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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "glbuffers.h"
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#include <QtGui/qmatrix4x4.h>
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//============================================================================//
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// GLTexture //
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//============================================================================//
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GLTexture::GLTexture() : m_texture(0), m_failed(false)
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{
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glGenTextures(1, &m_texture);
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}
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GLTexture::~GLTexture()
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{
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glDeleteTextures(1, &m_texture);
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}
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//============================================================================//
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// GLTexture2D //
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//============================================================================//
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GLTexture2D::GLTexture2D(int width, int height)
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{
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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GLTexture2D::GLTexture2D(const QString& fileName, int width, int height)
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{
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// TODO: Add error handling.
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QImage image(fileName);
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if (image.isNull()) {
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m_failed = true;
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return;
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}
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image = image.convertToFormat(QImage::Format_ARGB32);
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//qDebug() << "Image size:" << image.width() << "x" << image.height();
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if (width <= 0)
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width = image.width();
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if (height <= 0)
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height = image.height();
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if (width != image.width() || height != image.height())
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image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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// Works on x86, so probably works on all little-endian systems.
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// Does it work on big-endian systems?
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glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0,
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GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void GLTexture2D::load(int width, int height, QRgb *data)
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{
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void GLTexture2D::bind()
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{
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glEnable(GL_TEXTURE_2D);
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}
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void GLTexture2D::unbind()
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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}
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//============================================================================//
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// GLTexture3D //
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//============================================================================//
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GLTexture3D::GLTexture3D(int width, int height, int depth)
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{
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GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return)
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glBindTexture(GL_TEXTURE_3D, m_texture);
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glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_3D, 0);
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}
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void GLTexture3D::load(int width, int height, int depth, QRgb *data)
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{
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GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return)
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glBindTexture(GL_TEXTURE_3D, m_texture);
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glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_3D, 0);
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}
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void GLTexture3D::bind()
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{
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glBindTexture(GL_TEXTURE_3D, m_texture);
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glEnable(GL_TEXTURE_3D);
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}
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void GLTexture3D::unbind()
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{
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glBindTexture(GL_TEXTURE_3D, 0);
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glDisable(GL_TEXTURE_3D);
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}
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//============================================================================//
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// GLTextureCube //
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//============================================================================//
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GLTextureCube::GLTextureCube(int size)
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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for (int i = 0; i < 6; ++i)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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GLTextureCube::GLTextureCube(const QStringList& fileNames, int size)
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{
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// TODO: Add error handling.
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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int index = 0;
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foreach (QString file, fileNames) {
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QImage image(file);
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if (image.isNull()) {
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m_failed = true;
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break;
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}
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image = image.convertToFormat(QImage::Format_ARGB32);
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//qDebug() << "Image size:" << image.width() << "x" << image.height();
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if (size <= 0)
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size = image.width();
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if (size != image.width() || size != image.height())
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image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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// Works on x86, so probably works on all little-endian systems.
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// Does it work on big-endian systems?
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0,
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GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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if (++index == 6)
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break;
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}
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// Clear remaining faces.
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while (index < 6) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 0);
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++index;
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void GLTextureCube::load(int size, int face, QRgb *data)
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void GLTextureCube::bind()
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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glEnable(GL_TEXTURE_CUBE_MAP);
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}
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void GLTextureCube::unbind()
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glDisable(GL_TEXTURE_CUBE_MAP);
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}
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//============================================================================//
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// GLFrameBufferObject //
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//============================================================================//
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GLFrameBufferObject::GLFrameBufferObject(int width, int height)
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: m_fbo(0)
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, m_depthBuffer(0)
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, m_width(width)
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, m_height(height)
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, m_failed(false)
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject",
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glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return)
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// TODO: share depth buffers of same size
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glGenFramebuffersEXT(1, &m_fbo);
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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glGenRenderbuffersEXT(1, &m_depthBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height);
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//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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GLFrameBufferObject::~GLFrameBufferObject()
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject",
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glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return)
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glDeleteFramebuffersEXT(1, &m_fbo);
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glDeleteRenderbuffersEXT(1, &m_depthBuffer);
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}
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void GLFrameBufferObject::setAsRenderTarget(bool state)
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return)
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if (state) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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glPushAttrib(GL_VIEWPORT_BIT);
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glViewport(0, 0, m_width, m_height);
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} else {
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glPopAttrib();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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}
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bool GLFrameBufferObject::isComplete()
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{
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GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false)
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return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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}
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//============================================================================//
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// GLRenderTargetCube //
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//============================================================================//
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GLRenderTargetCube::GLRenderTargetCube(int size)
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: GLTextureCube(size)
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, m_fbo(size, size)
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{
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}
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void GLRenderTargetCube::begin(int face)
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{
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GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin",
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glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return)
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m_fbo.setAsRenderTarget(true);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer);
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}
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void GLRenderTargetCube::end()
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{
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m_fbo.setAsRenderTarget(false);
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}
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void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face)
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{
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if (face < 0 || face >= 6) {
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qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face);
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return;
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}
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static int perm[6][3] = {
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{2, 1, 0},
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{2, 1, 0},
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{0, 2, 1},
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{0, 2, 1},
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{0, 1, 2},
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{0, 1, 2},
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};
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365 |
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static float signs[6][3] = {
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{-1.0f, -1.0f, -1.0f},
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{+1.0f, -1.0f, +1.0f},
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{+1.0f, +1.0f, -1.0f},
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{+1.0f, -1.0f, +1.0f},
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{+1.0f, -1.0f, -1.0f},
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|
372 |
{-1.0f, -1.0f, +1.0f},
|
|
373 |
};
|
|
374 |
|
|
375 |
mat.fill(0.0f);
|
|
376 |
for (int i = 0; i < 3; ++i)
|
|
377 |
mat(i, perm[face][i]) = signs[face][i];
|
|
378 |
mat(3, 3) = 1.0f;
|
|
379 |
}
|
|
380 |
|
|
381 |
void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ)
|
|
382 |
{
|
|
383 |
static const QMatrix4x4 reference(
|
|
384 |
1.0f, 0.0f, 0.0f, 0.0f,
|
|
385 |
0.0f, 1.0f, 0.0f, 0.0f,
|
|
386 |
0.0f, 0.0f, 0.0f, 0.0f,
|
|
387 |
0.0f, 0.0f, -1.0f, 0.0f);
|
|
388 |
|
|
389 |
mat = reference;
|
|
390 |
mat(2, 2) = (nearZ+farZ)/(nearZ-farZ);
|
|
391 |
mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ);
|
|
392 |
}
|