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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#include "fbitem.h"
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#include <QOpenGLFramebufferObject>
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#include <QOpenGLFunctions>
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#include <QMatrix4x4>
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FbItem::FbItem(QQuickItem *parent)
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: QQuickFramebufferObject(parent),
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m_target(0, 0, -1),
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m_syncState(AllNeedsSync),
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m_multisample(false)
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{
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}
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QQuickFramebufferObject::Renderer *FbItem::createRenderer() const
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{
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return new FbItemRenderer(m_multisample);
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}
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void FbItem::setEye(const QVector3D &v)
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{
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if (m_eye != v) {
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m_eye = v;
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m_syncState |= CameraNeedsSync;
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update();
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}
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}
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void FbItem::setTarget(const QVector3D &v)
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{
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if (m_target != v) {
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m_target = v;
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m_syncState |= CameraNeedsSync;
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update();
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}
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}
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void FbItem::setRotation(const QVector3D &v)
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{
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if (m_rotation != v) {
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m_rotation = v;
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m_syncState |= RotationNeedsSync;
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update();
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}
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}
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int FbItem::swapSyncState()
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{
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int s = m_syncState;
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m_syncState = 0;
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return s;
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}
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FbItemRenderer::FbItemRenderer(bool multisample)
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: m_inited(false),
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m_multisample(multisample),
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m_dirty(DirtyAll)
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{
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m_camera.setToIdentity();
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m_baseWorld.setToIdentity();
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m_baseWorld.translate(0, 0, -1);
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m_world = m_baseWorld;
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}
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void FbItemRenderer::synchronize(QQuickFramebufferObject *qfbitem)
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{
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FbItem *item = static_cast<FbItem *>(qfbitem);
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int syncState = item->swapSyncState();
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if (syncState & FbItem::CameraNeedsSync) {
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m_camera.setToIdentity();
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m_camera.lookAt(item->eye(), item->eye() + item->target(), QVector3D(0, 1, 0));
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m_dirty |= DirtyCamera;
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}
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if (syncState & FbItem::RotationNeedsSync) {
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m_rotation = item->rotation();
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m_dirty |= DirtyWorld;
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}
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}
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struct StateBinder
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{
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StateBinder(FbItemRenderer *r)
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: m_r(r) {
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glEnable(GL_DEPTH_TEST);
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f->glEnable(GL_CULL_FACE);
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f->glDepthMask(GL_TRUE);
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f->glDepthFunc(GL_LESS);
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f->glFrontFace(GL_CCW);
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f->glCullFace(GL_BACK);
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m_r->m_program->bind();
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}
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~StateBinder() {
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_r->m_program->release();
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f->glDisable(GL_CULL_FACE);
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f->glDisable(GL_DEPTH_TEST);
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}
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FbItemRenderer *m_r;
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};
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void FbItemRenderer::updateDirtyUniforms()
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{
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if (m_dirty & DirtyProjection)
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m_program->setUniformValue(m_projMatrixLoc, m_proj);
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if (m_dirty & DirtyCamera)
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m_program->setUniformValue(m_camMatrixLoc, m_camera);
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if (m_dirty & DirtyWorld) {
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m_program->setUniformValue(m_worldMatrixLoc, m_world);
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QMatrix3x3 normalMatrix = m_world.normalMatrix();
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m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
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}
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if (m_dirty & DirtyLight)
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m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
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m_dirty = 0;
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}
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void FbItemRenderer::render()
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{
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ensureInit();
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2014-08-22 17:31:13 +00:00
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if (m_vao.isCreated())
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m_vao.bind();
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else
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2014-06-06 14:53:33 +00:00
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setupVertexAttribs();
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StateBinder state(this);
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glClearColor(0, 0, 0, 0);
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_dirty & DirtyWorld) {
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m_world = m_baseWorld;
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m_world.rotate(m_rotation.x(), 1, 0, 0);
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m_world.rotate(m_rotation.y(), 0, 1, 0);
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m_world.rotate(m_rotation.z(), 0, 0, 1);
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}
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updateDirtyUniforms();
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f->glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
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2014-08-22 17:31:13 +00:00
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if (m_vao.isCreated())
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m_vao.release();
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2014-06-06 14:53:33 +00:00
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}
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QOpenGLFramebufferObject *FbItemRenderer::createFramebufferObject(const QSize &size)
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{
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m_dirty |= DirtyProjection;
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m_proj.setToIdentity();
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m_proj.perspective(45.0f, GLfloat(size.width()) / size.height(), 0.01f, 100.0f);
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QOpenGLFramebufferObjectFormat format;
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format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
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format.setSamples(m_multisample ? 4 : 0);
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return new QOpenGLFramebufferObject(size, format);
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}
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void FbItemRenderer::ensureInit()
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{
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if (m_inited)
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return;
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m_inited = true;
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initBuf();
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initProgram();
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}
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void FbItemRenderer::initBuf()
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{
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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m_logoVbo.create();
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m_logoVbo.bind();
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m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
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setupVertexAttribs();
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}
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void FbItemRenderer::setupVertexAttribs()
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{
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m_logoVbo.bind();
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glEnableVertexAttribArray(0);
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f->glEnableVertexAttribArray(1);
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f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
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m_logoVbo.release();
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}
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static const char *vertexShaderSource =
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"attribute vec4 vertex;\n"
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"attribute vec3 normal;\n"
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"varying vec3 vert;\n"
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"varying vec3 vertNormal;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 camMatrix;\n"
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"uniform mat4 worldMatrix;\n"
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"uniform mat3 normalMatrix;\n"
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"void main() {\n"
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" vert = vertex.xyz;\n"
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" vertNormal = normalMatrix * normal;\n"
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" gl_Position = projMatrix * camMatrix * worldMatrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying highp vec3 vert;\n"
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"varying highp vec3 vertNormal;\n"
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"uniform highp vec3 lightPos;\n"
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"void main() {\n"
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" highp vec3 L = normalize(lightPos - vert);\n"
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" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
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" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
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" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
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" gl_FragColor = vec4(col, 1.0);\n"
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"}\n";
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void FbItemRenderer::initProgram()
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{
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m_program.reset(new QOpenGLShaderProgram);
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->bindAttributeLocation("vertex", 0);
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m_program->bindAttributeLocation("normal", 1);
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m_program->link();
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m_projMatrixLoc = m_program->uniformLocation("projMatrix");
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m_camMatrixLoc = m_program->uniformLocation("camMatrix");
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m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
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m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
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m_lightPosLoc = m_program->uniformLocation("lightPos");
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}
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