failed = true; return; } image = image.convertToFormat(QImage::Format_ARGB32); //qDebug() << "Image size:" << image.width() << "x" << image.height(); if (width <= 0) width = image.width(); if (height <= 0) height = image.height(); if (width != image.width() || height != image.height()) image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); glBindTexture(GL_TEXTURE_2D, m_texture); // Works on x86, so probably works on all little-endian systems. // Does it work on big-endian systems? glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glBindTexture(GL_TEXTURE_2D, 0); } void GLTexture2D::load(int width, int height, QRgb *data) { glBindTexture(GL_TEXTURE_2D, m_texture); glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, data); glBindTexture(GL_TEXTURE_2D, 0); } void GLTexture2D::bind() { glBindTexture(GL_TEXTURE_2D, m_texture); glEnable(GL_TEXTURE_2D); } void GLTexture2D::unbind() { glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } //============================================================================// // GLTexture3D // //============================================================================// GLTexture3D::GLTexture3D(int width, int height, int depth) { GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return) glBindTexture(GL_TEXTURE_3D, m_texture); glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE); glBindTexture(GL_TEXTURE_3D, 0); } void GLTexture3D::load(int width, int height, int depth, QRgb *data) { GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return) glBindTexture(GL_TEXTURE_3D, m_texture); glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, GL_BGRA, GL_UNSIGNED_BYTE, data); glBindTexture(GL_TEXTURE_3D, 0); } void GLTexture3D::bind() { glBindTexture(GL_TEXTURE_3D, m_texture); glEnable(GL_TEXTURE_3D); } void GLTexture3D::unbind() { glBindTexture(GL_TEXTURE_3D, 0); glDisable(GL_TEXTURE_3D); } //============================================================================// // GLTextureCube // //============================================================================// GLTextureCube::GLTextureCube(int size) { glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); for (int i = 0; i < 6; ++i) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } GLTextureCube::GLTextureCube(const QStringList& fileNames, int size) { // TODO: Add error handling. glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); int index = 0; foreach (QString file, fileNames) { QImage image(file); if (image.isNull()) { m_failed = true; break; } image = image.convertToFormat(QImage::Format_ARGB32); //qDebug() << "Image size:" << image.width() << "x" << image.height(); if (size <= 0) size = image.width(); if (size != image.width() || size != image.height()) image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); // Works on x86, so probably works on all little-endian systems. // Does it work on big-endian systems? glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); if (++index == 6) break; } // Clear remaining faces. while (index < 6) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0); ++index; } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } void GLTextureCube::load(int size, int face, QRgb *data) { glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0, GL_BGRA, GL_UNSIGNED_BYTE, data); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } void GLTextureCube::bind() { glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); glEnable(GL_TEXTURE_CUBE_MAP); } void GLTextureCube::unbind() { glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glDisable(GL_TEXTURE_CUBE_MAP); } //============================================================================// // GLFrameBufferObject // //============================================================================// GLFrameBufferObject::GLFrameBufferObject(int width, int height) : m_fbo(0) , m_depthBuffer(0) , m_width(width) , m_height(height) , m_failed(false) { GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject", glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return) // TODO: share depth buffers of same size glGenFramebuffersEXT(1, &m_fbo); //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); glGenRenderbuffersEXT(1, &m_depthBuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height); //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } GLFrameBufferObject::~GLFrameBufferObject() { GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject", glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return) glDeleteFramebuffersEXT(1, &m_fbo); glDeleteRenderbuffersEXT(1, &m_depthBuffer); } void GLFrameBufferObject::setAsRenderTarget(bool state) { GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return) if (state) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, m_width, m_height); } else { glPopAttrib(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } } bool GLFrameBufferObject::isComplete() { GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false) return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); } //============================================================================// // GLRenderTargetCube // //============================================================================// GLRenderTargetCube::GLRenderTargetCube(int size) : GLTextureCube(size) , m_fbo(size, size) { } void GLRenderTargetCube::begin(int face) { GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin", glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return) m_fbo.setAsRenderTarget(true); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer); } void GLRenderTargetCube::end() { m_fbo.setAsRenderTarget(false); } void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face) { if (face < 0 || face >= 6) { qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face); return; } static int perm[6][3] = { {2, 1, 0}, {2, 1, 0}, {0, 2, 1}, {0, 2, 1}, {0, 1, 2}, {0, 1, 2}, }; static float signs[6][3] = { {-1.0f, -1.0f, -1.0f}, {+1.0f, -1.0f, +1.0f}, {+1.0f, +1.0f, -1.0f}, {+1.0f, -1.0f, +1.0f}, {+1.0f, -1.0f, -1.0f}, {-1.0f, -1.0f, +1.0f}, }; mat.fill(0.0f); for (int i = 0; i < 3; ++i) mat(i, perm[face][i]) = signs[face][i]; mat(3, 3) = 1.0f; } void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ) { static const QMatrix4x4 reference( 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f); mat = reference; mat(2, 2) = (nearZ+farZ)/(nearZ-farZ); mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ); }
© 2015 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. 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.