本文整理汇总了C++中QOpenGLFunctions::glGetIntegerv方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glGetIntegerv方法的具体用法?C++ QOpenGLFunctions::glGetIntegerv怎么用?C++ QOpenGLFunctions::glGetIntegerv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::glGetIntegerv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: compile
void QSGMaterialShader::compile()
{
Q_ASSERT_X(!m_program.isLinked(), "QSGSMaterialShader::compile()", "Compile called multiple times!");
program()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader());
program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader());
char const *const *attr = attributeNames();
#ifndef QT_NO_DEBUG
int maxVertexAttribs = 0;
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
funcs->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
for (int i = 0; attr[i]; ++i) {
if (i >= maxVertexAttribs) {
qFatal("List of attribute names is either too long or not null-terminated.\n"
"Maximum number of attributes on this hardware is %i.\n"
"Vertex shader:\n%s\n"
"Fragment shader:\n%s\n",
maxVertexAttribs, vertexShader(), fragmentShader());
}
if (*attr[i])
program()->bindAttributeLocation(attr[i], i);
}
#else
for (int i = 0; attr[i]; ++i) {
if (*attr[i])
program()->bindAttributeLocation(attr[i], i);
}
#endif
if (!program()->link()) {
qWarning("QSGMaterialShader: Shader compilation failed:");
qWarning() << program()->log();
}
}
示例2: ba
QOpenGLExtensionMatcher::QOpenGLExtensionMatcher()
{
QOpenGLContext *ctx = QOpenGLContext::currentContext();
QOpenGLFunctions *funcs = ctx->functions();
const char *extensionStr = 0;
if (ctx->isOpenGLES() || ctx->format().majorVersion() < 3)
extensionStr = reinterpret_cast<const char *>(funcs->glGetString(GL_EXTENSIONS));
if (extensionStr) {
QByteArray ba(extensionStr);
QList<QByteArray> extensions = ba.split(' ');
m_extensions = extensions.toSet();
} else {
#ifdef QT_OPENGL_3
// clear error state
while (funcs->glGetError()) {}
if (ctx) {
qt_glGetStringi glGetStringi = (qt_glGetStringi)ctx->getProcAddress("glGetStringi");
if (!glGetStringi)
return;
GLint numExtensions;
funcs->glGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
for (int i = 0; i < numExtensions; ++i) {
const char *str = reinterpret_cast<const char *>(glGetStringi(GL_EXTENSIONS, i));
m_extensions.insert(str);
}
}
#endif // QT_OPENGL_3
}
}
示例3: set_width
void ShaderBoldLineGen::set_width(float32 w)
{
QOpenGLFunctions* ogl = QOpenGLContext::currentContext()->functions();
GLint viewport[4];
ogl->glGetIntegerv(GL_VIEWPORT, viewport);
QSizeF wd(w / float32(viewport[2]), w / float32(viewport[3]));
prg_.setUniformValue(unif_width_, wd);
}
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: 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6: 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]);
}
}
}