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authorQt Continuous Integration System <qt-info@nokia.com>2011-06-20 23:31:19 (GMT)
committerQt Continuous Integration System <qt-info@nokia.com>2011-06-20 23:31:19 (GMT)
commit1ba1c20a38442d91bcba2761d6d90d6077b7b361 (patch)
treea14327b336f9be73dcfbefc715e119687164e93d /examples/opengl/cube/geometryengine.cpp
parent28cb38886d9b51e374fec71f9a2c5da6ee437e1f (diff)
parent6a0d575270581e353af2a214451f6b41dd601f6e (diff)
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Merge branch 'master' of scm.dev.nokia.troll.no:qt/qt-doc-staging into master-integration
* 'master' of scm.dev.nokia.troll.no:qt/qt-doc-staging: (82 commits) Doc: Fixed spelling errors that were blocking the CI system. Added missing license headers. Added missing license headers. Doc: Added missing license headers for documentation and examples. qdoc: Fixed code to match comments in QML files. Fixed API types. Doc: Speculative attempt to fix build breakage. Doc: Fixed file name of a header file to use lower case characters. Doc: Speculative attempt to fix build breakage. Doc: Fixed file name of a header file to use lower case characters. Doc: Fixed links. Doc: Added a snippet to show how to test the Qt version. Added an additional check to workaround an issue on Windows. Doc: Fixed a scope test for maemo5 and made an error a warning instead. converted to unix txt file try to resolve CRLR problems "TAB character in non-leading whitespace" fixed * fixed trailing- and whitespaces * "How To Learn Qt" is almost complete. Last section is missing * Several external and internal (Qt) web links added Undo accidental breakage. Doc: Added some more information about visited links in rich text. ...
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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** 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 Nokia Corporation and its Subsidiary(-ies) 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."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "geometryengine.h"
+
+#include <QVector2D>
+#include <QVector3D>
+
+struct VertexData
+{
+ QVector3D position;
+ QVector2D texCoord;
+};
+
+GeometryEngine::GeometryEngine() : vboIds(new GLuint[2])
+{
+}
+
+GeometryEngine::~GeometryEngine()
+{
+ glDeleteBuffers(2, vboIds);
+ delete[] vboIds;
+}
+
+void GeometryEngine::init()
+{
+//! [0]
+ // Generate 2 VBOs
+ glGenBuffers(2, vboIds);
+
+//! [0]
+
+ // Initializes cube geometry and transfers it to VBOs
+ initCubeGeometry();
+}
+
+void GeometryEngine::initCubeGeometry()
+{
+ // For cube we would need only 8 vertices but we have to
+ // duplicate vertex for each face because texture coordinate
+ // is different.
+ VertexData vertices[] = {
+ // Vertex data for face 0
+ {QVector3D(-1.0, -1.0, 1.0), QVector2D(0.0, 0.0)}, // v0
+ {QVector3D( 1.0, -1.0, 1.0), QVector2D(0.33, 0.0)}, // v1
+ {QVector3D(-1.0, 1.0, 1.0), QVector2D(0.0, 0.5)}, // v2
+ {QVector3D( 1.0, 1.0, 1.0), QVector2D(0.33, 0.5)}, // v3
+
+ // Vertex data for face 1
+ {QVector3D( 1.0, -1.0, 1.0), QVector2D( 0.0, 0.5)}, // v4
+ {QVector3D( 1.0, -1.0, -1.0), QVector2D(0.33, 0.5)}, // v5
+ {QVector3D( 1.0, 1.0, 1.0), QVector2D(0.0, 1.0)}, // v6
+ {QVector3D( 1.0, 1.0, -1.0), QVector2D(0.33, 1.0)}, // v7
+
+ // Vertex data for face 2
+ {QVector3D( 1.0, -1.0, -1.0), QVector2D(0.66, 0.5)}, // v8
+ {QVector3D(-1.0, -1.0, -1.0), QVector2D(1.0, 0.5)}, // v9
+ {QVector3D( 1.0, 1.0, -1.0), QVector2D(0.66, 1.0)}, // v10
+ {QVector3D(-1.0, 1.0, -1.0), QVector2D(1.0, 1.0)}, // v11
+
+ // Vertex data for face 3
+ {QVector3D(-1.0, -1.0, -1.0), QVector2D(0.66, 0.0)}, // v12
+ {QVector3D(-1.0, -1.0, 1.0), QVector2D(1.0, 0.0)}, // v13
+ {QVector3D(-1.0, 1.0, -1.0), QVector2D(0.66, 0.5)}, // v14
+ {QVector3D(-1.0, 1.0, 1.0), QVector2D(1.0, 0.5)}, // v15
+
+ // Vertex data for face 4
+ {QVector3D(-1.0, -1.0, -1.0), QVector2D(0.33, 0.0)}, // v16
+ {QVector3D( 1.0, -1.0, -1.0), QVector2D(0.66, 0.0)}, // v17
+ {QVector3D(-1.0, -1.0, 1.0), QVector2D(0.33, 0.5)}, // v18
+ {QVector3D( 1.0, -1.0, 1.0), QVector2D(0.66, 0.5)}, // v19
+
+ // Vertex data for face 5
+ {QVector3D(-1.0, 1.0, 1.0), QVector2D(0.33, 0.5)}, // v20
+ {QVector3D( 1.0, 1.0, 1.0), QVector2D(0.66, 0.5)}, // v21
+ {QVector3D(-1.0, 1.0, -1.0), QVector2D(0.33, 1.0)}, // v22
+ {QVector3D( 1.0, 1.0, -1.0), QVector2D(0.66, 1.0)} // v23
+ };
+
+ // Indices for drawing cube faces using triangle strips.
+ // Triangle strips can be connected by duplicating indices
+ // between the strips. If connecting strips have opposite
+ // vertex order then last index of the first strip and first
+ // index of the second strip needs to be duplicated. If
+ // connecting strips have same vertex order then only last
+ // index of the first strip needs to be duplicated.
+ GLushort indices[] = {
+ 0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)
+ 4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)
+ 8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)
+ 12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)
+ 16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)
+ 20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
+ };
+
+//! [1]
+ // Transfer vertex data to VBO 0
+ glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
+ glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(VertexData), vertices, GL_STATIC_DRAW);
+
+ // Transfer index data to VBO 1
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 34 * sizeof(GLushort), indices, GL_STATIC_DRAW);
+//! [1]
+}
+
+//! [2]
+void GeometryEngine::drawCubeGeometry(QGLShaderProgram *program)
+{
+ // Tell OpenGL which VBOs to use
+ glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
+
+ // Offset for position
+ int offset = 0;
+
+ // Tell OpenGL programmable pipeline how to locate vertex position data
+ int vertexLocation = program->attributeLocation("a_position");
+ program->enableAttributeArray(vertexLocation);
+ glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
+
+ // Offset for texture coordinate
+ offset += sizeof(QVector3D);
+
+ // Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
+ int texcoordLocation = program->attributeLocation("a_texcoord");
+ program->enableAttributeArray(texcoordLocation);
+ glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
+
+ // Draw cube geometry using indices from VBO 1
+ glDrawElements(GL_TRIANGLE_STRIP, 34, GL_UNSIGNED_SHORT, 0);
+}
+//! [2]