本文整理汇总了C++中QOpenGLFunctions::glBindFramebuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glBindFramebuffer方法的具体用法?C++ QOpenGLFunctions::glBindFramebuffer怎么用?C++ QOpenGLFunctions::glBindFramebuffer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::glBindFramebuffer方法的4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: composeSurface
GLuint QWindowCompositor::composeSurface(QWaylandSurface *surface)
{
GLuint texture = 0;
QSize windowSize = surface->size();
surface->advanceBufferQueue();
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
functions->glBindFramebuffer(GL_FRAMEBUFFER, m_surface_fbo);
if (surface->type() == QWaylandSurface::Shm) {
texture = m_textureCache->bindTexture(QOpenGLContext::currentContext(),surface->image());
} else if (surface->type() == QWaylandSurface::Texture) {
texture = surface->texture(QOpenGLContext::currentContext());
}
functions->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
paintChildren(surface, surface,windowSize);
functions->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,0, 0);
functions->glBindFramebuffer(GL_FRAMEBUFFER, 0);
return texture;
}
示例2: 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3: composeSurface
GLuint QtwaylandSurfaceNode::composeSurface(QWaylandSurface *surface, OpenGLData *glData)
{
glData->m_textureBlitter->bind();
GLuint texture = 0;
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
functions->glBindFramebuffer(GL_FRAMEBUFFER, glData->m_surface_fbo);
if (surface->type() == QWaylandSurface::Shm) {
texture = glData->m_textureCache->bindTexture(QOpenGLContext::currentContext(),surface->image());
} else if (surface->type() == QWaylandSurface::Texture) {
texture = surface->texture(QOpenGLContext::currentContext());
}
functions->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
paintChildren(surface,surface, glData);
functions->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,0, 0);
functions->glBindFramebuffer(GL_FRAMEBUFFER, 0);
glData->m_textureBlitter->release();
return texture;
}
示例4: 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.........