コード例 #1
0
ファイル: StelMainView.cpp プロジェクト: magnific0/stellarium
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();
}
コード例 #2
0
	//! Initialize the frame buffer objects.
	void initFBOs()
	{
		invariant();
		Q_ASSERT_X(useFBO(), Q_FUNC_INFO, "We're not using FBO");
		if (NULL == backBuffer)
		{
			Q_ASSERT_X(NULL == frontBuffer, Q_FUNC_INFO, 
			           "frontBuffer is not null even though backBuffer is");

			// If non-power-of-two textures are supported,
			// FBOs must have power of two size large enough to fit the viewport.
			const QSize bufferSize = nonPowerOfTwoTexturesSupported 
			    ? StelUtils::smallestPowerOfTwoSizeGreaterOrEqualTo(viewportSize) 
			    : viewportSize;

			// We want a depth and stencil buffer attached to our FBO if possible.
			const QGLFramebufferObject::Attachment attachment =
				QGLFramebufferObject::CombinedDepthStencil;
			backBuffer  = new QGLFramebufferObject(bufferSize, attachment);
			frontBuffer = new QGLFramebufferObject(bufferSize, attachment);

			Q_ASSERT_X(backBuffer->isValid() && frontBuffer->isValid(),
			           Q_FUNC_INFO, "Framebuffer objects failed to initialize");
		}
		invariant();
	}
コード例 #3
0
ファイル: Overlay.cpp プロジェクト: 3DPrinterGuy/FreeCAD
    MyPaintable(Gui::View3DInventorViewer* v) :view(v), img(v->getGLWidget()->size(), QImage::Format_ARGB32)
    {
        img.fill(qRgba(255, 255, 255, 0));
        {
            QPainter p(&img);
            p.setPen(Qt::white);
            p.drawText(200,200,QString::fromLatin1("Render to QImage"));
        }

        img = QGLWidget::convertToGLFormat(img);
        fbo = new QGLFramebufferObject(v->getGLWidget()->size());
        fbo->bind();
        //glClear(GL_COLOR_BUFFER_BIT);
        fbo->release();
        {
            QPainter p(fbo);
            p.setPen(Qt::white);
            p.drawText(200,200,QString::fromLatin1("Render to QGLFramebufferObject"));
            p.end();
            //img = fbo->toImage();
            //img = QGLWidget::convertToGLFormat(img);
        }
        //fbo->bind();
        //glEnable(GL_DEPTH_TEST);
        //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //glDepthRange(0.1,1.0);
        //glEnable(GL_LINE_SMOOTH);
        //SoGLRenderAction a(SbViewportRegion(128,128));
        //a.apply(v->getSceneManager()->getSceneGraph());
        //fbo->release();
        //img = fbo->toImage();
        //img = QGLWidget::convertToGLFormat(img);

        view->getSoRenderManager()->scheduleRedraw();
    }
コード例 #4
0
ファイル: videoview.cpp プロジェクト: slavablind91/code
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);
}
コード例 #5
0
ファイル: qpixmapdata_gl.cpp プロジェクト: RS102839/qt
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;
}
コード例 #6
0
ファイル: sketcher.cpp プロジェクト: pmindek/csl
Selection* Sketcher::createSelection(int width, int height)
{
	Selection *selection = new Selection();
	//selection->setParameters(parameters, parameterNames);

	QGLFramebufferObject *fbo = new QGLFramebufferObject(width, height);

	glBindTexture(GL_TEXTURE_2D, fbo->texture());
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	selection->setSelectionMask(fbo);
	this->selections << selection;
	return selection;
}
コード例 #7
0
ファイル: qglview.cpp プロジェクト: Haider-BA/walberla
bool QGLViewPickSurface::activate(QGLAbstractSurface *prevSurface)
{
    Q_UNUSED(prevSurface);
    if (m_fbo)
        m_fbo->bind();
    return true;
}
コード例 #8
0
// --------------------------------------------------------
void TouchWidgetRenderer::drawMagnifyingGlass(
	GLResourceContainer * container,
	const MagnifyingGlass * mg,
	float alpha ) const
{
	// draw contents to fbo
	QGLFramebufferObject * fbo = container->framebufferObject("mg_fbo");
	drawSceneToFbo(fbo,	mg->srcCenter(), mg->srcSize(), mg->angle());

	//qDebug() << "drawing mg " << mg << mg->dstCenter() << mg->dstSize();

	// draw magnifying glass including contents
	QGLShaderProgram * shader = container->shaderProgram("mglass");
	shader->bind();
	shader->setUniformValue("mglass_tex", 0);
	shader->setUniformValue("content_tex", 1);
	shader->setUniformValue("alpha", this->alpha()*alpha);
	glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, container->texture("mglass"));
	glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, fbo->texture());
	drawQuad(mg->dstCenter(), mg->dstSize(), -mg->angle(), this->alpha()*alpha);
	shader->release();
}
コード例 #9
0
ファイル: Overlay.cpp プロジェクト: 3DPrinterGuy/FreeCAD
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
}
コード例 #10
0
ファイル: qglview.cpp プロジェクト: Haider-BA/walberla
void QGLViewPickSurface::deactivate(QGLAbstractSurface *nextSurface)
{
    Q_UNUSED(nextSurface);
    if (m_fbo)
        m_fbo->release();
}
コード例 #11
0
ファイル: Layer.cpp プロジェクト: rforge/qtinterfaces
void Layer::paint(QPainter *painter, const QStyleOptionGraphicsItem *option,
                  QWidget *widget)
{
  QtPainter *qvpainter = NULL;
#ifdef QT_OPENGL_LIB
  QPainter *fboPainter;
  QGLFramebufferObject *fbo = NULL;
  QGLWidget *qglWidget = qobject_cast<QGLWidget *>(widget);
  if (qglWidget) { // on-screen OpenGL
    QGLContext *context = const_cast<QGLContext *>(qglWidget->context());
    qvpainter = new OpenGLPainter(painter, context);
  } else if (cacheMode() != QGraphicsItem::NoCache &&
             QGLFramebufferObject::hasOpenGLFramebufferObjects()) {
    // caching, try FBO
    // if we have direct rendering and FBO support, make use of
    // FBO, but this could still just be in software

    // NOTE: In Qt 4.6, 'painter' would already target an FBO, if we
    // were using the 'OpenGL2' paint engine. We have decided to stick
    // with the original engine for now, as the OpenGL2 engine relies
    // heavily on shaders, which is slow for our use case.
    
    // Apparently, we must use the QGLContext associated with
    // the view being painted. Thus, PlotView tracks whether it is
    // inside a paintEvent, so we can get the current QGLWidget.
    OverlayScene *overlayScene = qobject_cast<OverlayScene *>(scene());
    if (overlayScene)
      qglWidget = qobject_cast<QGLWidget *>(overlayScene->view()->viewport());
    else {
      QList<QGraphicsView *> views = scene()->views();
      for (int i = 0; i < views.size() && !qglWidget; i++) {
        PlotView *view = qobject_cast<PlotView *>(views[i]);
        if (view && view->isPainting())
          qglWidget = qobject_cast<QGLWidget *>(view->viewport());
      }
    }
    if (qglWidget) {
      QSize size(painter->device()->width(), painter->device()->height());
      QGLContext *context = const_cast<QGLContext *>(qglWidget->context());
      // GC during paint callback may have reset this
      if (qglWidget->context() != QGLContext::currentContext())
        qglWidget->makeCurrent();
      // NOTE: need Qt 4.6 for antialiasing to work with FBOs
#if QT_VERSION >= 0x40600
      if (!fboMultisamplingFailed) {
        QGLFramebufferObjectFormat fboFormat;
        fboFormat.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
        fboFormat.setSamples(4); // 4X antialiasing should be enough?
        qInstallMsgHandler(fboDebugMsgCatcher);
        fbo = new QGLFramebufferObject(size, fboFormat);
        qInstallMsgHandler(0);
        if (fboMultisamplingFailed) {
          delete fbo;
          fbo = NULL;
        }
      }
#endif
      if (!fbo)
        fbo = new QGLFramebufferObject(size);
      // clear the FBO
      fboPainter = new QPainter(fbo);
      fboPainter->setCompositionMode(QPainter::CompositionMode_Source);
      fboPainter->fillRect(0, 0, size.width(), size.height(), Qt::transparent);
      fboPainter->setCompositionMode(QPainter::CompositionMode_SourceOver);
      qvpainter = new OpenGLPainter(fboPainter, context);
      qvpainter->setTransform(painter->worldTransform());
    }
  }
#endif
  
  if (!qvpainter) // fallback to Qt renderer
    qvpainter = new QtPainter(painter);

  // NOTE: in QT 4.6 exposedRect will just be the bounding rect, by default
  paintPlot(qvpainter, option->exposedRect);

  delete qvpainter;
#ifdef QT_OPENGL_LIB
  if (fbo) { // silliness: download to image, only to upload to texture
    painter->setWorldMatrixEnabled(false);
    qglWidget->makeCurrent(); // gc during callback may have cleared this
    // need to tell Qt that 'fboImage' is actually premultiplied
    QImage fboImage = fbo->toImage();
    const uchar *data = fboImage.bits(); // no deep copy
    QImage premultImage = QImage(data,
                                 fboImage.width(),
                                 fboImage.height(),
                                 QImage::Format_ARGB32_Premultiplied);
    // Not sure why this can't be (0, 0)...
    painter->drawImage(QPointF(1, -1), premultImage);
    delete fboPainter;
    delete fbo;
  }
#endif
}
コード例 #12
0
ファイル: Overlay.cpp プロジェクト: 3DPrinterGuy/FreeCAD
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);
}