Beispiel #1
0
GLuint Scene::InitTexture(QString path)
{
    GLuint textureId(0);

    QImage pm(path);
    if (pm.isNull()) // проверка на загрузку текстуры
    {
        setWindowTitle("no image: " + path);
        _isAllLoad = false;
        return 0;
    }
    pm = QGLWidget::convertToGLFormat(pm);

    glGenTextures(1, &textureId);

    glBindTexture(GL_TEXTURE_2D, textureId);

    glTexImage2D(GL_TEXTURE_2D, 0, 4, (GLsizei)pm.width(), (GLsizei)pm.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pm.bits());

    glBindTexture(GL_TEXTURE_2D, 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);

    return textureId;
}
Beispiel #2
0
void KisTextureTile::bindToActiveTexture()
{
    glBindTexture(GL_TEXTURE_2D, textureId());

    if (m_needsMipmapRegeneration) {
        glGenerateMipmap(GL_TEXTURE_2D);
        m_needsMipmapRegeneration = false;
    }
}
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(),
                    m_mirrorVertical ? m_rect.bottom() : m_rect.top(),
                    m_mirrorHorizontal ? -m_rect.width() : m_rect.width(),
                    m_mirrorVertical ? -m_rect.height() : m_rect.height());
    m_renderer->setProjectionMatrixToRect(mirrored);
    m_renderer->setClearColor(Qt::transparent);

    if (m_multisampling) {
        m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

        if (deleteFboLater) {
            delete m_fbo;
            QOpenGLFramebufferObjectFormat format;
            format.setInternalTextureFormat(m_format);
            format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
            format.setMipmap(m_mipmap);
            format.setSamples(0);
            m_fbo = new QOpenGLFramebufferObject(m_size, format);
            funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
            updateBindOptions(true);
        }

        QRect r(QPoint(), m_size);
        QOpenGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
    } else {
        if (m_recursive) {
            m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

            if (deleteFboLater) {
                delete m_fbo;
                QOpenGLFramebufferObjectFormat format;
                format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
                format.setInternalTextureFormat(m_format);
                format.setMipmap(m_mipmap);
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
            }
            qSwap(m_fbo, m_secondaryFbo);
        } else {
            m_renderer->renderScene(BindableFbo(m_fbo, m_depthStencilBuffer.data()));
        }
    }

    if (m_mipmap) {
        funcs->glBindTexture(GL_TEXTURE_2D, textureId());
        funcs->glGenerateMipmap(GL_TEXTURE_2D);
    }

    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay())
        root->removeChildNode(m_debugOverlay);
#endif
    if (m_recursive)
        markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
}
void SurfaceItem::render(const Map &map, const Camera &camera)
{
    int zone = map.zone(vertices().at(0));

    GLuint tex = textureId();

    if (zone < 0)
        return;

    m_program->bind();
    m_program->setUniformValue(m_matrixUniform, camera.viewProjectionMatrix());

    QSize size = surface()->size();
    m_program->setUniformValue(m_pixelSizeUniform, 5. / size.width(), 5. / size.height());
    m_program->setUniformValue(m_eyeUniform, camera.viewPos());
    m_program->setUniformValue(m_focusColorUniform, GLfloat(m_opacity));
    m_program->setUniformValueArray(m_lightsUniform, map.lights(zone).constData(), map.lights(zone).size());
    m_program->setUniformValue(m_numLightsUniform, map.lights(zone).size());

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, tex);

    QVector<QVector3D> v = vertices();

    QVector3D va = v[0];
    QVector3D vb = v[1];
    QVector3D vc = v[2];
    QVector3D vd = v[3];

    QVector<QVector3D> vertexBuffer;
    vertexBuffer << va << vb << vd << vd << vb << vc;

    qreal y1 = 0;
    qreal y2 = 1;

    if (surface()->origin() == QWaylandSurface::OriginTopLeft)
        qSwap(y1, y2);

    QVector<QVector2D> texCoordBuffer;
    texCoordBuffer << QVector2D(0, y2) << QVector2D(1, y2)
                   << QVector2D(0, y1) << QVector2D(0, y1)
                   << QVector2D(1, y2) << QVector2D(1, y1);

    m_program->setUniformValue(m_normalUniform, -QVector3D::crossProduct(vb - va, vc - va).normalized());

    m_program->enableAttributeArray(m_vertexAttr);
    m_program->setAttributeArray(m_vertexAttr, vertexBuffer.constData());
    m_program->enableAttributeArray(m_texCoordAttr);
    m_program->setAttributeArray(m_texCoordAttr, texCoordBuffer.constData());

    glEnable(GL_BLEND);
    glDisable(GL_CULL_FACE);
    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

    glDrawArrays(GL_TRIANGLES, 0, 6);

    glDisable(GL_BLEND);

    m_program->disableAttributeArray(m_texCoordAttr);
    m_program->disableAttributeArray(m_vertexAttr);

#if 0
    QOpenGLPaintDevice device(camera.viewSize());
    QPainter p(&device);

    va = camera.viewProjectionMatrix().map(va);
    vb = camera.viewProjectionMatrix().map(vb);
    vc = camera.viewProjectionMatrix().map(vc);
    vd = camera.viewProjectionMatrix().map(vd);

    QVector3D c(camera.viewSize().width() * 0.5, camera.viewSize().height() * 0.5, 0);
    va = c + c * va * QVector3D(1, -1, 0);
    vb = c + c * vb * QVector3D(1, -1, 0);
    vc = c + c * vc * QVector3D(1, -1, 0);
    vd = c + c * vd * QVector3D(1, -1, 0);

    QPointF pa(va.x(), va.y());
    QPointF pb(vb.x(), vb.y());
    QPointF pc(vc.x(), vc.y());
    QPointF pd(vd.x(), vd.y());

    p.drawLine(pa, pb);
    p.drawLine(pb, pc);
    p.drawLine(pc, pd);
    p.drawLine(pd, pa);

    extern QVector3D debug;

    QVector3D d = camera.viewProjectionMatrix().map(debug);
    d = c + c * d * QVector3D(1, -1, 0);

    static QVector3D old;
    if (debug != old)
        old = debug;

    p.setPen(Qt::NoPen);
    p.setBrush(Qt::red);
    p.drawEllipse(QRectF(d.x() - 2, d.y() - 2, 4, 4));

    p.end();
#endif
}