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authorQt by Nokia <qt-info@nokia.com>2011-04-27 12:05:43 +0200
committeraxis <qt-info@nokia.com>2011-04-27 12:05:43 +0200
commit38be0d13830efd2d98281c645c3a60afe05ffece (patch)
tree6ea73f3ec77f7d153333779883e8120f82820abe /demos/boxes/glbuffers.cpp
Initial import from the monolithic Qt.
This is the beginning of revision history for this module. If you want to look at revision history older than this, please refer to the Qt Git wiki for how to use Git history grafting. At the time of writing, this wiki is located here: http://qt.gitorious.org/qt/pages/GitIntroductionWithQt If you have already performed the grafting and you don't see any history beyond this commit, try running "git log" with the "--follow" argument. Branched from the monolithic repo, Qt master branch, at commit 896db169ea224deb96c59ce8af800d019de63f12
Diffstat (limited to 'demos/boxes/glbuffers.cpp')
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diff --git a/demos/boxes/glbuffers.cpp b/demos/boxes/glbuffers.cpp
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+/****************************************************************************
+**
+** 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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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
+** 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.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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);
+}