本文整理汇总了C++中QOpenGLFramebufferObjectFormat::setInternalTextureFormat方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFramebufferObjectFormat::setInternalTextureFormat方法的具体用法?C++ QOpenGLFramebufferObjectFormat::setInternalTextureFormat怎么用?C++ QOpenGLFramebufferObjectFormat::setInternalTextureFormat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QOpenGLFramebufferObjectFormat
的用法示例。
在下文中一共展示了QOpenGLFramebufferObjectFormat::setInternalTextureFormat方法的6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: render
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();
}
示例2: 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);
}
}
示例3: sipNoMethod
static PyObject *meth_QOpenGLFramebufferObjectFormat_setInternalTextureFormat(PyObject *sipSelf, PyObject *sipArgs)
{
PyObject *sipParseErr = NULL;
{
GLenum a0;
QOpenGLFramebufferObjectFormat *sipCpp;
if (sipParseArgs(&sipParseErr, sipArgs, "Bu", &sipSelf, sipType_QOpenGLFramebufferObjectFormat, &sipCpp, &a0))
{
sipCpp->setInternalTextureFormat(a0);
Py_INCREF(Py_None);
return Py_None;
}
}
/* Raise an exception if the arguments couldn't be parsed. */
sipNoMethod(sipParseErr, sipName_QOpenGLFramebufferObjectFormat, sipName_setInternalTextureFormat, doc_QOpenGLFramebufferObjectFormat_setInternalTextureFormat);
return NULL;
}
示例4: indexAt
int indexAt( /*GLuint *buffer,*/ NifModel * model, Scene * scene, QList<DrawFunc> drawFunc, int cycle, const QPoint & pos, int & furn )
{
Q_UNUSED( model ); Q_UNUSED( cycle );
// Color Key O(1) selection
// Open GL 3.0 says glRenderMode is deprecated
// ATI OpenGL API implementation of GL_SELECT corrupts NifSkope memory
//
// Create FBO for sharp edges and no shading.
// Texturing, blending, dithering, lighting and smooth shading should be disabled.
// The FBO can be used for the drawing operations to keep the drawing operations invisible to the user.
GLint viewport[4];
glGetIntegerv( GL_VIEWPORT, viewport );
// Create new FBO with multisampling disabled
QOpenGLFramebufferObjectFormat fboFmt;
fboFmt.setTextureTarget( GL_TEXTURE_2D );
fboFmt.setInternalTextureFormat( GL_RGB32F_ARB );
fboFmt.setAttachment( QOpenGLFramebufferObject::Attachment::CombinedDepthStencil );
QOpenGLFramebufferObject fbo( viewport[2], viewport[3], fboFmt );
fbo.bind();
glEnable( GL_LIGHTING );
glDisable( GL_MULTISAMPLE );
glDisable( GL_MULTISAMPLE_ARB );
glDisable( GL_LINE_SMOOTH );
glDisable( GL_POINT_SMOOTH );
glDisable( GL_POLYGON_SMOOTH );
glDisable( GL_TEXTURE_1D );
glDisable( GL_TEXTURE_2D );
glDisable( GL_TEXTURE_3D );
glDisable( GL_BLEND );
glDisable( GL_DITHER );
glDisable( GL_FOG );
glDisable( GL_LIGHTING );
glShadeModel( GL_FLAT );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Rasterize the scene
Node::SELECTING = 1;
for ( DrawFunc df : drawFunc ) {
(scene->*df)();
}
Node::SELECTING = 0;
fbo.release();
QImage img( fbo.toImage() );
QColor pixel = img.pixel( pos );
#ifndef QT_NO_DEBUG
img.save( "fbo.png" );
#endif
// Encode RGB to Int
int a = 0;
a |= pixel.red() << 0;
a |= pixel.green() << 8;
a |= pixel.blue() << 16;
// Decode:
// R = (id & 0x000000FF) >> 0
// G = (id & 0x0000FF00) >> 8
// B = (id & 0x00FF0000) >> 16
int choose = COLORKEY2ID( a );
// Pick BSFurnitureMarker
if ( choose > 0 ) {
auto furnBlock = model->getBlock( model->index( 3, 0, model->getBlock( choose & 0x0ffff ) ), "BSFurnitureMarker" );
if ( furnBlock.isValid() ) {
furn = choose >> 16;
choose &= 0x0ffff;
}
示例5: paintGL
void GLWidget::paintGL()
{
QOpenGLFunctions* f = openglContext()->functions();
int width = this->width() * devicePixelRatio();
int height = this->height() * devicePixelRatio();
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glViewport(0, 0, width, height);
check_error(f);
QColor color(KdenliveSettings::window_background()); //= QPalette().color(QPalette::Window);
glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF());
glClear(GL_COLOR_BUFFER_BIT);
check_error(f);
if (!m_texture[0]) return;
// Bind textures.
for (int i = 0; i < 3; ++i) {
if (m_texture[i]) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_texture[i]);
check_error(f);
}
}
// Init shader program.
m_shader->bind();
if (m_glslManager) {
m_shader->setUniformValue(m_textureLocation[0], 0);
} else {
m_shader->setUniformValue(m_textureLocation[0], 0);
m_shader->setUniformValue(m_textureLocation[1], 1);
m_shader->setUniformValue(m_textureLocation[2], 2);
m_shader->setUniformValue(m_colorspaceLocation, m_monitorProfile->colorspace());
}
check_error(f);
// Setup an orthographic projection.
QMatrix4x4 projection;
projection.scale(2.0f / width, 2.0f / height);
m_shader->setUniformValue(m_projectionLocation, projection);
check_error(f);
// Set model view.
QMatrix4x4 modelView;
if (m_zoom != 1.0) {
if (offset().x() || offset().y())
modelView.translate(-offset().x() * devicePixelRatio(),
offset().y() * devicePixelRatio());
modelView.scale(zoom(), zoom());
}
m_shader->setUniformValue(m_modelViewLocation, modelView);
check_error(f);
// Provide vertices of triangle strip.
QVector<QVector2D> vertices;
width = m_rect.width() * devicePixelRatio();
height = m_rect.height() * devicePixelRatio();
vertices << QVector2D(float(-width)/2.0f, float(-height)/2.0f);
vertices << QVector2D(float(-width)/2.0f, float( height)/2.0f);
vertices << QVector2D(float( width)/2.0f, float(-height)/2.0f);
vertices << QVector2D(float( width)/2.0f, float( height)/2.0f);
m_shader->enableAttributeArray(m_vertexLocation);
check_error(f);
m_shader->setAttributeArray(m_vertexLocation, vertices.constData());
check_error(f);
// Provide texture coordinates.
QVector<QVector2D> texCoord;
texCoord << QVector2D(0.0f, 1.0f);
texCoord << QVector2D(0.0f, 0.0f);
texCoord << QVector2D(1.0f, 1.0f);
texCoord << QVector2D(1.0f, 0.0f);
m_shader->enableAttributeArray(m_texCoordLocation);
check_error(f);
m_shader->setAttributeArray(m_texCoordLocation, texCoord.constData());
check_error(f);
// Render
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
check_error(f);
// Render RGB frame for analysis
if (sendFrameForAnalysis) {
if (!m_fbo || m_fbo->size() != QSize(width, height)) {
delete m_fbo;
QOpenGLFramebufferObjectFormat f;
f.setSamples(0);
f.setInternalTextureFormat(GL_RGB); //GL_RGBA32F); // which one is the fastest ?
m_fbo = new QOpenGLFramebufferObject(width, height, f); //GL_TEXTURE_2D);
}
m_fbo->bind();
glViewport(0, 0, width, height);
projection.scale((double) this->width() / width, (double) this->height() / height);
m_shader->setUniformValue(m_projectionLocation, projection);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
check_error(f);
m_fbo->release();
//.........这里部分代码省略.........
示例6: grab
void SSGQuickLayer::grab()
{
if (!m_item || m_size.isNull()) {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = 0;
m_depthStencilBuffer.clear();
m_dirtyTexture = false;
return;
}
QSGNode *root = m_item;
while (root->firstChild() && root->type() != QSGNode::RootNodeType)
root = root->firstChild();
if (root->type() != QSGNode::RootNodeType)
return;
if (!m_renderer) {
m_renderer = m_context->createRenderer();
connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
}
m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
bool deleteFboLater = false;
if (!m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format
|| (!m_fbo->format().mipmap() && m_mipmap))
{
if (!m_multisamplingChecked) {
if (m_context->openglContext()->format().samples() <= 1) {
m_multisampling = false;
} else {
const QSet<QByteArray> extensions = m_context->openglContext()->extensions();
m_multisampling = extensions.contains(QByteArrayLiteral("GL_EXT_framebuffer_multisample"))
&& extensions.contains(QByteArrayLiteral("GL_EXT_framebuffer_blit"));
}
m_multisamplingChecked = true;
}
if (m_multisampling) {
// Don't delete the FBO right away in case it is used recursively.
deleteFboLater = true;
delete m_secondaryFbo;
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setSamples(m_context->openglContext()->format().samples());
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
} else {
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setMipmap(m_mipmap);
if (m_recursive) {
deleteFboLater = true;
delete m_secondaryFbo;
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
updateBindOptions(true);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
} else {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = new QOpenGLFramebufferObject(m_size, format);
m_secondaryFbo = 0;
funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
updateBindOptions(true);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
}
}
}
if (m_recursive && !m_secondaryFbo) {
// m_fbo already created, m_recursive was just set.
Q_ASSERT(m_fbo);
Q_ASSERT(!m_multisampling);
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
updateBindOptions(true);
}
// Render texture.
root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.
#ifdef QSG_DEBUG_FBO_OVERLAY
if (qmlFboOverlay()) {
if (!m_debugOverlay)
m_debugOverlay = new QSGSimpleRectNode();
m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
root->appendChildNode(m_debugOverlay);
}
#endif
m_dirtyTexture = false;
m_renderer->setDeviceRect(m_size);
m_renderer->setViewportRect(m_size);
QRectF mirrored(m_mirrorHorizontal ? m_rect.right() : m_rect.left(),
//.........这里部分代码省略.........