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<h1 class="title">geometryengine.cpp Example File</h1>
<span class="small-subtitle">opengl/cube/geometryengine.cpp</span>
<!-- $$$opengl/cube/geometryengine.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"> <span class="comment">/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtCore module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** &quot;Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
<span class="preprocessor">#include &quot;geometryengine.h&quot;</span>
<span class="preprocessor">#include &lt;QVector2D&gt;</span>
<span class="preprocessor">#include &lt;QVector3D&gt;</span>
<span class="keyword">struct</span> VertexData
{
QVector3D position;
QVector2D texCoord;
};
GeometryEngine<span class="operator">::</span>GeometryEngine() : vboIds(<span class="keyword">new</span> GLuint<span class="operator">[</span><span class="number">2</span><span class="operator">]</span>)
{
}
GeometryEngine<span class="operator">::</span><span class="operator">~</span>GeometryEngine()
{
glDeleteBuffers(<span class="number">2</span><span class="operator">,</span> vboIds);
<span class="keyword">delete</span><span class="operator">[</span><span class="operator">]</span> vboIds;
}
<span class="type">void</span> GeometryEngine<span class="operator">::</span>init()
{
initializeGLFunctions();
<span class="comment">// Generate 2 VBOs</span>
glGenBuffers(<span class="number">2</span><span class="operator">,</span> vboIds);
<span class="comment">// Initializes cube geometry and transfers it to VBOs</span>
initCubeGeometry();
}
<span class="type">void</span> GeometryEngine<span class="operator">::</span>initCubeGeometry()
{
<span class="comment">// For cube we would need only 8 vertices but we have to</span>
<span class="comment">// duplicate vertex for each face because texture coordinate</span>
<span class="comment">// is different.</span>
VertexData vertices<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {
<span class="comment">// Vertex data for face 0</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v0</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v1</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v2</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v3</span>
<span class="comment">// Vertex data for face 1</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D( <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v4</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v5</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v6</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v7</span>
<span class="comment">// Vertex data for face 2</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v8</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v9</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v10</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v11</span>
<span class="comment">// Vertex data for face 3</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v12</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v13</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v14</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v15</span>
<span class="comment">// Vertex data for face 4</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v16</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v17</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v18</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v19</span>
<span class="comment">// Vertex data for face 5</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v20</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v21</span>
{QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v22</span>
{QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">1.0</span>)} <span class="comment">// v23</span>
};
<span class="comment">// Indices for drawing cube faces using triangle strips.</span>
<span class="comment">// Triangle strips can be connected by duplicating indices</span>
<span class="comment">// between the strips. If connecting strips have opposite</span>
<span class="comment">// vertex order then last index of the first strip and first</span>
<span class="comment">// index of the second strip needs to be duplicated. If</span>
<span class="comment">// connecting strips have same vertex order then only last</span>
<span class="comment">// index of the first strip needs to be duplicated.</span>
GLushort indices<span class="operator">[</span><span class="operator">]</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">3</span><span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> <span class="comment">// Face 0 - triangle strip ( v0, v1, v2, v3)</span>
<span class="number">4</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> <span class="number">5</span><span class="operator">,</span> <span class="number">6</span><span class="operator">,</span> <span class="number">7</span><span class="operator">,</span> <span class="number">7</span><span class="operator">,</span> <span class="comment">// Face 1 - triangle strip ( v4, v5, v6, v7)</span>
<span class="number">8</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">9</span><span class="operator">,</span> <span class="number">10</span><span class="operator">,</span> <span class="number">11</span><span class="operator">,</span> <span class="number">11</span><span class="operator">,</span> <span class="comment">// Face 2 - triangle strip ( v8, v9, v10, v11)</span>
<span class="number">12</span><span class="operator">,</span> <span class="number">12</span><span class="operator">,</span> <span class="number">13</span><span class="operator">,</span> <span class="number">14</span><span class="operator">,</span> <span class="number">15</span><span class="operator">,</span> <span class="number">15</span><span class="operator">,</span> <span class="comment">// Face 3 - triangle strip (v12, v13, v14, v15)</span>
<span class="number">16</span><span class="operator">,</span> <span class="number">16</span><span class="operator">,</span> <span class="number">17</span><span class="operator">,</span> <span class="number">18</span><span class="operator">,</span> <span class="number">19</span><span class="operator">,</span> <span class="number">19</span><span class="operator">,</span> <span class="comment">// Face 4 - triangle strip (v16, v17, v18, v19)</span>
<span class="number">20</span><span class="operator">,</span> <span class="number">20</span><span class="operator">,</span> <span class="number">21</span><span class="operator">,</span> <span class="number">22</span><span class="operator">,</span> <span class="number">23</span> <span class="comment">// Face 5 - triangle strip (v20, v21, v22, v23)</span>
};
<span class="comment">// Transfer vertex data to VBO 0</span>
glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">0</span><span class="operator">]</span>);
glBufferData(GL_ARRAY_BUFFER<span class="operator">,</span> <span class="number">24</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(VertexData)<span class="operator">,</span> vertices<span class="operator">,</span> GL_STATIC_DRAW);
<span class="comment">// Transfer index data to VBO 1</span>
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">1</span><span class="operator">]</span>);
glBufferData(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> <span class="number">34</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(GLushort)<span class="operator">,</span> indices<span class="operator">,</span> GL_STATIC_DRAW);
}
<span class="type">void</span> GeometryEngine<span class="operator">::</span>drawCubeGeometry(<span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span> <span class="operator">*</span>program)
{
<span class="comment">// Tell OpenGL which VBOs to use</span>
glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">0</span><span class="operator">]</span>);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">1</span><span class="operator">]</span>);
<span class="comment">// Offset for position</span>
<span class="type">int</span> offset <span class="operator">=</span> <span class="number">0</span>;
<span class="comment">// Tell OpenGL programmable pipeline how to locate vertex position data</span>
<span class="type">int</span> vertexLocation <span class="operator">=</span> program<span class="operator">-</span><span class="operator">&gt;</span>attributeLocation(<span class="string">&quot;a_position&quot;</span>);
program<span class="operator">-</span><span class="operator">&gt;</span>enableAttributeArray(vertexLocation);
glVertexAttribPointer(vertexLocation<span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="keyword">sizeof</span>(VertexData)<span class="operator">,</span> (<span class="keyword">const</span> <span class="type">void</span> <span class="operator">*</span>)offset);
<span class="comment">// Offset for texture coordinate</span>
offset <span class="operator">+</span><span class="operator">=</span> <span class="keyword">sizeof</span>(QVector3D);
<span class="comment">// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data</span>
<span class="type">int</span> texcoordLocation <span class="operator">=</span> program<span class="operator">-</span><span class="operator">&gt;</span>attributeLocation(<span class="string">&quot;a_texcoord&quot;</span>);
program<span class="operator">-</span><span class="operator">&gt;</span>enableAttributeArray(texcoordLocation);
glVertexAttribPointer(texcoordLocation<span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="keyword">sizeof</span>(VertexData)<span class="operator">,</span> (<span class="keyword">const</span> <span class="type">void</span> <span class="operator">*</span>)offset);
<span class="comment">// Draw cube geometry using indices from VBO 1</span>
glDrawElements(GL_TRIANGLE_STRIP<span class="operator">,</span> <span class="number">34</span><span class="operator">,</span> GL_UNSIGNED_SHORT<span class="operator">,</span> <span class="number">0</span>);
}</pre>
</div>
<!-- @@@opengl/cube/geometryengine.cpp -->
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