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())); }
void QGLWidgetGLPaintDevice::beginPaint() { QGLPaintDevice::beginPaint(); QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); if (!glWidget->d_func()->disable_clear_on_painter_begin && glWidget->autoFillBackground()) { if (glWidget->testAttribute(Qt::WA_TranslucentBackground)) funcs->glClearColor(0.0, 0.0, 0.0, 0.0); else { const QColor &c = glWidget->palette().brush(glWidget->backgroundRole()).color(); float alpha = c.alphaF(); funcs->glClearColor(c.redF() * alpha, c.greenF() * alpha, c.blueF() * alpha, alpha); } if (context()->d_func()->workaround_needsFullClearOnEveryFrame) funcs->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); else funcs->glClear(GL_COLOR_BUFFER_BIT); } }
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())); }
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); }
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())); }
void WebView::CreateGLContext() { QOpenGLContext* context = window_->GLContext(); context->makeCurrent(window_); static bool firstClearDone = false; if (!firstClearDone) { QOpenGLFunctions* functions = context->functions(); Q_ASSERT(functions); functions->glClearColor(1.0, 1.0, 1.0, 0.0); functions->glClear(GL_COLOR_BUFFER_BIT); context->swapBuffers(window_); firstClearDone = true; } }
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); }
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); }