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++ // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include "gbuffer.h"
++
++ GBuffer::GBuffer(Qt3DCore::QNode *parent)
++ : Qt3DRender::QRenderTarget(parent)
++ {
++ const Qt3DRender::QAbstractTexture::TextureFormat formats[AttachmentsCount] = {
++ Qt3DRender::QAbstractTexture::RGBA32F,
++ // We use RGBA32F for the following two instead of a more fitting format because
++ // OpenGL vendors might not support other formats
++ Qt3DRender::QAbstractTexture::RGBA32F,
++ Qt3DRender::QAbstractTexture::RGBA32F,
++ Qt3DRender::QAbstractTexture::D32F
++ };
++
++ const Qt3DRender::QRenderTargetOutput::AttachmentPoint attachmentPoints[AttachmentsCount] = {
++ Qt3DRender::QRenderTargetOutput::Color0,
++ Qt3DRender::QRenderTargetOutput::Color1,
++ Qt3DRender::QRenderTargetOutput::Color2,
++ Qt3DRender::QRenderTargetOutput::Depth
++ };
++
++ for (int i = 0; i < AttachmentsCount; i++) {
++ Qt3DRender::QRenderTargetOutput *output = new Qt3DRender::QRenderTargetOutput(this);
++
++ m_textures[i] = new Qt3DRender::QTexture2D();
++ m_textures[i]->setFormat(formats[i]);
++ m_textures[i]->setWidth(1024);
++ m_textures[i]->setHeight(1024);
++ m_textures[i]->setGenerateMipMaps(false);
++ m_textures[i]->setWrapMode(Qt3DRender::QTextureWrapMode(Qt3DRender::QTextureWrapMode::ClampToEdge));
++ m_textures[i]->setMinificationFilter(Qt3DRender::QAbstractTexture::Linear);
++ m_textures[i]->setMagnificationFilter(Qt3DRender::QAbstractTexture::Linear);
++
++ output->setTexture(m_textures[i]);
++ output->setAttachmentPoint(attachmentPoints[i]);
++ addOutput(output);
++ }
++ }
++
++ Qt3DRender::QAbstractTexture *GBuffer::colorTexture() const
++ {
++ return m_textures[Color];
++ }
++
++ Qt3DRender::QAbstractTexture *GBuffer::positionTexture() const
++ {
++ return m_textures[Position];
++ }
++
++ Qt3DRender::QAbstractTexture *GBuffer::normalTexture() const
++ {
++ return m_textures[Normal];
++ }
++
++ Qt3DRender::QAbstractTexture *GBuffer::depthTexture() const
++ {
++ return m_textures[Depth];
++ }