| 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** Contact: Qt Software Information (qt-info@nokia.com)
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| 5 | **
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| 6 | ** This file is part of the demonstration applications of the Qt Toolkit.
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| 7 | **
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| 8 | ** $QT_BEGIN_LICENSE:LGPL$
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| 9 | ** Commercial Usage
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| 10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 11 | ** accordance with the Qt Commercial License Agreement provided with the
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| 12 | ** Software or, alternatively, in accordance with the terms contained in
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| 13 | ** a written agreement between you and Nokia.
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| 14 | **
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| 15 | ** GNU Lesser General Public License Usage
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| 16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 17 | ** General Public License version 2.1 as published by the Free Software
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| 18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 19 | ** packaging of this file. Please review the following information to
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| 20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 22 | **
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| 23 | ** In addition, as a special exception, Nokia gives you certain
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| 24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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| 25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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| 26 | ** package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you are unsure which license is appropriate for your use, please
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| 37 | ** contact the sales department at qt-sales@nokia.com.
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | #include "glbuffers.h"
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| 43 |
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| 44 | //============================================================================//
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| 45 | // GLTexture //
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| 46 | //============================================================================//
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| 47 |
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| 48 | GLTexture::GLTexture() : m_texture(0), m_failed(false)
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| 49 | {
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| 50 | glGenTextures(1, &m_texture);
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| 51 | }
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| 52 |
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| 53 | GLTexture::~GLTexture()
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| 54 | {
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| 55 | glDeleteTextures(1, &m_texture);
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| 56 | }
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| 57 |
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| 58 | //============================================================================//
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| 59 | // GLTexture2D //
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| 60 | //============================================================================//
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| 61 |
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| 62 | GLTexture2D::GLTexture2D(int width, int height)
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| 63 | {
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| 64 | glBindTexture(GL_TEXTURE_2D, m_texture);
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| 65 | glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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| 66 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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| 67 |
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| 68 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 69 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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| 70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 71 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 72 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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| 73 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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| 74 | glBindTexture(GL_TEXTURE_2D, 0);
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| 75 | }
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| 76 |
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| 77 |
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| 78 | GLTexture2D::GLTexture2D(const QString& fileName, int width, int height)
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| 79 | {
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| 80 | // TODO: Add error handling.
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| 81 | QImage image(fileName);
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| 82 |
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| 83 | if (image.isNull()) {
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| 84 | m_failed = true;
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| 85 | return;
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| 86 | }
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| 87 |
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| 88 | image = image.convertToFormat(QImage::Format_ARGB32);
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| 89 |
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| 90 | //qDebug() << "Image size:" << image.width() << "x" << image.height();
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| 91 | if (width <= 0)
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| 92 | width = image.width();
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| 93 | if (height <= 0)
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| 94 | height = image.height();
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| 95 | if (width != image.width() || height != image.height())
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| 96 | image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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| 97 |
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| 98 | glBindTexture(GL_TEXTURE_2D, m_texture);
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| 99 |
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| 100 | // Works on x86, so probably works on all little-endian systems.
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| 101 | // Does it work on big-endian systems?
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| 102 | glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0,
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| 103 | GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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| 104 |
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| 105 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 106 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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| 107 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 108 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 109 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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| 110 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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| 111 | glBindTexture(GL_TEXTURE_2D, 0);
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| 112 | }
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| 113 |
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| 114 | void GLTexture2D::load(int width, int height, QRgb *data)
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| 115 | {
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| 116 | glBindTexture(GL_TEXTURE_2D, m_texture);
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| 117 | glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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| 118 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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| 119 | glBindTexture(GL_TEXTURE_2D, 0);
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| 120 | }
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| 121 |
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| 122 | void GLTexture2D::bind()
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| 123 | {
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| 124 | glBindTexture(GL_TEXTURE_2D, m_texture);
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| 125 | glEnable(GL_TEXTURE_2D);
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| 126 | }
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| 127 |
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| 128 | void GLTexture2D::unbind()
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| 129 | {
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| 130 | glBindTexture(GL_TEXTURE_2D, 0);
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| 131 | glDisable(GL_TEXTURE_2D);
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| 132 | }
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| 133 |
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| 134 |
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| 135 | //============================================================================//
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| 136 | // GLTexture3D //
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| 137 | //============================================================================//
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| 138 |
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| 139 | GLTexture3D::GLTexture3D(int width, int height, int depth)
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| 140 | {
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| 141 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return)
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| 142 |
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| 143 | glBindTexture(GL_TEXTURE_3D, m_texture);
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| 144 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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| 145 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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| 146 |
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| 147 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 148 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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| 149 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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| 150 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 151 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 152 | //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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| 153 | //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
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| 154 | glBindTexture(GL_TEXTURE_3D, 0);
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| 155 | }
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| 156 |
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| 157 | void GLTexture3D::load(int width, int height, int depth, QRgb *data)
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| 158 | {
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| 159 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return)
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| 160 |
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| 161 | glBindTexture(GL_TEXTURE_3D, m_texture);
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| 162 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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| 163 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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| 164 | glBindTexture(GL_TEXTURE_3D, 0);
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| 165 | }
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| 166 |
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| 167 | void GLTexture3D::bind()
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| 168 | {
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| 169 | glBindTexture(GL_TEXTURE_3D, m_texture);
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| 170 | glEnable(GL_TEXTURE_3D);
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| 171 | }
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| 172 |
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| 173 | void GLTexture3D::unbind()
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| 174 | {
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| 175 | glBindTexture(GL_TEXTURE_3D, 0);
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| 176 | glDisable(GL_TEXTURE_3D);
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| 177 | }
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| 178 |
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| 179 | //============================================================================//
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| 180 | // GLTextureCube //
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| 181 | //============================================================================//
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| 182 |
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| 183 | GLTextureCube::GLTextureCube(int size)
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| 184 | {
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| 185 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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| 186 |
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| 187 | for (int i = 0; i < 6; ++i)
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| 188 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0,
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| 189 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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| 190 |
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| 191 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 192 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 193 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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| 194 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 195 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 196 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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| 197 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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| 198 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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| 199 | }
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| 200 |
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| 201 | GLTextureCube::GLTextureCube(const QStringList& fileNames, int size)
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| 202 | {
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| 203 | // TODO: Add error handling.
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| 204 |
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| 205 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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| 206 |
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| 207 | int index = 0;
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| 208 | foreach (QString file, fileNames) {
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| 209 | QImage image(file);
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| 210 | if (image.isNull()) {
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| 211 | m_failed = true;
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| 212 | break;
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| 213 | }
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| 214 |
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| 215 | image = image.convertToFormat(QImage::Format_ARGB32);
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| 216 |
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| 217 | //qDebug() << "Image size:" << image.width() << "x" << image.height();
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| 218 | if (size <= 0)
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| 219 | size = image.width();
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| 220 | if (size != image.width() || size != image.height())
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| 221 | image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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| 222 |
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| 223 | // Works on x86, so probably works on all little-endian systems.
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| 224 | // Does it work on big-endian systems?
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| 225 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0,
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| 226 | GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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| 227 |
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| 228 | if (++index == 6)
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| 229 | break;
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| 230 | }
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| 231 |
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| 232 | // Clear remaining faces.
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| 233 | while (index < 6) {
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| 234 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0,
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| 235 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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| 236 | ++index;
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| 237 | }
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| 238 |
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| 239 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 240 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 241 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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| 242 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 243 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 244 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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| 245 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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| 246 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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| 247 | }
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| 248 |
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| 249 | void GLTextureCube::load(int size, int face, QRgb *data)
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| 250 | {
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| 251 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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| 252 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0,
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| 253 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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| 254 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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| 255 | }
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| 256 |
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| 257 | void GLTextureCube::bind()
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| 258 | {
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| 259 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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| 260 | glEnable(GL_TEXTURE_CUBE_MAP);
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| 261 | }
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| 262 |
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| 263 | void GLTextureCube::unbind()
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| 264 | {
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| 265 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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| 266 | glDisable(GL_TEXTURE_CUBE_MAP);
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| 267 | }
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| 268 |
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| 269 | //============================================================================//
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| 270 | // GLFrameBufferObject //
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| 271 | //============================================================================//
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| 272 |
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| 273 | GLFrameBufferObject::GLFrameBufferObject(int width, int height)
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| 274 | : m_fbo(0)
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| 275 | , m_depthBuffer(0)
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| 276 | , m_width(width)
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| 277 | , m_height(height)
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| 278 | , m_failed(false)
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| 279 | {
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| 280 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject",
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| 281 | glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return)
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| 282 |
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| 283 | // TODO: share depth buffers of same size
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| 284 | glGenFramebuffersEXT(1, &m_fbo);
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| 285 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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| 286 | glGenRenderbuffersEXT(1, &m_depthBuffer);
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| 287 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
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| 288 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height);
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| 289 | //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
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| 290 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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| 291 | }
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| 292 |
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| 293 | GLFrameBufferObject::~GLFrameBufferObject()
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| 294 | {
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| 295 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject",
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| 296 | glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return)
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| 297 |
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| 298 | glDeleteFramebuffersEXT(1, &m_fbo);
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| 299 | glDeleteRenderbuffersEXT(1, &m_depthBuffer);
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| 300 | }
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| 301 |
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| 302 | void GLFrameBufferObject::setAsRenderTarget(bool state)
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| 303 | {
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| 304 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return)
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| 305 |
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| 306 | if (state) {
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| 307 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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| 308 | glPushAttrib(GL_VIEWPORT_BIT);
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| 309 | glViewport(0, 0, m_width, m_height);
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| 310 | } else {
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| 311 | glPopAttrib();
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| 312 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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| 313 | }
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| 314 | }
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| 315 |
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| 316 | bool GLFrameBufferObject::isComplete()
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| 317 | {
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| 318 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false)
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| 319 |
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| 320 | return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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| 321 | }
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| 322 |
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| 323 | //============================================================================//
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| 324 | // GLRenderTargetCube //
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| 325 | //============================================================================//
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| 326 |
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| 327 | GLRenderTargetCube::GLRenderTargetCube(int size)
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| 328 | : GLTextureCube(size)
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| 329 | , m_fbo(size, size)
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| 330 | {
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| 331 | }
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| 332 |
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| 333 | void GLRenderTargetCube::begin(int face)
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| 334 | {
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| 335 | GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin",
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| 336 | glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return)
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| 337 |
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| 338 | m_fbo.setAsRenderTarget(true);
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| 339 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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| 340 | GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0);
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| 341 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer);
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| 342 | }
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| 343 |
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| 344 | void GLRenderTargetCube::end()
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| 345 | {
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| 346 | m_fbo.setAsRenderTarget(false);
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| 347 | }
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| 348 |
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| 349 | void GLRenderTargetCube::getViewMatrix(gfx::Matrix4x4f& mat, int face)
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| 350 | {
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| 351 | if (face < 0 || face >= 6) {
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| 352 | qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face);
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| 353 | return;
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| 354 | }
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| 355 |
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| 356 | static int perm[6][3] = {
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| 357 | {2, 1, 0},
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| 358 | {2, 1, 0},
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| 359 | {0, 2, 1},
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| 360 | {0, 2, 1},
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| 361 | {0, 1, 2},
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| 362 | {0, 1, 2},
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| 363 | };
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| 364 |
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| 365 | static float signs[6][3] = {
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| 366 | {-1.0f, -1.0f, -1.0f},
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| 367 | {+1.0f, -1.0f, +1.0f},
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| 368 | {+1.0f, +1.0f, -1.0f},
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| 369 | {+1.0f, -1.0f, +1.0f},
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| 370 | {+1.0f, -1.0f, -1.0f},
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| 371 | {-1.0f, -1.0f, +1.0f},
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| 372 | };
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| 373 |
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| 374 | memset(mat.bits(), 0, sizeof(float) * 16);
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| 375 | for (int i = 0; i < 3; ++i)
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| 376 | mat(perm[face][i], i) = signs[face][i];
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| 377 | mat(3, 3) = 1.0f;
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| 378 | }
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| 379 |
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| 380 | void GLRenderTargetCube::getProjectionMatrix(gfx::Matrix4x4f& mat, float nearZ, float farZ)
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| 381 | {
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| 382 | float proj[] = {
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| 383 | 1.0f, 0.0f, 0.0f, 0.0f,
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| 384 | 0.0f, 1.0f, 0.0f, 0.0f,
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| 385 | 0.0f, 0.0f, (nearZ+farZ)/(nearZ-farZ), -1.0f,
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| 386 | 0.0f, 0.0f, 2.0f*nearZ*farZ/(nearZ-farZ), 0.0f,
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| 387 | };
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| 388 |
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| 389 | memcpy(mat.bits(), proj, sizeof(float) * 16);
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| 390 | }
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