本文整理汇总了C++中QOpenGLFramebufferObject::bind方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFramebufferObject::bind方法的具体用法?C++ QOpenGLFramebufferObject::bind怎么用?C++ QOpenGLFramebufferObject::bind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QOpenGLFramebufferObject
的用法示例。
在下文中一共展示了QOpenGLFramebufferObject::bind方法的7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: fboSimpleRendering
void tst_QOpenGL::fboSimpleRendering()
{
QFETCH(int, surfaceClass);
QScopedPointer<QSurface> surface(createSurface(surfaceClass));
QOpenGLContext ctx;
ctx.create();
ctx.makeCurrent(surface.data());
if (!QOpenGLFramebufferObject::hasOpenGLFramebufferObjects())
QSKIP("QOpenGLFramebufferObject not supported on this platform");
// No multisample with combined depth/stencil attachment:
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
QOpenGLFramebufferObject *fbo = new QOpenGLFramebufferObject(200, 100, fboFormat);
fbo->bind();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glFinish();
QImage fb = fbo->toImage().convertToFormat(QImage::Format_RGB32);
QImage reference(fb.size(), QImage::Format_RGB32);
reference.fill(0xffff0000);
QFUZZY_COMPARE_IMAGES(fb, reference);
delete fbo;
}
示例2: fboTextureOwnership
void tst_QOpenGL::fboTextureOwnership()
{
QFETCH(int, surfaceClass);
QScopedPointer<QSurface> surface(createSurface(surfaceClass));
QOpenGLContext ctx;
QVERIFY(ctx.create());
ctx.makeCurrent(surface.data());
if (!QOpenGLFramebufferObject::hasOpenGLFramebufferObjects())
QSKIP("QOpenGLFramebufferObject not supported on this platform");
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
QOpenGLFramebufferObject *fbo = new QOpenGLFramebufferObject(200, 100, fboFormat);
QVERIFY(fbo->texture() != 0);
fbo->bind();
// pull out the texture
GLuint texture = fbo->takeTexture();
QVERIFY(texture != 0);
QVERIFY(fbo->texture() == 0);
// verify that the next bind() creates a new texture
fbo->bind();
QVERIFY(fbo->texture() != 0 && fbo->texture() != texture);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glFinish();
QImage fb = fbo->toImage().convertToFormat(QImage::Format_RGB32);
QImage reference(fb.size(), QImage::Format_RGB32);
reference.fill(0xffff0000);
QFUZZY_COMPARE_IMAGES(fb, reference);
glDeleteTextures(1, &texture);
delete fbo;
}
示例3: render
void AmbientOcclusionEffect::render() {
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
// render with the occlusion shader to the secondary/tertiary buffer
QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
freeFBO->bind();
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
Application::getInstance()->getViewFrustum()->computeOffAxisFrustum(
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
_occlusionProgram->bind();
_occlusionProgram->setUniformValue(_nearLocation, nearVal);
_occlusionProgram->setUniformValue(_farLocation, farVal);
_occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom);
_occlusionProgram->setUniformValue(_rightTopLocation, right, top);
QSize widgetSize = Application::getInstance()->getGLWidget()->size();
_occlusionProgram->setUniformValue(_noiseScaleLocation, widgetSize.width() / (float)ROTATION_WIDTH,
widgetSize.height() / (float)ROTATION_HEIGHT);
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
const int VIEWPORT_X_INDEX = 0;
const int VIEWPORT_WIDTH_INDEX = 2;
float sMin = viewport[VIEWPORT_X_INDEX] / (float)widgetSize.width();
float sMax = (viewport[VIEWPORT_X_INDEX] + viewport[VIEWPORT_WIDTH_INDEX]) / (float)widgetSize.width();
renderFullscreenQuad(sMin, sMax);
_occlusionProgram->release();
freeFBO->release();
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
// now render secondary to primary with 4x4 blur
Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
_blurProgram->bind();
_blurProgram->setUniformValue(_blurScaleLocation, 1.0f / widgetSize.width(), 1.0f / widgetSize.height());
renderFullscreenQuad(sMin, sMax);
_blurProgram->release();
glBindTexture(GL_TEXTURE_2D, 0);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
示例4: render
QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
primaryFBO->release();
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
QOpenGLFramebufferObject* destFBO = toTexture ?
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject() : NULL;
if (_isEmpty && _renderMode != DIFFUSE_ADD_MODE) {
// copy the primary to the screen
if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO);
} else {
maybeBind(destFBO);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
renderFullscreenQuad();
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
maybeRelease(destFBO);
}
} else if (_renderMode == ADD_MODE) {
maybeBind(destFBO);
_addProgram->bind();
renderFullscreenQuad();
_addProgram->release();
maybeRelease(destFBO);
} else if (_renderMode == DIFFUSE_ADD_MODE) {
// diffuse into the secondary/tertiary (alternating between frames)
QOpenGLFramebufferObject* oldDiffusedFBO =
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
QOpenGLFramebufferObject* newDiffusedFBO =
Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
if (_isOddFrame) {
qSwap(oldDiffusedFBO, newDiffusedFBO);
}
newDiffusedFBO->bind();
if (_isFirstFrame) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
_diffuseProgram->bind();
QSize size = Application::getInstance()->getGLWidget()->size();
_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
renderFullscreenQuad();
_diffuseProgram->release();
}
newDiffusedFBO->release();
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
if (toTexture) {
destFBO = oldDiffusedFBO;
}
maybeBind(destFBO);
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
maybeRelease(destFBO);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
} else { // _renderMode == BLUR_ADD_MODE || _renderMode == BLUR_PERSIST_ADD_MODE
// render the primary to the secondary with the horizontal blur
QOpenGLFramebufferObject* secondaryFBO =
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
secondaryFBO->bind();
_horizontalBlurProgram->bind();
renderFullscreenQuad();
_horizontalBlurProgram->release();
secondaryFBO->release();
if (_renderMode == BLUR_ADD_MODE) {
// render the secondary to the screen with the vertical blur
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
//.........这里部分代码省略.........
示例5: render
QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
PerformanceTimer perfTimer("glowEffect");
TextureCache* textureCache = DependencyManager::get<TextureCache>();
QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject();
primaryFBO->release();
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
QOpenGLFramebufferObject* destFBO = toTexture ?
textureCache->getSecondaryFramebufferObject() : NULL;
if (!Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect) || _isEmpty) {
// copy the primary to the screen
if (destFBO && QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO);
} else {
maybeBind(destFBO);
if (!destFBO) {
glViewport(0, 0, Application::getInstance()->getGLWidget()->getDeviceWidth(),
Application::getInstance()->getGLWidget()->getDeviceHeight());
}
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
renderFullscreenQuad();
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
maybeRelease(destFBO);
}
} else {
// diffuse into the secondary/tertiary (alternating between frames)
QOpenGLFramebufferObject* oldDiffusedFBO =
textureCache->getSecondaryFramebufferObject();
QOpenGLFramebufferObject* newDiffusedFBO =
textureCache->getTertiaryFramebufferObject();
if (_isOddFrame) {
qSwap(oldDiffusedFBO, newDiffusedFBO);
}
newDiffusedFBO->bind();
if (_isFirstFrame) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
_diffuseProgram->bind();
QSize size = primaryFBO->size();
_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
renderFullscreenQuad();
_diffuseProgram->release();
}
newDiffusedFBO->release();
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
if (toTexture) {
destFBO = oldDiffusedFBO;
}
maybeBind(destFBO);
if (!destFBO) {
glViewport(0, 0,
Application::getInstance()->getGLWidget()->getDeviceWidth(),
Application::getInstance()->getGLWidget()->getDeviceHeight());
}
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
maybeRelease(destFBO);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
//.........这里部分代码省略.........
示例6: render
void DeferredLightingEffect::render() {
// perform deferred lighting, rendering to free fbo
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_MATERIAL);
glDepthMask(false);
QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
primaryFBO->release();
QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
freeFBO->bind();
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimarySpecularTextureID());
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
// get the viewport side (left, right, both)
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
const int VIEWPORT_X_INDEX = 0;
const int VIEWPORT_Y_INDEX = 1;
const int VIEWPORT_WIDTH_INDEX = 2;
const int VIEWPORT_HEIGHT_INDEX = 3;
float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height();
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height();
ProgramObject* program = &_directionalLight;
const LightLocations* locations = &_directionalLightLocations;
bool shadowsEnabled = Menu::getInstance()->getShadowsEnabled();
if (shadowsEnabled) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
program = &_directionalLightShadowMap;
locations = &_directionalLightShadowMapLocations;
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
program = &_directionalLightCascadedShadowMap;
locations = &_directionalLightCascadedShadowMapLocations;
_directionalLightCascadedShadowMap.bind();
_directionalLightCascadedShadowMap.setUniform(locations->shadowDistances,
Application::getInstance()->getShadowDistances());
} else {
program->bind();
}
program->setUniformValue(locations->shadowScale,
1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width());
} else {
program->bind();
}
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
Application::getInstance()->computeOffAxisFrustum(
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
program->setUniformValue(locations->nearLocation, nearVal);
float depthScale = (farVal - nearVal) / farVal;
program->setUniformValue(locations->depthScale, depthScale);
float nearScale = -1.0f / nearVal;
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
program->release();
if (shadowsEnabled) {
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3);
}
// additive blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_CULL_FACE);
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
//.........这里部分代码省略.........
示例7: glPass
void PerspectiveView::glPass(GLResourceContext &ctx)
{
glEnable(GL_DEPTH_TEST);
QMatrix4x4 cameraProjM = _camera->getProjMatrix(width(), height());
QMatrix4x4 cameraViewM = _camera->getViewMatrix(width(), height());
QMatrix4x4 cameraProjViewM = cameraProjM * cameraViewM;
QMatrix4x4 objToWorld;
Scene* scene = Scene::activeScene();
// render each mesh
QHashIterator<QString,Mesh*> meshes = scene->meshes();
while (meshes.hasNext()) {
meshes.next();
Mesh* mesh = meshes.value();
// make sure a texture exists for this mesh
if (!hasMeshTexture(mesh)) {
std::cout << "creating mesh texture" << std::endl;
QOpenGLFramebufferObject* transferFbo = ctx.transferFbo();
transferFbo->bind();
GLuint textureId;
glGenTextures(1, &textureId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glClearColor(.5,.5,.5,1);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,1,0,1,-1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, 256, 256);
glColor3f(.8,.8,.8);
glBegin(GL_QUADS);
{
glVertex2f(.25,.25);
glVertex2f(.75,.25);
glVertex2f(.75,.75);
glVertex2f(.25,.75);
}
glEnd();
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 256, 256, 0);
transferFbo->release();
//glActiveTexture(GL_TEXTURE0);
//QImage img("/tmp/lena.jpg");
//QImage image = QGLWidget::convertToGLFormat(img);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0,0 , image.width(), image.height(), GL_RGB, GL_UNSIGNED_BYTE, image.bits() );
glViewport(0, 0, width(), height());
setMeshTexture(mesh, textureId);
}
QOpenGLFramebufferObject* paintFbo = ctx.paintFbo();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, meshTexture(mesh));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, paintFbo->texture());
glActiveTexture(GL_TEXTURE0);
QGLShaderProgram* meshShader = ctx.meshShader();
meshShader->bind();
meshShader->setUniformValue("objToWorld", objToWorld);
meshShader->setUniformValue("cameraPV", cameraProjViewM);
meshShader->setUniformValue("paintFboWidth", PAINT_FBO_WIDTH);
meshShader->setUniformValue("brushColor", _brushColor.redF(), _brushColor.greenF(), _brushColor.blueF(), 1);
meshShader->setUniformValue("meshTexture", 0);
meshShader->setUniformValue("paintTexture", 1);
renderMesh(mesh);
meshShader->release();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf(cameraProjM.data());
glMatrixMode(GL_MODELVIEW);
//.........这里部分代码省略.........