glbuffers.cpp Example File
graphicsview/boxes/glbuffers.cpp
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#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);
}