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 GLTerrainRect::render() { if(!initalised()) initGL(); QOpenGLFunctions * f = QOpenGLContext::currentContext()->functions(); f->glEnable(GL_BLEND);CE(); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CE(); m_vao_constraints.bind();CE(); f->glDrawElements(GL_TRIANGLE_STRIP, m_indicies.size(), GL_UNSIGNED_INT, (void*)(0)); CE();CE(); m_vao_constraints.release();CE(); f->glDisable(GL_BLEND);CE(); }
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(); }
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; }