本文整理汇总了C++中QOpenGLFunctions::glDeleteTextures方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glDeleteTextures方法的具体用法?C++ QOpenGLFunctions::glDeleteTextures怎么用?C++ QOpenGLFunctions::glDeleteTextures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::glDeleteTextures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:
QWaylandBufferMaterial::~QWaylandBufferMaterial()
{
QOpenGLFunctions *gl = QOpenGLContext::currentContext()->functions();
for (GLuint texture : m_textures)
gl->glDeleteTextures(1, &texture);
}
示例2: uploadTextures
static void uploadTextures(QOpenGLContext* context, SharedFrame& frame, GLuint texture[])
{
int width = frame.get_image_width();
int height = frame.get_image_height();
const uint8_t* image = frame.get_image();
QOpenGLFunctions* f = context->functions();
// Upload each plane of YUV to a texture.
if (texture[0] && texture[1] && texture[2])
f->glDeleteTextures(3, texture);
check_error(f);
f->glGenTextures(3, texture);
check_error(f);
f->glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
f->glBindTexture (GL_TEXTURE_2D, texture[0]);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error(f);
f->glTexImage2D (GL_TEXTURE_2D, 0, GL_RED, width, height, 0,
GL_RED, GL_UNSIGNED_BYTE, image);
check_error(f);
f->glBindTexture (GL_TEXTURE_2D, texture[1]);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error(f);
int y = context->isOpenGLES() ? 2 : 4;
f->glTexImage2D (GL_TEXTURE_2D, 0, GL_RED, width/2, height/y, 0,
GL_RED, GL_UNSIGNED_BYTE, image + width * height);
check_error(f);
f->glBindTexture (GL_TEXTURE_2D, texture[2]);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error(f);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error(f);
f->glTexImage2D (GL_TEXTURE_2D, 0, GL_RED, width/2, height/y, 0,
GL_RED, GL_UNSIGNED_BYTE, image + width * height + width/2 * height/2);
check_error(f);
}
示例3: lock
void QOpenGL2GradientCache::cleanCache()
{
QMutexLocker lock(&m_mutex);
QOpenGLGradientColorTableHash::const_iterator it = cache.constBegin();
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
for (; it != cache.constEnd(); ++it) {
const CacheInfo &cache_info = it.value();
funcs->glDeleteTextures(1, &cache_info.texId);
}
cache.clear();
}
示例4: bind
void SSGTexture::bind()
{
QOpenGLContext *context = QOpenGLContext::currentContext();
QOpenGLFunctions *funcs = context->functions();
if (!m_dirty_texture) {
funcs->glBindTexture(GL_TEXTURE_2D, m_texture_id);
if ((minMipmapFiltering() != SSGTexture::None || magMipmapFiltering() != SSGTexture::None) && !m_mipmaps_generated) {
funcs->glGenerateMipmap(GL_TEXTURE_2D);
m_mipmaps_generated = true;
}
updateBindOptions(m_dirty_bind_options);
m_dirty_bind_options = false;
return;
}
m_dirty_texture = false;
if (!m_image || !m_image->isValid()) {
if (m_texture_id && m_owns_texture) {
funcs->glDeleteTextures(1, &m_texture_id);
}
m_texture_id = 0;
m_texture_size = QSize();
m_has_alpha = false;
return;
}
if (m_texture_id == 0)
funcs->glGenTextures(1, &m_texture_id);
funcs->glBindTexture(GL_TEXTURE_2D, m_texture_id);
updateBindOptions(m_dirty_bind_options);
funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_texture_size.width(), m_texture_size.height(), 0, GL_RGBA, GL_UNSIGNED_SHORT, m_image->rawData().get());
if (minMipmapFiltering() != SSGTexture::None || magMipmapFiltering() != SSGTexture::None) {
funcs->glGenerateMipmap(GL_TEXTURE_2D);
m_mipmaps_generated = true;
}
m_texture_rect = QRectF(0, 0, 1, 1);
m_dirty_bind_options = false;
// if (!m_retain_image)
// m_image.reset();
}
示例5: setTextureForPlane
void QWaylandBufferMaterial::setTextureForPlane(int plane, uint texture)
{
if (plane < 0 || plane >= bufferTypes[m_format].planeCount) {
qWarning("plane index is out of range");
return;
}
QOpenGLFunctions *gl = QOpenGLContext::currentContext()->functions();
const GLenum target = bufferTypes[m_format].textureTarget;
gl->glBindTexture(target, texture);
setTextureParameters(target);
ensureTextures(plane - 1);
if (m_textures.size() <= plane) {
m_textures << texture;
} else {
std::swap(m_textures[plane], texture);
gl->glDeleteTextures(1, &texture);
}
}
示例6: cache_entry
GLuint QOpenGL2GradientCache::addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity)
{
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
if (cache.size() == maxCacheSize()) {
int elem_to_remove = qrand() % maxCacheSize();
quint64 key = cache.keys()[elem_to_remove];
// need to call glDeleteTextures on each removed cache entry:
QOpenGLGradientColorTableHash::const_iterator it = cache.constFind(key);
do {
funcs->glDeleteTextures(1, &it.value().texId);
} while (++it != cache.constEnd() && it.key() == key);
cache.remove(key); // may remove more than 1, but OK
}
CacheInfo cache_entry(gradient.stops(), opacity, gradient.interpolationMode());
uint buffer[1024];
generateGradientColorTable(gradient, buffer, paletteSize(), opacity);
funcs->glGenTextures(1, &cache_entry.texId);
funcs->glBindTexture(GL_TEXTURE_2D, cache_entry.texId);
funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, paletteSize(), 1,
0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
return cache.insert(hash_val, cache_entry).value().texId;
}
示例7: 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8: saveTexture
//.........这里部分代码省略.........
{
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();
functions->glAttachShader(shaderProgram, vertexShader);
functions->glAttachShader(shaderProgram, fragmentShader);
functions->glBindAttribLocation(shaderProgram, 0, "vertexCoordsArray");
functions->glBindAttribLocation(shaderProgram, 1, "textureCoordArray");
functions->glLinkProgram(shaderProgram);
functions->glGetProgramInfoLog(shaderProgram, 2048, NULL, infoLog);
if (qstrlen(infoLog) > 0)
qWarning("Problems linking shaders:\n %s", infoLog);
functions->glUseProgram(shaderProgram);
functions->glEnableVertexAttribArray(0);
functions->glEnableVertexAttribArray(1);
int textureUniformLocation = functions->glGetUniformLocation(shaderProgram, "texture");
functions->glUniform1i(textureUniformLocation, 0);
}
functions->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
{
GLenum error = functions->glGetError();
if (error != GL_NO_ERROR)
qWarning("glDrawArrays reported error 0x%x", error);
}
uchar *data = new uchar[width * height * 4];
functions->glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
QImage image(data, width, height, QImage::Format_ARGB32);
QByteArray fileName = m_referenceFont.familyName().toLatin1() + '_' + QByteArray::number(textureId);
fileName = fileName.replace('/', '_').replace(' ', '_') + ".png";
image.save(QString::fromLocal8Bit(fileName));
{
GLenum error = functions->glGetError();
if (error != GL_NO_ERROR)
qWarning("glReadPixels reported error 0x%x", error);
}
functions->glDisableVertexAttribArray(0);
functions->glDisableVertexAttribArray(1);
functions->glDeleteFramebuffers(1, &fboId);
functions->glDeleteTextures(1, &tmpTexture);
delete[] data;
}
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]);
}
}
}