本文整理汇总了C++中QOpenGLFunctions::glBlendFunc方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glBlendFunc方法的具体用法?C++ QOpenGLFunctions::glBlendFunc怎么用?C++ QOpenGLFunctions::glBlendFunc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::glBlendFunc方法的3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 GLTerrainRect::render()
{
if(!initalised())
initGL();
QOpenGLFunctions * f = QOpenGLContext::currentContext()->functions();
f->glEnable(GL_BLEND);CE();
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CE();
m_vao_constraints.bind();CE();
f->glDrawElements(GL_TRIANGLE_STRIP, m_indicies.size(), GL_UNSIGNED_INT, (void*)(0)); CE();CE();
m_vao_constraints.release();CE();
f->glDisable(GL_BLEND);CE();
}
示例2: updateState
void Shader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
Q_ASSERT(program()->isLinked());
Material* m = static_cast<Material*>(newMaterial);
program()->setUniformValue(m_id_matrix, state.combinedMatrix()*m->transformation);
if (state.isOpacityDirty()) {
program()->setUniformValue(m_id_opacity, state.opacity());
}
program()->setUniformValue(m_id_color, m->color);
m_glFuncs->glBlendFunc(GL_ONE, GL_ONE);
m_glFuncs->glEnable(GL_POINT_SPRITE);
// glPointSize(m->pointSize); // Commenting this out since it is not available in QOpenGLFunctions (OpenGL ES 2.0) and apparently does not affect the point size
}
示例3: 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();
}