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<h1 class="title">glbuffers.cpp Example File</h1>
<span class="small-subtitle">demos/boxes/glbuffers.cpp</span>
<!-- $$$demos/boxes/glbuffers.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 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 The Qt Company. For licensing terms
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** information use the contact form at http://www.qt.io/contact-us.
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** 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 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company 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
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****************************************************************************/</span>
<span class="preprocessor">#include &quot;glbuffers.h&quot;</span>
<span class="preprocessor">#include &lt;QtGui/qmatrix4x4.h&gt;</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">const</span> GLdouble ymax <span class="operator">=</span> zNear <span class="operator">*</span> tan(fovy <span class="operator">*</span> M_PI <span class="operator">/</span> <span class="number">360.0</span>);
<span class="keyword">const</span> GLdouble ymin <span class="operator">=</span> <span class="operator">-</span>ymax;
<span class="keyword">const</span> GLdouble xmin <span class="operator">=</span> ymin <span class="operator">*</span> aspect;
<span class="keyword">const</span> GLdouble xmax <span class="operator">=</span> ymax <span class="operator">*</span> aspect;
glFrustum(xmin<span class="operator">,</span> xmax<span class="operator">,</span> ymin<span class="operator">,</span> ymax<span class="operator">,</span> zNear<span class="operator">,</span> zFar);
}
<span class="comment">//============================================================================//</span>
<span class="comment">// GLTexture //</span>
<span class="comment">//============================================================================//</span>
GLTexture<span class="operator">::</span>GLTexture() : m_texture(<span class="number">0</span>)<span class="operator">,</span> m_failed(<span class="keyword">false</span>)
{
glGenTextures(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</span>m_texture);
}
GLTexture<span class="operator">::</span><span class="operator">~</span>GLTexture()
{
glDeleteTextures(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</span>m_texture);
}
<span class="comment">//============================================================================//</span>
<span class="comment">// GLTexture2D //</span>
<span class="comment">//============================================================================//</span>
GLTexture2D<span class="operator">::</span>GLTexture2D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
{
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
glTexImage2D(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);</span>
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
}
GLTexture2D<span class="operator">::</span>GLTexture2D(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span><span class="operator">&amp;</span> fileName<span class="operator">,</span> <span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
{
<span class="comment">// TODO: Add error handling.</span>
<span class="type"><a href="qimage.html">QImage</a></span> image(fileName);
<span class="keyword">if</span> (image<span class="operator">.</span>isNull()) {
m_failed <span class="operator">=</span> <span class="keyword">true</span>;
<span class="keyword">return</span>;
}
image <span class="operator">=</span> image<span class="operator">.</span>convertToFormat(<span class="type"><a href="qimage.html">QImage</a></span><span class="operator">::</span>Format_ARGB32);
<span class="comment">//qDebug() &lt;&lt; &quot;Image size:&quot; &lt;&lt; image.width() &lt;&lt; &quot;x&quot; &lt;&lt; image.height();</span>
<span class="keyword">if</span> (width <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span>)
width <span class="operator">=</span> image<span class="operator">.</span>width();
<span class="keyword">if</span> (height <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span>)
height <span class="operator">=</span> image<span class="operator">.</span>height();
<span class="keyword">if</span> (width <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>width() <span class="operator">|</span><span class="operator">|</span> height <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>height())
image <span class="operator">=</span> image<span class="operator">.</span>scaled(width<span class="operator">,</span> height<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IgnoreAspectRatio<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>SmoothTransformation);
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
<span class="comment">// Works on x86, so probably works on all little-endian systems.</span>
<span class="comment">// Does it work on big-endian systems?</span>
glTexImage2D(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> image<span class="operator">.</span>width()<span class="operator">,</span> image<span class="operator">.</span>height()<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> image<span class="operator">.</span>bits());
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
<span class="comment">//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);</span>
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
}
<span class="type">void</span> GLTexture2D<span class="operator">::</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)
{
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
glTexImage2D(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> data);
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
}
<span class="type">void</span> GLTexture2D<span class="operator">::</span>bind()
{
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> m_texture);
glEnable(GL_TEXTURE_2D);
}
<span class="type">void</span> GLTexture2D<span class="operator">::</span>unbind()
{
glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> <span class="number">0</span>);
glDisable(GL_TEXTURE_2D);
}
<span class="comment">//============================================================================//</span>
<span class="comment">// GLTexture3D //</span>
<span class="comment">//============================================================================//</span>
GLTexture3D<span class="operator">::</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)
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLTexture3D::GLTexture3D&quot;</span><span class="operator">,</span> glTexImage3D<span class="operator">,</span> <span class="keyword">return</span>)
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> m_texture);
glTexImage3D(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> depth<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_WRAP_R<span class="operator">,</span> GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
<span class="comment">//glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
<span class="comment">//glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);</span>
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span>);
}
<span class="type">void</span> GLTexture3D<span class="operator">::</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)
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLTexture3D::load&quot;</span><span class="operator">,</span> glTexImage3D<span class="operator">,</span> <span class="keyword">return</span>)
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> m_texture);
glTexImage3D(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> width<span class="operator">,</span> height<span class="operator">,</span> depth<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> data);
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span>);
}
<span class="type">void</span> GLTexture3D<span class="operator">::</span>bind()
{
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> m_texture);
glEnable(GL_TEXTURE_3D);
}
<span class="type">void</span> GLTexture3D<span class="operator">::</span>unbind()
{
glBindTexture(GL_TEXTURE_3D<span class="operator">,</span> <span class="number">0</span>);
glDisable(GL_TEXTURE_3D);
}
<span class="comment">//============================================================================//</span>
<span class="comment">// GLTextureCube //</span>
<span class="comment">//============================================================================//</span>
GLTextureCube<span class="operator">::</span>GLTextureCube(<span class="type">int</span> size)
{
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
<span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">6</span>; <span class="operator">+</span><span class="operator">+</span>i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> i<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> size<span class="operator">,</span> size<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_R<span class="operator">,</span> GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);</span>
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
}
GLTextureCube<span class="operator">::</span>GLTextureCube(<span class="keyword">const</span> <span class="type"><a href="qstringlist.html">QStringList</a></span><span class="operator">&amp;</span> fileNames<span class="operator">,</span> <span class="type">int</span> size)
{
<span class="comment">// TODO: Add error handling.</span>
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
<span class="type">int</span> index <span class="operator">=</span> <span class="number">0</span>;
foreach (<span class="type"><a href="qstring.html">QString</a></span> file<span class="operator">,</span> fileNames) {
<span class="type"><a href="qimage.html">QImage</a></span> image(file);
<span class="keyword">if</span> (image<span class="operator">.</span>isNull()) {
m_failed <span class="operator">=</span> <span class="keyword">true</span>;
<span class="keyword">break</span>;
}
image <span class="operator">=</span> image<span class="operator">.</span>convertToFormat(<span class="type"><a href="qimage.html">QImage</a></span><span class="operator">::</span>Format_ARGB32);
<span class="comment">//qDebug() &lt;&lt; &quot;Image size:&quot; &lt;&lt; image.width() &lt;&lt; &quot;x&quot; &lt;&lt; image.height();</span>
<span class="keyword">if</span> (size <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span>)
size <span class="operator">=</span> image<span class="operator">.</span>width();
<span class="keyword">if</span> (size <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>width() <span class="operator">|</span><span class="operator">|</span> size <span class="operator">!</span><span class="operator">=</span> image<span class="operator">.</span>height())
image <span class="operator">=</span> image<span class="operator">.</span>scaled(size<span class="operator">,</span> size<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IgnoreAspectRatio<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>SmoothTransformation);
<span class="comment">// Works on x86, so probably works on all little-endian systems.</span>
<span class="comment">// Does it work on big-endian systems?</span>
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> index<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> image<span class="operator">.</span>width()<span class="operator">,</span> image<span class="operator">.</span>height()<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> image<span class="operator">.</span>bits());
<span class="keyword">if</span> (<span class="operator">+</span><span class="operator">+</span>index <span class="operator">=</span><span class="operator">=</span> <span class="number">6</span>)
<span class="keyword">break</span>;
}
<span class="comment">// Clear remaining faces.</span>
<span class="keyword">while</span> (index <span class="operator">&lt;</span> <span class="number">6</span>) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> index<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> size<span class="operator">,</span> size<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span>);
<span class="operator">+</span><span class="operator">+</span>index;
}
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_S<span class="operator">,</span> GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_T<span class="operator">,</span> GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_WRAP_R<span class="operator">,</span> GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MAG_FILTER<span class="operator">,</span> GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> GL_TEXTURE_MIN_FILTER<span class="operator">,</span> GL_LINEAR);
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);</span>
<span class="comment">//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);</span>
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
}
<span class="type">void</span> GLTextureCube<span class="operator">::</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)
{
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> face<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> size<span class="operator">,</span> size<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span>
GL_BGRA<span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> data);
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
}
<span class="type">void</span> GLTextureCube<span class="operator">::</span>bind()
{
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> m_texture);
glEnable(GL_TEXTURE_CUBE_MAP);
}
<span class="type">void</span> GLTextureCube<span class="operator">::</span>unbind()
{
glBindTexture(GL_TEXTURE_CUBE_MAP<span class="operator">,</span> <span class="number">0</span>);
glDisable(GL_TEXTURE_CUBE_MAP);
}
<span class="comment">//============================================================================//</span>
<span class="comment">// GLFrameBufferObject //</span>
<span class="comment">//============================================================================//</span>
GLFrameBufferObject<span class="operator">::</span>GLFrameBufferObject(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
: m_fbo(<span class="number">0</span>)
<span class="operator">,</span> m_depthBuffer(<span class="number">0</span>)
<span class="operator">,</span> m_width(width)
<span class="operator">,</span> m_height(height)
<span class="operator">,</span> m_failed(<span class="keyword">false</span>)
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLFrameBufferObject::GLFrameBufferObject&quot;</span><span class="operator">,</span>
glGenFramebuffersEXT <span class="operator">&amp;</span><span class="operator">&amp;</span> glGenRenderbuffersEXT <span class="operator">&amp;</span><span class="operator">&amp;</span> glBindRenderbufferEXT <span class="operator">&amp;</span><span class="operator">&amp;</span> glRenderbufferStorageEXT<span class="operator">,</span> <span class="keyword">return</span>)
<span class="comment">// TODO: share depth buffers of same size</span>
glGenFramebuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</span>m_fbo);
<span class="comment">//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);</span>
glGenRenderbuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</span>m_depthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT<span class="operator">,</span> m_depthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT<span class="operator">,</span> GL_DEPTH_COMPONENT<span class="operator">,</span> m_width<span class="operator">,</span> m_height);
<span class="comment">//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);</span>
<span class="comment">//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);</span>
}
GLFrameBufferObject<span class="operator">::</span><span class="operator">~</span>GLFrameBufferObject()
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLFrameBufferObject::~GLFrameBufferObject&quot;</span><span class="operator">,</span>
glDeleteFramebuffersEXT <span class="operator">&amp;</span><span class="operator">&amp;</span> glDeleteRenderbuffersEXT<span class="operator">,</span> <span class="keyword">return</span>)
glDeleteFramebuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</span>m_fbo);
glDeleteRenderbuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&amp;</span>m_depthBuffer);
}
<span class="type">void</span> GLFrameBufferObject<span class="operator">::</span>setAsRenderTarget(<span class="type">bool</span> state)
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLFrameBufferObject::setAsRenderTarget&quot;</span><span class="operator">,</span> glBindFramebufferEXT<span class="operator">,</span> <span class="keyword">return</span>)
<span class="keyword">if</span> (state) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> m_fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> m_width<span class="operator">,</span> m_height);
} <span class="keyword">else</span> {
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> <span class="number">0</span>);
}
}
<span class="type">bool</span> GLFrameBufferObject<span class="operator">::</span>isComplete()
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLFrameBufferObject::isComplete&quot;</span><span class="operator">,</span> glCheckFramebufferStatusEXT<span class="operator">,</span> <span class="keyword">return</span> <span class="keyword">false</span>)
<span class="keyword">return</span> GL_FRAMEBUFFER_COMPLETE_EXT <span class="operator">=</span><span class="operator">=</span> glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
}
<span class="comment">//============================================================================//</span>
<span class="comment">// GLRenderTargetCube //</span>
<span class="comment">//============================================================================//</span>
GLRenderTargetCube<span class="operator">::</span>GLRenderTargetCube(<span class="type">int</span> size)
: GLTextureCube(size)
<span class="operator">,</span> m_fbo(size<span class="operator">,</span> size)
{
}
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>begin(<span class="type">int</span> face)
{
GLBUFFERS_ASSERT_OPENGL(<span class="string">&quot;GLRenderTargetCube::begin&quot;</span><span class="operator">,</span>
glFramebufferTexture2DEXT <span class="operator">&amp;</span><span class="operator">&amp;</span> glFramebufferRenderbufferEXT<span class="operator">,</span> <span class="keyword">return</span>)
m_fbo<span class="operator">.</span>setAsRenderTarget(<span class="keyword">true</span>);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> GL_COLOR_ATTACHMENT0_EXT<span class="operator">,</span>
GL_TEXTURE_CUBE_MAP_POSITIVE_X <span class="operator">+</span> face<span class="operator">,</span> m_texture<span class="operator">,</span> <span class="number">0</span>);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT<span class="operator">,</span> GL_DEPTH_ATTACHMENT_EXT<span class="operator">,</span> GL_RENDERBUFFER_EXT<span class="operator">,</span> m_fbo<span class="operator">.</span>m_depthBuffer);
}
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>end()
{
m_fbo<span class="operator">.</span>setAsRenderTarget(<span class="keyword">false</span>);
}
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>getViewMatrix(QMatrix4x4<span class="operator">&amp;</span> mat<span class="operator">,</span> <span class="type">int</span> face)
{
<span class="keyword">if</span> (face <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> face <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">6</span>) {
<a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">&quot;GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)&quot;</span><span class="operator">,</span> face);
<span class="keyword">return</span>;
}
<span class="keyword">static</span> <span class="type">int</span> perm<span class="operator">[</span><span class="number">6</span><span class="operator">]</span><span class="operator">[</span><span class="number">3</span><span class="operator">]</span> <span class="operator">=</span> {
{<span class="number">2</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span>
{<span class="number">2</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span>
{<span class="number">0</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span>
{<span class="number">0</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">1</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">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="keyword">static</span> <span class="type">float</span> signs<span class="operator">[</span><span class="number">6</span><span class="operator">]</span><span class="operator">[</span><span class="number">3</span><span class="operator">]</span> <span class="operator">=</span> {
{<span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span>}<span class="operator">,</span>
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span>}<span class="operator">,</span>
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span>}<span class="operator">,</span>
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span>}<span class="operator">,</span>
{<span class="operator">+</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span>}<span class="operator">,</span>
{<span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0f</span>}<span class="operator">,</span>
};
mat<span class="operator">.</span>fill(<span class="number">0.0f</span>);
<span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">3</span>; <span class="operator">+</span><span class="operator">+</span>i)
mat(i<span class="operator">,</span> perm<span class="operator">[</span>face<span class="operator">]</span><span class="operator">[</span>i<span class="operator">]</span>) <span class="operator">=</span> signs<span class="operator">[</span>face<span class="operator">]</span><span class="operator">[</span>i<span class="operator">]</span>;
mat(<span class="number">3</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> <span class="number">1.0f</span>;
}
<span class="type">void</span> GLRenderTargetCube<span class="operator">::</span>getProjectionMatrix(QMatrix4x4<span class="operator">&amp;</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">static</span> <span class="keyword">const</span> QMatrix4x4 reference(
<span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span>
<span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span>
<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span>
<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span>);
mat <span class="operator">=</span> reference;
mat(<span class="number">2</span><span class="operator">,</span> <span class="number">2</span>) <span class="operator">=</span> (nearZ<span class="operator">+</span>farZ)<span class="operator">/</span>(nearZ<span class="operator">-</span>farZ);
mat(<span class="number">2</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> <span class="number">2.0f</span><span class="operator">*</span>nearZ<span class="operator">*</span>farZ<span class="operator">/</span>(nearZ<span class="operator">-</span>farZ);
}</pre>
</div>
<!-- @@@demos/boxes/glbuffers.cpp -->
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License version 1.3</a> as published by the Free Software Foundation.</p>
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