glbuffers.h Example File
					 
					
						graphicsview/boxes/glbuffers.h
					 
					
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#ifndef GLBUFFERS_H 
#define GLBUFFERS_H 
//#include <GL/glew.h> 
#include "glextensions.h" 
#include <QtWidgets> 
#include <QtOpenGL> 
#define BUFFER_OFFSET(i) ((char*)0 + (i)) 
#define SIZE_OF_MEMBER(cls, member) sizeof(static_cast<cls *>(0)->member) 
#define GLBUFFERS_ASSERT_OPENGL(prefix, assertion, returnStatement)                         \
if (m_failed || !(assertion)) {                                                             \
    if (!m_failed) qCritical(prefix ": The necessary OpenGL functions are not available."); \
    m_failed = true;                                                                        \
    returnStatement;                                                                        \
} 
void  qgluPerspective(GLdouble fovy,  GLdouble aspect,  GLdouble zNear,  GLdouble zFar);
class  QMatrix4x4;
class  GLTexture
{
public :
    GLTexture();
    virtual  ~ GLTexture();
    virtual  void  bind() =  0 ;
    virtual  void  unbind() =  0 ;
    virtual  bool failed() const  {return  m_failed;}
protected :
    GLuint m_texture;
    bool m_failed;
};
class  GLFrameBufferObject
{
public :
    friend  class  GLRenderTargetCube;
    // friend class GLRenderTarget2D; 
    GLFrameBufferObject(int  width,  int  height);
    virtual  ~ GLFrameBufferObject();
    bool isComplete();
    virtual  bool failed() const  {return  m_failed;}
protected :
    void  setAsRenderTarget(bool state =  true );
    GLuint m_fbo;
    GLuint m_depthBuffer;
    int  m_width,  m_height;
    bool m_failed;
};
class  GLTexture2D : public  GLTexture
{
public :
    GLTexture2D(int  width,  int  height);
    explicit  GLTexture2D(const  QString &  fileName,  int  width =  0 ,  int  height =  0 );
    void  load(int  width,  int  height,  QRgb * data);
    void  bind() override;
    void  unbind() override;
};
class  GLTexture3D : public  GLTexture
{
public :
    GLTexture3D(int  width,  int  height,  int  depth);
    // TODO: Implement function below 
    //GLTexture3D(const QString& fileName, int width = 0, int height = 0); 
    void  load(int  width,  int  height,  int  depth,  QRgb * data);
    void  bind() override;
    void  unbind() override;
};
class  GLTextureCube : public  GLTexture
{
public :
    GLTextureCube(int  size);
    explicit  GLTextureCube(const  QStringList &  fileNames,  int  size =  0 );
    void  load(int  size,  int  face,  QRgb * data);
    void  bind() override;
    void  unbind() override;
};
// TODO: Define and implement class below 
//class GLRenderTarget2D : public GLTexture2D 
class  GLRenderTargetCube : public  GLTextureCube
{
public :
    GLRenderTargetCube(int  size);
    // begin rendering to one of the cube's faces. 0 <= face < 6 
    void  begin(int  face);
    // end rendering 
    void  end();
    bool failed() const  override { return  m_failed | |  m_fbo. failed(); }
    static  void  getViewMatrix(QMatrix4x4&  mat,  int  face);
    static  void  getProjectionMatrix(QMatrix4x4&  mat,  float  nearZ,  float  farZ);
private :
    GLFrameBufferObject m_fbo;
};
struct  VertexDescription
{
    enum 
    {
        Null =  0 ,  // Terminates a VertexDescription array 
        Position, 
        TexCoord, 
        Normal, 
        Color, 
    };
    int  field; // Position, TexCoord, Normal, Color 
    int  type; // GL_FLOAT, GL_UNSIGNED_BYTE 
    int  count; // number of elements 
    int  offset; // field's offset into vertex struct 
    int  index; // 0 (unused at the moment) 
};
// Implementation of interleaved buffers. 
// 'T' is a struct which must include a null-terminated static array 
// 'VertexDescription* description'. 
// Example: 
/*
struct Vertex
{
    GLfloat position[3];
    GLfloat texCoord[2];
    GLfloat normal[3];
    GLbyte color[4];
    static VertexDescription description[];
};
VertexDescription Vertex::description[] = {
    {VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(Vertex, position) / sizeof(GLfloat), offsetof(Vertex, position), 0},
    {VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(Vertex, texCoord) / sizeof(GLfloat), offsetof(Vertex, texCoord), 0},
    {VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(Vertex, normal) / sizeof(GLfloat), offsetof(Vertex, normal), 0},
    {VertexDescription::Color, GL_BYTE, SIZE_OF_MEMBER(Vertex, color) / sizeof(GLbyte), offsetof(Vertex, color), 0},
    {VertexDescription::Null, 0, 0, 0, 0},
};
*/ 
template < class  T> 
class  GLVertexBuffer
{
public :
    GLVertexBuffer(int  length,  const  T * data =  0 ,  int  mode =  GL_STATIC_DRAW)
        : m_length(0 )
        ,  m_mode(mode)
        ,  m_buffer(0 )
        ,  m_failed(false )
    {
        GLBUFFERS_ASSERT_OPENGL("GLVertexBuffer::GLVertexBuffer" ,  glGenBuffers & &  glBindBuffer & &  glBufferData,  return )
        glGenBuffers(1 ,  & m_buffer);
        glBindBuffer(GL_ARRAY_BUFFER,  m_buffer);
        glBufferData(GL_ARRAY_BUFFER,  (m_length =  length) *  sizeof (T),  data,  mode);
    }
    ~ GLVertexBuffer()
    {
        GLBUFFERS_ASSERT_OPENGL("GLVertexBuffer::~GLVertexBuffer" ,  glDeleteBuffers,  return )
        glDeleteBuffers(1 ,  & m_buffer);
    }
    void  bind()
    {
        GLBUFFERS_ASSERT_OPENGL("GLVertexBuffer::bind" ,  glBindBuffer,  return )
        glBindBuffer(GL_ARRAY_BUFFER,  m_buffer);
        for  (VertexDescription * desc =  T:: description; desc- > field ! =  VertexDescription:: Null; + + desc) {
            switch  (desc- > field) {
            case  VertexDescription:: Position:
                glVertexPointer(desc- > count,  desc- > type,  sizeof (T),  BUFFER_OFFSET(desc- > offset));
                glEnableClientState(GL_VERTEX_ARRAY);
                break ;
            case  VertexDescription:: TexCoord:
                glTexCoordPointer(desc- > count,  desc- > type,  sizeof (T),  BUFFER_OFFSET(desc- > offset));
                glEnableClientState(GL_TEXTURE_COORD_ARRAY);
                break ;
            case  VertexDescription:: Normal:
                glNormalPointer(desc- > type,  sizeof (T),  BUFFER_OFFSET(desc- > offset));
                glEnableClientState(GL_NORMAL_ARRAY);
                break ;
            case  VertexDescription:: Color:
                glColorPointer(desc- > count,  desc- > type,  sizeof (T),  BUFFER_OFFSET(desc- > offset));
                glEnableClientState(GL_COLOR_ARRAY);
                break ;
            default :
                break ;
            }
        }
    }
    void  unbind()
    {
        GLBUFFERS_ASSERT_OPENGL("GLVertexBuffer::unbind" ,  glBindBuffer,  return )
        glBindBuffer(GL_ARRAY_BUFFER,  0 );
        for  (VertexDescription * desc =  T:: description; desc- > field ! =  VertexDescription:: Null; + + desc) {
            switch  (desc- > field) {
            case  VertexDescription:: Position:
                glDisableClientState(GL_VERTEX_ARRAY);
                break ;
            case  VertexDescription:: TexCoord:
                glDisableClientState(GL_TEXTURE_COORD_ARRAY);
                break ;
            case  VertexDescription:: Normal:
                glDisableClientState(GL_NORMAL_ARRAY);
                break ;
            case  VertexDescription:: Color:
                glDisableClientState(GL_COLOR_ARRAY);
                break ;
            default :
                break ;
            }
        }
    }
    int  length() const  {return  m_length;}
    T * lock()
    {
        GLBUFFERS_ASSERT_OPENGL("GLVertexBuffer::lock" ,  glBindBuffer & &  glMapBuffer,  return  0 )
        glBindBuffer(GL_ARRAY_BUFFER,  m_buffer);
        //glBufferData(GL_ARRAY_BUFFER, m_length, NULL, m_mode); 
        GLvoid*  buffer =  glMapBuffer(GL_ARRAY_BUFFER,  GL_READ_WRITE);
        m_failed =  (buffer = =  0 );
        return  reinterpret_cast < T * > (buffer);
    }
    void  unlock()
    {
        GLBUFFERS_ASSERT_OPENGL("GLVertexBuffer::unlock" ,  glBindBuffer & &  glUnmapBuffer,  return )
        glBindBuffer(GL_ARRAY_BUFFER,  m_buffer);
        glUnmapBuffer(GL_ARRAY_BUFFER);
    }
    bool failed()
    {
        return  m_failed;
    }
private :
    int  m_length,  m_mode;
    GLuint m_buffer;
    bool m_failed;
};
template < class  T> 
class  GLIndexBuffer
{
public :
    GLIndexBuffer(int  length,  const  T * data =  0 ,  int  mode =  GL_STATIC_DRAW)
        : m_length(0 )
        ,  m_mode(mode)
        ,  m_buffer(0 )
        ,  m_failed(false )
    {
        GLBUFFERS_ASSERT_OPENGL("GLIndexBuffer::GLIndexBuffer" ,  glGenBuffers & &  glBindBuffer & &  glBufferData,  return )
        glGenBuffers(1 ,  & m_buffer);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,  m_buffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER,  (m_length =  length) *  sizeof (T),  data,  mode);
    }
    ~ GLIndexBuffer()
    {
        GLBUFFERS_ASSERT_OPENGL("GLIndexBuffer::~GLIndexBuffer" ,  glDeleteBuffers,  return )
        glDeleteBuffers(1 ,  & m_buffer);
    }
    void  bind()
    {
        GLBUFFERS_ASSERT_OPENGL("GLIndexBuffer::bind" ,  glBindBuffer,  return )
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,  m_buffer);
    }
    void  unbind()
    {
        GLBUFFERS_ASSERT_OPENGL("GLIndexBuffer::unbind" ,  glBindBuffer,  return )
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,  0 );
    }
    int  length() const  {return  m_length;}
    T * lock()
    {
        GLBUFFERS_ASSERT_OPENGL("GLIndexBuffer::lock" ,  glBindBuffer & &  glMapBuffer,  return  0 )
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,  m_buffer);
        GLvoid*  buffer =  glMapBuffer(GL_ELEMENT_ARRAY_BUFFER,  GL_READ_WRITE);
        m_failed =  (buffer = =  0 );
        return  reinterpret_cast < T * > (buffer);
    }
    void  unlock()
    {
        GLBUFFERS_ASSERT_OPENGL("GLIndexBuffer::unlock" ,  glBindBuffer & &  glUnmapBuffer,  return )
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,  m_buffer);
        glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
    }
    bool failed()
    {
        return  m_failed;
    }
private :
    int  m_length,  m_mode;
    GLuint m_buffer;
    bool m_failed;
};
#endif