| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the demonstration applications of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
| ** a written agreement between you and The Qt Company. For licensing terms |
| ** and conditions see https://www.qt.io/terms-conditions. For further |
| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
| ** "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 |
| ** "AS IS" 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." |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "glbuffers.h" |
| |
| void qgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) |
| { |
| const GLdouble ymax = zNear * tan(qDegreesToRadians(fovy) / 2.0); |
| const GLdouble ymin = -ymax; |
| const GLdouble xmin = ymin * aspect; |
| const GLdouble xmax = ymax * aspect; |
| glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); |
| } |
| |
| //============================================================================// |
| // GLTexture // |
| //============================================================================// |
| |
| GLTexture::GLTexture() |
| { |
| glGenTextures(1, &m_texture); |
| } |
| |
| GLTexture::~GLTexture() |
| { |
| glDeleteTextures(1, &m_texture); |
| } |
| |
| //============================================================================// |
| // GLTexture2D // |
| //============================================================================// |
| |
| GLTexture2D::GLTexture2D(int width, int height) |
| { |
| glBindTexture(GL_TEXTURE_2D, m_texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| |
| GLTexture2D::GLTexture2D(const QString &fileName, int width, int height) |
| { |
| // TODO: Add error handling. |
| QImage image(fileName); |
| |
| if (image.isNull()) { |
| m_failed = true; |
| return; |
| } |
| |
| image = image.convertToFormat(QImage::Format_ARGB32); |
| |
| //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
| if (width <= 0) |
| width = image.width(); |
| if (height <= 0) |
| height = image.height(); |
| if (width != image.width() || height != image.height()) |
| image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); |
| |
| glBindTexture(GL_TEXTURE_2D, m_texture); |
| |
| // Works on x86, so probably works on all little-endian systems. |
| // Does it work on big-endian systems? |
| glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| void GLTexture2D::load(int width, int height, QRgb *data) |
| { |
| glBindTexture(GL_TEXTURE_2D, m_texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, data); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| void GLTexture2D::bind() |
| { |
| glBindTexture(GL_TEXTURE_2D, m_texture); |
| glEnable(GL_TEXTURE_2D); |
| } |
| |
| void GLTexture2D::unbind() |
| { |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glDisable(GL_TEXTURE_2D); |
| } |
| |
| |
| //============================================================================// |
| // GLTexture3D // |
| //============================================================================// |
| |
| GLTexture3D::GLTexture3D(int width, int height, int depth) |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return) |
| |
| glBindTexture(GL_TEXTURE_3D, m_texture); |
| glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE); |
| glBindTexture(GL_TEXTURE_3D, 0); |
| } |
| |
| void GLTexture3D::load(int width, int height, int depth, QRgb *data) |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return) |
| |
| glBindTexture(GL_TEXTURE_3D, m_texture); |
| glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, data); |
| glBindTexture(GL_TEXTURE_3D, 0); |
| } |
| |
| void GLTexture3D::bind() |
| { |
| glBindTexture(GL_TEXTURE_3D, m_texture); |
| glEnable(GL_TEXTURE_3D); |
| } |
| |
| void GLTexture3D::unbind() |
| { |
| glBindTexture(GL_TEXTURE_3D, 0); |
| glDisable(GL_TEXTURE_3D); |
| } |
| |
| //============================================================================// |
| // GLTextureCube // |
| //============================================================================// |
| |
| GLTextureCube::GLTextureCube(int size) |
| { |
| glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
| |
| for (int i = 0; i < 6; ++i) |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| } |
| |
| GLTextureCube::GLTextureCube(const QStringList &fileNames, int size) |
| { |
| // TODO: Add error handling. |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
| |
| int index = 0; |
| for (const QString &file : fileNames) { |
| QImage image(file); |
| if (image.isNull()) { |
| m_failed = true; |
| break; |
| } |
| |
| image = image.convertToFormat(QImage::Format_ARGB32); |
| |
| //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
| if (size <= 0) |
| size = image.width(); |
| if (size != image.width() || size != image.height()) |
| image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); |
| |
| // Works on x86, so probably works on all little-endian systems. |
| // Does it work on big-endian systems? |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); |
| |
| if (++index == 6) |
| break; |
| } |
| |
| // Clear remaining faces. |
| while (index < 6) { |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, nullptr); |
| ++index; |
| } |
| |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| } |
| |
| void GLTextureCube::load(int size, int face, QRgb *data) |
| { |
| glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0, |
| GL_BGRA, GL_UNSIGNED_BYTE, data); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| } |
| |
| void GLTextureCube::bind() |
| { |
| glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); |
| glEnable(GL_TEXTURE_CUBE_MAP); |
| } |
| |
| void GLTextureCube::unbind() |
| { |
| glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| glDisable(GL_TEXTURE_CUBE_MAP); |
| } |
| |
| //============================================================================// |
| // GLFrameBufferObject // |
| //============================================================================// |
| |
| GLFrameBufferObject::GLFrameBufferObject(int width, int height) |
| : m_width(width) |
| , m_height(height) |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject", |
| glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return) |
| |
| // TODO: share depth buffers of same size |
| glGenFramebuffersEXT(1, &m_fbo); |
| //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| glGenRenderbuffersEXT(1, &m_depthBuffer); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height); |
| //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); |
| //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| } |
| |
| GLFrameBufferObject::~GLFrameBufferObject() |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject", |
| glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return) |
| |
| glDeleteFramebuffersEXT(1, &m_fbo); |
| glDeleteRenderbuffersEXT(1, &m_depthBuffer); |
| } |
| |
| void GLFrameBufferObject::setAsRenderTarget(bool state) |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return) |
| |
| if (state) { |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| glPushAttrib(GL_VIEWPORT_BIT); |
| glViewport(0, 0, m_width, m_height); |
| } else { |
| glPopAttrib(); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| } |
| } |
| |
| bool GLFrameBufferObject::isComplete() |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false) |
| |
| return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| } |
| |
| //============================================================================// |
| // GLRenderTargetCube // |
| //============================================================================// |
| |
| GLRenderTargetCube::GLRenderTargetCube(int size) |
| : GLTextureCube(size) |
| , m_fbo(size, size) |
| { |
| } |
| |
| void GLRenderTargetCube::begin(int face) |
| { |
| GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin", |
| glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return) |
| |
| m_fbo.setAsRenderTarget(true); |
| glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0); |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer); |
| } |
| |
| void GLRenderTargetCube::end() |
| { |
| m_fbo.setAsRenderTarget(false); |
| } |
| |
| void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face) |
| { |
| if (face < 0 || face >= 6) { |
| qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face); |
| return; |
| } |
| |
| static constexpr int perm[6][3] = { |
| {2, 1, 0}, |
| {2, 1, 0}, |
| {0, 2, 1}, |
| {0, 2, 1}, |
| {0, 1, 2}, |
| {0, 1, 2}, |
| }; |
| |
| static constexpr float signs[6][3] = { |
| {-1.0f, -1.0f, -1.0f}, |
| {+1.0f, -1.0f, +1.0f}, |
| {+1.0f, +1.0f, -1.0f}, |
| {+1.0f, -1.0f, +1.0f}, |
| {+1.0f, -1.0f, -1.0f}, |
| {-1.0f, -1.0f, +1.0f}, |
| }; |
| |
| mat.fill(0.0f); |
| for (int i = 0; i < 3; ++i) |
| mat(i, perm[face][i]) = signs[face][i]; |
| mat(3, 3) = 1.0f; |
| } |
| |
| void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ) |
| { |
| static const QMatrix4x4 reference( |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, -1.0f, 0.0f); |
| |
| mat = reference; |
| mat(2, 2) = (nearZ+farZ)/(nearZ-farZ); |
| mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ); |
| } |