qt5base-lts/examples/graphicsview/boxes/glbuffers.cpp
Jason McDonald 5635823e17 Remove "All rights reserved" line from license headers.
As in the past, to avoid rewriting various autotests that contain
line-number information, an extra blank line has been inserted at the
end of the license text to ensure that this commit does not change the
total number of lines in the license header.

Change-Id: I311e001373776812699d6efc045b5f742890c689
Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
2012-01-30 03:54:59 +01:00

403 lines
14 KiB
C++

/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#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);
}