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-rw-r--r--demos/boxes/glbuffers.cpp402
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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.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** 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.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#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);
-}