1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** Contact: Qt Software Information ([email protected])
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5 | **
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6 | ** This file is part of the demonstration applications of the Qt Toolkit.
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7 | **
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8 | ** $QT_BEGIN_LICENSE:LGPL$
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9 | ** Commercial Usage
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10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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11 | ** accordance with the Qt Commercial License Agreement provided with the
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12 | ** Software or, alternatively, in accordance with the terms contained in
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13 | ** a written agreement between you and Nokia.
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14 | **
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15 | ** GNU Lesser General Public License Usage
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16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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17 | ** General Public License version 2.1 as published by the Free Software
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18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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19 | ** packaging of this file. Please review the following information to
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20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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22 | **
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23 | ** In addition, as a special exception, Nokia gives you certain
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24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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26 | ** package.
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27 | **
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28 | ** GNU General Public License Usage
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29 | ** Alternatively, this file may be used under the terms of the GNU
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30 | ** General Public License version 3.0 as published by the Free Software
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31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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32 | ** packaging of this file. Please review the following information to
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33 | ** ensure the GNU General Public License version 3.0 requirements will be
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34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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35 | **
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36 | ** If you are unsure which license is appropriate for your use, please
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37 | ** contact the sales department at [email protected].
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38 | ** $QT_END_LICENSE$
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39 | **
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40 | ****************************************************************************/
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41 |
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42 | #include "glbuffers.h"
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43 |
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44 | //============================================================================//
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45 | // GLTexture //
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46 | //============================================================================//
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47 |
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48 | GLTexture::GLTexture() : m_texture(0), m_failed(false)
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49 | {
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50 | glGenTextures(1, &m_texture);
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51 | }
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52 |
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53 | GLTexture::~GLTexture()
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54 | {
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55 | glDeleteTextures(1, &m_texture);
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56 | }
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57 |
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58 | //============================================================================//
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59 | // GLTexture2D //
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60 | //============================================================================//
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61 |
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62 | GLTexture2D::GLTexture2D(int width, int height)
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63 | {
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64 | glBindTexture(GL_TEXTURE_2D, m_texture);
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65 | glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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66 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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67 |
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68 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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69 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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71 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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72 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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73 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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74 | glBindTexture(GL_TEXTURE_2D, 0);
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75 | }
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76 |
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77 |
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78 | GLTexture2D::GLTexture2D(const QString& fileName, int width, int height)
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79 | {
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80 | // TODO: Add error handling.
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81 | QImage image(fileName);
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82 |
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83 | if (image.isNull()) {
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84 | m_failed = true;
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85 | return;
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86 | }
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87 |
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88 | image = image.convertToFormat(QImage::Format_ARGB32);
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89 |
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90 | //qDebug() << "Image size:" << image.width() << "x" << image.height();
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91 | if (width <= 0)
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92 | width = image.width();
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93 | if (height <= 0)
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94 | height = image.height();
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95 | if (width != image.width() || height != image.height())
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96 | image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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97 |
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98 | glBindTexture(GL_TEXTURE_2D, m_texture);
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99 |
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100 | // Works on x86, so probably works on all little-endian systems.
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101 | // Does it work on big-endian systems?
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102 | glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0,
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103 | GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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104 |
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105 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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106 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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107 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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108 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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109 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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110 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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111 | glBindTexture(GL_TEXTURE_2D, 0);
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112 | }
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113 |
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114 | void GLTexture2D::load(int width, int height, QRgb *data)
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115 | {
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116 | glBindTexture(GL_TEXTURE_2D, m_texture);
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117 | glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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118 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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119 | glBindTexture(GL_TEXTURE_2D, 0);
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120 | }
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121 |
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122 | void GLTexture2D::bind()
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123 | {
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124 | glBindTexture(GL_TEXTURE_2D, m_texture);
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125 | glEnable(GL_TEXTURE_2D);
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126 | }
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127 |
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128 | void GLTexture2D::unbind()
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129 | {
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130 | glBindTexture(GL_TEXTURE_2D, 0);
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131 | glDisable(GL_TEXTURE_2D);
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132 | }
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133 |
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134 |
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135 | //============================================================================//
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136 | // GLTexture3D //
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137 | //============================================================================//
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138 |
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139 | GLTexture3D::GLTexture3D(int width, int height, int depth)
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140 | {
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141 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return)
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142 |
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143 | glBindTexture(GL_TEXTURE_3D, m_texture);
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144 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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145 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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146 |
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147 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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148 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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149 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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150 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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151 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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152 | //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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153 | //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
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154 | glBindTexture(GL_TEXTURE_3D, 0);
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155 | }
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156 |
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157 | void GLTexture3D::load(int width, int height, int depth, QRgb *data)
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158 | {
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159 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return)
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160 |
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161 | glBindTexture(GL_TEXTURE_3D, m_texture);
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162 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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163 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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164 | glBindTexture(GL_TEXTURE_3D, 0);
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165 | }
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166 |
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167 | void GLTexture3D::bind()
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168 | {
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169 | glBindTexture(GL_TEXTURE_3D, m_texture);
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170 | glEnable(GL_TEXTURE_3D);
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171 | }
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172 |
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173 | void GLTexture3D::unbind()
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174 | {
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175 | glBindTexture(GL_TEXTURE_3D, 0);
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176 | glDisable(GL_TEXTURE_3D);
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177 | }
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178 |
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179 | //============================================================================//
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180 | // GLTextureCube //
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181 | //============================================================================//
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182 |
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183 | GLTextureCube::GLTextureCube(int size)
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184 | {
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185 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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186 |
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187 | for (int i = 0; i < 6; ++i)
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188 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0,
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189 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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190 |
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191 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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192 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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193 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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194 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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195 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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196 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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197 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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198 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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199 | }
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200 |
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201 | GLTextureCube::GLTextureCube(const QStringList& fileNames, int size)
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202 | {
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203 | // TODO: Add error handling.
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204 |
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205 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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206 |
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207 | int index = 0;
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208 | foreach (QString file, fileNames) {
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209 | QImage image(file);
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210 | if (image.isNull()) {
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211 | m_failed = true;
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212 | break;
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213 | }
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214 |
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215 | image = image.convertToFormat(QImage::Format_ARGB32);
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216 |
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217 | //qDebug() << "Image size:" << image.width() << "x" << image.height();
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218 | if (size <= 0)
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219 | size = image.width();
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220 | if (size != image.width() || size != image.height())
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221 | image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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222 |
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223 | // Works on x86, so probably works on all little-endian systems.
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224 | // Does it work on big-endian systems?
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225 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0,
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226 | GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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227 |
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228 | if (++index == 6)
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229 | break;
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230 | }
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231 |
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232 | // Clear remaining faces.
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233 | while (index < 6) {
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234 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0,
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235 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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236 | ++index;
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237 | }
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238 |
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239 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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240 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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241 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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242 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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243 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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244 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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245 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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246 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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247 | }
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248 |
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249 | void GLTextureCube::load(int size, int face, QRgb *data)
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250 | {
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251 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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252 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0,
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253 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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254 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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255 | }
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256 |
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257 | void GLTextureCube::bind()
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258 | {
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259 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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260 | glEnable(GL_TEXTURE_CUBE_MAP);
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261 | }
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262 |
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263 | void GLTextureCube::unbind()
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264 | {
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265 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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266 | glDisable(GL_TEXTURE_CUBE_MAP);
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267 | }
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268 |
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269 | //============================================================================//
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270 | // GLFrameBufferObject //
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271 | //============================================================================//
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272 |
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273 | GLFrameBufferObject::GLFrameBufferObject(int width, int height)
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274 | : m_fbo(0)
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275 | , m_depthBuffer(0)
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276 | , m_width(width)
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277 | , m_height(height)
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278 | , m_failed(false)
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279 | {
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280 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject",
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281 | glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return)
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282 |
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283 | // TODO: share depth buffers of same size
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284 | glGenFramebuffersEXT(1, &m_fbo);
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285 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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286 | glGenRenderbuffersEXT(1, &m_depthBuffer);
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287 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
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288 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height);
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289 | //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
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290 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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291 | }
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292 |
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293 | GLFrameBufferObject::~GLFrameBufferObject()
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294 | {
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295 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject",
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296 | glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return)
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297 |
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298 | glDeleteFramebuffersEXT(1, &m_fbo);
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299 | glDeleteRenderbuffersEXT(1, &m_depthBuffer);
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300 | }
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301 |
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302 | void GLFrameBufferObject::setAsRenderTarget(bool state)
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303 | {
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304 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return)
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305 |
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306 | if (state) {
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307 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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308 | glPushAttrib(GL_VIEWPORT_BIT);
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309 | glViewport(0, 0, m_width, m_height);
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310 | } else {
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311 | glPopAttrib();
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312 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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313 | }
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314 | }
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315 |
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316 | bool GLFrameBufferObject::isComplete()
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317 | {
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318 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false)
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319 |
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320 | return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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321 | }
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322 |
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323 | //============================================================================//
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324 | // GLRenderTargetCube //
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325 | //============================================================================//
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326 |
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327 | GLRenderTargetCube::GLRenderTargetCube(int size)
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328 | : GLTextureCube(size)
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329 | , m_fbo(size, size)
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330 | {
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331 | }
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332 |
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333 | void GLRenderTargetCube::begin(int face)
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334 | {
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335 | GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin",
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336 | glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return)
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337 |
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338 | m_fbo.setAsRenderTarget(true);
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339 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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340 | GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0);
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341 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer);
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342 | }
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343 |
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344 | void GLRenderTargetCube::end()
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345 | {
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346 | m_fbo.setAsRenderTarget(false);
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347 | }
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348 |
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349 | void GLRenderTargetCube::getViewMatrix(gfx::Matrix4x4f& mat, int face)
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350 | {
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351 | if (face < 0 || face >= 6) {
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352 | qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face);
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353 | return;
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354 | }
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355 |
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356 | static int perm[6][3] = {
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357 | {2, 1, 0},
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358 | {2, 1, 0},
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359 | {0, 2, 1},
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360 | {0, 2, 1},
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361 | {0, 1, 2},
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362 | {0, 1, 2},
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363 | };
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364 |
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365 | static float signs[6][3] = {
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366 | {-1.0f, -1.0f, -1.0f},
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367 | {+1.0f, -1.0f, +1.0f},
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368 | {+1.0f, +1.0f, -1.0f},
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369 | {+1.0f, -1.0f, +1.0f},
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370 | {+1.0f, -1.0f, -1.0f},
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371 | {-1.0f, -1.0f, +1.0f},
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372 | };
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373 |
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374 | memset(mat.bits(), 0, sizeof(float) * 16);
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375 | for (int i = 0; i < 3; ++i)
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376 | mat(perm[face][i], i) = signs[face][i];
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377 | mat(3, 3) = 1.0f;
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378 | }
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379 |
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380 | void GLRenderTargetCube::getProjectionMatrix(gfx::Matrix4x4f& mat, float nearZ, float farZ)
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381 | {
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382 | float proj[] = {
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383 | 1.0f, 0.0f, 0.0f, 0.0f,
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384 | 0.0f, 1.0f, 0.0f, 0.0f,
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385 | 0.0f, 0.0f, (nearZ+farZ)/(nearZ-farZ), -1.0f,
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386 | 0.0f, 0.0f, 2.0f*nearZ*farZ/(nearZ-farZ), 0.0f,
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387 | };
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388 |
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389 | memcpy(mat.bits(), proj, sizeof(float) * 16);
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390 | }
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