qt5base-lts/examples/widgets/graphicsview/boxes/glbuffers.h
Jani Heikkinen 83a5694dc2 Update copyright headers
Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.

Outdated header.LGPL removed (use header.LGPL21 instead)

Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing
combination. New header.LGPL-COMM taken in the use file which were
using old header.LGPL3 (src/plugins/platforms/android/extract.cpp)

Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license
combination

Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe
Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
2015-02-11 06:49:51 +00:00

359 lines
11 KiB
C++

/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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 The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/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.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#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);
QT_BEGIN_NAMESPACE
class QMatrix4x4;
QT_END_NAMESPACE
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);
virtual void bind() Q_DECL_OVERRIDE;
virtual void unbind() Q_DECL_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);
virtual void bind() Q_DECL_OVERRIDE;
virtual void unbind() Q_DECL_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);
virtual void bind() Q_DECL_OVERRIDE;
virtual void unbind() Q_DECL_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();
virtual bool failed() const Q_DECL_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