2014-06-06 14:53:33 +00:00
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/****************************************************************************
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**
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2015-01-28 11:55:39 +00:00
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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2014-06-06 14:53:33 +00:00
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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2015-02-13 11:35:35 +00:00
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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2014-06-06 14:53:33 +00:00
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef FBITEM_H
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#define FBITEM_H
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#include <QQuickFramebufferObject>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QOpenGLShaderProgram>
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#include <QVector3D>
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#include "logo.h"
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struct StateBinder;
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class FbItemRenderer : public QQuickFramebufferObject::Renderer
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{
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public:
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FbItemRenderer(bool multisample);
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void synchronize(QQuickFramebufferObject *item) Q_DECL_OVERRIDE;
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void render() Q_DECL_OVERRIDE;
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QOpenGLFramebufferObject *createFramebufferObject(const QSize &size) Q_DECL_OVERRIDE;
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private:
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void ensureInit();
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void initBuf();
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void setupVertexAttribs();
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void initProgram();
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void updateDirtyUniforms();
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bool m_inited;
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bool m_multisample;
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QMatrix4x4 m_proj;
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QMatrix4x4 m_camera;
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QMatrix4x4 m_baseWorld;
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QMatrix4x4 m_world;
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QOpenGLVertexArrayObject m_vao;
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QOpenGLBuffer m_logoVbo;
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Logo m_logo;
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QScopedPointer<QOpenGLShaderProgram> m_program;
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int m_projMatrixLoc;
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int m_camMatrixLoc;
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int m_worldMatrixLoc;
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int m_normalMatrixLoc;
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int m_lightPosLoc;
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QVector3D m_rotation;
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enum Dirty {
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DirtyProjection = 0x01,
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DirtyCamera = 0x02,
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DirtyWorld = 0x04,
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DirtyLight = 0x08,
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DirtyAll = 0xFF
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};
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int m_dirty;
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friend struct StateBinder;
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};
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class FbItem : public QQuickFramebufferObject
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{
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Q_OBJECT
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Q_PROPERTY(QVector3D eye READ eye WRITE setEye)
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Q_PROPERTY(QVector3D target READ target WRITE setTarget)
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Q_PROPERTY(QVector3D rotation READ rotation WRITE setRotation)
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Q_PROPERTY(bool multisample READ multisample WRITE setMultisample)
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public:
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explicit FbItem(QQuickItem *parent = 0);
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QQuickFramebufferObject::Renderer *createRenderer() const Q_DECL_OVERRIDE;
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QVector3D eye() const { return m_eye; }
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void setEye(const QVector3D &v);
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QVector3D target() const { return m_target; }
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void setTarget(const QVector3D &v);
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QVector3D rotation() const { return m_rotation; }
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void setRotation(const QVector3D &v);
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enum SyncState {
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CameraNeedsSync = 0x01,
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RotationNeedsSync = 0x02,
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AllNeedsSync = 0xFF
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};
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int swapSyncState();
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bool multisample() const { return m_multisample; }
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void setMultisample(bool m) { m_multisample = m; }
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private:
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QVector3D m_eye;
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QVector3D m_target;
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QVector3D m_rotation;
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int m_syncState;
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bool m_multisample;
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};
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#endif // FBITEM_H
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