qt5base-lts/demos/boxes/glbuffers.cpp
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Branched from the monolithic repo, Qt master branch, at commit
896db169ea224deb96c59ce8af800d019de63f12
2011-04-27 12:05:43 +02:00

403 lines
14 KiB
C++

/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the demonstration applications of the Qt Toolkit.
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** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** 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 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
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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);
}