ad38ece3c8
From Qt 5.7 -> examples are lisenced under BSD license, see http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/ Updated license headers to use new BSD header instead of LGPL21 one (in those files which will be under BSD) Change-Id: I3ad61caaf07802eb9da7d29eca3fe49d8a51b6a8 Reviewed-by: Frederik Gladhorn <frederik.gladhorn@theqtcompany.com> Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
412 lines
15 KiB
C++
412 lines
15 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "glbuffers.h"
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#include <QtGui/qmatrix4x4.h>
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void qgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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const GLdouble ymax = zNear * tan(fovy * M_PI / 360.0);
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const GLdouble ymin = -ymax;
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const GLdouble xmin = ymin * aspect;
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const GLdouble xmax = ymax * aspect;
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glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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//============================================================================//
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// GLTexture //
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//============================================================================//
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GLTexture::GLTexture() : m_texture(0), m_failed(false)
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{
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glGenTextures(1, &m_texture);
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}
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GLTexture::~GLTexture()
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{
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glDeleteTextures(1, &m_texture);
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}
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//============================================================================//
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// GLTexture2D //
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//============================================================================//
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GLTexture2D::GLTexture2D(int width, int height)
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{
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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GLTexture2D::GLTexture2D(const QString& fileName, int width, int height)
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{
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// TODO: Add error handling.
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QImage image(fileName);
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if (image.isNull()) {
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m_failed = true;
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return;
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}
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image = image.convertToFormat(QImage::Format_ARGB32);
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//qDebug() << "Image size:" << image.width() << "x" << image.height();
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if (width <= 0)
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width = image.width();
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if (height <= 0)
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height = image.height();
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if (width != image.width() || height != image.height())
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image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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// Works on x86, so probably works on all little-endian systems.
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// Does it work on big-endian systems?
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glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0,
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GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void GLTexture2D::load(int width, int height, QRgb *data)
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{
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void GLTexture2D::bind()
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{
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glEnable(GL_TEXTURE_2D);
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}
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void GLTexture2D::unbind()
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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}
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//============================================================================//
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// GLTexture3D //
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//============================================================================//
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GLTexture3D::GLTexture3D(int width, int height, int depth)
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{
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GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return)
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glBindTexture(GL_TEXTURE_3D, m_texture);
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glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_3D, 0);
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}
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void GLTexture3D::load(int width, int height, int depth, QRgb *data)
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{
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GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return)
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glBindTexture(GL_TEXTURE_3D, m_texture);
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glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_3D, 0);
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}
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void GLTexture3D::bind()
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{
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glBindTexture(GL_TEXTURE_3D, m_texture);
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glEnable(GL_TEXTURE_3D);
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}
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void GLTexture3D::unbind()
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{
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glBindTexture(GL_TEXTURE_3D, 0);
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glDisable(GL_TEXTURE_3D);
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}
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//============================================================================//
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// GLTextureCube //
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//============================================================================//
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GLTextureCube::GLTextureCube(int size)
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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for (int i = 0; i < 6; ++i)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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GLTextureCube::GLTextureCube(const QStringList& fileNames, int size)
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{
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// TODO: Add error handling.
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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int index = 0;
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foreach (QString file, fileNames) {
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QImage image(file);
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if (image.isNull()) {
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m_failed = true;
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break;
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}
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image = image.convertToFormat(QImage::Format_ARGB32);
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//qDebug() << "Image size:" << image.width() << "x" << image.height();
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if (size <= 0)
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size = image.width();
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if (size != image.width() || size != image.height())
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image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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// Works on x86, so probably works on all little-endian systems.
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// Does it work on big-endian systems?
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0,
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GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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if (++index == 6)
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break;
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}
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// Clear remaining faces.
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while (index < 6) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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++index;
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void GLTextureCube::load(int size, int face, QRgb *data)
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void GLTextureCube::bind()
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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glEnable(GL_TEXTURE_CUBE_MAP);
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}
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void GLTextureCube::unbind()
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glDisable(GL_TEXTURE_CUBE_MAP);
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}
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//============================================================================//
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// GLFrameBufferObject //
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//============================================================================//
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GLFrameBufferObject::GLFrameBufferObject(int width, int height)
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: m_fbo(0)
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, m_depthBuffer(0)
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, m_width(width)
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, m_height(height)
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, m_failed(false)
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject",
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glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return)
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// TODO: share depth buffers of same size
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glGenFramebuffersEXT(1, &m_fbo);
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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glGenRenderbuffersEXT(1, &m_depthBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height);
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//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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GLFrameBufferObject::~GLFrameBufferObject()
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject",
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glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return)
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glDeleteFramebuffersEXT(1, &m_fbo);
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glDeleteRenderbuffersEXT(1, &m_depthBuffer);
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}
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void GLFrameBufferObject::setAsRenderTarget(bool state)
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return)
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if (state) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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glPushAttrib(GL_VIEWPORT_BIT);
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glViewport(0, 0, m_width, m_height);
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} else {
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glPopAttrib();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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}
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bool GLFrameBufferObject::isComplete()
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false)
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return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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}
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//============================================================================//
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// GLRenderTargetCube //
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//============================================================================//
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GLRenderTargetCube::GLRenderTargetCube(int size)
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: GLTextureCube(size)
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, m_fbo(size, size)
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{
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}
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void GLRenderTargetCube::begin(int face)
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{
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GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin",
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glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return)
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m_fbo.setAsRenderTarget(true);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer);
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}
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void GLRenderTargetCube::end()
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{
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m_fbo.setAsRenderTarget(false);
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}
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void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face)
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{
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if (face < 0 || face >= 6) {
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qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face);
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return;
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}
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static int perm[6][3] = {
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{2, 1, 0},
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{2, 1, 0},
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{0, 2, 1},
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{0, 2, 1},
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{0, 1, 2},
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{0, 1, 2},
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};
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static float signs[6][3] = {
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{-1.0f, -1.0f, -1.0f},
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{+1.0f, -1.0f, +1.0f},
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{+1.0f, +1.0f, -1.0f},
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{+1.0f, -1.0f, +1.0f},
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{+1.0f, -1.0f, -1.0f},
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{-1.0f, -1.0f, +1.0f},
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};
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mat.fill(0.0f);
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for (int i = 0; i < 3; ++i)
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mat(i, perm[face][i]) = signs[face][i];
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mat(3, 3) = 1.0f;
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}
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void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ)
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{
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static const QMatrix4x4 reference(
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f);
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mat = reference;
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mat(2, 2) = (nearZ+farZ)/(nearZ-farZ);
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mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ);
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}
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