static PyObject *meth_QOpenGLFramebufferObjectFormat_setTextureTarget(PyObject *sipSelf, PyObject *sipArgs)
{
    PyObject *sipParseErr = NULL;

    {
        GLenum a0;
        QOpenGLFramebufferObjectFormat *sipCpp;

        if (sipParseArgs(&sipParseErr, sipArgs, "Bu", &sipSelf, sipType_QOpenGLFramebufferObjectFormat, &sipCpp, &a0))
        {
            sipCpp->setTextureTarget(a0);

            Py_INCREF(Py_None);
            return Py_None;
        }
    }

    /* Raise an exception if the arguments couldn't be parsed. */
    sipNoMethod(sipParseErr, sipName_QOpenGLFramebufferObjectFormat, sipName_setTextureTarget, doc_QOpenGLFramebufferObjectFormat_setTextureTarget);

    return NULL;
}
Esempio n. 2
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int indexAt( /*GLuint *buffer,*/ NifModel * model, Scene * scene, QList<DrawFunc> drawFunc, int cycle, const QPoint & pos, int & furn )
{
	Q_UNUSED( model ); Q_UNUSED( cycle );
	// Color Key O(1) selection
	//	Open GL 3.0 says glRenderMode is deprecated
	//	ATI OpenGL API implementation of GL_SELECT corrupts NifSkope memory
	//
	// Create FBO for sharp edges and no shading.
	// Texturing, blending, dithering, lighting and smooth shading should be disabled.
	// The FBO can be used for the drawing operations to keep the drawing operations invisible to the user.

	GLint viewport[4];
	glGetIntegerv( GL_VIEWPORT, viewport );

	// Create new FBO with multisampling disabled
	QOpenGLFramebufferObjectFormat fboFmt;
	fboFmt.setTextureTarget( GL_TEXTURE_2D );
	fboFmt.setInternalTextureFormat( GL_RGB32F_ARB );
	fboFmt.setAttachment( QOpenGLFramebufferObject::Attachment::CombinedDepthStencil );

	QOpenGLFramebufferObject fbo( viewport[2], viewport[3], fboFmt );
	fbo.bind();

	glEnable( GL_LIGHTING );
	glDisable( GL_MULTISAMPLE );
	glDisable( GL_MULTISAMPLE_ARB );
	glDisable( GL_LINE_SMOOTH );
	glDisable( GL_POINT_SMOOTH );
	glDisable( GL_POLYGON_SMOOTH );
	glDisable( GL_TEXTURE_1D );
	glDisable( GL_TEXTURE_2D );
	glDisable( GL_TEXTURE_3D );
	glDisable( GL_BLEND );
	glDisable( GL_DITHER );
	glDisable( GL_FOG );
	glDisable( GL_LIGHTING );
	glShadeModel( GL_FLAT );
	glEnable( GL_DEPTH_TEST );
	glDepthFunc( GL_LEQUAL );
	glClearColor( 0, 0, 0, 1 );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	// Rasterize the scene
	Node::SELECTING = 1;
	for ( DrawFunc df : drawFunc ) {
		(scene->*df)();
	}
	Node::SELECTING = 0;

	fbo.release();

	QImage img( fbo.toImage() );
	QColor pixel = img.pixel( pos );

#ifndef QT_NO_DEBUG
	img.save( "fbo.png" );
#endif

	// Encode RGB to Int
	int a = 0;
	a |= pixel.red()   << 0;
	a |= pixel.green() << 8;
	a |= pixel.blue()  << 16;

	// Decode:
	// R = (id & 0x000000FF) >> 0
	// G = (id & 0x0000FF00) >> 8
	// B = (id & 0x00FF0000) >> 16

	int choose = COLORKEY2ID( a );

	// Pick BSFurnitureMarker
	if ( choose > 0 ) {
		auto furnBlock = model->getBlock( model->index( 3, 0, model->getBlock( choose & 0x0ffff ) ), "BSFurnitureMarker" );

		if ( furnBlock.isValid() ) {
			furn = choose >> 16;
			choose &= 0x0ffff;
		}