author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Wed, 21 Apr 2010 20:15:53 +0300 | |
branch | RCL_3 |
changeset 13 | c0432d11811c |
parent 4 | 3b1da2848fc7 |
permissions | -rw-r--r-- |
0 | 1 |
/**************************************************************************** |
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** |
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3b1da2848fc7
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
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diff
changeset
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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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** All rights reserved. |
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** Contact: Nokia Corporation (qt-info@nokia.com) |
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** |
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** This file is part of the demonstration applications of the Qt Toolkit. |
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** |
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** $QT_BEGIN_LICENSE:LGPL$ |
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** No Commercial Usage |
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** This file contains pre-release code and may not be distributed. |
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** You may use this file in accordance with the terms and conditions |
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** contained in the Technology Preview License Agreement accompanying |
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** this package. |
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** |
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** GNU Lesser General Public License Usage |
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** Alternatively, this file may be used under the terms of the GNU Lesser |
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** General Public License version 2.1 as published by the Free Software |
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** Foundation and appearing in the file LICENSE.LGPL included in the |
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** packaging of this file. Please review the following information to |
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** ensure the GNU Lesser General Public License version 2.1 requirements |
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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** |
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** In addition, as a special exception, Nokia gives you certain additional |
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** rights. These rights are described in the Nokia Qt LGPL Exception |
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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** |
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** If you have questions regarding the use of this file, please contact |
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** Nokia at qt-info@nokia.com. |
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** |
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** |
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** |
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** |
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** |
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** |
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** |
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** |
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** $QT_END_LICENSE$ |
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** |
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****************************************************************************/ |
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#include "glbuffers.h" |
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#include <QtGui/qmatrix4x4.h> |
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//============================================================================// |
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// GLTexture // |
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//============================================================================// |
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||
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GLTexture::GLTexture() : m_texture(0), m_failed(false) |
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{ |
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glGenTextures(1, &m_texture); |
|
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} |
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||
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GLTexture::~GLTexture() |
|
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{ |
|
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glDeleteTextures(1, &m_texture); |
|
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} |
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||
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//============================================================================// |
|
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// GLTexture2D // |
|
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//============================================================================// |
|
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||
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GLTexture2D::GLTexture2D(int width, int height) |
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{ |
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glBindTexture(GL_TEXTURE_2D, m_texture); |
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, 0); |
|
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||
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
|
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
|
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glBindTexture(GL_TEXTURE_2D, 0); |
|
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} |
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||
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||
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GLTexture2D::GLTexture2D(const QString& fileName, int width, int height) |
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{ |
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// TODO: Add error handling. |
|
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QImage image(fileName); |
|
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||
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if (image.isNull()) { |
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m_failed = true; |
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return; |
|
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} |
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||
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image = image.convertToFormat(QImage::Format_ARGB32); |
|
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||
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//qDebug() << "Image size:" << image.width() << "x" << image.height(); |
|
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if (width <= 0) |
|
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width = image.width(); |
|
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if (height <= 0) |
|
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height = image.height(); |
|
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if (width != image.width() || height != image.height()) |
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image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); |
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glBindTexture(GL_TEXTURE_2D, m_texture); |
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// Works on x86, so probably works on all little-endian systems. |
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// Does it work on big-endian systems? |
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glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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} |
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void GLTexture2D::load(int width, int height, QRgb *data) |
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{ |
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glBindTexture(GL_TEXTURE_2D, m_texture); |
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, data); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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} |
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void GLTexture2D::bind() |
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{ |
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glBindTexture(GL_TEXTURE_2D, m_texture); |
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glEnable(GL_TEXTURE_2D); |
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} |
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void GLTexture2D::unbind() |
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{ |
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glBindTexture(GL_TEXTURE_2D, 0); |
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glDisable(GL_TEXTURE_2D); |
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} |
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//============================================================================// |
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// GLTexture3D // |
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//============================================================================// |
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GLTexture3D::GLTexture3D(int width, int height, int depth) |
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{ |
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GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return) |
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glBindTexture(GL_TEXTURE_3D, m_texture); |
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glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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//glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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//glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE); |
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glBindTexture(GL_TEXTURE_3D, 0); |
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} |
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void GLTexture3D::load(int width, int height, int depth, QRgb *data) |
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{ |
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GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return) |
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glBindTexture(GL_TEXTURE_3D, m_texture); |
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glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, data); |
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glBindTexture(GL_TEXTURE_3D, 0); |
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} |
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void GLTexture3D::bind() |
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{ |
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glBindTexture(GL_TEXTURE_3D, m_texture); |
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glEnable(GL_TEXTURE_3D); |
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} |
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void GLTexture3D::unbind() |
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{ |
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glBindTexture(GL_TEXTURE_3D, 0); |
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glDisable(GL_TEXTURE_3D); |
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} |
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//============================================================================// |
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// GLTextureCube // |
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//============================================================================// |
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GLTextureCube::GLTextureCube(int size) |
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{ |
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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for (int i = 0; i < 6; ++i) |
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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} |
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201 |
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GLTextureCube::GLTextureCube(const QStringList& fileNames, int size) |
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{ |
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// TODO: Add error handling. |
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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int index = 0; |
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foreach (QString file, fileNames) { |
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QImage image(file); |
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if (image.isNull()) { |
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m_failed = true; |
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break; |
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} |
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215 |
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image = image.convertToFormat(QImage::Format_ARGB32); |
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217 |
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//qDebug() << "Image size:" << image.width() << "x" << image.height(); |
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if (size <= 0) |
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size = image.width(); |
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if (size != image.width() || size != image.height()) |
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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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// Does it work on big-endian systems? |
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); |
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if (++index == 6) |
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break; |
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} |
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// Clear remaining faces. |
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while (index < 6) { |
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, 0); |
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++index; |
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} |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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} |
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void GLTextureCube::load(int size, int face, QRgb *data) |
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{ |
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, data); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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} |
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void GLTextureCube::bind() |
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{ |
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
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glEnable(GL_TEXTURE_CUBE_MAP); |
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} |
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void GLTextureCube::unbind() |
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{ |
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
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glDisable(GL_TEXTURE_CUBE_MAP); |
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} |
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//============================================================================// |
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// GLFrameBufferObject // |
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//============================================================================// |
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273 |
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274 |
GLFrameBufferObject::GLFrameBufferObject(int width, int height) |
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: m_fbo(0) |
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, m_depthBuffer(0) |
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, m_width(width) |
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, m_height(height) |
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, m_failed(false) |
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{ |
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject", |
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glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return) |
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283 |
||
284 |
// TODO: share depth buffers of same size |
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glGenFramebuffersEXT(1, &m_fbo); |
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
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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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//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); |
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291 |
//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
|
292 |
} |
|
293 |
||
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) |
|
298 |
||
299 |
glDeleteFramebuffersEXT(1, &m_fbo); |
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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); |
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310 |
glViewport(0, 0, m_width, m_height); |
|
311 |
} else { |
|
312 |
glPopAttrib(); |
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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, |
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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 |
} |