| 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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| 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 | 
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| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | 
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| 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 |  |