本文整理汇总了C++中GLContext::fBindFramebuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ GLContext::fBindFramebuffer方法的具体用法?C++ GLContext::fBindFramebuffer怎么用?C++ GLContext::fBindFramebuffer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GLContext
的用法示例。
在下文中一共展示了GLContext::fBindFramebuffer方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
void
GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture)
{
GLContext *gl = mCompositor->gl();
if (!mBlitFramebuffer) {
gl->fGenFramebuffers(1, &mBlitFramebuffer);
}
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
aTexture,
0);
GLenum result = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
nsAutoCString msg;
msg.AppendLiteral("Framebuffer not complete -- error 0x");
msg.AppendInt(result, 16);
// Note: if you are hitting this, it is likely that
// your texture is not texture complete -- that is, you
// allocated a texture name, but didn't actually define its
// size via a call to TexImage2D.
NS_RUNTIMEABORT(msg.get());
}
}
示例2: scopedScissorTestState
//.........这里部分代码省略.........
// this tile is not part of the destination rectangle aDstRect
if (dstSubRect.IsEmpty())
continue;
// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
nsIntRect dstInSrcRect(dstSubRect);
dstInSrcRect.MoveBy(-aDstRect.TopLeft());
// ...which might be of different size, hence scale accordingly
dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
dstInSrcRect.MoveBy(aSrcRect.TopLeft());
SetBlitFramebufferForDestTexture(aDst->GetTextureID());
UseBlitProgram();
aSrc->BeginBigImageIteration();
// now iterate over all tiles in the source Image...
do {
// calculate portion of the source tile that is in the source rect
nsIntRect srcSubRect;
nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
// this tile is not part of the source rect
if (srcSubRect.IsEmpty()) {
continue;
}
// calculate intersection of source rect with destination rect
srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
// this tile does not overlap the current destination tile
if (srcSubRect.IsEmpty()) {
continue;
}
// We now have the intersection of
// the current source tile
// and the desired source rectangle
// and the destination tile
// and the desired destination rectange
// in destination space.
// We need to transform this back into destination space, inverting the transform from (*)
nsIntRect srcSubInDstRect(srcSubRect);
srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
srcSubInDstRect.MoveBy(aDstRect.TopLeft());
// we transform these rectangles to be relative to the current src and dst tiles, respectively
nsIntSize srcSize = srcTextureRect.Size();
nsIntSize dstSize = dstTextureRect.Size();
srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
ScopedViewportRect autoViewportRect(gl, 0, 0, dstSize.width, dstSize.height);
RectTriangles rects;
nsIntSize realTexSize = srcSize;
if (!CanUploadNonPowerOfTwo(gl)) {
realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
gfx::NextPowerOfTwo(srcSize.height));
}
if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
dx0, dy0, dx1, dy1,
/* tex coords */
srcSubRect.x / float(realTexSize.width),
srcSubRect.y / float(realTexSize.height),
srcSubRect.XMost() / float(realTexSize.width),
srcSubRect.YMost() / float(realTexSize.height));
} else {
DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
// from the 0..1 that it comes out of decompose
InfallibleTArray<RectTriangles::coord>& coords = rects.vertCoords();
for (unsigned int i = 0; i < coords.Length(); ++i) {
coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0;
coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0;
}
}
ScopedBindTextureUnit autoTexUnit(gl, LOCAL_GL_TEXTURE0);
ScopedBindTexture autoTex(gl, aSrc->GetTextureID());
ScopedVertexAttribPointer autoAttrib0(gl, 0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.vertCoords().Elements());
ScopedVertexAttribPointer autoAttrib1(gl, 1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.texCoords().Elements());
gl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
} while (aSrc->NextTile());
} while (aDst->NextTile());
// unbind the previous texture from the framebuffer
SetBlitFramebufferForDestTexture(0);
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
}