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Breadcrumbs go here --> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <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 ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** 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 ** met: http://www.gnu.org/copyleft/gpl.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#include "glbuffers.h"</span> <span class="preprocessor">#include <QtGui/qmatrix4x4.h></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">&</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">&</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">&</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() << "Image size:" << image.width() << "x" << image.height();</span> <span class="keyword">if</span> (width <span class="operator"><</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"><</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">"GLTexture3D::GLTexture3D"</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">"GLTexture3D::load"</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"><</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">&</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() << "Image size:" << image.width() << "x" << image.height();</span> <span class="keyword">if</span> (size <span class="operator"><</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"><</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">"GLFrameBufferObject::GLFrameBufferObject"</span><span class="operator">,</span> glGenFramebuffersEXT <span class="operator">&</span><span class="operator">&</span> glGenRenderbuffersEXT <span class="operator">&</span><span class="operator">&</span> glBindRenderbufferEXT <span class="operator">&</span><span class="operator">&</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">&</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">&</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">"GLFrameBufferObject::~GLFrameBufferObject"</span><span class="operator">,</span> glDeleteFramebuffersEXT <span class="operator">&</span><span class="operator">&</span> glDeleteRenderbuffersEXT<span class="operator">,</span> <span class="keyword">return</span>) glDeleteFramebuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_fbo); glDeleteRenderbuffersEXT(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</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">"GLFrameBufferObject::setAsRenderTarget"</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">"GLFrameBufferObject::isComplete"</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">"GLRenderTargetCube::begin"</span><span class="operator">,</span> glFramebufferTexture2DEXT <span class="operator">&</span><span class="operator">&</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">&</span> mat<span class="operator">,</span> <span class="type">int</span> face) { <span class="keyword">if</span> (face <span class="operator"><</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> face <span class="operator">></span><span class="operator">=</span> <span class="number">6</span>) { <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">"GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)"</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"><</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">&</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 --> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2015 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.</p> <br /> <p> 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.</p> <p> Documentation sources may be obtained from <a href="http://www.qt-project.org"> www.qt-project.org</a>.</p> <br /> <p> Qt and respective logos are trademarks of The Qt Company Ltd in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. <a title="Privacy Policy" href="http://en.gitorious.org/privacy_policy/">Privacy Policy</a></p> </div> <script src="scripts/functions.js" type="text/javascript"></script> </body> </html>