本文整理汇总了C++中QOpenGLFunctions::glActiveTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glActiveTexture方法的具体用法?C++ QOpenGLFunctions::glActiveTexture怎么用?C++ QOpenGLFunctions::glActiveTexture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QOpenGLFunctions
的用法示例。
在下文中一共展示了QOpenGLFunctions::glActiveTexture方法的9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: bind
void QWaylandBufferMaterial::bind()
{
QOpenGLFunctions *gl = QOpenGLContext::currentContext()->functions();
const GLenum target = bufferTypes[m_format].textureTarget;
ensureTextures(bufferTypes[m_format].planeCount);
switch (m_textures.size()) {
case 3:
gl->glActiveTexture(GL_TEXTURE2);
gl->glBindTexture(target, m_textures[2]);
case 2:
gl->glActiveTexture(GL_TEXTURE1);
gl->glBindTexture(target, m_textures[1]);
case 1:
gl->glActiveTexture(GL_TEXTURE0);
gl->glBindTexture(target, m_textures[0]);
}
}
示例2: plot
void GLImageProcessor::plot(int w, int h)
{
vao.bind();
plotProgram->bind();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glActiveTexture(GL_TEXTURE0);
f->glBindTexture(GL_TEXTURE_2D, renderFbo->texture());
f->glViewport(0, 0, w, h);
f->glDrawArrays(GL_QUADS, 0, 4);
plotProgram->release();
vao.release();
}
示例3: bind
void VideoMaterial::bind()
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
GstBuffer *frame = NULL;
m_frameMutex.lock();
if (m_frame)
frame = gst_buffer_ref(m_frame);
m_frameMutex.unlock();
if (frame) {
GstMapInfo info;
gst_buffer_map(frame, &info, GST_MAP_READ);
functions->glActiveTexture(GL_TEXTURE1);
bindTexture(1, info.data);
functions->glActiveTexture(GL_TEXTURE2);
bindTexture(2, info.data);
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
bindTexture(0, info.data);
gst_buffer_unmap(frame, &info);
gst_buffer_unref(frame);
} else {
functions->glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_textureIds[1]);
functions->glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_textureIds[2]);
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
}
}
示例4: newResources
void TFInteg2DGL::integrate(const float *colormap, int resolution, float basesize, float stepsize)
{
if (!texFull || resolution != texFull->width())
newResources(resolution);
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
tex1d->setData(QOpenGLTexture::RGBA, QOpenGLTexture::Float32, colormap);
// framebuffer object
GLint oFbo, viewport[4], activeTex, oTex;
newFbo();
f->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &oFbo);
f->glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
f->glClear(GL_COLOR_BUFFER_BIT);
// viewport
f->glGetIntegerv(GL_VIEWPORT, viewport);
f->glViewport(0, 0, resolution, resolution);
// 1d texture
f->glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
f->glActiveTexture(GL_TEXTURE0);
f->glGetIntegerv(GL_TEXTURE_1D, &oTex);
f->glBindTexture(GL_TEXTURE_1D, tex1d->textureId());
// paint
painter.recreateVAO();
painter.paint("tf1d", 0, "resolution", resolution, "basesize", basesize, "segLen", stepsize);
// clean
f->glActiveTexture(GL_TEXTURE0);
f->glBindTexture(GL_TEXTURE_1D, oTex);
f->glActiveTexture(activeTex);
// std::unique_ptr<GLubyte[]> pixels(new GLubyte [resolution * resolution * 4]);
// f->glReadPixels(0, 0, resolution, resolution, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get());
// QImage image(pixels.get(), resolution, resolution, QImage::Format_RGBA8888);
// static QLabel label;
// label.resize(resolution, resolution);
// label.setPixmap(QPixmap::fromImage(image.mirrored()));
// label.show();
f->glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
f->glBindFramebuffer(GL_FRAMEBUFFER, oFbo);
}
示例5: bindPlane
void QSGVlcVideoFrameMaterial::bindPlane( GLenum texUnit, GLuint texId, const void* plane,
quint16 width, quint16 height )
{
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
f->glActiveTexture( texUnit );
glBindTexture( GL_TEXTURE_2D, texId );
if( plane ) {
glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE,
width, height, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, plane );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
}
}
示例6: bind
void bind()
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
QMutexLocker lock(&m_frameMutex);
if (m_frame.isValid()) {
if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) {
QSize textureSize = m_frame.size();
int stride = m_frame.bytesPerLine();
switch (m_frame.pixelFormat()) {
case QVideoFrame::Format_RGB565:
stride /= 2;
break;
default:
stride /= 4;
}
m_width = qreal(m_frame.width()) / stride;
textureSize.setWidth(stride);
if (m_textureSize != textureSize) {
if (!m_textureSize.isEmpty())
functions->glDeleteTextures(1, &m_textureId);
functions->glGenTextures(1, &m_textureId);
m_textureSize = textureSize;
}
GLint dataType = GL_UNSIGNED_BYTE;
GLint dataFormat = GL_RGBA;
if (m_frame.pixelFormat() == QVideoFrame::Format_RGB565) {
dataType = GL_UNSIGNED_SHORT_5_6_5;
dataFormat = GL_RGB;
}
GLint previousAlignment;
functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
functions->glActiveTexture(GL_TEXTURE0);
functions->glBindTexture(GL_TEXTURE_2D, m_textureId);
functions->glTexImage2D(GL_TEXTURE_2D, 0, dataFormat,
m_textureSize.width(), m_textureSize.height(),
0, dataFormat, dataType, m_frame.bits());
functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_frame.unmap();
}
m_frame = QVideoFrame();
} else {
functions->glActiveTexture(GL_TEXTURE0);
functions->glBindTexture(GL_TEXTURE_2D, m_textureId);
}
}
示例7: render
void QtViewRenderer::render()
{
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
OpenGLStateSaver state(f);
f->glEnable(GL_BLEND);
f->glBlendEquation(GL_FUNC_ADD);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glDisable(GL_CULL_FACE);
f->glDisable(GL_DEPTH_TEST);
f->glActiveTexture(GL_TEXTURE0);
glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2], 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, m_width, m_height);
QMatrix4x4 ortho;
ortho.ortho(m_viewBounds[0], m_viewBounds[2], m_viewBounds[3], m_viewBounds[1], -1, 1);
m_shader->bind();
m_shader->setUniformValue(m_locationTex, 0);
m_shader->setUniformValue(m_locationProjMtx, ortho);
m_VAO->bind();
int vboSize = 0, eboSize = 0;
for (const auto cmd_list : m_drawLists)
{
if (cmd_list->vtxBuffer().empty() || cmd_list->idxBuffer().empty())
continue;
const DrawList::DrawIdx* idx_buffer_offset = nullptr;
m_VBO->bind();
int vtxSize = cmd_list->vtxBuffer().size() * sizeof(DrawList::DrawVert);
if (vtxSize > vboSize)
{
m_VBO->allocate(vtxSize);
vboSize = vtxSize;
}
m_VBO->write(0, &cmd_list->vtxBuffer().front(), vtxSize);
m_EBO->bind();
int idxSize = cmd_list->idxBuffer().size() * sizeof(DrawList::DrawIdx);
if (idxSize > eboSize)
{
m_EBO->allocate(idxSize);
eboSize = idxSize;
}
m_EBO->write(0, &cmd_list->idxBuffer().front(), idxSize);
for (const auto& pcmd : cmd_list->cmdBuffer())
{
glBindTexture(GL_TEXTURE_2D, pcmd.textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(pcmd.elemCount), GL_UNSIGNED_INT, idx_buffer_offset);
idx_buffer_offset += pcmd.elemCount;
}
}
m_shader->release();
m_VAO->release();
}
示例8: saveTexture
void QSGDistanceFieldGlyphCache::saveTexture(GLuint textureId, int width, int height) const
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
GLuint fboId;
functions->glGenFramebuffers(1, &fboId);
GLuint tmpTexture = 0;
functions->glGenTextures(1, &tmpTexture);
functions->glBindTexture(GL_TEXTURE_2D, tmpTexture);
functions->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
functions->glBindTexture(GL_TEXTURE_2D, 0);
functions->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId);
functions->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,
tmpTexture, 0);
functions->glActiveTexture(GL_TEXTURE0);
functions->glBindTexture(GL_TEXTURE_2D, textureId);
functions->glDisable(GL_STENCIL_TEST);
functions->glDisable(GL_DEPTH_TEST);
functions->glDisable(GL_SCISSOR_TEST);
functions->glDisable(GL_BLEND);
GLfloat textureCoordinateArray[8];
textureCoordinateArray[0] = 0.0f;
textureCoordinateArray[1] = 0.0f;
textureCoordinateArray[2] = 1.0f;
textureCoordinateArray[3] = 0.0f;
textureCoordinateArray[4] = 1.0f;
textureCoordinateArray[5] = 1.0f;
textureCoordinateArray[6] = 0.0f;
textureCoordinateArray[7] = 1.0f;
GLfloat vertexCoordinateArray[8];
vertexCoordinateArray[0] = -1.0f;
vertexCoordinateArray[1] = -1.0f;
vertexCoordinateArray[2] = 1.0f;
vertexCoordinateArray[3] = -1.0f;
vertexCoordinateArray[4] = 1.0f;
vertexCoordinateArray[5] = 1.0f;
vertexCoordinateArray[6] = -1.0f;
vertexCoordinateArray[7] = 1.0f;
functions->glViewport(0, 0, width, height);
functions->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray);
functions->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray);
{
static const char *vertexShaderSource =
"attribute vec4 vertexCoordsArray; \n"
"attribute vec2 textureCoordArray; \n"
"varying vec2 textureCoords; \n"
"void main(void) \n"
"{ \n"
" gl_Position = vertexCoordsArray; \n"
" textureCoords = textureCoordArray; \n"
"} \n";
static const char *fragmentShaderSource =
"varying vec2 textureCoords; \n"
"uniform sampler2D texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(texture, textureCoords); \n"
"} \n";
GLuint vertexShader = functions->glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = functions->glCreateShader(GL_FRAGMENT_SHADER);
if (vertexShader == 0 || fragmentShader == 0) {
GLenum error = functions->glGetError();
qWarning("QSGDistanceFieldGlyphCache::saveTexture: Failed to create shaders. (GL error: %x)",
error);
return;
}
functions->glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
functions->glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
functions->glCompileShader(vertexShader);
GLint len = 1;
functions->glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &len);
char infoLog[2048];
functions->glGetShaderInfoLog(vertexShader, 2048, NULL, infoLog);
if (qstrlen(infoLog) > 0)
qWarning("Problems compiling vertex shader:\n %s", infoLog);
functions->glCompileShader(fragmentShader);
functions->glGetShaderInfoLog(fragmentShader, 2048, NULL, infoLog);
if (qstrlen(infoLog) > 0)
qWarning("Problems compiling fragment shader:\n %s", infoLog);
GLuint shaderProgram = functions->glCreateProgram();
//.........这里部分代码省略.........
示例9: bind
void QSGVideoMaterial_YUV::bind()
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
QMutexLocker lock(&m_frameMutex);
if (m_frame.isValid()) {
if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) {
int fw = m_frame.width();
int fh = m_frame.height();
// Frame has changed size, recreate textures...
if (m_textureSize != m_frame.size()) {
if (!m_textureSize.isEmpty())
functions->glDeleteTextures(m_planeCount, m_textureIds);
functions->glGenTextures(m_planeCount, m_textureIds);
m_textureSize = m_frame.size();
}
GLint previousAlignment;
functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (m_format.pixelFormat() == QVideoFrame::Format_NV12
|| m_format.pixelFormat() == QVideoFrame::Format_NV21) {
const int y = 0;
const int uv = 1;
m_planeWidth[0] = m_planeWidth[1] = qreal(fw) / m_frame.bytesPerLine(y);
functions->glActiveTexture(GL_TEXTURE1);
bindTexture(m_textureIds[1], m_frame.bytesPerLine(uv) / 2, fh / 2, m_frame.bits(uv), GL_LUMINANCE_ALPHA);
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE);
} else { // YUV420P || YV12
const int y = 0;
const int u = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 1 : 2;
const int v = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 2 : 1;
m_planeWidth[0] = qreal(fw) / m_frame.bytesPerLine(y);
m_planeWidth[1] = m_planeWidth[2] = qreal(fw) / (2 * m_frame.bytesPerLine(u));
functions->glActiveTexture(GL_TEXTURE1);
bindTexture(m_textureIds[1], m_frame.bytesPerLine(u), fh / 2, m_frame.bits(u), GL_LUMINANCE);
functions->glActiveTexture(GL_TEXTURE2);
bindTexture(m_textureIds[2], m_frame.bytesPerLine(v), fh / 2, m_frame.bits(v), GL_LUMINANCE);
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE);
}
functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
m_frame.unmap();
}
m_frame = QVideoFrame();
} else {
// Go backwards to finish with GL_TEXTURE0
for (int i = m_planeCount - 1; i >= 0; --i) {
functions->glActiveTexture(GL_TEXTURE0 + i);
functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[i]);
}
}
}