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 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation ([email protected])
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6 | **
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7 | ** This file is part of the demonstration applications of the Qt Toolkit.
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8 | **
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9 | ** $QT_BEGIN_LICENSE:LGPL$
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10 | ** Commercial Usage
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11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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12 | ** accordance with the Qt Commercial License Agreement provided with the
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13 | ** Software or, alternatively, in accordance with the terms contained in
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14 | ** a written agreement between you and Nokia.
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15 | **
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16 | ** GNU Lesser General Public License Usage
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17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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18 | ** General Public License version 2.1 as published by the Free Software
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19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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20 | ** packaging of this file. Please review the following information to
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21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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23 | **
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24 | ** In addition, as a special exception, Nokia gives you certain additional
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25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this 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 have questions regarding the use of this file, please contact
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37 | ** Nokia 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 | #include <QtGui/qmatrix4x4.h>
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44 |
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45 | //============================================================================//
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46 | // GLTexture //
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47 | //============================================================================//
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48 |
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49 | GLTexture::GLTexture() : m_texture(0), m_failed(false)
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50 | {
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51 | glGenTextures(1, &m_texture);
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52 | }
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53 |
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54 | GLTexture::~GLTexture()
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55 | {
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56 | glDeleteTextures(1, &m_texture);
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57 | }
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58 |
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59 | //============================================================================//
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60 | // GLTexture2D //
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61 | //============================================================================//
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62 |
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63 | GLTexture2D::GLTexture2D(int width, int height)
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64 | {
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65 | glBindTexture(GL_TEXTURE_2D, m_texture);
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66 | glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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67 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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68 |
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69 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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71 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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72 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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73 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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74 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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75 | glBindTexture(GL_TEXTURE_2D, 0);
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76 | }
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77 |
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78 |
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79 | GLTexture2D::GLTexture2D(const QString& fileName, int width, int height)
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80 | {
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81 | // TODO: Add error handling.
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82 | QImage image(fileName);
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83 |
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84 | if (image.isNull()) {
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85 | m_failed = true;
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86 | return;
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87 | }
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88 |
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89 | image = image.convertToFormat(QImage::Format_ARGB32);
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90 |
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91 | //qDebug() << "Image size:" << image.width() << "x" << image.height();
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92 | if (width <= 0)
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93 | width = image.width();
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94 | if (height <= 0)
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95 | height = image.height();
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96 | if (width != image.width() || height != image.height())
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97 | image = image.scaled(width, height, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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98 |
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99 | glBindTexture(GL_TEXTURE_2D, m_texture);
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100 |
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101 | // Works on x86, so probably works on all little-endian systems.
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102 | // Does it work on big-endian systems?
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103 | glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width(), image.height(), 0,
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104 | GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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105 |
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106 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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107 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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108 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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109 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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110 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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111 | //glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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112 | glBindTexture(GL_TEXTURE_2D, 0);
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113 | }
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114 |
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115 | void GLTexture2D::load(int width, int height, QRgb *data)
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116 | {
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117 | glBindTexture(GL_TEXTURE_2D, m_texture);
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118 | glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
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119 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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120 | glBindTexture(GL_TEXTURE_2D, 0);
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121 | }
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122 |
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123 | void GLTexture2D::bind()
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124 | {
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125 | glBindTexture(GL_TEXTURE_2D, m_texture);
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126 | glEnable(GL_TEXTURE_2D);
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127 | }
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128 |
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129 | void GLTexture2D::unbind()
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130 | {
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131 | glBindTexture(GL_TEXTURE_2D, 0);
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132 | glDisable(GL_TEXTURE_2D);
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133 | }
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134 |
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135 |
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136 | //============================================================================//
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137 | // GLTexture3D //
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138 | //============================================================================//
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139 |
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140 | GLTexture3D::GLTexture3D(int width, int height, int depth)
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141 | {
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142 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::GLTexture3D", glTexImage3D, return)
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143 |
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144 | glBindTexture(GL_TEXTURE_3D, m_texture);
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145 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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146 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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147 |
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148 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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149 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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150 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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151 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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152 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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153 | //glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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154 | //glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
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155 | glBindTexture(GL_TEXTURE_3D, 0);
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156 | }
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157 |
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158 | void GLTexture3D::load(int width, int height, int depth, QRgb *data)
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159 | {
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160 | GLBUFFERS_ASSERT_OPENGL("GLTexture3D::load", glTexImage3D, return)
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161 |
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162 | glBindTexture(GL_TEXTURE_3D, m_texture);
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163 | glTexImage3D(GL_TEXTURE_3D, 0, 4, width, height, depth, 0,
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164 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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165 | glBindTexture(GL_TEXTURE_3D, 0);
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166 | }
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167 |
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168 | void GLTexture3D::bind()
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169 | {
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170 | glBindTexture(GL_TEXTURE_3D, m_texture);
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171 | glEnable(GL_TEXTURE_3D);
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172 | }
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173 |
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174 | void GLTexture3D::unbind()
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175 | {
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176 | glBindTexture(GL_TEXTURE_3D, 0);
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177 | glDisable(GL_TEXTURE_3D);
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178 | }
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179 |
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180 | //============================================================================//
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181 | // GLTextureCube //
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182 | //============================================================================//
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183 |
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184 | GLTextureCube::GLTextureCube(int size)
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185 | {
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186 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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187 |
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188 | for (int i = 0; i < 6; ++i)
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189 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 4, size, size, 0,
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190 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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191 |
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192 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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193 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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194 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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195 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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196 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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197 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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198 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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199 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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200 | }
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201 |
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202 | GLTextureCube::GLTextureCube(const QStringList& fileNames, int size)
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203 | {
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204 | // TODO: Add error handling.
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205 |
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206 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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207 |
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208 | int index = 0;
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209 | foreach (QString file, fileNames) {
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210 | QImage image(file);
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211 | if (image.isNull()) {
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212 | m_failed = true;
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213 | break;
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214 | }
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215 |
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216 | image = image.convertToFormat(QImage::Format_ARGB32);
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217 |
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218 | //qDebug() << "Image size:" << image.width() << "x" << image.height();
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219 | if (size <= 0)
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220 | size = image.width();
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221 | if (size != image.width() || size != image.height())
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222 | image = image.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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223 |
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224 | // Works on x86, so probably works on all little-endian systems.
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225 | // Does it work on big-endian systems?
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226 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, image.width(), image.height(), 0,
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227 | GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
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228 |
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229 | if (++index == 6)
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230 | break;
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231 | }
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232 |
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233 | // Clear remaining faces.
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234 | while (index < 6) {
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235 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, 4, size, size, 0,
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236 | GL_BGRA, GL_UNSIGNED_BYTE, 0);
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237 | ++index;
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238 | }
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239 |
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240 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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241 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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242 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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243 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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244 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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245 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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246 | //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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247 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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248 | }
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249 |
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250 | void GLTextureCube::load(int size, int face, QRgb *data)
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251 | {
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252 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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253 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 4, size, size, 0,
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254 | GL_BGRA, GL_UNSIGNED_BYTE, data);
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255 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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256 | }
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257 |
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258 | void GLTextureCube::bind()
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259 | {
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260 | glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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261 | glEnable(GL_TEXTURE_CUBE_MAP);
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262 | }
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263 |
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264 | void GLTextureCube::unbind()
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265 | {
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266 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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267 | glDisable(GL_TEXTURE_CUBE_MAP);
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268 | }
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269 |
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270 | //============================================================================//
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271 | // GLFrameBufferObject //
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272 | //============================================================================//
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273 |
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274 | GLFrameBufferObject::GLFrameBufferObject(int width, int height)
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275 | : m_fbo(0)
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276 | , m_depthBuffer(0)
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277 | , m_width(width)
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278 | , m_height(height)
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279 | , m_failed(false)
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280 | {
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281 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::GLFrameBufferObject",
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282 | glGenFramebuffersEXT && glGenRenderbuffersEXT && glBindRenderbufferEXT && glRenderbufferStorageEXT, return)
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283 |
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284 | // TODO: share depth buffers of same size
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285 | glGenFramebuffersEXT(1, &m_fbo);
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286 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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287 | glGenRenderbuffersEXT(1, &m_depthBuffer);
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288 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
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289 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_width, m_height);
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290 | //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
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291 | //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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292 | }
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293 |
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294 | GLFrameBufferObject::~GLFrameBufferObject()
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295 | {
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296 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::~GLFrameBufferObject",
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297 | glDeleteFramebuffersEXT && glDeleteRenderbuffersEXT, return)
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298 |
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299 | glDeleteFramebuffersEXT(1, &m_fbo);
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300 | glDeleteRenderbuffersEXT(1, &m_depthBuffer);
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301 | }
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302 |
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303 | void GLFrameBufferObject::setAsRenderTarget(bool state)
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304 | {
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305 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::setAsRenderTarget", glBindFramebufferEXT, return)
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306 |
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307 | if (state) {
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308 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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309 | glPushAttrib(GL_VIEWPORT_BIT);
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310 | glViewport(0, 0, m_width, m_height);
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311 | } else {
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312 | glPopAttrib();
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313 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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314 | }
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315 | }
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316 |
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317 | bool GLFrameBufferObject::isComplete()
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318 | {
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319 | GLBUFFERS_ASSERT_OPENGL("GLFrameBufferObject::isComplete", glCheckFramebufferStatusEXT, return false)
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320 |
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321 | return GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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322 | }
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323 |
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324 | //============================================================================//
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325 | // GLRenderTargetCube //
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326 | //============================================================================//
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327 |
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328 | GLRenderTargetCube::GLRenderTargetCube(int size)
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329 | : GLTextureCube(size)
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330 | , m_fbo(size, size)
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331 | {
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332 | }
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333 |
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334 | void GLRenderTargetCube::begin(int face)
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335 | {
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336 | GLBUFFERS_ASSERT_OPENGL("GLRenderTargetCube::begin",
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337 | glFramebufferTexture2DEXT && glFramebufferRenderbufferEXT, return)
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338 |
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339 | m_fbo.setAsRenderTarget(true);
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340 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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341 | GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_texture, 0);
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342 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_fbo.m_depthBuffer);
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343 | }
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344 |
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345 | void GLRenderTargetCube::end()
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346 | {
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347 | m_fbo.setAsRenderTarget(false);
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348 | }
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349 |
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350 | void GLRenderTargetCube::getViewMatrix(QMatrix4x4& mat, int face)
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351 | {
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352 | if (face < 0 || face >= 6) {
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353 | qWarning("GLRenderTargetCube::getViewMatrix: 'face' must be in the range [0, 6). (face == %d)", face);
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354 | return;
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355 | }
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356 |
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357 | static int perm[6][3] = {
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358 | {2, 1, 0},
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359 | {2, 1, 0},
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360 | {0, 2, 1},
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361 | {0, 2, 1},
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362 | {0, 1, 2},
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363 | {0, 1, 2},
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364 | };
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365 |
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366 | static float signs[6][3] = {
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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 | {-1.0f, -1.0f, +1.0f},
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373 | };
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374 |
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375 | mat.fill(0.0f);
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376 | for (int i = 0; i < 3; ++i)
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377 | mat(i, perm[face][i]) = signs[face][i];
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378 | mat(3, 3) = 1.0f;
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379 | }
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380 |
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381 | void GLRenderTargetCube::getProjectionMatrix(QMatrix4x4& mat, float nearZ, float farZ)
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382 | {
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383 | static const QMatrix4x4 reference(
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384 | 1.0f, 0.0f, 0.0f, 0.0f,
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385 | 0.0f, 1.0f, 0.0f, 0.0f,
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386 | 0.0f, 0.0f, 0.0f, 0.0f,
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387 | 0.0f, 0.0f, -1.0f, 0.0f);
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388 |
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389 | mat = reference;
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390 | mat(2, 2) = (nearZ+farZ)/(nearZ-farZ);
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391 | mat(2, 3) = 2.0f*nearZ*farZ/(nearZ-farZ);
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392 | }
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