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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);
+}