| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the demonstration applications of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:BSD$ |
| 9 | ** Commercial License Usage |
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| 12 | ** Software or, alternatively, in accordance with the terms contained in |
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** BSD License Usage |
| 18 | ** Alternatively, you may use this file under the terms of the BSD license |
| 19 | ** as follows: |
| 20 | ** |
| 21 | ** "Redistribution and use in source and binary forms, with or without |
| 22 | ** modification, are permitted provided that the following conditions are |
| 23 | ** met: |
| 24 | ** * Redistributions of source code must retain the above copyright |
| 25 | ** notice, this list of conditions and the following disclaimer. |
| 26 | ** * Redistributions in binary form must reproduce the above copyright |
| 27 | ** notice, this list of conditions and the following disclaimer in |
| 28 | ** the documentation and/or other materials provided with the |
| 29 | ** distribution. |
| 30 | ** * Neither the name of The Qt Company Ltd nor the names of its |
| 31 | ** contributors may be used to endorse or promote products derived |
| 32 | ** from this software without specific prior written permission. |
| 33 | ** |
| 34 | ** |
| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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| 44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "glbuffers.h" |
| 52 | |
| 53 | void qgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) |
| 54 | { |
| 55 | const GLdouble ymax = zNear * tan(x: qDegreesToRadians(degrees: fovy) / 2.0); |
| 56 | const GLdouble ymin = -ymax; |
| 57 | const GLdouble xmin = ymin * aspect; |
| 58 | const GLdouble xmax = ymax * aspect; |
| 59 | glFrustum(left: xmin, right: xmax, bottom: ymin, top: ymax, near_val: zNear, far_val: zFar); |
| 60 | } |
| 61 | |
| 62 | //============================================================================// |
| 63 | // GLTexture // |
| 64 | //============================================================================// |
| 65 | |
| 66 | GLTexture::GLTexture() |
| 67 | { |
| 68 | glGenTextures(n: 1, textures: &m_texture); |
| 69 | } |
| 70 | |
| 71 | GLTexture::~GLTexture() |
| 72 | { |
| 73 | glDeleteTextures(n: 1, textures: &m_texture); |
| 74 | } |
| 75 | |
| 76 | //============================================================================// |
| 77 | // GLTexture2D // |
| 78 | //============================================================================// |
| 79 | |
| 80 | GLTexture2D::GLTexture2D(int width, int height) |
| 81 | { |
| 82 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
| 83 | glTexImage2D(GL_TEXTURE_2D, level: 0, internalFormat: 4, width, height, border: 0, |
| 84 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: nullptr); |
| 85 | |
| 86 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 87 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 88 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 89 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 90 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 91 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
| 92 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 93 | } |
| 94 | |
| 95 | |
| 96 | GLTexture2D::GLTexture2D(const QString &fileName, int width, int height) |
| 97 | { |
| 98 | // TODO: Add error handling. |
| 99 | QImage image(fileName); |
| 100 | |
| 101 | if (image.isNull()) { |
| 102 | m_failed = true; |
| 103 | return; |
| 104 | } |
| 105 | |
| 106 | image = image.convertToFormat(f: QImage::Format_ARGB32); |
| 107 | |
| 108 | //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
| 109 | if (width <= 0) |
| 110 | width = image.width(); |
| 111 | if (height <= 0) |
| 112 | height = image.height(); |
| 113 | if (width != image.width() || height != image.height()) |
| 114 | image = image.scaled(w: width, h: height, aspectMode: Qt::IgnoreAspectRatio, mode: Qt::SmoothTransformation); |
| 115 | |
| 116 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
| 117 | |
| 118 | // Works on x86, so probably works on all little-endian systems. |
| 119 | // Does it work on big-endian systems? |
| 120 | glTexImage2D(GL_TEXTURE_2D, level: 0, internalFormat: 4, width: image.width(), height: image.height(), border: 0, |
| 121 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: image.bits()); |
| 122 | |
| 123 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 124 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 125 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 126 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 127 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 128 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
| 129 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 130 | } |
| 131 | |
| 132 | void GLTexture2D::load(int width, int height, QRgb *data) |
| 133 | { |
| 134 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
| 135 | glTexImage2D(GL_TEXTURE_2D, level: 0, internalFormat: 4, width, height, border: 0, |
| 136 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: data); |
| 137 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 138 | } |
| 139 | |
| 140 | void GLTexture2D::bind() |
| 141 | { |
| 142 | glBindTexture(GL_TEXTURE_2D, texture: m_texture); |
| 143 | glEnable(GL_TEXTURE_2D); |
| 144 | } |
| 145 | |
| 146 | void GLTexture2D::unbind() |
| 147 | { |
| 148 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 149 | glDisable(GL_TEXTURE_2D); |
| 150 | } |
| 151 | |
| 152 | |
| 153 | //============================================================================// |
| 154 | // GLTexture3D // |
| 155 | //============================================================================// |
| 156 | |
| 157 | GLTexture3D::GLTexture3D(int width, int height, int depth) |
| 158 | { |
| 159 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D" , glTexImage3D, return) |
| 160 | |
| 161 | glBindTexture(GL_TEXTURE_3D, texture: m_texture); |
| 162 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
| 163 | GL_BGRA, GL_UNSIGNED_BYTE, nullptr); |
| 164 | |
| 165 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 166 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 167 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
| 168 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 169 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 170 | //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 171 | //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE); |
| 172 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
| 173 | } |
| 174 | |
| 175 | void GLTexture3D::load(int width, int height, int depth, QRgb *data) |
| 176 | { |
| 177 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load" , glTexImage3D, return) |
| 178 | |
| 179 | glBindTexture(GL_TEXTURE_3D, texture: m_texture); |
| 180 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0, |
| 181 | GL_BGRA, GL_UNSIGNED_BYTE, data); |
| 182 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
| 183 | } |
| 184 | |
| 185 | void GLTexture3D::bind() |
| 186 | { |
| 187 | glBindTexture(GL_TEXTURE_3D, texture: m_texture); |
| 188 | glEnable(GL_TEXTURE_3D); |
| 189 | } |
| 190 | |
| 191 | void GLTexture3D::unbind() |
| 192 | { |
| 193 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
| 194 | glDisable(GL_TEXTURE_3D); |
| 195 | } |
| 196 | |
| 197 | //============================================================================// |
| 198 | // GLTextureCube // |
| 199 | //============================================================================// |
| 200 | |
| 201 | GLTextureCube::GLTextureCube(int size) |
| 202 | { |
| 203 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
| 204 | |
| 205 | for (int i = 0; i < 6; ++i) |
| 206 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, level: 0, internalFormat: 4, width: size, height: size, border: 0, |
| 207 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: nullptr); |
| 208 | |
| 209 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 210 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 211 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| 212 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 213 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 214 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 215 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
| 216 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
| 217 | } |
| 218 | |
| 219 | GLTextureCube::GLTextureCube(const QStringList &fileNames, int size) |
| 220 | { |
| 221 | // TODO: Add error handling. |
| 222 | |
| 223 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
| 224 | |
| 225 | int index = 0; |
| 226 | for (const QString &file : fileNames) { |
| 227 | QImage image(file); |
| 228 | if (image.isNull()) { |
| 229 | m_failed = true; |
| 230 | break; |
| 231 | } |
| 232 | |
| 233 | image = image.convertToFormat(f: QImage::Format_ARGB32); |
| 234 | |
| 235 | //qDebug() << "Image size:" << image.width() << "x" << image.height(); |
| 236 | if (size <= 0) |
| 237 | size = image.width(); |
| 238 | if (size != image.width() || size != image.height()) |
| 239 | image = image.scaled(w: size, h: size, aspectMode: Qt::IgnoreAspectRatio, mode: Qt::SmoothTransformation); |
| 240 | |
| 241 | // Works on x86, so probably works on all little-endian systems. |
| 242 | // Does it work on big-endian systems? |
| 243 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, level: 0, internalFormat: 4, width: image.width(), height: image.height(), border: 0, |
| 244 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: image.bits()); |
| 245 | |
| 246 | if (++index == 6) |
| 247 | break; |
| 248 | } |
| 249 | |
| 250 | // Clear remaining faces. |
| 251 | while (index < 6) { |
| 252 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, level: 0, internalFormat: 4, width: size, height: size, border: 0, |
| 253 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: nullptr); |
| 254 | ++index; |
| 255 | } |
| 256 | |
| 257 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 258 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 259 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| 260 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 261 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 262 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 263 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); |
| 264 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
| 265 | } |
| 266 | |
| 267 | void GLTextureCube::load(int size, int face, QRgb *data) |
| 268 | { |
| 269 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
| 270 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level: 0, internalFormat: 4, width: size, height: size, border: 0, |
| 271 | GL_BGRA, GL_UNSIGNED_BYTE, pixels: data); |
| 272 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
| 273 | } |
| 274 | |
| 275 | void GLTextureCube::bind() |
| 276 | { |
| 277 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: m_texture); |
| 278 | glEnable(GL_TEXTURE_CUBE_MAP); |
| 279 | } |
| 280 | |
| 281 | void GLTextureCube::unbind() |
| 282 | { |
| 283 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture: 0); |
| 284 | glDisable(GL_TEXTURE_CUBE_MAP); |
| 285 | } |
| 286 | |
| 287 | //============================================================================// |
| 288 | // GLFrameBufferObject // |
| 289 | //============================================================================// |
| 290 | |
| 291 | GLFrameBufferObject::GLFrameBufferObject(int width, int height) |
| 292 | : m_width(width) |
| 293 | , m_height(height) |
| 294 | { |
| 295 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject" , |
| 296 | glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return) |
| 297 | |
| 298 | // TODO: share depth buffers of same size |
| 299 | glGenFramebuffersEXT(1, &m_fbo); |
| 300 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| 301 | glGenRenderbuffersEXT(1, &m_depthBuffer); |
| 302 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); |
| 303 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height); |
| 304 | //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); |
| 305 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| 306 | } |
| 307 | |
| 308 | GLFrameBufferObject::~GLFrameBufferObject() |
| 309 | { |
| 310 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject" , |
| 311 | glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return) |
| 312 | |
| 313 | glDeleteFramebuffersEXT(1, &m_fbo); |
| 314 | glDeleteRenderbuffersEXT(1, &m_depthBuffer); |
| 315 | } |
| 316 | |
| 317 | void GLFrameBufferObject::setAsRenderTarget(bool state) |
| 318 | { |
| 319 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget" , glBindFramebufferEXT, return) |
| 320 | |
| 321 | if (state) { |
| 322 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| 323 | glPushAttrib(GL_VIEWPORT_BIT); |
| 324 | glViewport(x: 0, y: 0, width: m_width, height: m_height); |
| 325 | } else { |
| 326 | glPopAttrib(); |
| 327 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| 328 | } |
| 329 | } |
| 330 | |
| 331 | bool GLFrameBufferObject::isComplete() |
| 332 | { |
| 333 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete" , glCheckFramebufferStatusEXT, return false) |
| 334 | |
| 335 | return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| 336 | } |
| 337 | |
| 338 | //============================================================================// |
| 339 | // GLRenderTargetCube // |
| 340 | //============================================================================// |
| 341 | |
| 342 | GLRenderTargetCube::GLRenderTargetCube(int size) |
| 343 | : GLTextureCube(size) |
| 344 | , m_fbo(size, size) |
| 345 | { |
| 346 | } |
| 347 | |
| 348 | void GLRenderTargetCube::begin(int face) |
| 349 | { |
| 350 | GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin" , |
| 351 | glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return) |
| 352 | |
| 353 | m_fbo.setAsRenderTarget(true); |
| 354 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
| 355 | GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0); |
| 356 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer); |
| 357 | } |
| 358 | |
| 359 | void GLRenderTargetCube::end() |
| 360 | { |
| 361 | m_fbo.setAsRenderTarget(false); |
| 362 | } |
| 363 | |
| 364 | void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face) |
| 365 | { |
| 366 | if (face < 0 || face >= 6) { |
| 367 | qWarning(msg: "GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)" , face); |
| 368 | return; |
| 369 | } |
| 370 | |
| 371 | static constexpr int perm[6][3] = { |
| 372 | {2, 1, 0}, |
| 373 | {2, 1, 0}, |
| 374 | {0, 2, 1}, |
| 375 | {0, 2, 1}, |
| 376 | {0, 1, 2}, |
| 377 | {0, 1, 2}, |
| 378 | }; |
| 379 | |
| 380 | static constexpr float signs[6][3] = { |
| 381 | {-1.0f, -1.0f, -1.0f}, |
| 382 | {+1.0f, -1.0f, +1.0f}, |
| 383 | {+1.0f, +1.0f, -1.0f}, |
| 384 | {+1.0f, -1.0f, +1.0f}, |
| 385 | {+1.0f, -1.0f, -1.0f}, |
| 386 | {-1.0f, -1.0f, +1.0f}, |
| 387 | }; |
| 388 | |
| 389 | mat.fill(value: 0.0f); |
| 390 | for (int i = 0; i < 3; ++i) |
| 391 | mat(i, perm[face][i]) = signs[face][i]; |
| 392 | mat(3, 3) = 1.0f; |
| 393 | } |
| 394 | |
| 395 | void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ) |
| 396 | { |
| 397 | static const QMatrix4x4 reference( |
| 398 | 1.0f, 0.0f, 0.0f, 0.0f, |
| 399 | 0.0f, 1.0f, 0.0f, 0.0f, |
| 400 | 0.0f, 0.0f, 0.0f, 0.0f, |
| 401 | 0.0f, 0.0f, -1.0f, 0.0f); |
| 402 | |
| 403 | mat = reference; |
| 404 | mat(2, 2) = (nearZ+farZ)/(nearZ-farZ); |
| 405 | mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ); |
| 406 | } |
| 407 | |