コード例 #1
0
void QWaylandBufferMaterial::bind()
{
    QOpenGLFunctions *gl = QOpenGLContext::currentContext()->functions();
    const GLenum target = bufferTypes[m_format].textureTarget;

    ensureTextures(bufferTypes[m_format].planeCount);

    switch (m_textures.size()) {
    case 3:
        gl->glActiveTexture(GL_TEXTURE2);
        gl->glBindTexture(target, m_textures[2]);
    case 2:
        gl->glActiveTexture(GL_TEXTURE1);
        gl->glBindTexture(target, m_textures[1]);
    case 1:
        gl->glActiveTexture(GL_TEXTURE0);
        gl->glBindTexture(target, m_textures[0]);
    }
}
コード例 #2
0
void GLImageProcessor::plot(int w, int h)
{
	vao.bind();
	plotProgram->bind();
	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
	f->glActiveTexture(GL_TEXTURE0);
	f->glBindTexture(GL_TEXTURE_2D, renderFbo->texture());
	f->glViewport(0, 0, w, h);
	f->glDrawArrays(GL_QUADS, 0, 4);
	plotProgram->release();
	vao.release();
}
コード例 #3
0
void VideoMaterial::bind()
{
    QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
    GstBuffer *frame = NULL;

    m_frameMutex.lock();
    if (m_frame)
      frame = gst_buffer_ref(m_frame);
    m_frameMutex.unlock();

    if (frame) {
        GstMapInfo info;
        gst_buffer_map(frame, &info, GST_MAP_READ);
        functions->glActiveTexture(GL_TEXTURE1);
        bindTexture(1, info.data);
        functions->glActiveTexture(GL_TEXTURE2);
        bindTexture(2, info.data);
        functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
        bindTexture(0, info.data);
        gst_buffer_unmap(frame, &info);
        gst_buffer_unref(frame);
    } else {
        functions->glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, m_textureIds[1]);
        functions->glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D, m_textureIds[2]);
        functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
        glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
    }
}
コード例 #4
0
ファイル: tfinteg2dgl.cpp プロジェクト: chrisyeshi/VolRen
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);
}
コード例 #5
0
ファイル: SGVlcVideoNode.cpp プロジェクト: Dmitry666/QmlVlc
void QSGVlcVideoFrameMaterial::bindPlane( GLenum texUnit, GLuint texId, const void* plane,
                                          quint16 width, quint16 height )
{
    QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
    f->glActiveTexture( texUnit );
    glBindTexture( GL_TEXTURE_2D, texId );
    if( plane ) {
        glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE,
                      width, height, 0,
                      GL_LUMINANCE, GL_UNSIGNED_BYTE, plane );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
    }
}
コード例 #6
0
    void bind()
    {
        QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();

        QMutexLocker lock(&m_frameMutex);
        if (m_frame.isValid()) {
            if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) {
                QSize textureSize = m_frame.size();

                int stride = m_frame.bytesPerLine();
                switch (m_frame.pixelFormat()) {
                case QVideoFrame::Format_RGB565:
                    stride /= 2;
                    break;
                default:
                    stride /= 4;
                }

                m_width = qreal(m_frame.width()) / stride;
                textureSize.setWidth(stride);

                if (m_textureSize != textureSize) {
                    if (!m_textureSize.isEmpty())
                        functions->glDeleteTextures(1, &m_textureId);
                    functions->glGenTextures(1, &m_textureId);
                    m_textureSize = textureSize;
                }

                GLint dataType = GL_UNSIGNED_BYTE;
                GLint dataFormat = GL_RGBA;

                if (m_frame.pixelFormat() == QVideoFrame::Format_RGB565) {
                    dataType = GL_UNSIGNED_SHORT_5_6_5;
                    dataFormat = GL_RGB;
                }

                GLint previousAlignment;
                functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
                functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

                functions->glActiveTexture(GL_TEXTURE0);
                functions->glBindTexture(GL_TEXTURE_2D, m_textureId);
                functions->glTexImage2D(GL_TEXTURE_2D, 0, dataFormat,
                                        m_textureSize.width(), m_textureSize.height(),
                                        0, dataFormat, dataType, m_frame.bits());

                functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);

                functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

                m_frame.unmap();
            }
            m_frame = QVideoFrame();
        } else {
            functions->glActiveTexture(GL_TEXTURE0);
            functions->glBindTexture(GL_TEXTURE_2D, m_textureId);
        }
    }
コード例 #7
0
ファイル: QtViewRenderer.cpp プロジェクト: cguebert/Panda
void QtViewRenderer::render()
{
	QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
	OpenGLStateSaver state(f);

	f->glEnable(GL_BLEND);
	f->glBlendEquation(GL_FUNC_ADD);
	f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	f->glDisable(GL_CULL_FACE);
	f->glDisable(GL_DEPTH_TEST);
	f->glActiveTexture(GL_TEXTURE0);

	glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2], 1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glViewport(0, 0, m_width, m_height);
	QMatrix4x4 ortho;
	ortho.ortho(m_viewBounds[0], m_viewBounds[2], m_viewBounds[3], m_viewBounds[1], -1, 1);

	m_shader->bind();
	m_shader->setUniformValue(m_locationTex, 0);
	m_shader->setUniformValue(m_locationProjMtx, ortho);

	m_VAO->bind();

	int vboSize = 0, eboSize = 0;
	for (const auto cmd_list : m_drawLists)
	{
		if (cmd_list->vtxBuffer().empty() || cmd_list->idxBuffer().empty())
			continue;

		const DrawList::DrawIdx* idx_buffer_offset = nullptr;

		m_VBO->bind();
		int vtxSize = cmd_list->vtxBuffer().size() * sizeof(DrawList::DrawVert);
		if (vtxSize > vboSize)
		{
			m_VBO->allocate(vtxSize);
			vboSize = vtxSize;
		}
		m_VBO->write(0, &cmd_list->vtxBuffer().front(), vtxSize);

		m_EBO->bind();
		int idxSize = cmd_list->idxBuffer().size() * sizeof(DrawList::DrawIdx);
		if (idxSize > eboSize)
		{
			m_EBO->allocate(idxSize);
			eboSize = idxSize;
		}
		m_EBO->write(0, &cmd_list->idxBuffer().front(), idxSize);

		for (const auto& pcmd : cmd_list->cmdBuffer())
		{
			glBindTexture(GL_TEXTURE_2D, pcmd.textureId);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

			glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(pcmd.elemCount), GL_UNSIGNED_INT, idx_buffer_offset);
			idx_buffer_offset += pcmd.elemCount;
		}
	}

	m_shader->release();
	m_VAO->release();
}
コード例 #8
0
ファイル: qsgadaptationlayer.cpp プロジェクト: RobinWuDev/Qt
void QSGDistanceFieldGlyphCache::saveTexture(GLuint textureId, int width, int height) const
{
    QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();

    GLuint fboId;
    functions->glGenFramebuffers(1, &fboId);

    GLuint tmpTexture = 0;
    functions->glGenTextures(1, &tmpTexture);
    functions->glBindTexture(GL_TEXTURE_2D, tmpTexture);
    functions->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    functions->glBindTexture(GL_TEXTURE_2D, 0);

    functions->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId);
    functions->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,
                                      tmpTexture, 0);

    functions->glActiveTexture(GL_TEXTURE0);
    functions->glBindTexture(GL_TEXTURE_2D, textureId);

    functions->glDisable(GL_STENCIL_TEST);
    functions->glDisable(GL_DEPTH_TEST);
    functions->glDisable(GL_SCISSOR_TEST);
    functions->glDisable(GL_BLEND);

    GLfloat textureCoordinateArray[8];
    textureCoordinateArray[0] = 0.0f;
    textureCoordinateArray[1] = 0.0f;
    textureCoordinateArray[2] = 1.0f;
    textureCoordinateArray[3] = 0.0f;
    textureCoordinateArray[4] = 1.0f;
    textureCoordinateArray[5] = 1.0f;
    textureCoordinateArray[6] = 0.0f;
    textureCoordinateArray[7] = 1.0f;

    GLfloat vertexCoordinateArray[8];
    vertexCoordinateArray[0] = -1.0f;
    vertexCoordinateArray[1] = -1.0f;
    vertexCoordinateArray[2] =  1.0f;
    vertexCoordinateArray[3] = -1.0f;
    vertexCoordinateArray[4] =  1.0f;
    vertexCoordinateArray[5] =  1.0f;
    vertexCoordinateArray[6] = -1.0f;
    vertexCoordinateArray[7] =  1.0f;

    functions->glViewport(0, 0, width, height);
    functions->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray);
    functions->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray);

    {
        static const char *vertexShaderSource =
                "attribute vec4      vertexCoordsArray; \n"
                "attribute vec2      textureCoordArray; \n"
                "varying   vec2      textureCoords;     \n"
                "void main(void) \n"
                "{ \n"
                "    gl_Position = vertexCoordsArray;   \n"
                "    textureCoords = textureCoordArray; \n"
                "} \n";

        static const char *fragmentShaderSource =
                "varying   vec2      textureCoords; \n"
                "uniform   sampler2D         texture;       \n"
                "void main() \n"
                "{ \n"
                "    gl_FragColor = texture2D(texture, textureCoords); \n"
                "} \n";

        GLuint vertexShader = functions->glCreateShader(GL_VERTEX_SHADER);
        GLuint fragmentShader = functions->glCreateShader(GL_FRAGMENT_SHADER);

        if (vertexShader == 0 || fragmentShader == 0) {
            GLenum error = functions->glGetError();
            qWarning("QSGDistanceFieldGlyphCache::saveTexture: Failed to create shaders. (GL error: %x)",
                     error);
            return;
        }

        functions->glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
        functions->glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
        functions->glCompileShader(vertexShader);

        GLint len = 1;
        functions->glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &len);

        char infoLog[2048];
        functions->glGetShaderInfoLog(vertexShader, 2048, NULL, infoLog);
        if (qstrlen(infoLog) > 0)
            qWarning("Problems compiling vertex shader:\n %s", infoLog);

        functions->glCompileShader(fragmentShader);
        functions->glGetShaderInfoLog(fragmentShader, 2048, NULL, infoLog);
        if (qstrlen(infoLog) > 0)
            qWarning("Problems compiling fragment shader:\n %s", infoLog);

        GLuint shaderProgram = functions->glCreateProgram();
        functions->glAttachShader(shaderProgram, vertexShader);
        functions->glAttachShader(shaderProgram, fragmentShader);

        functions->glBindAttribLocation(shaderProgram, 0, "vertexCoordsArray");
        functions->glBindAttribLocation(shaderProgram, 1, "textureCoordArray");

        functions->glLinkProgram(shaderProgram);
        functions->glGetProgramInfoLog(shaderProgram, 2048, NULL, infoLog);
        if (qstrlen(infoLog) > 0)
            qWarning("Problems linking shaders:\n %s", infoLog);

        functions->glUseProgram(shaderProgram);
        functions->glEnableVertexAttribArray(0);
        functions->glEnableVertexAttribArray(1);

        int textureUniformLocation = functions->glGetUniformLocation(shaderProgram, "texture");
        functions->glUniform1i(textureUniformLocation, 0);
    }

    functions->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    {
        GLenum error = functions->glGetError();
        if (error != GL_NO_ERROR)
            qWarning("glDrawArrays reported error 0x%x", error);
    }

    uchar *data = new uchar[width * height * 4];

    functions->glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);

    QImage image(data, width, height, QImage::Format_ARGB32);

    QByteArray fileName = m_referenceFont.familyName().toLatin1() + '_' + QByteArray::number(textureId);
    fileName = fileName.replace('/', '_').replace(' ', '_') + ".png";

    image.save(QString::fromLocal8Bit(fileName));

    {
        GLenum error = functions->glGetError();
        if (error != GL_NO_ERROR)
            qWarning("glReadPixels reported error 0x%x", error);
    }

    functions->glDisableVertexAttribArray(0);
    functions->glDisableVertexAttribArray(1);

    functions->glDeleteFramebuffers(1, &fboId);
    functions->glDeleteTextures(1, &tmpTexture);

    delete[] data;
}
コード例 #9
0
void QSGVideoMaterial_YUV::bind()
{
    QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
    QMutexLocker lock(&m_frameMutex);
    if (m_frame.isValid()) {
        if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) {
            int fw = m_frame.width();
            int fh = m_frame.height();

            // Frame has changed size, recreate textures...
            if (m_textureSize != m_frame.size()) {
                if (!m_textureSize.isEmpty())
                    functions->glDeleteTextures(m_planeCount, m_textureIds);
                functions->glGenTextures(m_planeCount, m_textureIds);
                m_textureSize = m_frame.size();
            }

            GLint previousAlignment;
            functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
            functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

            if (m_format.pixelFormat() == QVideoFrame::Format_NV12
                    || m_format.pixelFormat() == QVideoFrame::Format_NV21) {
                const int y = 0;
                const int uv = 1;

                m_planeWidth[0] = m_planeWidth[1] = qreal(fw) / m_frame.bytesPerLine(y);

                functions->glActiveTexture(GL_TEXTURE1);
                bindTexture(m_textureIds[1], m_frame.bytesPerLine(uv) / 2, fh / 2, m_frame.bits(uv), GL_LUMINANCE_ALPHA);
                functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
                bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE);

            } else { // YUV420P || YV12
                const int y = 0;
                const int u = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 1 : 2;
                const int v = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 2 : 1;

                m_planeWidth[0] = qreal(fw) / m_frame.bytesPerLine(y);
                m_planeWidth[1] = m_planeWidth[2] = qreal(fw) / (2 * m_frame.bytesPerLine(u));

                functions->glActiveTexture(GL_TEXTURE1);
                bindTexture(m_textureIds[1], m_frame.bytesPerLine(u), fh / 2, m_frame.bits(u), GL_LUMINANCE);
                functions->glActiveTexture(GL_TEXTURE2);
                bindTexture(m_textureIds[2], m_frame.bytesPerLine(v), fh / 2, m_frame.bits(v), GL_LUMINANCE);
                functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
                bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE);
            }

            functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
            m_frame.unmap();
        }

        m_frame = QVideoFrame();
    } else {
        // Go backwards to finish with GL_TEXTURE0
        for (int i = m_planeCount - 1; i >= 0; --i) {
            functions->glActiveTexture(GL_TEXTURE0 + i);
            functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[i]);
        }
    }
}