glbuffers.cpp Example File

graphicsview/boxes/glbuffers.cpp
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#include "glbuffers.h" #include <QtGui/qmatrix4x4.h> #include <QtCore/qmath.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() : m_texture(0), m_failed(false) { 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, 0); 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, 0); 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, 0); 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; foreach (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, 0); ++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_fbo(0) , m_depthBuffer(0) , m_width(width) , m_height(height) , m_failed(false) { 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 int perm[6][3] = { {2, 1, 0}, {2, 1, 0}, {0, 2, 1}, {0, 2, 1}, {0, 1, 2}, {0, 1, 2}, }; static 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); }

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