Ejemplo n.º 1
0
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();
}
Ejemplo n.º 2
0
void SSGQuickLayer::bind()
{
#ifndef QT_NO_DEBUG
    if (!m_recursive && m_fbo && ((m_multisampling && m_secondaryFbo->isBound()) || m_fbo->isBound()))
        qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively.");
#endif
    QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
    if (!m_fbo && m_format == GL_RGBA32F) {
        if (m_transparentTexture == 0) {
            funcs->glGenTextures(1, &m_transparentTexture);
            funcs->glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
            const float zero[4] = {0, 0, 0, 0};
            funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, zero);
        } else {
            funcs->glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
        }
    } else {
        funcs->glBindTexture(GL_TEXTURE_2D, m_fbo ? m_fbo->texture() : 0);
        updateBindOptions();
    }
}
Ejemplo n.º 3
0
void AtcTexture::bind()
{
    if (m_uploaded && m_texture_id) {
        glBindTexture(GL_TEXTURE_2D, m_texture_id);
        return;
    }

    if (m_texture_id == 0)
        glGenTextures(1, &m_texture_id);
    glBindTexture(GL_TEXTURE_2D, m_texture_id);

#ifndef QT_NO_DEBUG
    while (glGetError() != GL_NO_ERROR) { }
#endif

    QOpenGLContext *ctx = QOpenGLContext::currentContext();
    Q_ASSERT(ctx != 0);
    ctx->functions()->glCompressedTexImage2D(GL_TEXTURE_2D, 0, m_glFormat,
                                             m_size.width(), m_size.height(), 0,
                                             m_sizeInBytes,
                                             m_data.data() + sizeof(DDSFormat));

    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

#ifndef QT_NO_DEBUG
    // Gracefully fail in case of an error...
    GLuint error = glGetError();
    if (error != GL_NO_ERROR) {
        qDebug () << "glCompressedTexImage2D for compressed texture failed, error: " << error;
        glBindTexture(GL_TEXTURE_2D, 0);
        glDeleteTextures(1, &m_texture_id);
        m_texture_id = 0;
        return;
    }
#endif

    m_uploaded = true;
    updateBindOptions(true);
}
Ejemplo n.º 4
0
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 MirBufferSGTexture::bind()
{
    glBindTexture(GL_TEXTURE_2D, m_textureId);
    updateBindOptions(true/* force */);
    m_mirBuffer->gl_bind_to_texture();
}