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Breadcrumbs go here --> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <h1 class="title">glbuffers.h Example File</h1> <span class="small-subtitle">demos/boxes/glbuffers.h</span> <!-- $$$demos/boxes/glbuffers.h-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#ifndef GLBUFFERS_H</span> <span class="preprocessor">#define GLBUFFERS_H</span> <span class="comment">//#include <GL/glew.h></span> <span class="preprocessor">#include "glextensions.h"</span> <span class="preprocessor">#include <QtGui></span> <span class="preprocessor">#include <QtOpenGL></span> <span class="preprocessor">#define BUFFER_OFFSET(i) ((char*)0 + (i))</span> <span class="preprocessor">#define SIZE_OF_MEMBER(cls, member) sizeof(static_cast<cls *>(0)->member)</span> <span class="preprocessor">#define GLBUFFERS_ASSERT_OPENGL(prefix, assertion, returnStatement) \ if (m_failed || !(assertion)) { \ if (!m_failed) qCritical(prefix ": The necessary OpenGL functions are not available."); \ m_failed = true; \ returnStatement; \ }</span> <span class="type">void</span> qgluPerspective(GLdouble fovy<span class="operator">,</span> GLdouble aspect<span class="operator">,</span> GLdouble zNear<span class="operator">,</span> GLdouble zFar); <span class="keyword">class</span> QMatrix4x4; <span class="keyword">class</span> GLTexture { <span class="keyword">public</span>: GLTexture(); <span class="keyword">virtual</span> <span class="operator">~</span>GLTexture(); <span class="keyword">virtual</span> <span class="type">void</span> bind() <span class="operator">=</span> <span class="number">0</span>; <span class="keyword">virtual</span> <span class="type">void</span> unbind() <span class="operator">=</span> <span class="number">0</span>; <span class="keyword">virtual</span> <span class="type">bool</span> failed() <span class="keyword">const</span> {<span class="keyword">return</span> m_failed;} <span class="keyword">protected</span>: GLuint m_texture; <span class="type">bool</span> m_failed; }; <span class="keyword">class</span> GLFrameBufferObject { <span class="keyword">public</span>: <span class="keyword">friend</span> <span class="keyword">class</span> GLRenderTargetCube; <span class="comment">// friend class GLRenderTarget2D;</span> GLFrameBufferObject(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height); <span class="keyword">virtual</span> <span class="operator">~</span>GLFrameBufferObject(); <span class="type">bool</span> isComplete(); <span class="keyword">virtual</span> <span class="type">bool</span> failed() <span class="keyword">const</span> {<span class="keyword">return</span> m_failed;} <span class="keyword">protected</span>: <span class="type">void</span> setAsRenderTarget(<span class="type">bool</span> state <span class="operator">=</span> <span class="keyword">true</span>); GLuint m_fbo; GLuint m_depthBuffer; <span class="type">int</span> m_width<span class="operator">,</span> m_height; <span class="type">bool</span> m_failed; }; <span class="keyword">class</span> GLTexture2D : <span class="keyword">public</span> GLTexture { <span class="keyword">public</span>: GLTexture2D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height); GLTexture2D(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span><span class="operator">&</span> fileName<span class="operator">,</span> <span class="type">int</span> width <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="type">int</span> height <span class="operator">=</span> <span class="number">0</span>); <span class="type">void</span> load(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data); <span class="keyword">virtual</span> <span class="type">void</span> bind(); <span class="keyword">virtual</span> <span class="type">void</span> unbind(); }; <span class="keyword">class</span> GLTexture3D : <span class="keyword">public</span> GLTexture { <span class="keyword">public</span>: GLTexture3D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> depth); <span class="comment">// TODO: Implement function below</span> <span class="comment">//GLTexture3D(const QString& fileName, int width = 0, int height = 0);</span> <span class="type">void</span> load(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> depth<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data); <span class="keyword">virtual</span> <span class="type">void</span> bind(); <span class="keyword">virtual</span> <span class="type">void</span> unbind(); }; <span class="keyword">class</span> GLTextureCube : <span class="keyword">public</span> GLTexture { <span class="keyword">public</span>: GLTextureCube(<span class="type">int</span> size); GLTextureCube(<span class="keyword">const</span> <span class="type"><a href="qstringlist.html">QStringList</a></span><span class="operator">&</span> fileNames<span class="operator">,</span> <span class="type">int</span> size <span class="operator">=</span> <span class="number">0</span>); <span class="type">void</span> load(<span class="type">int</span> size<span class="operator">,</span> <span class="type">int</span> face<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data); <span class="keyword">virtual</span> <span class="type">void</span> bind(); <span class="keyword">virtual</span> <span class="type">void</span> unbind(); }; <span class="comment">// TODO: Define and implement class below</span> <span class="comment">//class GLRenderTarget2D : public GLTexture2D</span> <span class="keyword">class</span> GLRenderTargetCube : <span class="keyword">public</span> GLTextureCube { <span class="keyword">public</span>: GLRenderTargetCube(<span class="type">int</span> size); <span class="comment">// begin rendering to one of the cube's faces. 0 <= face < 6</span> <span class="type">void</span> begin(<span class="type">int</span> face); <span class="comment">// end rendering</span> <span class="type">void</span> end(); <span class="keyword">virtual</span> <span class="type">bool</span> failed() {<span class="keyword">return</span> m_failed <span class="operator">|</span><span class="operator">|</span> m_fbo<span class="operator">.</span>failed();} <span class="keyword">static</span> <span class="type">void</span> getViewMatrix(QMatrix4x4<span class="operator">&</span> mat<span class="operator">,</span> <span class="type">int</span> face); <span class="keyword">static</span> <span class="type">void</span> getProjectionMatrix(QMatrix4x4<span class="operator">&</span> mat<span class="operator">,</span> <span class="type">float</span> nearZ<span class="operator">,</span> <span class="type">float</span> farZ); <span class="keyword">private</span>: GLFrameBufferObject m_fbo; }; <span class="keyword">struct</span> VertexDescription { <span class="keyword">enum</span> { Null <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="comment">// Terminates a VertexDescription array</span> Position<span class="operator">,</span> TexCoord<span class="operator">,</span> Normal<span class="operator">,</span> Color<span class="operator">,</span> }; <span class="type">int</span> field; <span class="comment">// Position, TexCoord, Normal, Color</span> <span class="type">int</span> type; <span class="comment">// GL_FLOAT, GL_UNSIGNED_BYTE</span> <span class="type">int</span> count; <span class="comment">// number of elements</span> <span class="type">int</span> offset; <span class="comment">// field's offset into vertex struct</span> <span class="type">int</span> index; <span class="comment">// 0 (unused at the moment)</span> }; <span class="comment">// Implementation of interleaved buffers.</span> <span class="comment">// 'T' is a struct which must include a null-terminated static array</span> <span class="comment">// 'VertexDescription* description'.</span> <span class="comment">// Example:</span> <span class="comment">/* struct Vertex { GLfloat position[3]; GLfloat texCoord[2]; GLfloat normal[3]; GLbyte color[4]; static VertexDescription description[]; }; VertexDescription Vertex::description[] = { {VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(Vertex, position) / sizeof(GLfloat), offsetof(Vertex, position), 0}, {VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(Vertex, texCoord) / sizeof(GLfloat), offsetof(Vertex, texCoord), 0}, {VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(Vertex, normal) / sizeof(GLfloat), offsetof(Vertex, normal), 0}, {VertexDescription::Color, GL_BYTE, SIZE_OF_MEMBER(Vertex, color) / sizeof(GLbyte), offsetof(Vertex, color), 0}, {VertexDescription::Null, 0, 0, 0, 0}, }; */</span> <span class="keyword">template</span><span class="operator"><</span><span class="keyword">class</span> T<span class="operator">></span> <span class="keyword">class</span> GLVertexBuffer { <span class="keyword">public</span>: GLVertexBuffer(<span class="type">int</span> length<span class="operator">,</span> <span class="keyword">const</span> T <span class="operator">*</span>data <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="type">int</span> mode <span class="operator">=</span> GL_STATIC_DRAW) : m_length(<span class="number">0</span>) <span class="operator">,</span> m_mode(mode) <span class="operator">,</span> m_buffer(<span class="number">0</span>) <span class="operator">,</span> m_failed(<span class="keyword">false</span>) { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::GLVertexBuffer"</span><span class="operator">,</span> glGenBuffers <span class="operator">&</span><span class="operator">&</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glBufferData<span class="operator">,</span> <span class="keyword">return</span>) glGenBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glBufferData(GL_ARRAY_BUFFER<span class="operator">,</span> (m_length <span class="operator">=</span> length) <span class="operator">*</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> data<span class="operator">,</span> mode); } <span class="operator">~</span>GLVertexBuffer() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::~GLVertexBuffer"</span><span class="operator">,</span> glDeleteBuffers<span class="operator">,</span> <span class="keyword">return</span>) glDeleteBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); } <span class="type">void</span> bind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::bind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); <span class="keyword">for</span> (VertexDescription <span class="operator">*</span>desc <span class="operator">=</span> T<span class="operator">::</span>description; desc<span class="operator">-</span><span class="operator">></span>field <span class="operator">!</span><span class="operator">=</span> VertexDescription<span class="operator">::</span>Null; <span class="operator">+</span><span class="operator">+</span>desc) { <span class="keyword">switch</span> (desc<span class="operator">-</span><span class="operator">></span>field) { <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Position: glVertexPointer(desc<span class="operator">-</span><span class="operator">></span>count<span class="operator">,</span> desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_VERTEX_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>TexCoord: glTexCoordPointer(desc<span class="operator">-</span><span class="operator">></span>count<span class="operator">,</span> desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_TEXTURE_COORD_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Normal: glNormalPointer(desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_NORMAL_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Color: glColorPointer(desc<span class="operator">-</span><span class="operator">></span>count<span class="operator">,</span> desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_COLOR_ARRAY); <span class="keyword">break</span>; <span class="keyword">default</span>: <span class="keyword">break</span>; } } } <span class="type">void</span> unbind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::unbind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> <span class="number">0</span>); <span class="keyword">for</span> (VertexDescription <span class="operator">*</span>desc <span class="operator">=</span> T<span class="operator">::</span>description; desc<span class="operator">-</span><span class="operator">></span>field <span class="operator">!</span><span class="operator">=</span> VertexDescription<span class="operator">::</span>Null; <span class="operator">+</span><span class="operator">+</span>desc) { <span class="keyword">switch</span> (desc<span class="operator">-</span><span class="operator">></span>field) { <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Position: glDisableClientState(GL_VERTEX_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>TexCoord: glDisableClientState(GL_TEXTURE_COORD_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Normal: glDisableClientState(GL_NORMAL_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Color: glDisableClientState(GL_COLOR_ARRAY); <span class="keyword">break</span>; <span class="keyword">default</span>: <span class="keyword">break</span>; } } } <span class="type">int</span> length() <span class="keyword">const</span> {<span class="keyword">return</span> m_length;} T <span class="operator">*</span>lock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::lock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glMapBuffer<span class="operator">,</span> <span class="keyword">return</span> <span class="number">0</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); <span class="comment">//glBufferData(GL_ARRAY_BUFFER, m_length, NULL, m_mode);</span> GLvoid<span class="operator">*</span> buffer <span class="operator">=</span> glMapBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> GL_READ_WRITE); m_failed <span class="operator">=</span> (buffer <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>); <span class="keyword">return</span> <span class="keyword">reinterpret_cast</span><span class="operator"><</span>T <span class="operator">*</span><span class="operator">></span>(buffer); } <span class="type">void</span> unlock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::unlock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glUnmapBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glUnmapBuffer(GL_ARRAY_BUFFER); } <span class="type">bool</span> failed() { <span class="keyword">return</span> m_failed; } <span class="keyword">private</span>: <span class="type">int</span> m_length<span class="operator">,</span> m_mode; GLuint m_buffer; <span class="type">bool</span> m_failed; }; <span class="keyword">template</span><span class="operator"><</span><span class="keyword">class</span> T<span class="operator">></span> <span class="keyword">class</span> GLIndexBuffer { <span class="keyword">public</span>: GLIndexBuffer(<span class="type">int</span> length<span class="operator">,</span> <span class="keyword">const</span> T <span class="operator">*</span>data <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="type">int</span> mode <span class="operator">=</span> GL_STATIC_DRAW) : m_length(<span class="number">0</span>) <span class="operator">,</span> m_mode(mode) <span class="operator">,</span> m_buffer(<span class="number">0</span>) <span class="operator">,</span> m_failed(<span class="keyword">false</span>) { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::GLIndexBuffer"</span><span class="operator">,</span> glGenBuffers <span class="operator">&</span><span class="operator">&</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glBufferData<span class="operator">,</span> <span class="keyword">return</span>) glGenBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> (m_length <span class="operator">=</span> length) <span class="operator">*</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> data<span class="operator">,</span> mode); } <span class="operator">~</span>GLIndexBuffer() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::~GLIndexBuffer"</span><span class="operator">,</span> glDeleteBuffers<span class="operator">,</span> <span class="keyword">return</span>) glDeleteBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); } <span class="type">void</span> bind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::bind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); } <span class="type">void</span> unbind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::unbind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> <span class="number">0</span>); } <span class="type">int</span> length() <span class="keyword">const</span> {<span class="keyword">return</span> m_length;} T <span class="operator">*</span>lock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::lock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glMapBuffer<span class="operator">,</span> <span class="keyword">return</span> <span class="number">0</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); GLvoid<span class="operator">*</span> buffer <span class="operator">=</span> glMapBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> GL_READ_WRITE); m_failed <span class="operator">=</span> (buffer <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>); <span class="keyword">return</span> <span class="keyword">reinterpret_cast</span><span class="operator"><</span>T <span class="operator">*</span><span class="operator">></span>(buffer); } <span class="type">void</span> unlock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::unlock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glUnmapBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); } <span class="type">bool</span> failed() { <span class="keyword">return</span> m_failed; } <span class="keyword">private</span>: <span class="type">int</span> m_length<span class="operator">,</span> m_mode; GLuint m_buffer; <span class="type">bool</span> m_failed; }; <span class="preprocessor">#endif</span></pre> </div> <!-- @@@demos/boxes/glbuffers.h --> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2013 Digia Plc and/or its subsidiaries. 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