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50 | |
51 | #include "glbuffers.h" |
52 | |
53 | void qgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) |
54 | { |
55 | const GLdouble ymax = zNear * tan(x: qDegreesToRadians(degrees: fovy) / 2.0); |
56 | const GLdouble ymin = -ymax; |
57 | const GLdouble xmin = ymin * aspect; |
58 | const GLdouble xmax = ymax * aspect; |
59 | glFrustum(left: xmin, right: xmax, bottom: ymin, top: ymax, near_val: zNear, far_val: zFar); |
60 | } |
61 | |
62 | //============================================================================// |
63 | // GLTexture // |
64 | //============================================================================// |
65 | |
66 | GLTexture::GLTexture() |
67 | { |
68 | glGenTextures(n: 1, textures: &m_texture); |
69 | } |
70 | |
71 | GLTexture::~GLTexture() |
72 | { |
73 | glDeleteTextures(n: 1, textures: &m_texture); |
74 | } |
75 | |
76 | //============================================================================// |
77 | // GLTexture2D // |
78 | //============================================================================// |
79 | |
80 | GLTexture2D::GLTexture2D(int width, int height) |
81 | { |
82 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
83 | glTexImage2D(GL_TEXTURE_2D, level: 0, internalFormat: 4, width, height, border: 0, |
84 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: nullptr); |
85 | |
86 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
87 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
88 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
89 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
90 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
91 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
92 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
93 | } |
94 | |
95 | |
96 | GLTexture2D::GLTexture2D(const QString &fileName, int width, int height) |
97 | { |
98 | // TODO: Add error handling. |
99 | QImage image(fileName); |
100 | |
101 | if (image.isNull()) { |
102 | m_failed = true; |
103 | return; |
104 | } |
105 | |
106 | image = image.convertToFormat(f: QImage::Format_ARGB32); |
107 | |
108 | //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
109 | if (width <= 0) |
110 | width = image.width(); |
111 | if (height <= 0) |
112 | height = image.height(); |
113 | if (width != image.width() || height != image.height()) |
114 | image = image.scaled(w: width, h: height, aspectMode: Qt::IgnoreAspectRatio, mode: Qt::SmoothTransformation); |
115 | |
116 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
117 | |
118 | // Works on x86, so probably works on all little-endian systems. |
119 | // Does it work on big-endian systems? |
120 | glTexImage2D(GL_TEXTURE_2D, level: 0, internalFormat: 4, width: image.width(), height: image.height(), border: 0, |
121 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: image.bits()); |
122 | |
123 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
124 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
125 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
126 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
127 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
128 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
129 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
130 | } |
131 | |
132 | void GLTexture2D::load(int width, int height, QRgb *data) |
133 | { |
134 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
135 | glTexImage2D(GL_TEXTURE_2D, level: 0, internalFormat: 4, width, height, border: 0, |
136 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: data); |
137 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
138 | } |
139 | |
140 | void GLTexture2D::bind() |
141 | { |
142 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
143 | glEnable(GL_TEXTURE_2D); |
144 | } |
145 | |
146 | void GLTexture2D::unbind() |
147 | { |
148 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
149 | glDisable(GL_TEXTURE_2D); |
150 | } |
151 | |
152 | |
153 | //============================================================================// |
154 | // GLTexture3D // |
155 | //============================================================================// |
156 | |
157 | GLTexture3D::GLTexture3D(int width, int height, int depth) |
158 | { |
159 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D" , glTexImage3D, return) |
160 | |
161 | glBindTexture(GL_TEXTURE_3D, texture: m_texture); |
162 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
163 | GL_BGRA, GL_UNSIGNED_BYTE, nullptr); |
164 | |
165 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
166 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
167 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
168 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
169 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
170 | //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
171 | //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE); |
172 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
173 | } |
174 | |
175 | void GLTexture3D::load(int width, int height, int depth, QRgb *data) |
176 | { |
177 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load" , glTexImage3D, return) |
178 | |
179 | glBindTexture(GL_TEXTURE_3D, texture: m_texture); |
180 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
181 | GL_BGRA, GL_UNSIGNED_BYTE, data); |
182 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
183 | } |
184 | |
185 | void GLTexture3D::bind() |
186 | { |
187 | glBindTexture(GL_TEXTURE_3D, texture: m_texture); |
188 | glEnable(GL_TEXTURE_3D); |
189 | } |
190 | |
191 | void GLTexture3D::unbind() |
192 | { |
193 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
194 | glDisable(GL_TEXTURE_3D); |
195 | } |
196 | |
197 | //============================================================================// |
198 | // GLTextureCube // |
199 | //============================================================================// |
200 | |
201 | GLTextureCube::GLTextureCube(int size) |
202 | { |
203 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
204 | |
205 | for (int i = 0; i < 6; ++i) |
206 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, level: 0, internalFormat: 4, width: size, height: size, border: 0, |
207 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: nullptr); |
208 | |
209 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
210 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
211 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
212 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
213 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
214 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
215 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
216 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
217 | } |
218 | |
219 | GLTextureCube::GLTextureCube(const QStringList &fileNames, int size) |
220 | { |
221 | // TODO: Add error handling. |
222 | |
223 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
224 | |
225 | int index = 0; |
226 | for (const QString &file : fileNames) { |
227 | QImage image(file); |
228 | if (image.isNull()) { |
229 | m_failed = true; |
230 | break; |
231 | } |
232 | |
233 | image = image.convertToFormat(f: QImage::Format_ARGB32); |
234 | |
235 | //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
236 | if (size <= 0) |
237 | size = image.width(); |
238 | if (size != image.width() || size != image.height()) |
239 | image = image.scaled(w: size, h: size, aspectMode: Qt::IgnoreAspectRatio, mode: Qt::SmoothTransformation); |
240 | |
241 | // Works on x86, so probably works on all little-endian systems. |
242 | // Does it work on big-endian systems? |
243 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, level: 0, internalFormat: 4, width: image.width(), height: image.height(), border: 0, |
244 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: image.bits()); |
245 | |
246 | if (++index == 6) |
247 | break; |
248 | } |
249 | |
250 | // Clear remaining faces. |
251 | while (index < 6) { |
252 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, level: 0, internalFormat: 4, width: size, height: size, border: 0, |
253 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: nullptr); |
254 | ++index; |
255 | } |
256 | |
257 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
258 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
259 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
260 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
261 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
262 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
263 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
264 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
265 | } |
266 | |
267 | void GLTextureCube::load(int size, int face, QRgb *data) |
268 | { |
269 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
270 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level: 0, internalFormat: 4, width: size, height: size, border: 0, |
271 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: data); |
272 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
273 | } |
274 | |
275 | void GLTextureCube::bind() |
276 | { |
277 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
278 | glEnable(GL_TEXTURE_CUBE_MAP); |
279 | } |
280 | |
281 | void GLTextureCube::unbind() |
282 | { |
283 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
284 | glDisable(GL_TEXTURE_CUBE_MAP); |
285 | } |
286 | |
287 | //============================================================================// |
288 | // GLFrameBufferObject // |
289 | //============================================================================// |
290 | |
291 | GLFrameBufferObject::GLFrameBufferObject(int width, int height) |
292 | : m_width(width) |
293 | , m_height(height) |
294 | { |
295 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject" , |
296 | glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return) |
297 | |
298 | // TODO: share depth buffers of same size |
299 | glGenFramebuffersEXT(1, &m_fbo); |
300 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
301 | glGenRenderbuffersEXT(1, &m_depthBuffer); |
302 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); |
303 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height); |
304 | //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); |
305 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
306 | } |
307 | |
308 | GLFrameBufferObject::~GLFrameBufferObject() |
309 | { |
310 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject" , |
311 | glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return) |
312 | |
313 | glDeleteFramebuffersEXT(1, &m_fbo); |
314 | glDeleteRenderbuffersEXT(1, &m_depthBuffer); |
315 | } |
316 | |
317 | void GLFrameBufferObject::setAsRenderTarget(bool state) |
318 | { |
319 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget" , glBindFramebufferEXT, return) |
320 | |
321 | if (state) { |
322 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
323 | glPushAttrib(GL_VIEWPORT_BIT); |
324 | glViewport(x: 0, y: 0, width: m_width, height: m_height); |
325 | } else { |
326 | glPopAttrib(); |
327 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
328 | } |
329 | } |
330 | |
331 | bool GLFrameBufferObject::isComplete() |
332 | { |
333 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete" , glCheckFramebufferStatusEXT, return false) |
334 | |
335 | return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
336 | } |
337 | |
338 | //============================================================================// |
339 | // GLRenderTargetCube // |
340 | //============================================================================// |
341 | |
342 | GLRenderTargetCube::GLRenderTargetCube(int size) |
343 | : GLTextureCube(size) |
344 | , m_fbo(size, size) |
345 | { |
346 | } |
347 | |
348 | void GLRenderTargetCube::begin(int face) |
349 | { |
350 | GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin" , |
351 | glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return) |
352 | |
353 | m_fbo.setAsRenderTarget(true); |
354 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
355 | GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0); |
356 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer); |
357 | } |
358 | |
359 | void GLRenderTargetCube::end() |
360 | { |
361 | m_fbo.setAsRenderTarget(false); |
362 | } |
363 | |
364 | void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face) |
365 | { |
366 | if (face < 0 || face >= 6) { |
367 | qWarning(msg: "GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)" , face); |
368 | return; |
369 | } |
370 | |
371 | static constexpr int perm[6][3] = { |
372 | {2, 1, 0}, |
373 | {2, 1, 0}, |
374 | {0, 2, 1}, |
375 | {0, 2, 1}, |
376 | {0, 1, 2}, |
377 | {0, 1, 2}, |
378 | }; |
379 | |
380 | static constexpr float signs[6][3] = { |
381 | {-1.0f, -1.0f, -1.0f}, |
382 | {+1.0f, -1.0f, +1.0f}, |
383 | {+1.0f, +1.0f, -1.0f}, |
384 | {+1.0f, -1.0f, +1.0f}, |
385 | {+1.0f, -1.0f, -1.0f}, |
386 | {-1.0f, -1.0f, +1.0f}, |
387 | }; |
388 | |
389 | mat.fill(value: 0.0f); |
390 | for (int i = 0; i < 3; ++i) |
391 | mat(i, perm[face][i]) = signs[face][i]; |
392 | mat(3, 3) = 1.0f; |
393 | } |
394 | |
395 | void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ) |
396 | { |
397 | static const QMatrix4x4 reference( |
398 | 1.0f, 0.0f, 0.0f, 0.0f, |
399 | 0.0f, 1.0f, 0.0f, 0.0f, |
400 | 0.0f, 0.0f, 0.0f, 0.0f, |
401 | 0.0f, 0.0f, -1.0f, 0.0f); |
402 | |
403 | mat = reference; |
404 | mat(2, 2) = (nearZ+farZ)/(nearZ-farZ); |
405 | mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ); |
406 | } |
407 | |