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C++ GLTexture::height方法代码示例

本文整理汇总了C++中GLTexture::height方法的典型用法代码示例。如果您正苦于以下问题:C++ GLTexture::height方法的具体用法?C++ GLTexture::height怎么用?C++ GLTexture::height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GLTexture的用法示例。


在下文中一共展示了GLTexture::height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: performPaint

void LanczosFilter::performPaint(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
    if (effects->compositingType() == KWin::OpenGLCompositing && (data.xScale() < 0.9 || data.yScale() < 0.9) &&
            KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) {
        if (!m_inited)
            init();
        const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->screen(), w->desktop());
        // window geometry may not be bigger than screen geometry to fit into the FBO
        if (m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height()) {
            double left = 0;
            double top = 0;
            double right = w->width();
            double bottom = w->height();
            foreach (const WindowQuad & quad, data.quads) {
                // we need this loop to include the decoration padding
                left   = qMin(left, quad.left());
                top    = qMin(top, quad.top());
                right  = qMax(right, quad.right());
                bottom = qMax(bottom, quad.bottom());
            }
            double width = right - left;
            double height = bottom - top;
            if (width > screenRect.width() || height > screenRect.height()) {
                // window with padding does not fit into the framebuffer
                // so cut of the shadow
                left = 0;
                top = 0;
                width = w->width();
                height = w->height();
            }
            int tx = data.xTranslation() + w->x() + left * data.xScale();
            int ty = data.yTranslation() + w->y() + top * data.yScale();
            int tw = width * data.xScale();
            int th = height * data.yScale();
            const QRect textureRect(tx, ty, tw, th);
            const bool hardwareClipping = !(QRegion(textureRect)-region).isEmpty();

            int sw = width;
            int sh = height;

            GLTexture *cachedTexture = static_cast< GLTexture*>(w->data(LanczosCacheRole).value<void*>());
            if (cachedTexture) {
                if (cachedTexture->width() == tw && cachedTexture->height() == th) {
                    cachedTexture->bind();
                    if (hardwareClipping) {
                        glEnable(GL_SCISSOR_TEST);
                    }
                    if (ShaderManager::instance()->isValid()) {
                        glEnable(GL_BLEND);
                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

                        const qreal rgb = data.brightness() * data.opacity();
                        const qreal a = data.opacity();

                        GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
                        shader->setUniform(GLShader::Offset, QVector2D(0, 0));
                        shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
                        shader->setUniform(GLShader::Saturation, data.saturation());
                        shader->setUniform(GLShader::AlphaToOne, 0);

                        cachedTexture->render(region, textureRect, hardwareClipping);

                        ShaderManager::instance()->popShader();
                        glDisable(GL_BLEND);
                    } else {
                        prepareRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
                        cachedTexture->render(region, textureRect, hardwareClipping);
                        restoreRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
                    }
                    if (hardwareClipping) {
                        glDisable(GL_SCISSOR_TEST);
                    }
                    cachedTexture->unbind();
                    m_timer.start(5000, this);
                    return;
                } else {
                    // offscreen texture not matching - delete
                    delete cachedTexture;
                    cachedTexture = 0;
                    w->setData(LanczosCacheRole, QVariant());
                }
            }

            WindowPaintData thumbData = data;
            thumbData.setXScale(1.0);
            thumbData.setYScale(1.0);
            thumbData.setXTranslation(-w->x() - left);
            thumbData.setYTranslation(-w->y() - top);
            thumbData.setBrightness(1.0);
            thumbData.setOpacity(1.0);
            thumbData.setSaturation(1.0);

            // Bind the offscreen FBO and draw the window on it unscaled
            updateOffscreenSurfaces();
            GLRenderTarget::pushRenderTarget(m_offscreenTarget);

            glClearColor(0.0, 0.0, 0.0, 0.0);
            glClear(GL_COLOR_BUFFER_BIT);
            w->sceneWindow()->performPaint(mask, infiniteRegion(), thumbData);

//.........这里部分代码省略.........
开发者ID:mgottschlag,项目名称:kwin-tiling,代码行数:101,代码来源:lanczosfilter.cpp

示例2: doCachedBlur

void BlurEffect::doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity)
{
    const QRect screen = effects->virtualScreenGeometry();
    const QRegion blurredRegion = blurRegion(w).translated(w->pos()) & screen;
    const QRegion expanded = expand(blurredRegion) & screen;
    const QRect r = expanded.boundingRect();

    // The background texture we get is only partially valid.

    CacheEntry it = windows.find(w);
    if (it == windows.end()) {
        BlurWindowInfo bwi;
        bwi.blurredBackground = GLTexture(r.width(),r.height());
        bwi.damagedRegion = expanded;
        bwi.dropCache = false;
        bwi.windowPos = w->pos();
        it = windows.insert(w, bwi);
    } else if (it->blurredBackground.size() != r.size()) {
        it->blurredBackground = GLTexture(r.width(),r.height());
        it->dropCache = false;
        it->windowPos = w->pos();
    } else if (it->windowPos != w->pos()) {
        it->dropCache = false;
        it->windowPos = w->pos();
    }

    GLTexture targetTexture = it->blurredBackground;
    targetTexture.setFilter(GL_LINEAR);
    targetTexture.setWrapMode(GL_CLAMP_TO_EDGE);
    shader->bind();
    QMatrix4x4 textureMatrix;
    QMatrix4x4 modelViewProjectionMatrix;

    /**
     * Which part of the background texture can be updated ?
     *
     * Well this is a rather difficult question. We kind of rely on the fact, that
     * we need a bigger background region being painted before, more precisely if we want to
     * blur region A we need the background region expand(A). This business logic is basically
     * done in prePaintWindow:
     *          data.paint |= expand(damagedArea);
     *
     * Now "data.paint" gets clipped and becomes what we receive as the "region" variable
     * in this function. In theory there is now only one function that does this clipping
     * and this is paintSimpleScreen. The clipping has the effect that "damagedRegion"
     * is no longer a subset of "region" and we cannot fully validate the cache within one
     * rendering pass. If we would now update the "damageRegion & region" part of the cache
     * we would wrongly update the part of the cache that is next to the "region" border and
     * which lies within "damagedRegion", just because we cannot assume that the framebuffer
     * outside of "region" is valid. Therefore the maximal damaged region of the cache that can
     * be repainted is given by:
     *          validUpdate = damagedRegion - expand(damagedRegion - region);
     *
     * Now you may ask what is with the rest of "damagedRegion & region" that is not part
     * of "validUpdate" but also might end up on the screen. Well under the assumption
     * that only the occlusion culling can shrink "data.paint", we can control this by reducing
     * the opaque area of every window by a margin of the blurring radius (c.f. prePaintWindow).
     * This way we are sure that this area is overpainted by a higher opaque window.
     *
     * Apparently paintSimpleScreen is not the only function that can influence "region".
     * In fact every effect's paintWindow that is called before Blur::paintWindow
     * can do so (e.g. SlidingPopups). Hence we have to make the compromise that we update
     * "damagedRegion & region" of the cache but only mark "validUpdate" as valid.
     **/
    const QRegion damagedRegion = it->damagedRegion;
    const QRegion updateBackground = damagedRegion & region;
    const QRegion validUpdate = damagedRegion - expand(damagedRegion - region);

    const QRegion horizontal = validUpdate.isEmpty() ? QRegion() : (updateBackground & screen);
    const QRegion vertical   = blurredRegion & region;

    const int horizontalOffset = 0;
    const int horizontalCount = horizontal.rectCount() * 6;

    const int verticalOffset = horizontalCount;
    const int verticalCount = vertical.rectCount() * 6;

    GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
    uploadGeometry(vbo, horizontal, vertical);

    vbo->bindArrays();

    if (!validUpdate.isEmpty()) {
        const QRect updateRect = (expand(updateBackground) & expanded).boundingRect();
        // First we have to copy the background from the frontbuffer
        // into a scratch texture (in this case "tex").
        tex.bind();

        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, updateRect.x(), displayHeight() - updateRect.y() - updateRect.height(),
                            updateRect.width(), updateRect.height());

        // Draw the texture on the offscreen framebuffer object, while blurring it horizontally
        target->attachTexture(targetTexture);
        GLRenderTarget::pushRenderTarget(target);

        shader->setDirection(Qt::Horizontal);
        shader->setPixelDistance(1.0 / tex.width());

        modelViewProjectionMatrix.ortho(0, r.width(), r.height(), 0 , 0, 65535);
        modelViewProjectionMatrix.translate(-r.x(), -r.y(), 0);
//.........这里部分代码省略.........
开发者ID:KDE,项目名称:kde-workspace,代码行数:101,代码来源:blur.cpp


注:本文中的GLTexture::height方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。