QGLFramebufferObject *QGLFramebufferObjectPool::acquire(const QSize &requestSize, const QGLFramebufferObjectFormat &requestFormat, bool strictSize) { QGLFramebufferObject *chosen = 0; QGLFramebufferObject *candidate = 0; for (int i = 0; !chosen && i < m_fbos.size(); ++i) { QGLFramebufferObject *fbo = m_fbos.at(i); if (strictSize) { if (fbo->size() == requestSize && fbo->format() == requestFormat) { chosen = fbo; break; } else { continue; } } if (fbo->format() == requestFormat) { // choose the fbo with a matching format and the closest size if (!candidate || areaDiff(requestSize, candidate) > areaDiff(requestSize, fbo)) candidate = fbo; } if (candidate) { m_fbos.removeOne(candidate); const QSize fboSize = candidate->size(); QSize sz = fboSize; if (sz.width() < requestSize.width()) sz.setWidth(qMax(requestSize.width(), qRound(sz.width() * 1.5))); if (sz.height() < requestSize.height()) sz.setHeight(qMax(requestSize.height(), qRound(sz.height() * 1.5))); // wasting too much space? if (sz.width() * sz.height() > requestSize.width() * requestSize.height() * 4) sz = requestSize; if (sz != fboSize) { delete candidate; candidate = new QGLFramebufferObject(maybeRoundToNextPowerOfTwo(sz), requestFormat); } chosen = candidate; } } if (!chosen) { if (strictSize) chosen = new QGLFramebufferObject(requestSize, requestFormat); else chosen = new QGLFramebufferObject(maybeRoundToNextPowerOfTwo(requestSize), requestFormat); } if (!chosen->isValid()) { delete chosen; chosen = 0; } return chosen; }
void NightModeGraphicsEffect::draw(QPainter* painter) { int pixelRatio = painter->device()->devicePixelRatio(); QSize size(painter->device()->width() * pixelRatio, painter->device()->height() * pixelRatio); if (fbo && fbo->size() != size) { delete fbo; fbo = NULL; } if (!fbo) { QGLFramebufferObjectFormat format; format.setAttachment(QGLFramebufferObject::CombinedDepthStencil); format.setInternalTextureFormat(GL_RGBA); fbo = new NightModeGraphicsEffectFbo(size, format, pixelRatio); } QPainter fboPainter(fbo); drawSource(&fboPainter); painter->save(); painter->beginNativePainting(); program->bind(); const GLfloat pos[] = {-1, -1, +1, -1, -1, +1, +1, +1}; const GLfloat texCoord[] = {0, 0, 1, 0, 0, 1, 1, 1}; program->setUniformValue(vars.source, 0); program->setAttributeArray(vars.pos, pos, 2); program->setAttributeArray(vars.texCoord, texCoord, 2); program->enableAttributeArray(vars.pos); program->enableAttributeArray(vars.texCoord); glBindTexture(GL_TEXTURE_2D, fbo->texture()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); program->release(); painter->endNativePainting(); painter->restore(); }
void VideoView::paintGL(QGLPainter *painter) { QGLFramebufferObject *fbo = fboSurface->framebufferObject(); if (fbo) { painter->setStandardEffect(QGL::FlatReplaceTexture2D); painter->setTexture(QGLTexture2D::fromTextureId(fbo->texture(), fbo->size())); } else { painter->setStandardEffect(QGL::LitMaterial); } teapot.draw(painter); }
void resizeGL(int width, int height) { #if 0 fbObject->bind(); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (width <= height) { glOrtho(0.0, 20.0, 0.0, 20.0 * GLfloat(height) / GLfloat(width), -10.0, 10.0); } else { glOrtho(0.0, 20.0 * GLfloat(width) / GLfloat(height), 0.0, 20.0, -10.0, 10.0); } glMatrixMode(GL_MODELVIEW); drawTeapots(); fbObject->release(); #else fbObject->bind(); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); glEnable(GL_LINE_SMOOTH); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthRange(0.1,1.0); SoGLRenderAction gl(SbViewportRegion(fbObject->size().width(),fbObject->size().height())); gl.apply(view->getSoRenderManager()->getSceneGraph()); fbObject->release(); #endif }
void paintGL() { const SbViewportRegion vp = view->getSoRenderManager()->getViewportRegion(); SbVec2s size = vp.getViewportSizePixels(); glDisable(GL_LIGHTING); glViewport(0, 0, size[0], size[1]); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, fbObject->texture()); glColor3f(1.0, 1.0, 1.0); GLfloat s = size[0] / GLfloat(fbObject->size().width()); GLfloat t = size[1] / GLfloat(fbObject->size().height()); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0); glTexCoord2f(s, 0.0); glVertex2f(1.0, -1.0); glTexCoord2f(s, t); glVertex2f(1.0, 1.0); glTexCoord2f(0.0, t); glVertex2f(-1.0, 1.0); glEnd(); if (rubberBandIsShown) { glMatrixMode(GL_PROJECTION); glOrtho(0, size[0], size[1], 0, 0, 100); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glLineWidth(4.0); glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glRecti(rubberBandCorner1.x(), rubberBandCorner1.y(), rubberBandCorner2.x(), rubberBandCorner2.y()); glColor4f(1.0, 1.0, 0.0, 0.5); glLineStipple(3, 0xAAAA); glEnable(GL_LINE_STIPPLE); glBegin(GL_LINE_LOOP); glVertex2i(rubberBandCorner1.x(), rubberBandCorner1.y()); glVertex2i(rubberBandCorner2.x(), rubberBandCorner1.y()); glVertex2i(rubberBandCorner2.x(), rubberBandCorner2.y()); glVertex2i(rubberBandCorner1.x(), rubberBandCorner2.y()); glEnd(); glLineWidth(1.0); glDisable(GL_LINE_STIPPLE); glDisable(GL_BLEND); } glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); }