本文整理汇总了C++中QSGNode::firstChild方法的典型用法代码示例。如果您正苦于以下问题:C++ QSGNode::firstChild方法的具体用法?C++ QSGNode::firstChild怎么用?C++ QSGNode::firstChild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QSGNode
的用法示例。
在下文中一共展示了QSGNode::firstChild方法的1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: grab
void SSGQuickLayer::grab()
{
if (!m_item || m_size.isNull()) {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = 0;
m_depthStencilBuffer.clear();
m_dirtyTexture = false;
return;
}
QSGNode *root = m_item;
while (root->firstChild() && root->type() != QSGNode::RootNodeType)
root = root->firstChild();
if (root->type() != QSGNode::RootNodeType)
return;
if (!m_renderer) {
m_renderer = m_context->createRenderer();
connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
}
m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
bool deleteFboLater = false;
if (!m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format
|| (!m_fbo->format().mipmap() && m_mipmap))
{
if (!m_multisamplingChecked) {
if (m_context->openglContext()->format().samples() <= 1) {
m_multisampling = false;
} else {
const QSet<QByteArray> extensions = m_context->openglContext()->extensions();
m_multisampling = extensions.contains(QByteArrayLiteral("GL_EXT_framebuffer_multisample"))
&& extensions.contains(QByteArrayLiteral("GL_EXT_framebuffer_blit"));
}
m_multisamplingChecked = true;
}
if (m_multisampling) {
// Don't delete the FBO right away in case it is used recursively.
deleteFboLater = true;
delete m_secondaryFbo;
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setSamples(m_context->openglContext()->format().samples());
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
} else {
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setMipmap(m_mipmap);
if (m_recursive) {
deleteFboLater = true;
delete m_secondaryFbo;
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
updateBindOptions(true);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
} else {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = new QOpenGLFramebufferObject(m_size, format);
m_secondaryFbo = 0;
funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
updateBindOptions(true);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
}
}
}
if (m_recursive && !m_secondaryFbo) {
// m_fbo already created, m_recursive was just set.
Q_ASSERT(m_fbo);
Q_ASSERT(!m_multisampling);
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
updateBindOptions(true);
}
// Render texture.
root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.
#ifdef QSG_DEBUG_FBO_OVERLAY
if (qmlFboOverlay()) {
if (!m_debugOverlay)
m_debugOverlay = new QSGSimpleRectNode();
m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
root->appendChildNode(m_debugOverlay);
}
#endif
m_dirtyTexture = false;
m_renderer->setDeviceRect(m_size);
m_renderer->setViewportRect(m_size);
QRectF mirrored(m_mirrorHorizontal ? m_rect.right() : m_rect.left(),
//.........这里部分代码省略.........