demos/boxes/glbuffers.cpp
changeset 0 1918ee327afb
child 4 3b1da2848fc7
equal deleted inserted replaced
-1:000000000000 0:1918ee327afb
       
     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the demonstration applications of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
    12 ** You may use this file in accordance with the terms and conditions
       
    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 #include "glbuffers.h"
       
    43 #include <QtGui/qmatrix4x4.h>
       
    44 
       
    45 //============================================================================//
       
    46 //                                  GLTexture                                 //
       
    47 //============================================================================//
       
    48 
       
    49 GLTexture::GLTexture() : m_texture(0), m_failed(false)
       
    50 {
       
    51     glGenTextures(1, &m_texture);
       
    52 }
       
    53 
       
    54 GLTexture::~GLTexture()
       
    55 {
       
    56     glDeleteTextures(1, &m_texture);
       
    57 }
       
    58 
       
    59 //============================================================================//
       
    60 //                                 GLTexture2D                                //
       
    61 //============================================================================//
       
    62 
       
    63 GLTexture2D::GLTexture2D(int width, int height)
       
    64 {
       
    65     glBindTexture(GL_TEXTURE_2D, m_texture);
       
    66     glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
       
    67         GL_BGRA, GL_UNSIGNED_BYTE, 0);
       
    68 
       
    69     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
       
    70     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
       
    71     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       
    72     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
    73     //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
       
    74     //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
       
    75     glBindTexture(GL_TEXTURE_2D, 0);
       
    76 }
       
    77 
       
    78 
       
    79 GLTexture2D::GLTexture2D(const QString& fileName, int width, int height)
       
    80 {
       
    81     // TODO: Add error handling.
       
    82     QImage image(fileName);
       
    83 
       
    84     if (image.isNull()) {
       
    85         m_failed = true;
       
    86         return;
       
    87     }
       
    88 
       
    89     image = image.convertToFormat(QImage::Format_ARGB32);
       
    90 
       
    91     //qDebug() << "Image size:" << image.width() << "x" << image.height();
       
    92     if (width <= 0)
       
    93         width = image.width();
       
    94     if (height <= 0)
       
    95         height = image.height();
       
    96     if (width != image.width() || height != image.height())
       
    97         image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
       
    98 
       
    99     glBindTexture(GL_TEXTURE_2D, m_texture);
       
   100 
       
   101     // Works on x86, so probably works on all little-endian systems.
       
   102     // Does it work on big-endian systems?
       
   103     glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0,
       
   104         GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
       
   105 
       
   106     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
       
   107     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
       
   108     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       
   109     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
   110     //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
       
   111     //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
       
   112     glBindTexture(GL_TEXTURE_2D, 0);
       
   113 }
       
   114 
       
   115 void GLTexture2D::load(int width, int height, QRgb *data)
       
   116 {
       
   117     glBindTexture(GL_TEXTURE_2D, m_texture);
       
   118     glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
       
   119         GL_BGRA, GL_UNSIGNED_BYTE, data);
       
   120     glBindTexture(GL_TEXTURE_2D, 0);
       
   121 }
       
   122 
       
   123 void GLTexture2D::bind()
       
   124 {
       
   125     glBindTexture(GL_TEXTURE_2D, m_texture);
       
   126     glEnable(GL_TEXTURE_2D);
       
   127 }
       
   128 
       
   129 void GLTexture2D::unbind()
       
   130 {
       
   131     glBindTexture(GL_TEXTURE_2D, 0);
       
   132     glDisable(GL_TEXTURE_2D);
       
   133 }
       
   134 
       
   135 
       
   136 //============================================================================//
       
   137 //                                 GLTexture3D                                //
       
   138 //============================================================================//
       
   139 
       
   140 GLTexture3D::GLTexture3D(int width, int height, int depth)
       
   141 {
       
   142     GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return)
       
   143 
       
   144     glBindTexture(GL_TEXTURE_3D, m_texture);
       
   145     glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
       
   146         GL_BGRA, GL_UNSIGNED_BYTE, 0);
       
   147 
       
   148     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
       
   149     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
       
   150     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
       
   151     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       
   152     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
   153     //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
       
   154     //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
       
   155     glBindTexture(GL_TEXTURE_3D, 0);
       
   156 }
       
   157 
       
   158 void GLTexture3D::load(int width, int height, int depth, QRgb *data)
       
   159 {
       
   160     GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return)
       
   161 
       
   162     glBindTexture(GL_TEXTURE_3D, m_texture);
       
   163     glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
       
   164         GL_BGRA, GL_UNSIGNED_BYTE, data);
       
   165     glBindTexture(GL_TEXTURE_3D, 0);
       
   166 }
       
   167 
       
   168 void GLTexture3D::bind()
       
   169 {
       
   170     glBindTexture(GL_TEXTURE_3D, m_texture);
       
   171     glEnable(GL_TEXTURE_3D);
       
   172 }
       
   173 
       
   174 void GLTexture3D::unbind()
       
   175 {
       
   176     glBindTexture(GL_TEXTURE_3D, 0);
       
   177     glDisable(GL_TEXTURE_3D);
       
   178 }
       
   179 
       
   180 //============================================================================//
       
   181 //                                GLTextureCube                               //
       
   182 //============================================================================//
       
   183 
       
   184 GLTextureCube::GLTextureCube(int size)
       
   185 {
       
   186     glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
       
   187 
       
   188     for (int i = 0; i < 6; ++i)
       
   189         glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0,
       
   190             GL_BGRA, GL_UNSIGNED_BYTE, 0);
       
   191 
       
   192     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
       
   193     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
       
   194     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
       
   195     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       
   196     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
   197     //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
       
   198     //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
       
   199     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
       
   200 }
       
   201 
       
   202 GLTextureCube::GLTextureCube(const QStringList& fileNames, int size)
       
   203 {
       
   204     // TODO: Add error handling.
       
   205 
       
   206     glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
       
   207 
       
   208     int index = 0;
       
   209     foreach (QString file, fileNames) {
       
   210         QImage image(file);
       
   211         if (image.isNull()) {
       
   212             m_failed = true;
       
   213             break;
       
   214         }
       
   215 
       
   216         image = image.convertToFormat(QImage::Format_ARGB32);
       
   217 
       
   218         //qDebug() << "Image size:" << image.width() << "x" << image.height();
       
   219         if (size <= 0)
       
   220             size = image.width();
       
   221         if (size != image.width() || size != image.height())
       
   222             image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
       
   223 
       
   224         // Works on x86, so probably works on all little-endian systems.
       
   225         // Does it work on big-endian systems?
       
   226         glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0,
       
   227             GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
       
   228 
       
   229         if (++index == 6)
       
   230             break;
       
   231     }
       
   232 
       
   233     // Clear remaining faces.
       
   234     while (index < 6) {
       
   235         glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0,
       
   236             GL_BGRA, GL_UNSIGNED_BYTE, 0);
       
   237         ++index;
       
   238     }
       
   239 
       
   240     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
       
   241     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
       
   242     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
       
   243     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       
   244     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
   245     //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
       
   246     //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
       
   247     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
       
   248 }
       
   249 
       
   250 void GLTextureCube::load(int size, int face, QRgb *data)
       
   251 {
       
   252     glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
       
   253         glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0,
       
   254             GL_BGRA, GL_UNSIGNED_BYTE, data);
       
   255     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
       
   256 }
       
   257 
       
   258 void GLTextureCube::bind()
       
   259 {
       
   260     glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
       
   261     glEnable(GL_TEXTURE_CUBE_MAP);
       
   262 }
       
   263 
       
   264 void GLTextureCube::unbind()
       
   265 {
       
   266     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
       
   267     glDisable(GL_TEXTURE_CUBE_MAP);
       
   268 }
       
   269 
       
   270 //============================================================================//
       
   271 //                            GLFrameBufferObject                             //
       
   272 //============================================================================//
       
   273 
       
   274 GLFrameBufferObject::GLFrameBufferObject(int width, int height)
       
   275     : m_fbo(0)
       
   276     , m_depthBuffer(0)
       
   277     , m_width(width)
       
   278     , m_height(height)
       
   279     , m_failed(false)
       
   280 {
       
   281     GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject",
       
   282         glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return)
       
   283 
       
   284     // TODO: share depth buffers of same size
       
   285     glGenFramebuffersEXT(1, &m_fbo);
       
   286     //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
       
   287     glGenRenderbuffersEXT(1, &m_depthBuffer);
       
   288     glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
       
   289     glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height);
       
   290     //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
       
   291     //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
       
   292 }
       
   293 
       
   294 GLFrameBufferObject::~GLFrameBufferObject()
       
   295 {
       
   296     GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject",
       
   297         glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return)
       
   298 
       
   299     glDeleteFramebuffersEXT(1, &m_fbo);
       
   300     glDeleteRenderbuffersEXT(1, &m_depthBuffer);
       
   301 }
       
   302 
       
   303 void GLFrameBufferObject::setAsRenderTarget(bool state)
       
   304 {
       
   305     GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return)
       
   306 
       
   307     if (state) {
       
   308         glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
       
   309         glPushAttrib(GL_VIEWPORT_BIT);
       
   310         glViewport(0, 0, m_width, m_height);
       
   311     } else {
       
   312         glPopAttrib();
       
   313         glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
       
   314     }
       
   315 }
       
   316 
       
   317 bool GLFrameBufferObject::isComplete()
       
   318 {
       
   319     GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false)
       
   320 
       
   321     return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
       
   322 }
       
   323 
       
   324 //============================================================================//
       
   325 //                             GLRenderTargetCube                             //
       
   326 //============================================================================//
       
   327 
       
   328 GLRenderTargetCube::GLRenderTargetCube(int size)
       
   329     : GLTextureCube(size)
       
   330     , m_fbo(size, size)
       
   331 {
       
   332 }
       
   333 
       
   334 void GLRenderTargetCube::begin(int face)
       
   335 {
       
   336     GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin",
       
   337         glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return)
       
   338 
       
   339     m_fbo.setAsRenderTarget(true);
       
   340     glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
       
   341         GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0);
       
   342     glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer);
       
   343 }
       
   344 
       
   345 void GLRenderTargetCube::end()
       
   346 {
       
   347     m_fbo.setAsRenderTarget(false);
       
   348 }
       
   349 
       
   350 void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face)
       
   351 {
       
   352     if (face < 0 || face >= 6) {
       
   353         qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face);
       
   354         return;
       
   355     }
       
   356 
       
   357     static int perm[6][3] = {
       
   358         {2, 1, 0},
       
   359         {2, 1, 0},
       
   360         {0, 2, 1},
       
   361         {0, 2, 1},
       
   362         {0, 1, 2},
       
   363         {0, 1, 2},
       
   364     };
       
   365 
       
   366     static float signs[6][3] = {
       
   367         {-1.0f, -1.0f, -1.0f},
       
   368         {+1.0f, -1.0f, +1.0f},
       
   369         {+1.0f, +1.0f, -1.0f},
       
   370         {+1.0f, -1.0f, +1.0f},
       
   371         {+1.0f, -1.0f, -1.0f},
       
   372         {-1.0f, -1.0f, +1.0f},
       
   373     };
       
   374 
       
   375     mat.fill(0.0f);
       
   376     for (int i = 0; i < 3; ++i)
       
   377         mat(i, perm[face][i]) = signs[face][i];
       
   378     mat(3, 3) = 1.0f;
       
   379 }
       
   380 
       
   381 void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ)
       
   382 {
       
   383     static const QMatrix4x4 reference(
       
   384             1.0f, 0.0f, 0.0f, 0.0f,
       
   385             0.0f, 1.0f, 0.0f, 0.0f,
       
   386             0.0f, 0.0f, 0.0f, 0.0f,
       
   387             0.0f, 0.0f, -1.0f, 0.0f);
       
   388 
       
   389     mat = reference;
       
   390     mat(2, 2) = (nearZ+farZ)/(nearZ-farZ);
       
   391     mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ);
       
   392 }