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C++ QOpenGLFramebufferObjectFormat类代码示例

本文整理汇总了C++中QOpenGLFramebufferObjectFormat的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFramebufferObjectFormat类的具体用法?C++ QOpenGLFramebufferObjectFormat怎么用?C++ QOpenGLFramebufferObjectFormat使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了QOpenGLFramebufferObjectFormat类的15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:

QOpenGLFramebufferObject::QOpenGLFramebufferObject(const QSize &size, const QOpenGLFramebufferObjectFormat &format)
    : d_ptr(new QOpenGLFramebufferObjectPrivate)
{
    Q_D(QOpenGLFramebufferObject);
    d->init(this, size, format.attachment(), format.textureTarget(), format.internalTextureFormat(),
            format.samples(), format.mipmap());
}
开发者ID:3163504123,项目名称:phantomjs,代码行数:7,代码来源:qopenglframebufferobject.cpp

示例2: QOpenGLFramebufferObject

 QOpenGLFramebufferObject *createFramebufferObject(const QSize &size)
 {
     QOpenGLFramebufferObjectFormat format;
     format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
     format.setSamples(4);
     return new QOpenGLFramebufferObject(size, format);
 }
开发者ID:NYAMNYAM3,项目名称:MikuMikuPenguin,代码行数:7,代码来源:fboinsgrenderer.cpp

示例3: QSize

QOpenGLFramebufferObject::QOpenGLFramebufferObject(int width, int height, const QOpenGLFramebufferObjectFormat &format)
    : d_ptr(new QOpenGLFramebufferObjectPrivate)
{
    Q_D(QOpenGLFramebufferObject);
    d->init(this, QSize(width, height), format.attachment(), format.textureTarget(),
            format.internalTextureFormat(), format.samples(), format.mipmap());
}
开发者ID:3163504123,项目名称:phantomjs,代码行数:7,代码来源:qopenglframebufferobject.cpp

示例4: QFETCH

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;
}
开发者ID:SfietKonstantin,项目名称:radeon-qt5-qtbase-kms,代码行数:33,代码来源:tst_qopengl.cpp

示例5: Q_UNUSED

void RenderSurface::render(QPainter *painter)
{
    Q_UNUSED(painter);

    QOpenGLFramebufferObjectFormat fboFormat;
    fboFormat.setSamples(1);
    fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);

    const QRect drawRect(0, 0, m_outWidth, m_outHeight);
    const QSize drawRectSize = drawRect.size();
    QOpenGLFramebufferObject fbo(drawRectSize, fboFormat);
    fbo.bind();

    glViewport(0, 0, m_outWidth, m_outHeight);

    glClear(GL_COLOR_BUFFER_BIT);
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    glEnable(GL_BLEND); 
    glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE);

    m_program->bind();

    int texCount = 0;
    for (size_t i = 0; i < sp.size(); ++i) {
      if (sp[i].bind == ShaderParameter::BindTextureSampler) {
        textures[sp[i].name].obj->bind(texCount);
        m_program->setUniformValue(sp[i].name.c_str(), texCount);
        texCount++;
      } else if (sp[i].bind == ShaderParameter::BindTextureResolution) {
        const QImage& image = textures[sp[i].texture].image;
        m_program->setUniformValue(sp[i].name.c_str(), QVector2D(image.width(),image.height()));
      } else if (sp[i].bind == ShaderParameter::BindGlobalTime) {
        m_program->setUniformValue(sp[i].name.c_str(), m_globalTime);
      } else if (sp[i].bind == ShaderParameter::BindOutputResolution) {
        m_program->setUniformValue(sp[i].name.c_str(), QVector2D(m_outWidth,m_outHeight));
      }
    }

    GLfloat vertices[] = {
      -1.0f,  -1.0f, 0.0f,
      1.0f, -1.0f, 0.0f,
      -1.0f, 1.0f, 0.0f,
      1.0f, 1.0f, 0.0f
    };

    glVertexAttribPointer(m_posAttr, 3, GL_FLOAT, GL_FALSE, 0, vertices);

    glEnableVertexAttribArray(0);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    glDisableVertexAttribArray(0);

    m_program->release();

    imageFrame = fbo.toImage();
}
开发者ID:CodeAsm,项目名称:shadercap,代码行数:58,代码来源:RenderSurface.cpp

示例6: qFatal

void TApplication::initializeGL() {

    // Init shaders
    if (!Shader.addShaderFromSourceFile(QGLShader::Vertex, "vert.glsl")) {
        qFatal("failed to load shader vert.glsl");
    }
    if (!Shader.addShaderFromSourceFile(QGLShader::Fragment, "frag.glsl")) {
        qFatal("failed to load shader frag.glsl");
    }
    if (!Shader.link()) {
        qFatal("failed to link shader planet");
    }
    if (!Shader.bind()) {
        qFatal("failed to bind shader");
    }

    // Init framebuffers
    QOpenGLFramebufferObjectFormat format;
    format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
    format.setSamples(8);
    Fbo.reset(new QOpenGLFramebufferObject(WINDOW_WIDTH, WINDOW_HEIGHT, format));

    QOpenGLFramebufferObjectFormat format1;
    format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
    Fbo1.reset(new QOpenGLFramebufferObject(WINDOW_WIDTH, WINDOW_HEIGHT, format1));


    // Load model and textures

    Obj = LoadJsonModel("model.json");
    ObjectSize = Obj.size();

    VertexBuff.reset(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer));
    VertexBuff->create();
    VertexBuff->bind();
    VertexBuff->setUsagePattern(QOpenGLBuffer::StaticDraw);
    VertexBuff->allocate(Obj.data(), Obj.size() * sizeof(TVertex));
    VertexBuff->release();

    Texture.reset(new QOpenGLTexture(QImage("diffuse.jpg")));
    Texture->bind();
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    Texture->release();

    NormalMap.reset(new QOpenGLTexture(QImage("normal.jpg")));
    NormalMap->bind();
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    NormalMap->release();

    // Initial angles
    AngleX = 0;
    AngleY = 0;
    AngleZ = 0;

    Paused = false;
}
开发者ID:bakwc,项目名称:normalmap,代码行数:58,代码来源:application.cpp

示例7: createFramebufferObject

QOpenGLFramebufferObject* QQuickMapboxGLRenderer::createFramebufferObject(const QSize &size)
{
    m_map->resize(size);

    QOpenGLFramebufferObjectFormat format;
    format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);

    return new QOpenGLFramebufferObject(size, format);
}
开发者ID:PareshGupta-WAL,项目名称:mapbox-gl-native,代码行数:9,代码来源:qquickmapboxglrenderer.cpp

示例8: createFramebufferObject

QOpenGLFramebufferObject* COglRenderer::createFramebufferObject(const QSize &size)
{
    // create opengl FBO
    QOpenGLFramebufferObjectFormat format;
    format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
    format.setSamples(4);
    m_oglFBO = new QOpenGLFramebufferObject(size, format);

    // return opengl FBO
    return m_oglFBO;
}
开发者ID:huxiyu,项目名称:OpenglFrame,代码行数:11,代码来源:OglRenderer.cpp

示例9: create

void CombinedTexture::create()
{
    if (m_framebuffer)
        delete m_framebuffer;

    QOpenGLFramebufferObjectFormat format;
    format.setMipmap(true);

    m_framebuffer = new QOpenGLFramebufferObject(m_width, m_height, format);
    m_framebuffer->bind();

    glViewport(0, 0, m_width, m_height);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_ALPHA_TEST);

    for (int i = 0; i < m_textures.size(); i++) {
        Texture *texture = m_textures.at(i).first;
        float *position = m_textures.at(i).second;

        texture->bind();

        glBegin(GL_QUADS);

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(position[0], position[1], 0.0f);
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(position[2], position[1], 0.0f);
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(position[2], position[3], 0.0f);
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(position[0], position[3], 0.0f);

        glEnd();
    }

    m_framebuffer->release();

    glBindTexture(GL_TEXTURE_2D, m_framebuffer->texture());

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    QOpenGLFunctions gl(QOpenGLContext::currentContext());
    gl.initializeOpenGLFunctions();
    gl.glGenerateMipmap(GL_TEXTURE_2D);

    m_created = true;
}
开发者ID:mityada,项目名称:wowobjectviewer,代码行数:52,代码来源:combinedtexture.cpp

示例10: _createMultisampledFBO

std::unique_ptr<QOpenGLFramebufferObject>
_createMultisampledFBO( const QSize& size )
{
    QOpenGLFramebufferObjectFormat format;
    format.setAttachment( QOpenGLFramebufferObject::CombinedDepthStencil );
    format.setSamples( MULTI_SAMPLE_ANTI_ALIASING_SAMPLES );

    auto fbo = make_unique<QOpenGLFramebufferObject>( size, format );
    fbo->bind();
    auto gl = QOpenGLContext::currentContext()->functions();
    gl->glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
    gl->glClear( GL_COLOR_BUFFER_BIT );
    fbo->release();

    return fbo;
}
开发者ID:eile,项目名称:Tide,代码行数:16,代码来源:SVGQtGpuBackend.cpp

示例11: initialize

void Renderer::render() {
    if (context == 0)
        initialize();

    if (newSize != size || reset) {
        frame = 0;
        reset = false;

        size = newSize;

        context->makeCurrent(this);

        glViewport(0, 0, size.width(), size.height());

        QOpenGLFramebufferObjectFormat fboFormat;
        fboFormat.setInternalTextureFormat(GL_RGB32F);

        delete backBuffer;
        backBuffer = new QOpenGLFramebufferObject(size, fboFormat);

        delete frameBuffer;
        frameBuffer = new QOpenGLFramebufferObject(size, fboFormat);

        context->doneCurrent();
    }

    if (backBuffer == 0 || frameBuffer == 0 || shader == 0)
        return;

    context->makeCurrent(this);

    if (!shader->isCompiled())
        shader->compile();

    GLfloat elapsed = (GLfloat)time.elapsed() / 1000.f;

    draw(shader->getMainProgram(), backBuffer, elapsed);

    if (shader->usePostProcessing())
        draw(shader->getPostProgram(), frameBuffer, elapsed);

    emit updatePixmap((shader->usePostProcessing() ? frameBuffer : backBuffer)->toImage());

    frame++;

    context->doneCurrent();
}
开发者ID:ArthurGoodman,项目名称:raygl,代码行数:47,代码来源:renderer.cpp

示例12: defined

// NOTE: This tests that CombinedDepthStencil attachment works by assuming the
//       GL2 engine is being used and is implemented the same way as it was when
//       this autotest was written. If this is not the case, there may be some
//       false-positives: I.e. The test passes when either the depth or stencil
//       buffer is actually missing. But that's probably ok anyway.
void tst_QOpenGL::fboRendering()
{
#if defined(Q_OS_LINUX) && defined(Q_CC_GNU) && !defined(__x86_64__)
    QSKIP("QTBUG-22617");
#endif

    QFETCH(int, surfaceClass);
    QScopedPointer<QSurface> surface(createSurface(surfaceClass));

    QOpenGLContext ctx;
    QVERIFY(ctx.create());

    QVERIFY(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::CombinedDepthStencil);

    // Uncomplicate things by using NPOT:
    const QSize size(256, 128);
    QOpenGLFramebufferObject fbo(size, fboFormat);

    if (fbo.attachment() != QOpenGLFramebufferObject::CombinedDepthStencil)
        QSKIP("FBOs missing combined depth~stencil support");

    QVERIFY(fbo.bind());

    QPainter fboPainter;
    QOpenGLPaintDevice device(fbo.width(), fbo.height());
    bool painterBegun = fboPainter.begin(&device);
    QVERIFY(painterBegun);

    qt_opengl_draw_test_pattern(&fboPainter, fbo.width(), fbo.height());

    fboPainter.end();

    const QImage fb = fbo.toImage().convertToFormat(QImage::Format_RGB32);
    QCOMPARE(fb.size(), size);

    qt_opengl_check_test_pattern(fb);
}
开发者ID:SchleunigerAG,项目名称:WinEC7_Qt5.3.1_Fixes,代码行数:49,代码来源:tst_qopengl.cpp

示例13: QOpenGLFramebufferObject

void QQuickContext2DFBOTile::setRect(const QRect& r)
{
    if (m_rect == r)
        return;
    m_rect = r;
    m_dirty = true;
    if (!m_fbo || m_fbo->size() != r.size()) {
        QOpenGLFramebufferObjectFormat format;
        format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
        format.setInternalTextureFormat(GL_RGBA);
        format.setMipmap(false);

        if (m_painter.isActive())
            m_painter.end();

        delete m_fbo;
        m_fbo = new QOpenGLFramebufferObject(r.size(), format);
    }
}
开发者ID:ghjinlei,项目名称:qt5,代码行数:19,代码来源:qquickcontext2dtile.cpp

示例14: QFETCH

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;
}
开发者ID:SchleunigerAG,项目名称:WinEC7_Qt5.3.1_Fixes,代码行数:42,代码来源:tst_qopengl.cpp

示例15: Q_D

bool QGLPixelBuffer::makeCurrent()
{
    Q_D(QGLPixelBuffer);
    if (d->invalid)
        return false;
    d->qctx->makeCurrent();
    if (!d->fbo) {
        QOpenGLFramebufferObjectFormat format;
        if (d->req_format.stencil())
            format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
        else if (d->req_format.depth())
            format.setAttachment(QOpenGLFramebufferObject::Depth);
        if (d->req_format.sampleBuffers())
            format.setSamples(d->req_format.samples());
        d->fbo = new QOpenGLFramebufferObject(d->req_size, format);
        d->fbo->bind();
        d->glDevice.setFbo(d->fbo->handle());
        QOpenGLContext::currentContext()->functions()->glViewport(0, 0, d->req_size.width(), d->req_size.height());
    }
    return true;
}
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:21,代码来源:qglpixelbuffer.cpp


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