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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">geometryengine.cpp Example File</h1> <span class="small-subtitle">opengl/cube/geometryengine.cpp</span> <!-- $$$opengl/cube/geometryengine.cpp-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#include "geometryengine.h"</span> <span class="preprocessor">#include <QVector2D></span> <span class="preprocessor">#include <QVector3D></span> <span class="keyword">struct</span> VertexData { QVector3D position; QVector2D texCoord; }; GeometryEngine<span class="operator">::</span>GeometryEngine() : vboIds(<span class="keyword">new</span> GLuint<span class="operator">[</span><span class="number">2</span><span class="operator">]</span>) { } GeometryEngine<span class="operator">::</span><span class="operator">~</span>GeometryEngine() { glDeleteBuffers(<span class="number">2</span><span class="operator">,</span> vboIds); <span class="keyword">delete</span><span class="operator">[</span><span class="operator">]</span> vboIds; } <span class="type">void</span> GeometryEngine<span class="operator">::</span>init() { initializeGLFunctions(); <span class="comment">// Generate 2 VBOs</span> glGenBuffers(<span class="number">2</span><span class="operator">,</span> vboIds); <span class="comment">// Initializes cube geometry and transfers it to VBOs</span> initCubeGeometry(); } <span class="type">void</span> GeometryEngine<span class="operator">::</span>initCubeGeometry() { <span class="comment">// For cube we would need only 8 vertices but we have to</span> <span class="comment">// duplicate vertex for each face because texture coordinate</span> <span class="comment">// is different.</span> VertexData vertices<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> { <span class="comment">// Vertex data for face 0</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v0</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v1</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v2</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v3</span> <span class="comment">// Vertex data for face 1</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D( <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v4</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v5</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v6</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v7</span> <span class="comment">// Vertex data for face 2</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v8</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v9</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v10</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v11</span> <span class="comment">// Vertex data for face 3</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v12</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v13</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v14</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">1.0</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v15</span> <span class="comment">// Vertex data for face 4</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v16</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.0</span>)}<span class="operator">,</span> <span class="comment">// v17</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v18</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v19</span> <span class="comment">// Vertex data for face 5</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v20</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">0.5</span>)}<span class="operator">,</span> <span class="comment">// v21</span> {QVector3D(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.33</span><span class="operator">,</span> <span class="number">1.0</span>)}<span class="operator">,</span> <span class="comment">// v22</span> {QVector3D( <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span>)<span class="operator">,</span> QVector2D(<span class="number">0.66</span><span class="operator">,</span> <span class="number">1.0</span>)} <span class="comment">// v23</span> }; <span class="comment">// Indices for drawing cube faces using triangle strips.</span> <span class="comment">// Triangle strips can be connected by duplicating indices</span> <span class="comment">// between the strips. If connecting strips have opposite</span> <span class="comment">// vertex order then last index of the first strip and first</span> <span class="comment">// index of the second strip needs to be duplicated. If</span> <span class="comment">// connecting strips have same vertex order then only last</span> <span class="comment">// index of the first strip needs to be duplicated.</span> GLushort indices<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> <span class="comment">// Face 0 - triangle strip ( v0, v1, v2, v3)</span> <span class="number">4</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> <span class="number">5</span><span class="operator">,</span> <span class="number">6</span><span class="operator">,</span> <span class="number">7</span><span class="operator">,</span> <span class="number">7</span><span class="operator">,</span> <span class="comment">// Face 1 - triangle strip ( v4, v5, v6, v7)</span> <span class="number">8</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">9</span><span class="operator">,</span> <span class="number">10</span><span class="operator">,</span> <span class="number">11</span><span class="operator">,</span> <span class="number">11</span><span class="operator">,</span> <span class="comment">// Face 2 - triangle strip ( v8, v9, v10, v11)</span> <span class="number">12</span><span class="operator">,</span> <span class="number">12</span><span class="operator">,</span> <span class="number">13</span><span class="operator">,</span> <span class="number">14</span><span class="operator">,</span> <span class="number">15</span><span class="operator">,</span> <span class="number">15</span><span class="operator">,</span> <span class="comment">// Face 3 - triangle strip (v12, v13, v14, v15)</span> <span class="number">16</span><span class="operator">,</span> <span class="number">16</span><span class="operator">,</span> <span class="number">17</span><span class="operator">,</span> <span class="number">18</span><span class="operator">,</span> <span class="number">19</span><span class="operator">,</span> <span class="number">19</span><span class="operator">,</span> <span class="comment">// Face 4 - triangle strip (v16, v17, v18, v19)</span> <span class="number">20</span><span class="operator">,</span> <span class="number">20</span><span class="operator">,</span> <span class="number">21</span><span class="operator">,</span> <span class="number">22</span><span class="operator">,</span> <span class="number">23</span> <span class="comment">// Face 5 - triangle strip (v20, v21, v22, v23)</span> }; <span class="comment">// Transfer vertex data to VBO 0</span> glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">0</span><span class="operator">]</span>); glBufferData(GL_ARRAY_BUFFER<span class="operator">,</span> <span class="number">24</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(VertexData)<span class="operator">,</span> vertices<span class="operator">,</span> GL_STATIC_DRAW); <span class="comment">// Transfer index data to VBO 1</span> glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">1</span><span class="operator">]</span>); glBufferData(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> <span class="number">34</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(GLushort)<span class="operator">,</span> indices<span class="operator">,</span> GL_STATIC_DRAW); } <span class="type">void</span> GeometryEngine<span class="operator">::</span>drawCubeGeometry(<span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span> <span class="operator">*</span>program) { <span class="comment">// Tell OpenGL which VBOs to use</span> glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">0</span><span class="operator">]</span>); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> vboIds<span class="operator">[</span><span class="number">1</span><span class="operator">]</span>); <span class="comment">// Offset for position</span> <span class="type">int</span> offset <span class="operator">=</span> <span class="number">0</span>; <span class="comment">// Tell OpenGL programmable pipeline how to locate vertex position data</span> <span class="type">int</span> vertexLocation <span class="operator">=</span> program<span class="operator">-</span><span class="operator">></span>attributeLocation(<span class="string">"a_position"</span>); program<span class="operator">-</span><span class="operator">></span>enableAttributeArray(vertexLocation); glVertexAttribPointer(vertexLocation<span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="keyword">sizeof</span>(VertexData)<span class="operator">,</span> (<span class="keyword">const</span> <span class="type">void</span> <span class="operator">*</span>)offset); <span class="comment">// Offset for texture coordinate</span> offset <span class="operator">+</span><span class="operator">=</span> <span class="keyword">sizeof</span>(QVector3D); <span class="comment">// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data</span> <span class="type">int</span> texcoordLocation <span class="operator">=</span> program<span class="operator">-</span><span class="operator">></span>attributeLocation(<span class="string">"a_texcoord"</span>); program<span class="operator">-</span><span class="operator">></span>enableAttributeArray(texcoordLocation); glVertexAttribPointer(texcoordLocation<span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="keyword">sizeof</span>(VertexData)<span class="operator">,</span> (<span class="keyword">const</span> <span class="type">void</span> <span class="operator">*</span>)offset); <span class="comment">// Draw cube geometry using indices from VBO 1</span> glDrawElements(GL_TRIANGLE_STRIP<span class="operator">,</span> <span class="number">34</span><span class="operator">,</span> GL_UNSIGNED_SHORT<span class="operator">,</span> <span class="number">0</span>); }</pre> </div> <!-- @@@opengl/cube/geometryengine.cpp --> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2015 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.</p> <br /> <p> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.</p> <p> Documentation sources may be obtained from <a href="http://www.qt-project.org"> www.qt-project.org</a>.</p> <br /> <p> Qt and respective logos are trademarks of The Qt Company Ltd in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. <a title="Privacy Policy" href="http://en.gitorious.org/privacy_policy/">Privacy Policy</a></p> </div> <script src="scripts/functions.js" type="text/javascript"></script> </body> </html>