| 1 | /**************************************************************************** | 
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| 50 |  | 
| 51 | #include "geometryengine.h" | 
| 52 |  | 
| 53 | #include <QVector2D> | 
| 54 | #include <QVector3D> | 
| 55 |  | 
| 56 | struct VertexData | 
| 57 | { | 
| 58 |     QVector3D position; | 
| 59 |     QVector2D texCoord; | 
| 60 | }; | 
| 61 |  | 
| 62 | //! [0] | 
| 63 | GeometryEngine::GeometryEngine() | 
| 64 |     : indexBuf(QOpenGLBuffer::IndexBuffer) | 
| 65 | { | 
| 66 |     initializeOpenGLFunctions(); | 
| 67 |  | 
| 68 |     // Generate 2 VBOs | 
| 69 |     arrayBuf.create(); | 
| 70 |     indexBuf.create(); | 
| 71 |  | 
| 72 |     // Initializes cube geometry and transfers it to VBOs | 
| 73 |     initCubeGeometry(); | 
| 74 | } | 
| 75 |  | 
| 76 | GeometryEngine::~GeometryEngine() | 
| 77 | { | 
| 78 |     arrayBuf.destroy(); | 
| 79 |     indexBuf.destroy(); | 
| 80 | } | 
| 81 | //! [0] | 
| 82 |  | 
| 83 | void GeometryEngine::initCubeGeometry() | 
| 84 | { | 
| 85 |     // For cube we would need only 8 vertices but we have to | 
| 86 |     // duplicate vertex for each face because texture coordinate | 
| 87 |     // is different. | 
| 88 |     VertexData vertices[] = { | 
| 89 |         // Vertex data for face 0 | 
| 90 |         {.position: QVector3D(-1.0f, -1.0f,  1.0f), .texCoord: QVector2D(0.0f, 0.0f)},  // v0 | 
| 91 |         {.position: QVector3D( 1.0f, -1.0f,  1.0f), .texCoord: QVector2D(0.33f, 0.0f)}, // v1 | 
| 92 |         {.position: QVector3D(-1.0f,  1.0f,  1.0f), .texCoord: QVector2D(0.0f, 0.5f)},  // v2 | 
| 93 |         {.position: QVector3D( 1.0f,  1.0f,  1.0f), .texCoord: QVector2D(0.33f, 0.5f)}, // v3 | 
| 94 |  | 
| 95 |         // Vertex data for face 1 | 
| 96 |         {.position: QVector3D( 1.0f, -1.0f,  1.0f), .texCoord: QVector2D( 0.0f, 0.5f)}, // v4 | 
| 97 |         {.position: QVector3D( 1.0f, -1.0f, -1.0f), .texCoord: QVector2D(0.33f, 0.5f)}, // v5 | 
| 98 |         {.position: QVector3D( 1.0f,  1.0f,  1.0f), .texCoord: QVector2D(0.0f, 1.0f)},  // v6 | 
| 99 |         {.position: QVector3D( 1.0f,  1.0f, -1.0f), .texCoord: QVector2D(0.33f, 1.0f)}, // v7 | 
| 100 |  | 
| 101 |         // Vertex data for face 2 | 
| 102 |         {.position: QVector3D( 1.0f, -1.0f, -1.0f), .texCoord: QVector2D(0.66f, 0.5f)}, // v8 | 
| 103 |         {.position: QVector3D(-1.0f, -1.0f, -1.0f), .texCoord: QVector2D(1.0f, 0.5f)},  // v9 | 
| 104 |         {.position: QVector3D( 1.0f,  1.0f, -1.0f), .texCoord: QVector2D(0.66f, 1.0f)}, // v10 | 
| 105 |         {.position: QVector3D(-1.0f,  1.0f, -1.0f), .texCoord: QVector2D(1.0f, 1.0f)},  // v11 | 
| 106 |  | 
| 107 |         // Vertex data for face 3 | 
| 108 |         {.position: QVector3D(-1.0f, -1.0f, -1.0f), .texCoord: QVector2D(0.66f, 0.0f)}, // v12 | 
| 109 |         {.position: QVector3D(-1.0f, -1.0f,  1.0f), .texCoord: QVector2D(1.0f, 0.0f)},  // v13 | 
| 110 |         {.position: QVector3D(-1.0f,  1.0f, -1.0f), .texCoord: QVector2D(0.66f, 0.5f)}, // v14 | 
| 111 |         {.position: QVector3D(-1.0f,  1.0f,  1.0f), .texCoord: QVector2D(1.0f, 0.5f)},  // v15 | 
| 112 |  | 
| 113 |         // Vertex data for face 4 | 
| 114 |         {.position: QVector3D(-1.0f, -1.0f, -1.0f), .texCoord: QVector2D(0.33f, 0.0f)}, // v16 | 
| 115 |         {.position: QVector3D( 1.0f, -1.0f, -1.0f), .texCoord: QVector2D(0.66f, 0.0f)}, // v17 | 
| 116 |         {.position: QVector3D(-1.0f, -1.0f,  1.0f), .texCoord: QVector2D(0.33f, 0.5f)}, // v18 | 
| 117 |         {.position: QVector3D( 1.0f, -1.0f,  1.0f), .texCoord: QVector2D(0.66f, 0.5f)}, // v19 | 
| 118 |  | 
| 119 |         // Vertex data for face 5 | 
| 120 |         {.position: QVector3D(-1.0f,  1.0f,  1.0f), .texCoord: QVector2D(0.33f, 0.5f)}, // v20 | 
| 121 |         {.position: QVector3D( 1.0f,  1.0f,  1.0f), .texCoord: QVector2D(0.66f, 0.5f)}, // v21 | 
| 122 |         {.position: QVector3D(-1.0f,  1.0f, -1.0f), .texCoord: QVector2D(0.33f, 1.0f)}, // v22 | 
| 123 |         {.position: QVector3D( 1.0f,  1.0f, -1.0f), .texCoord: QVector2D(0.66f, 1.0f)}  // v23 | 
| 124 |     }; | 
| 125 |  | 
| 126 |     // Indices for drawing cube faces using triangle strips. | 
| 127 |     // Triangle strips can be connected by duplicating indices | 
| 128 |     // between the strips. If connecting strips have opposite | 
| 129 |     // vertex order then last index of the first strip and first | 
| 130 |     // index of the second strip needs to be duplicated. If | 
| 131 |     // connecting strips have same vertex order then only last | 
| 132 |     // index of the first strip needs to be duplicated. | 
| 133 |     GLushort indices[] = { | 
| 134 |          0,  1,  2,  3,  3,     // Face 0 - triangle strip ( v0,  v1,  v2,  v3) | 
| 135 |          4,  4,  5,  6,  7,  7, // Face 1 - triangle strip ( v4,  v5,  v6,  v7) | 
| 136 |          8,  8,  9, 10, 11, 11, // Face 2 - triangle strip ( v8,  v9, v10, v11) | 
| 137 |         12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15) | 
| 138 |         16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19) | 
| 139 |         20, 20, 21, 22, 23      // Face 5 - triangle strip (v20, v21, v22, v23) | 
| 140 |     }; | 
| 141 |  | 
| 142 | //! [1] | 
| 143 |     // Transfer vertex data to VBO 0 | 
| 144 |     arrayBuf.bind(); | 
| 145 |     arrayBuf.allocate(data: vertices, count: 24 * sizeof(VertexData)); | 
| 146 |  | 
| 147 |     // Transfer index data to VBO 1 | 
| 148 |     indexBuf.bind(); | 
| 149 |     indexBuf.allocate(data: indices, count: 34 * sizeof(GLushort)); | 
| 150 | //! [1] | 
| 151 | } | 
| 152 |  | 
| 153 | //! [2] | 
| 154 | void GeometryEngine::drawCubeGeometry(QOpenGLShaderProgram *program) | 
| 155 | { | 
| 156 |     // Tell OpenGL which VBOs to use | 
| 157 |     arrayBuf.bind(); | 
| 158 |     indexBuf.bind(); | 
| 159 |  | 
| 160 |     // Offset for position | 
| 161 |     quintptr offset = 0; | 
| 162 |  | 
| 163 |     // Tell OpenGL programmable pipeline how to locate vertex position data | 
| 164 |     int vertexLocation = program->attributeLocation(name: "a_position" ); | 
| 165 |     program->enableAttributeArray(location: vertexLocation); | 
| 166 |     program->setAttributeBuffer(location: vertexLocation, GL_FLOAT, offset, tupleSize: 3, stride: sizeof(VertexData)); | 
| 167 |  | 
| 168 |     // Offset for texture coordinate | 
| 169 |     offset += sizeof(QVector3D); | 
| 170 |  | 
| 171 |     // Tell OpenGL programmable pipeline how to locate vertex texture coordinate data | 
| 172 |     int texcoordLocation = program->attributeLocation(name: "a_texcoord" ); | 
| 173 |     program->enableAttributeArray(location: texcoordLocation); | 
| 174 |     program->setAttributeBuffer(location: texcoordLocation, GL_FLOAT, offset, tupleSize: 2, stride: sizeof(VertexData)); | 
| 175 |  | 
| 176 |     // Draw cube geometry using indices from VBO 1 | 
| 177 |     glDrawElements(GL_TRIANGLE_STRIP, count: 34, GL_UNSIGNED_SHORT, indices: nullptr); | 
| 178 | } | 
| 179 | //! [2] | 
| 180 |  |