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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 | |