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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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4 ** All rights reserved. |
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5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
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6 ** |
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7 ** This file is part of the demonstration applications of the Qt Toolkit. |
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8 ** |
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9 ** $QT_BEGIN_LICENSE:LGPL$ |
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10 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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15 ** |
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16 ** GNU Lesser General Public License Usage |
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17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
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18 ** General Public License version 2.1 as published by the Free Software |
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19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
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20 ** packaging of this file. Please review the following information to |
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21 ** ensure the GNU Lesser General Public License version 2.1 requirements |
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22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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23 ** |
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24 ** In addition, as a special exception, Nokia gives you certain additional |
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25 ** rights. These rights are described in the Nokia Qt LGPL Exception |
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26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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27 ** |
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28 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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38 ** $QT_END_LICENSE$ |
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39 ** |
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40 ****************************************************************************/ |
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41 |
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42 #include "glbuffers.h" |
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43 #include <QtGui/qmatrix4x4.h> |
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44 |
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45 //============================================================================// |
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46 // GLTexture // |
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47 //============================================================================// |
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48 |
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49 GLTexture::GLTexture() : m_texture(0), m_failed(false) |
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50 { |
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51 glGenTextures(1, &m_texture); |
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52 } |
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53 |
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54 GLTexture::~GLTexture() |
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55 { |
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56 glDeleteTextures(1, &m_texture); |
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57 } |
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58 |
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59 //============================================================================// |
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60 // GLTexture2D // |
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61 //============================================================================// |
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62 |
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63 GLTexture2D::GLTexture2D(int width, int height) |
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64 { |
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65 glBindTexture(GL_TEXTURE_2D, m_texture); |
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66 glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, |
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67 GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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68 |
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69 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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70 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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71 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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72 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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73 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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74 //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
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75 glBindTexture(GL_TEXTURE_2D, 0); |
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76 } |
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77 |
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78 |
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79 GLTexture2D::GLTexture2D(const QString& fileName, int width, int height) |
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80 { |
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81 // TODO: Add error handling. |
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82 QImage image(fileName); |
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83 |
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84 if (image.isNull()) { |
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85 m_failed = true; |
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86 return; |
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87 } |
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88 |
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89 image = image.convertToFormat(QImage::Format_ARGB32); |
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90 |
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91 //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
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92 if (width <= 0) |
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93 width = image.width(); |
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94 if (height <= 0) |
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95 height = image.height(); |
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96 if (width != image.width() || height != image.height()) |
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97 image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); |
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98 |
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99 glBindTexture(GL_TEXTURE_2D, m_texture); |
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100 |
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101 // Works on x86, so probably works on all little-endian systems. |
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102 // Does it work on big-endian systems? |
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103 glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0, |
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104 GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); |
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105 |
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106 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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107 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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110 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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111 //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
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112 glBindTexture(GL_TEXTURE_2D, 0); |
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113 } |
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114 |
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115 void GLTexture2D::load(int width, int height, QRgb *data) |
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116 { |
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117 glBindTexture(GL_TEXTURE_2D, m_texture); |
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118 glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, |
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119 GL_BGRA, GL_UNSIGNED_BYTE, data); |
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120 glBindTexture(GL_TEXTURE_2D, 0); |
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121 } |
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122 |
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123 void GLTexture2D::bind() |
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124 { |
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125 glBindTexture(GL_TEXTURE_2D, m_texture); |
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126 glEnable(GL_TEXTURE_2D); |
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127 } |
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128 |
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129 void GLTexture2D::unbind() |
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130 { |
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131 glBindTexture(GL_TEXTURE_2D, 0); |
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132 glDisable(GL_TEXTURE_2D); |
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133 } |
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134 |
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135 |
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136 //============================================================================// |
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137 // GLTexture3D // |
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138 //============================================================================// |
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139 |
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140 GLTexture3D::GLTexture3D(int width, int height, int depth) |
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141 { |
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142 GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return) |
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143 |
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144 glBindTexture(GL_TEXTURE_3D, m_texture); |
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145 glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
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146 GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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147 |
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148 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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149 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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150 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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151 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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152 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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153 //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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154 //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE); |
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155 glBindTexture(GL_TEXTURE_3D, 0); |
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156 } |
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157 |
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158 void GLTexture3D::load(int width, int height, int depth, QRgb *data) |
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159 { |
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160 GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return) |
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161 |
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162 glBindTexture(GL_TEXTURE_3D, m_texture); |
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163 glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
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164 GL_BGRA, GL_UNSIGNED_BYTE, data); |
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165 glBindTexture(GL_TEXTURE_3D, 0); |
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166 } |
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167 |
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168 void GLTexture3D::bind() |
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169 { |
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170 glBindTexture(GL_TEXTURE_3D, m_texture); |
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171 glEnable(GL_TEXTURE_3D); |
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172 } |
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173 |
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174 void GLTexture3D::unbind() |
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175 { |
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176 glBindTexture(GL_TEXTURE_3D, 0); |
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177 glDisable(GL_TEXTURE_3D); |
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178 } |
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179 |
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180 //============================================================================// |
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181 // GLTextureCube // |
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182 //============================================================================// |
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183 |
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184 GLTextureCube::GLTextureCube(int size) |
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185 { |
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186 glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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187 |
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188 for (int i = 0; i < 6; ++i) |
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189 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0, |
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190 GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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191 |
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192 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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193 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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194 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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195 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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196 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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197 //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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198 //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
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199 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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200 } |
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201 |
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202 GLTextureCube::GLTextureCube(const QStringList& fileNames, int size) |
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203 { |
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204 // TODO: Add error handling. |
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205 |
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206 glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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207 |
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208 int index = 0; |
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209 foreach (QString file, fileNames) { |
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210 QImage image(file); |
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211 if (image.isNull()) { |
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212 m_failed = true; |
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213 break; |
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214 } |
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215 |
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216 image = image.convertToFormat(QImage::Format_ARGB32); |
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217 |
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218 //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
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219 if (size <= 0) |
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220 size = image.width(); |
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221 if (size != image.width() || size != image.height()) |
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222 image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); |
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223 |
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224 // Works on x86, so probably works on all little-endian systems. |
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225 // Does it work on big-endian systems? |
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226 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0, |
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227 GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); |
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228 |
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229 if (++index == 6) |
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230 break; |
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231 } |
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232 |
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233 // Clear remaining faces. |
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234 while (index < 6) { |
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235 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0, |
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236 GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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237 ++index; |
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238 } |
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239 |
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240 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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241 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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242 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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243 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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244 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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245 //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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246 //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
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247 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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248 } |
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249 |
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250 void GLTextureCube::load(int size, int face, QRgb *data) |
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251 { |
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252 glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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253 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0, |
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254 GL_BGRA, GL_UNSIGNED_BYTE, data); |
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255 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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256 } |
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257 |
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258 void GLTextureCube::bind() |
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259 { |
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260 glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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261 glEnable(GL_TEXTURE_CUBE_MAP); |
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262 } |
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263 |
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264 void GLTextureCube::unbind() |
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265 { |
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266 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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267 glDisable(GL_TEXTURE_CUBE_MAP); |
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268 } |
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269 |
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270 //============================================================================// |
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271 // GLFrameBufferObject // |
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272 //============================================================================// |
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273 |
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274 GLFrameBufferObject::GLFrameBufferObject(int width, int height) |
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275 : m_fbo(0) |
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276 , m_depthBuffer(0) |
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277 , m_width(width) |
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278 , m_height(height) |
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279 , m_failed(false) |
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280 { |
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281 GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject", |
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282 glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return) |
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283 |
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284 // TODO: share depth buffers of same size |
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285 glGenFramebuffersEXT(1, &m_fbo); |
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286 //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
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287 glGenRenderbuffersEXT(1, &m_depthBuffer); |
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288 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); |
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289 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height); |
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290 //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); |
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291 //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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292 } |
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293 |
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294 GLFrameBufferObject::~GLFrameBufferObject() |
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295 { |
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296 GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject", |
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297 glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return) |
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298 |
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299 glDeleteFramebuffersEXT(1, &m_fbo); |
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300 glDeleteRenderbuffersEXT(1, &m_depthBuffer); |
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301 } |
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302 |
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303 void GLFrameBufferObject::setAsRenderTarget(bool state) |
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304 { |
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305 GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return) |
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306 |
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307 if (state) { |
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308 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
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309 glPushAttrib(GL_VIEWPORT_BIT); |
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310 glViewport(0, 0, m_width, m_height); |
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311 } else { |
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312 glPopAttrib(); |
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313 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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314 } |
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315 } |
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316 |
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317 bool GLFrameBufferObject::isComplete() |
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318 { |
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319 GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false) |
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320 |
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321 return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
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322 } |
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323 |
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324 //============================================================================// |
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325 // GLRenderTargetCube // |
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326 //============================================================================// |
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327 |
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328 GLRenderTargetCube::GLRenderTargetCube(int size) |
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329 : GLTextureCube(size) |
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330 , m_fbo(size, size) |
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331 { |
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332 } |
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333 |
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334 void GLRenderTargetCube::begin(int face) |
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335 { |
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336 GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin", |
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337 glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return) |
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338 |
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339 m_fbo.setAsRenderTarget(true); |
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340 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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341 GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0); |
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342 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer); |
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343 } |
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344 |
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345 void GLRenderTargetCube::end() |
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346 { |
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347 m_fbo.setAsRenderTarget(false); |
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348 } |
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349 |
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350 void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face) |
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351 { |
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352 if (face < 0 || face >= 6) { |
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353 qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face); |
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354 return; |
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355 } |
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356 |
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357 static int perm[6][3] = { |
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358 {2, 1, 0}, |
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359 {2, 1, 0}, |
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360 {0, 2, 1}, |
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361 {0, 2, 1}, |
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362 {0, 1, 2}, |
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363 {0, 1, 2}, |
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364 }; |
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365 |
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366 static float signs[6][3] = { |
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367 {-1.0f, -1.0f, -1.0f}, |
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368 {+1.0f, -1.0f, +1.0f}, |
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369 {+1.0f, +1.0f, -1.0f}, |
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370 {+1.0f, -1.0f, +1.0f}, |
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371 {+1.0f, -1.0f, -1.0f}, |
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372 {-1.0f, -1.0f, +1.0f}, |
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373 }; |
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374 |
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375 mat.fill(0.0f); |
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376 for (int i = 0; i < 3; ++i) |
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377 mat(i, perm[face][i]) = signs[face][i]; |
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378 mat(3, 3) = 1.0f; |
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379 } |
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380 |
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381 void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ) |
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382 { |
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383 static const QMatrix4x4 reference( |
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384 1.0f, 0.0f, 0.0f, 0.0f, |
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385 0.0f, 1.0f, 0.0f, 0.0f, |
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386 0.0f, 0.0f, 0.0f, 0.0f, |
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387 0.0f, 0.0f, -1.0f, 0.0f); |
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388 |
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389 mat = reference; |
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390 mat(2, 2) = (nearZ+farZ)/(nearZ-farZ); |
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391 mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ); |
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392 } |