本文整理汇总了C++中QOpenGLFunctions::glViewport方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glViewport方法的具体用法?C++ QOpenGLFunctions::glViewport怎么用?C++ QOpenGLFunctions::glViewport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::glViewport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: render
void Renderer::render()
{
QMutexLocker locker(&m_windowLock);
if (m_windows.isEmpty())
return;
HelloWindow *surface = m_windows.at(m_currentWindow);
QColor color = surface->color();
m_currentWindow = (m_currentWindow + 1) % m_windows.size();
if (!m_context->makeCurrent(surface))
return;
QSize viewSize = surface->size();
locker.unlock();
if (!m_initialized) {
initialize();
m_initialized = true;
}
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF());
f->glFrontFace(GL_CW);
f->glCullFace(GL_FRONT);
f->glEnable(GL_CULL_FACE);
f->glEnable(GL_DEPTH_TEST);
m_program->bind();
m_vbo.bind();
m_program->enableAttributeArray(vertexAttr);
m_program->enableAttributeArray(normalAttr);
m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);
QMatrix4x4 modelview;
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
modelview.translate(0.0f, -0.2f, 0.0f);
m_program->setUniformValue(matrixUniform, modelview);
m_program->setUniformValue(colorUniform, color);
m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());
m_context->swapBuffers(surface);
m_fAngle += 1.0f;
QTimer::singleShot(0, this, SLOT(render()));
}
示例2: render
void Renderer::render()
{
QMutexLocker locker(&m_windowLock);
if (m_windows.isEmpty())
return;
HelloWindow *surface = m_windows.at(m_currentWindow);
QColor color = surface->color();
m_currentWindow = (m_currentWindow + 1) % m_windows.size();
if (!m_context->makeCurrent(surface))
return;
QSize viewSize = surface->size();
locker.unlock();
if (!m_initialized) {
initialize();
m_initialized = true;
}
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
f->glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
f->glFrontFace(GL_CW);
f->glCullFace(GL_FRONT);
f->glEnable(GL_CULL_FACE);
f->glEnable(GL_DEPTH_TEST);
QMatrix4x4 modelview;
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
modelview.translate(0.0f, -0.2f, 0.0f);
m_program->bind();
m_program->setUniformValue(matrixUniform, modelview);
m_program->setUniformValue(colorUniform, color);
paintQtLogo();
m_program->release();
f->glDisable(GL_DEPTH_TEST);
f->glDisable(GL_CULL_FACE);
m_context->swapBuffers(surface);
m_fAngle += 1.0f;
QTimer::singleShot(0, this, SLOT(render()));
}
示例3: exposeEvent
void exposeEvent(QExposeEvent *)
{
if (!isExposed())
return;
if (!gl) {
gl = new QOpenGLContext();
gl->setFormat(requestedFormat());
gl->create();
}
gl->makeCurrent(this);
QOpenGLShaderProgram prog;
prog.addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 a_Pos;"
"attribute lowp vec4 a_Color;"
"varying lowp vec4 v_Color;"
"void main() {"
" gl_Position = a_Pos;"
" v_Color = a_Color;"
"}");
prog.addShaderFromSourceCode(QOpenGLShader::Fragment,
"varying lowp vec4 v_Color;"
"void main() {"
" gl_FragColor = v_Color;"
"}");
prog.bind();
QOpenGLFunctions *functions = gl->functions();
functions->glClearColor(0, 0, 0, 0);
functions->glClear(GL_COLOR_BUFFER_BIT);
functions->glViewport(0, 0, width(), height());
prog.enableAttributeArray("a_Pos");
prog.enableAttributeArray("a_Color");
float coords[] = { -0.7f, 0.7f,
0.8f, 0.8f,
-0.8f, -0.8f,
0.7f, -0.7f };
float colors[] = { 1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1,
0, 0, 0, 0 };
prog.setAttributeArray("a_Pos", GL_FLOAT, coords, 2, 0);
prog.setAttributeArray("a_Color", GL_FLOAT, colors, 4, 0);
functions->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
prog.disableAttributeArray("a_Pos");
prog.disableAttributeArray("a_Color");
gl->swapBuffers(this);
}
示例4: 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5: render
void QtRenderer::render()
{
QMutexLocker locker(&m_windowLock);
if (m_windows.isEmpty())
return;
HelloWindow *surface = m_windows.at(m_currentWindow);
QColor color = surface->color();
m_currentWindow = (m_currentWindow + 1) % m_windows.size();
if (!m_context->makeCurrent(surface))
return;
m_fboController->bind(surface->size());
m_fboController->bindAndDraw();
m_fboController->release();
QSize viewSize = surface->size();
locker.unlock();
if (!m_initialized) {
initialize();
m_initialized = true;
}
//f->glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 modelview;
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
modelview.translate(0.0f, -0.2f, 0.0f);
m_program->setUniformValue(matrixUniform, modelview);
m_program->setUniformValue(colorUniform, color);
m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());
m_context->swapBuffers(surface);
m_fAngle += 1.0f;
QTimer::singleShot(250, this, SLOT(render()));
}
示例6: 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7: run
void GLImageProcessor::run()
{
renderFbo->bind();
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glViewport(0, 0, renderFbo->width(), renderFbo->height());
texture->bind();
vao.bind();
program->bind();
f->glDrawArrays(GL_QUADS, 0, 4);
program->release();
vao.release();
}
renderFbo->bindDefault();
}
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: render
void QOpenGLTextureBlitWindow::render()
{
m_context->makeCurrent(this);
QRect viewport(0,0,dWidth(),dHeight());
QOpenGLFunctions *functions = m_context->functions();
functions->glViewport(0,0,dWidth(), dHeight());
functions->glClearColor(0.f, .6f, .0f, 0.f);
functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QOpenGLTexture texture(m_image);
texture.setWrapMode(QOpenGLTexture::ClampToEdge);
texture.create();
QOpenGLTexture texture_mirrored(m_image_mirrord);
texture_mirrored.setWrapMode(QOpenGLTexture::ClampToEdge);
texture_mirrored.create();
QRectF topLeftOriginTopLeft(QPointF(0,0), QPointF(dWidth()/2.0, dHeight()/2.0));
QRectF topRightOriginTopLeft(QPointF(dWidth()/2.0,0), QPointF(dWidth(), dHeight()/2.0));
QRectF bottomLeftOriginTopLeft(QPointF(0, dHeight()/2.0), QPointF(dWidth() /2.0, dHeight()));
QRectF bottomRightOriginTopLeft(QPoint(dWidth()/2.0, dHeight()/2.0), QPointF(dWidth(), dHeight()));
QRectF topLeftOriginBottomLeft = bottomLeftOriginTopLeft; Q_UNUSED(topLeftOriginBottomLeft);
QRectF topRightOriginBottomLeft = bottomRightOriginTopLeft; Q_UNUSED(topRightOriginBottomLeft);
QRectF bottomLeftOriginBottomLeft = topLeftOriginTopLeft;
QRectF bottomRightOriginBottomLeft = topRightOriginTopLeft;
QOpenGLTextureBlitter::Origin topLeftOrigin = QOpenGLTextureBlitter::OriginTopLeft;
QOpenGLTextureBlitter::Origin bottomLeftOrigin = QOpenGLTextureBlitter::OriginBottomLeft;
QMatrix4x4 topRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(topRightOriginTopLeft, viewport);
QMatrix4x4 bottomLeftOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(bottomLeftOriginTopLeft, viewport);
QMatrix4x4 bottomRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(bottomRightOriginTopLeft, viewport);
QMatrix3x3 texTopLeftOriginTopLeft = QOpenGLTextureBlitter::sourceTransform(topLeftOriginTopLeft, m_image.size(), topLeftOrigin);
QMatrix3x3 texTopRightOriginBottomLeft = QOpenGLTextureBlitter::sourceTransform(topRightOriginBottomLeft, m_image.size(), bottomLeftOrigin);
QMatrix3x3 texBottomLeftOriginBottomLeft = QOpenGLTextureBlitter::sourceTransform(bottomLeftOriginBottomLeft, m_image.size(), bottomLeftOrigin);
QMatrix3x3 texBottomRightOriginBottomLeft = QOpenGLTextureBlitter::sourceTransform(bottomRightOriginBottomLeft, m_image.size(), bottomLeftOrigin);
QSizeF subSize(topLeftOriginTopLeft.width()/2, topLeftOriginTopLeft.height()/2);
QRectF subTopLeftOriginTopLeft(topLeftOriginTopLeft.topLeft(), subSize);
QRectF subTopRightOriginTopLeft(QPointF(topLeftOriginTopLeft.topLeft().x() + topLeftOriginTopLeft.width() / 2,
topLeftOriginTopLeft.topLeft().y()), subSize);
QRectF subBottomLeftOriginTopLeft(QPointF(topLeftOriginTopLeft.topLeft().x(),
topLeftOriginTopLeft.topLeft().y() + topLeftOriginTopLeft.height() / 2), subSize);
QRectF subBottomRightOriginTopLeft(QPointF(topLeftOriginTopLeft.topLeft().x() + topLeftOriginTopLeft.width() / 2,
topLeftOriginTopLeft.topLeft().y() + topLeftOriginTopLeft.height() / 2), subSize);
QMatrix4x4 subTopLeftOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subTopLeftOriginTopLeft, viewport);
QMatrix4x4 subTopRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subTopRightOriginTopLeft, viewport);
QMatrix4x4 subBottomLeftOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subBottomLeftOriginTopLeft, viewport);
QMatrix4x4 subBottomRightOriginTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subBottomRightOriginTopLeft, viewport);
m_blitter.bind();
m_blitter.blit(texture_mirrored.textureId(), subTopLeftOriginTopLeftVertex, texBottomRightOriginBottomLeft);
m_blitter.blit(texture_mirrored.textureId(), subTopRightOriginTopLeftVertex, texBottomLeftOriginBottomLeft);
m_blitter.blit(texture.textureId(), subBottomLeftOriginTopLeftVertex, texTopRightOriginBottomLeft);
m_blitter.blit(texture.textureId(), subBottomRightOriginTopLeftVertex, texTopLeftOriginTopLeft);
m_blitter.blit(texture.textureId(), topRightOriginTopLeftVertex, topLeftOrigin);
m_blitter.blit(texture_mirrored.textureId(), bottomLeftOriginTopLeftVertex, topLeftOrigin);
m_blitter.setSwizzleRB(true);
m_blitter.blit(texture.textureId(), bottomRightOriginTopLeftVertex, texTopLeftOriginTopLeft);
m_blitter.setSwizzleRB(false);
m_blitter.release();
if (m_blitter.supportsExternalOESTarget()) {
// Cannot do much testing here, just verify that bind and release work, meaning that the program is present.
m_blitter.bind(0x8D65);
m_blitter.release();
}
m_context->swapBuffers(this);
}