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<h1 class="title">glbuffers.cpp Example File</h1>
<span class="subtitle">graphicsview/boxes/glbuffers.cpp</span>
<!-- $$$graphicsview/boxes/glbuffers.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp">

  <span class="comment">/****************************************************************************
  **
  ** Copyright (C) 2016 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the demonstration applications of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** 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
  ** and conditions see https://www.qt.io/terms-conditions. For further
  ** information use the contact form at https://www.qt.io/contact-us.
  **
  ** BSD License Usage
  ** Alternatively, you may use this file under the terms of the BSD license
  ** as follows:
  **
  ** &quot;Redistribution and use in source and binary forms, with or without
  ** modification, are permitted provided that the following conditions are
  ** met:
  **   * Redistributions of source code must retain the above copyright
  **     notice, this list of conditions and the following disclaimer.
  **   * Redistributions in binary form must reproduce the above copyright
  **     notice, this list of conditions and the following disclaimer in
  **     the documentation and/or other materials provided with the
  **     distribution.
  **   * Neither the name of The Qt Company Ltd nor the names of its
  **     contributors may be used to endorse or promote products derived
  **     from this software without specific prior written permission.
  **
  **
  ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  ** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/</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="../qtcore/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="../qtgui/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="../qtgui/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="../qtcore/qt.html">Qt</a></span><span class="operator">::</span>IgnoreAspectRatio<span class="operator">,</span> <span class="type"><a href="../qtcore/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="../qtgui/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="../qtgui/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="../qtcore/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="../qtcore/qstring.html">QString</a></span> file<span class="operator">,</span> fileNames) {
          <span class="type"><a href="../qtgui/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="../qtgui/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="../qtcore/qt.html">Qt</a></span><span class="operator">::</span>IgnoreAspectRatio<span class="operator">,</span> <span class="type"><a href="../qtcore/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="../qtgui/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(bool 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>);
      }
  }

  bool 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="../qtcore/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>
<!-- @@@graphicsview/boxes/glbuffers.cpp -->
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   <p>
   <acronym title="Copyright">&copy;</acronym> 2017 The Qt Company Ltd.
   Documentation contributions included herein are the copyrights of
   their respective owners.<br>    The documentation provided herein is licensed under the terms of the    <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation    License version 1.3</a> as published by the Free Software Foundation.<br>    Qt and respective logos are trademarks of The Qt Company Ltd.     in Finland and/or other countries worldwide. All other trademarks are property
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