本文整理汇总了C++中GLTexture::unbind方法的典型用法代码示例。如果您正苦于以下问题:C++ GLTexture::unbind方法的具体用法?C++ GLTexture::unbind怎么用?C++ GLTexture::unbind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GLTexture
的用法示例。
在下文中一共展示了GLTexture::unbind方法的3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.........
示例2: paintScreen
void StartupFeedbackEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
if (m_active) {
GLTexture* texture;
switch(m_type) {
case BouncingFeedback:
texture = m_bouncingTextures[ FRAME_TO_BOUNCE_TEXTURE[ m_frame ]];
break;
case BlinkingFeedback: // fall through
case PassiveFeedback:
texture = m_texture;
break;
default:
return; // safety
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
texture->bind();
bool useShader = false;
if (m_type == BlinkingFeedback) {
const QColor& blinkingColor = BLINKING_COLORS[ FRAME_TO_BLINKING_COLOR[ m_frame ]];
if (m_blinkingShader && m_blinkingShader->isValid()) {
useShader = true;
ShaderManager::instance()->pushShader(m_blinkingShader);
m_blinkingShader->setUniform("u_color", blinkingColor);
} else {
#ifndef KWIN_HAVE_OPENGLES
// texture transformation
float color[4] = { blinkingColor.redF(), blinkingColor.greenF(), blinkingColor.blueF(), 1.0f };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glColor4fv(color);
glActiveTexture(GL_TEXTURE1);
texture->bind();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glActiveTexture(GL_TEXTURE0);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
#endif
}
} else if (ShaderManager::instance()->isValid()) {
useShader = true;
ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
}
texture->render(m_currentGeometry, m_currentGeometry);
if (useShader) {
ShaderManager::instance()->popShader();
}
if (m_type == BlinkingFeedback && !useShader) {
#ifndef KWIN_HAVE_OPENGLES
// resture states
glActiveTexture(GL_TEXTURE1);
texture->unbind();
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
#endif
}
texture->unbind();
glDisable(GL_BLEND);
}
}
示例3: doCachedBlur
//.........这里部分代码省略.........
*
* 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);
shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
// Set up the texture matrix to transform from screen coordinates
// to texture coordinates.
textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1);
textureMatrix.translate(-updateRect.x(), -updateRect.height() - updateRect.y(), 0);
shader->setTextureMatrix(textureMatrix);
vbo->draw(GL_TRIANGLES, horizontalOffset, horizontalCount);
GLRenderTarget::popRenderTarget();
tex.unbind();
// mark the updated region as valid
it->damagedRegion -= validUpdate;
}
// Now draw the horizontally blurred area back to the backbuffer, while
// blurring it vertically and clipping it to the window shape.
targetTexture.bind();
shader->setDirection(Qt::Vertical);
shader->setPixelDistance(1.0 / targetTexture.height());
// Modulate the blurred texture with the window opacity if the window isn't opaque
if (opacity < 1.0) {
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, opacity);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
}
modelViewProjectionMatrix.setToIdentity();
const QSize screenSize = effects->virtualScreenSize();
modelViewProjectionMatrix.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535);
shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
// Set the up the texture matrix to transform from screen coordinates
// to texture coordinates.
textureMatrix.setToIdentity();
textureMatrix.scale(1.0 / targetTexture.width(), -1.0 / targetTexture.height(), 1);
textureMatrix.translate(-r.x(), -targetTexture.height() - r.y(), 0);
shader->setTextureMatrix(textureMatrix);
vbo->draw(GL_TRIANGLES, verticalOffset, verticalCount);
vbo->unbindArrays();
if (opacity < 1.0) {
glDisable(GL_BLEND);
}
targetTexture.unbind();
shader->unbind();
}