/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "geometryengine.h" #include #include struct VertexData { QVector3D position; QVector2D texCoord; }; GeometryEngine::GeometryEngine() : vboIds(new GLuint[2]) { } GeometryEngine::~GeometryEngine() { glDeleteBuffers(2, vboIds); delete[] vboIds; } void GeometryEngine::init() { initializeGLFunctions(); //! [0] // Generate 2 VBOs glGenBuffers(2, vboIds); //! [0] // Initializes cube geometry and transfers it to VBOs initCubeGeometry(); } void GeometryEngine::initCubeGeometry() { // For cube we would need only 8 vertices but we have to // duplicate vertex for each face because texture coordinate // is different. VertexData vertices[] = { // Vertex data for face 0 {QVector3D(-1.0, -1.0, 1.0), QVector2D(0.0, 0.0)}, // v0 {QVector3D( 1.0, -1.0, 1.0), QVector2D(0.33, 0.0)}, // v1 {QVector3D(-1.0, 1.0, 1.0), QVector2D(0.0, 0.5)}, // v2 {QVector3D( 1.0, 1.0, 1.0), QVector2D(0.33, 0.5)}, // v3 // Vertex data for face 1 {QVector3D( 1.0, -1.0, 1.0), QVector2D( 0.0, 0.5)}, // v4 {QVector3D( 1.0, -1.0, -1.0), QVector2D(0.33, 0.5)}, // v5 {QVector3D( 1.0, 1.0, 1.0), QVector2D(0.0, 1.0)}, // v6 {QVector3D( 1.0, 1.0, -1.0), QVector2D(0.33, 1.0)}, // v7 // Vertex data for face 2 {QVector3D( 1.0, -1.0, -1.0), QVector2D(0.66, 0.5)}, // v8 {QVector3D(-1.0, -1.0, -1.0), QVector2D(1.0, 0.5)}, // v9 {QVector3D( 1.0, 1.0, -1.0), QVector2D(0.66, 1.0)}, // v10 {QVector3D(-1.0, 1.0, -1.0), QVector2D(1.0, 1.0)}, // v11 // Vertex data for face 3 {QVector3D(-1.0, -1.0, -1.0), QVector2D(0.66, 0.0)}, // v12 {QVector3D(-1.0, -1.0, 1.0), QVector2D(1.0, 0.0)}, // v13 {QVector3D(-1.0, 1.0, -1.0), QVector2D(0.66, 0.5)}, // v14 {QVector3D(-1.0, 1.0, 1.0), QVector2D(1.0, 0.5)}, // v15 // Vertex data for face 4 {QVector3D(-1.0, -1.0, -1.0), QVector2D(0.33, 0.0)}, // v16 {QVector3D( 1.0, -1.0, -1.0), QVector2D(0.66, 0.0)}, // v17 {QVector3D(-1.0, -1.0, 1.0), QVector2D(0.33, 0.5)}, // v18 {QVector3D( 1.0, -1.0, 1.0), QVector2D(0.66, 0.5)}, // v19 // Vertex data for face 5 {QVector3D(-1.0, 1.0, 1.0), QVector2D(0.33, 0.5)}, // v20 {QVector3D( 1.0, 1.0, 1.0), QVector2D(0.66, 0.5)}, // v21 {QVector3D(-1.0, 1.0, -1.0), QVector2D(0.33, 1.0)}, // v22 {QVector3D( 1.0, 1.0, -1.0), QVector2D(0.66, 1.0)} // v23 }; // Indices for drawing cube faces using triangle strips. // Triangle strips can be connected by duplicating indices // between the strips. If connecting strips have opposite // vertex order then last index of the first strip and first // index of the second strip needs to be duplicated. If // connecting strips have same vertex order then only last // index of the first strip needs to be duplicated. GLushort indices[] = { 0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3) 4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7) 8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11) 12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15) 16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19) 20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23) }; //! [1] // Transfer vertex data to VBO 0 glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]); glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(VertexData), vertices, GL_STATIC_DRAW); // Transfer index data to VBO 1 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 34 * sizeof(GLushort), indices, GL_STATIC_DRAW); //! [1] } //! [2] void GeometryEngine::drawCubeGeometry(QGLShaderProgram *program) { // Tell OpenGL which VBOs to use glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]); // Offset for position int offset = 0; // Tell OpenGL programmable pipeline how to locate vertex position data int vertexLocation = program->attributeLocation("a_position"); program->enableAttributeArray(vertexLocation); glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset); // Offset for texture coordinate offset += sizeof(QVector3D); // Tell OpenGL programmable pipeline how to locate vertex texture coordinate data int texcoordLocation = program->attributeLocation("a_texcoord"); program->enableAttributeArray(texcoordLocation); glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset); // Draw cube geometry using indices from VBO 1 glDrawElements(GL_TRIANGLE_STRIP, 34, GL_UNSIGNED_SHORT, 0); } //! [2]