602 lines
46 KiB
HTML
602 lines
46 KiB
HTML
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<h1 class="title">glbuffers.cpp Example File</h1>
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<span class="small-subtitle">demos/boxes/glbuffers.cpp</span>
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<!-- $$$demos/boxes/glbuffers.cpp-description -->
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<div class="descr"> <a name="details"></a>
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<pre class="cpp"> <span class="comment">/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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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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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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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 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company 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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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/</span>
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<span class="preprocessor">#include "glbuffers.h"</span>
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<span class="preprocessor">#include <QtGui/qmatrix4x4.h></span>
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<span class="type">void</span> qgluPerspective(GLdouble fovy<span class="operator">,</span> GLdouble aspect<span class="operator">,</span> GLdouble zNear<span class="operator">,</span> GLdouble zFar)
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{
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<span class="keyword">const</span> GLdouble ymax <span class="operator">=</span> zNear <span class="operator">*</span> tan(fovy <span class="operator">*</span> M_PI <span class="operator">/</span> <span class="number">360.0</span>);
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<span class="keyword">const</span> GLdouble ymin <span class="operator">=</span> <span class="operator">-</span>ymax;
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<span class="keyword">const</span> GLdouble xmin <span class="operator">=</span> ymin <span class="operator">*</span> aspect;
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<span class="keyword">const</span> GLdouble xmax <span class="operator">=</span> ymax <span class="operator">*</span> aspect;
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glFrustum(xmin<span class="operator">,</span> xmax<span class="operator">,</span> ymin<span class="operator">,</span> ymax<span class="operator">,</span> zNear<span class="operator">,</span> zFar);
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}
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<span class="comment">//============================================================================//</span>
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<span class="comment">// GLTexture //</span>
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<span class="comment">//============================================================================//</span>
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GLTexture<span class="operator">::</span>GLTexture() : m_texture(<span class="number">0</span>)<span class="operator">,</span> m_failed(<span class="keyword">false</span>)
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{
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glGenTextures(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_texture);
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}
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GLTexture<span class="operator">::</span><span class="operator">~</span>GLTexture()
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{
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glDeleteTextures(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_texture);
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}
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<span class="comment">//============================================================================//</span>
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<span class="comment">// GLTexture2D //</span>
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<span class="comment">//============================================================================//</span>
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GLTexture2D<span class="operator">::</span>GLTexture2D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
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{
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glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
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glTexImage2D(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
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GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
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glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
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<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
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<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);</span>
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glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
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}
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GLTexture2D<span class="operator">::</span>GLTexture2D(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span><span class="operator">&</span> fileName<span class="operator">,</span> <span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
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{
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<span class="comment">// TODO: Add error handling.</span>
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<span class="type"><a href="qimage.html">QImage</a></span> image(fileName);
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<span class="keyword">if</span> (image<span class="operator">.</span>isNull()) {
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m_failed <span class="operator">=</span> <span class="keyword">true</span>;
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<span class="keyword">return</span>;
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}
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image <span class="operator">=</span> image<span class="operator">.</span>convertToFormat(<span class="type"><a href="qimage.html">QImage</a></span><span class="operator">::</span>Format_ARGB32);
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<span class="comment">//qDebug() << "Image size:" << image.width() << "x" << image.height();</span>
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<span class="keyword">if</span> (width <span class="operator"><</span><span class="operator">=</span> <span class="number">0</span>)
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width <span class="operator">=</span> image<span class="operator">.</span>width();
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<span class="keyword">if</span> (height <span class="operator"><</span><span class="operator">=</span> <span class="number">0</span>)
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height <span class="operator">=</span> image<span class="operator">.</span>height();
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<span class="keyword">if</span> (width <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>width() <span class="operator">|</span><span class="operator">|</span> height <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>height())
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image <span class="operator">=</span> image<span class="operator">.</span>scaled(width<span class="operator">,</span> height<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IgnoreAspectRatio<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>SmoothTransformation);
|
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|
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glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
|
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|
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<span class="comment">// Works on x86, so probably works on all little-endian systems.</span>
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|
<span class="comment">// Does it work on big-endian systems?</span>
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glTexImage2D(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> image<span class="operator">.</span>width()<span class="operator">,</span> image<span class="operator">.</span>height()<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> image<span class="operator">.</span>bits());
|
|
|
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glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
|
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<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);</span>
|
|
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLTexture2D<span class="operator">::</span>load(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
|
|
glTexImage2D(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> data);
|
|
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLTexture2D<span class="operator">::</span>bind()
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
<span class="type">void</span> GLTexture2D<span class="operator">::</span>unbind()
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
<span class="comment">//============================================================================//</span>
|
|
<span class="comment">// GLTexture3D //</span>
|
|
<span class="comment">//============================================================================//</span>
|
|
|
|
GLTexture3D<span class="operator">::</span>GLTexture3D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> depth)
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLTexture3D::GLTexture3D"</span><span class="operator">,</span> glTexImage3D<span class="operator">,</span> <span class="keyword">return</span>)
|
|
|
|
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> m_texture);
|
|
glTexImage3D(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> depth<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
|
|
|
|
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_WRAP_R<span class="operator">,</span> GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);</span>
|
|
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLTexture3D<span class="operator">::</span>load(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> depth<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data)
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLTexture3D::load"</span><span class="operator">,</span> glTexImage3D<span class="operator">,</span> <span class="keyword">return</span>)
|
|
|
|
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> m_texture);
|
|
glTexImage3D(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> depth<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> data);
|
|
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLTexture3D<span class="operator">::</span>bind()
|
|
{
|
|
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> m_texture);
|
|
glEnable(GL_TEXTURE_3D);
|
|
}
|
|
|
|
<span class="type">void</span> GLTexture3D<span class="operator">::</span>unbind()
|
|
{
|
|
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span>);
|
|
glDisable(GL_TEXTURE_3D);
|
|
}
|
|
|
|
<span class="comment">//============================================================================//</span>
|
|
<span class="comment">// GLTextureCube //</span>
|
|
<span class="comment">//============================================================================//</span>
|
|
|
|
GLTextureCube<span class="operator">::</span>GLTextureCube(<span class="type">int</span> size)
|
|
{
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
|
|
|
|
<span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> <span class="number">6</span>; <span class="operator">+</span><span class="operator">+</span>i)
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> i<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> size<span class="operator">,</span> size<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_R<span class="operator">,</span> GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);</span>
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
GLTextureCube<span class="operator">::</span>GLTextureCube(<span class="keyword">const</span> <span class="type"><a href="qstringlist.html">QStringList</a></span><span class="operator">&</span> fileNames<span class="operator">,</span> <span class="type">int</span> size)
|
|
{
|
|
<span class="comment">// TODO: Add error handling.</span>
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
|
|
|
|
<span class="type">int</span> index <span class="operator">=</span> <span class="number">0</span>;
|
|
foreach (<span class="type"><a href="qstring.html">QString</a></span> file<span class="operator">,</span> fileNames) {
|
|
<span class="type"><a href="qimage.html">QImage</a></span> image(file);
|
|
<span class="keyword">if</span> (image<span class="operator">.</span>isNull()) {
|
|
m_failed <span class="operator">=</span> <span class="keyword">true</span>;
|
|
<span class="keyword">break</span>;
|
|
}
|
|
|
|
image <span class="operator">=</span> image<span class="operator">.</span>convertToFormat(<span class="type"><a href="qimage.html">QImage</a></span><span class="operator">::</span>Format_ARGB32);
|
|
|
|
<span class="comment">//qDebug() << "Image size:" << image.width() << "x" << image.height();</span>
|
|
<span class="keyword">if</span> (size <span class="operator"><</span><span class="operator">=</span> <span class="number">0</span>)
|
|
size <span class="operator">=</span> image<span class="operator">.</span>width();
|
|
<span class="keyword">if</span> (size <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>width() <span class="operator">|</span><span class="operator">|</span> size <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>height())
|
|
image <span class="operator">=</span> image<span class="operator">.</span>scaled(size<span class="operator">,</span> size<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IgnoreAspectRatio<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>SmoothTransformation);
|
|
|
|
<span class="comment">// Works on x86, so probably works on all little-endian systems.</span>
|
|
<span class="comment">// Does it work on big-endian systems?</span>
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> index<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> image<span class="operator">.</span>width()<span class="operator">,</span> image<span class="operator">.</span>height()<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> image<span class="operator">.</span>bits());
|
|
|
|
<span class="keyword">if</span> (<span class="operator">+</span><span class="operator">+</span>index <span class="operator">=</span><span class="operator">=</span> <span class="number">6</span>)
|
|
<span class="keyword">break</span>;
|
|
}
|
|
|
|
<span class="comment">// Clear remaining faces.</span>
|
|
<span class="keyword">while</span> (index <span class="operator"><</span> <span class="number">6</span>) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> index<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> size<span class="operator">,</span> size<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
|
|
<span class="operator">+</span><span class="operator">+</span>index;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_R<span class="operator">,</span> GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
|
|
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);</span>
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLTextureCube<span class="operator">::</span>load(<span class="type">int</span> size<span class="operator">,</span> <span class="type">int</span> face<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> face<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> size<span class="operator">,</span> size<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
|
|
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> data);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLTextureCube<span class="operator">::</span>bind()
|
|
{
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
|
|
glEnable(GL_TEXTURE_CUBE_MAP);
|
|
}
|
|
|
|
<span class="type">void</span> GLTextureCube<span class="operator">::</span>unbind()
|
|
{
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
|
|
glDisable(GL_TEXTURE_CUBE_MAP);
|
|
}
|
|
|
|
<span class="comment">//============================================================================//</span>
|
|
<span class="comment">// GLFrameBufferObject //</span>
|
|
<span class="comment">//============================================================================//</span>
|
|
|
|
GLFrameBufferObject<span class="operator">::</span>GLFrameBufferObject(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
|
|
: m_fbo(<span class="number">0</span>)
|
|
<span class="operator">,</span> m_depthBuffer(<span class="number">0</span>)
|
|
<span class="operator">,</span> m_width(width)
|
|
<span class="operator">,</span> m_height(height)
|
|
<span class="operator">,</span> m_failed(<span class="keyword">false</span>)
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLFrameBufferObject::GLFrameBufferObject"</span><span class="operator">,</span>
|
|
glGenFramebuffersEXT <span class="operator">&</span><span class="operator">&</span> glGenRenderbuffersEXT <span class="operator">&</span><span class="operator">&</span> glBindRenderbufferEXT <span class="operator">&</span><span class="operator">&</span> glRenderbufferStorageEXT<span class="operator">,</span> <span class="keyword">return</span>)
|
|
|
|
<span class="comment">// TODO: share depth buffers of same size</span>
|
|
glGenFramebuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_fbo);
|
|
<span class="comment">//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);</span>
|
|
glGenRenderbuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_depthBuffer);
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT<span class="operator">,</span> m_depthBuffer);
|
|
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT<span class="operator">,</span> GL_DEPTH_COMPONENT<span class="operator">,</span> m_width<span class="operator">,</span> m_height);
|
|
<span class="comment">//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);</span>
|
|
<span class="comment">//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);</span>
|
|
}
|
|
|
|
GLFrameBufferObject<span class="operator">::</span><span class="operator">~</span>GLFrameBufferObject()
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLFrameBufferObject::~GLFrameBufferObject"</span><span class="operator">,</span>
|
|
glDeleteFramebuffersEXT <span class="operator">&</span><span class="operator">&</span> glDeleteRenderbuffersEXT<span class="operator">,</span> <span class="keyword">return</span>)
|
|
|
|
glDeleteFramebuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_fbo);
|
|
glDeleteRenderbuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_depthBuffer);
|
|
}
|
|
|
|
<span class="type">void</span> GLFrameBufferObject<span class="operator">::</span>setAsRenderTarget(<span class="type">bool</span> state)
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLFrameBufferObject::setAsRenderTarget"</span><span class="operator">,</span> glBindFramebufferEXT<span class="operator">,</span> <span class="keyword">return</span>)
|
|
|
|
<span class="keyword">if</span> (state) {
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> m_fbo);
|
|
glPushAttrib(GL_VIEWPORT_BIT);
|
|
glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> m_width<span class="operator">,</span> m_height);
|
|
} <span class="keyword">else</span> {
|
|
glPopAttrib();
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> <span class="number">0</span>);
|
|
}
|
|
}
|
|
|
|
<span class="type">bool</span> GLFrameBufferObject<span class="operator">::</span>isComplete()
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLFrameBufferObject::isComplete"</span><span class="operator">,</span> glCheckFramebufferStatusEXT<span class="operator">,</span> <span class="keyword">return</span> <span class="keyword">false</span>)
|
|
|
|
<span class="keyword">return</span> GL_FRAMEBUFFER_COMPLETE_EXT <span class="operator">=</span><span class="operator">=</span> glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
}
|
|
|
|
<span class="comment">//============================================================================//</span>
|
|
<span class="comment">// GLRenderTargetCube //</span>
|
|
<span class="comment">//============================================================================//</span>
|
|
|
|
GLRenderTargetCube<span class="operator">::</span>GLRenderTargetCube(<span class="type">int</span> size)
|
|
: GLTextureCube(size)
|
|
<span class="operator">,</span> m_fbo(size<span class="operator">,</span> size)
|
|
{
|
|
}
|
|
|
|
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>begin(<span class="type">int</span> face)
|
|
{
|
|
GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLRenderTargetCube::begin"</span><span class="operator">,</span>
|
|
glFramebufferTexture2DEXT <span class="operator">&</span><span class="operator">&</span> glFramebufferRenderbufferEXT<span class="operator">,</span> <span class="keyword">return</span>)
|
|
|
|
m_fbo<span class="operator">.</span>setAsRenderTarget(<span class="keyword">true</span>);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> GL_COLOR_ATTACHMENT0_EXT<span class="operator">,</span>
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> face<span class="operator">,</span> m_texture<span class="operator">,</span> <span class="number">0</span>);
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> GL_DEPTH_ATTACHMENT_EXT<span class="operator">,</span> GL_RENDERBUFFER_EXT<span class="operator">,</span> m_fbo<span class="operator">.</span>m_depthBuffer);
|
|
}
|
|
|
|
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>end()
|
|
{
|
|
m_fbo<span class="operator">.</span>setAsRenderTarget(<span class="keyword">false</span>);
|
|
}
|
|
|
|
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>getViewMatrix(QMatrix4x4<span class="operator">&</span> mat<span class="operator">,</span> <span class="type">int</span> face)
|
|
{
|
|
<span class="keyword">if</span> (face <span class="operator"><</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> face <span class="operator">></span><span class="operator">=</span> <span class="number">6</span>) {
|
|
<a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">"GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)"</span><span class="operator">,</span> face);
|
|
<span class="keyword">return</span>;
|
|
}
|
|
|
|
<span class="keyword">static</span> <span class="type">int</span> perm<span class="operator">[</span><span class="number">6</span><span class="operator">]</span><span class="operator">[</span><span class="number">3</span><span class="operator">]</span> <span class="operator">=</span> {
|
|
{<span class="number">2</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span>
|
|
{<span class="number">2</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span>
|
|
{<span class="number">0</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span>
|
|
{<span class="number">0</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span>
|
|
{<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">2</span>}<span class="operator">,</span>
|
|
{<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">2</span>}<span class="operator">,</span>
|
|
};
|
|
|
|
<span class="keyword">static</span> <span class="type">float</span> signs<span class="operator">[</span><span class="number">6</span><span class="operator">]</span><span class="operator">[</span><span class="number">3</span><span class="operator">]</span> <span class="operator">=</span> {
|
|
{<span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span>}<span class="operator">,</span>
|
|
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span>}<span class="operator">,</span>
|
|
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span>}<span class="operator">,</span>
|
|
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span>}<span class="operator">,</span>
|
|
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span>}<span class="operator">,</span>
|
|
{<span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span>}<span class="operator">,</span>
|
|
};
|
|
|
|
mat<span class="operator">.</span>fill(<span class="number">0.0f</span>);
|
|
<span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> <span class="number">3</span>; <span class="operator">+</span><span class="operator">+</span>i)
|
|
mat(i<span class="operator">,</span> perm<span class="operator">[</span>face<span class="operator">]</span><span class="operator">[</span>i<span class="operator">]</span>) <span class="operator">=</span> signs<span class="operator">[</span>face<span class="operator">]</span><span class="operator">[</span>i<span class="operator">]</span>;
|
|
mat(<span class="number">3</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> <span class="number">1.0f</span>;
|
|
}
|
|
|
|
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>getProjectionMatrix(QMatrix4x4<span class="operator">&</span> mat<span class="operator">,</span> <span class="type">float</span> nearZ<span class="operator">,</span> <span class="type">float</span> farZ)
|
|
{
|
|
<span class="keyword">static</span> <span class="keyword">const</span> QMatrix4x4 reference(
|
|
<span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span>
|
|
<span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span>
|
|
<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span>
|
|
<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span>);
|
|
|
|
mat <span class="operator">=</span> reference;
|
|
mat(<span class="number">2</span><span class="operator">,</span> <span class="number">2</span>) <span class="operator">=</span> (nearZ<span class="operator">+</span>farZ)<span class="operator">/</span>(nearZ<span class="operator">-</span>farZ);
|
|
mat(<span class="number">2</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> <span class="number">2.0f</span><span class="operator">*</span>nearZ<span class="operator">*</span>farZ<span class="operator">/</span>(nearZ<span class="operator">-</span>farZ);
|
|
}</pre>
|
|
</div>
|
|
<!-- @@@demos/boxes/glbuffers.cpp -->
|
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The documentation provided herein is licensed under the terms of the
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Documentation sources may be obtained from <a href="http://www.qt-project.org">
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