コード例 #1
0
void ScreenAlignedQuad::draw(QOpenGLFunctions &gl)
{
    m_vertices->bind();
    gl.glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 0, nullptr);
    gl.glEnableVertexAttribArray(0);
	gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
コード例 #2
0
ファイル: cubeface.cpp プロジェクト: maxiaoniu/ARCube
void CubeFace::draw()
{
    m_vao->bind();
    QOpenGLFunctions f = QOpenGLFunctions(QOpenGLContext::currentContext());
    f.glDrawArrays(GL_TRIANGLES, 0, 12);
    m_vao->release();

}
コード例 #3
0
    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);
    }
コード例 #4
0
void CompasWidget::paintGL(){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);
	m_world.setToIdentity();
	m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
	m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
	m_world.rotate(m_zRot / 16.0f, 0, 0, 1);

	/*


	QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
	m_program->bind();
	m_program->setUniformValue(m_projMatrixLoc, m_proj);
	m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
	QMatrix3x3 normalMatrix = m_world.normalMatrix();
	m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);

	glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());

	m_program->release();
*/

	QOpenGLFunctions *f = context()->functions();
	const bool newFrameReady=true;
	if (newFrameReady) {//new frame ready
		f->glFrontFace(GL_CW); // because our cube's vertex data is such

		f->glBindTexture(GL_TEXTURE_2D, m_fbo2->texture());

		m_program2->bind();
		QOpenGLVertexArrayObject::Binder vaoBinder(m_vao2);
		// If VAOs are not supported, set the vertex attributes every time.
		if (!m_vao2->isCreated()){
			setupVertexAttribs2();
		}

		static GLfloat angle = 0;
		QMatrix4x4 m;
		m.translate(0, 0, -20);
		m.rotate(90, 0, 0, 1);
		m.rotate(angle, 0.5, 1, 0);
		angle += 0.5f;

		m_program2->setUniformValue(m_matrixLoc, m_proj * m);

		// Draw the cube.
		f->glDrawArrays(GL_TRIANGLES, 0, 36);

		m_program2->release();

	}


}
コード例 #5
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 #6
0
void GLImageProcessor::render()
{
	vao.bind();

	if (!texture.isNull())
		texture->bind();

	program->bind();
	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
	f->glDrawArrays(GL_QUADS, 0, 4);
	program->release();

	vao.release();
}
コード例 #7
0
void GLImageProcessor::run()
{
	renderFbo->bind();
	{
		QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
		f->glViewport(0, 0, renderFbo->width(), renderFbo->height());
		texture->bind();
		vao.bind();
		program->bind();
		f->glDrawArrays(GL_QUADS, 0, 4);
		program->release();
		vao.release();
	}
	renderFbo->bindDefault();
}
コード例 #8
0
ファイル: glshadertextured.cpp プロジェクト: f4exb/sdrangel
void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
{
	if (!m_texture) {
		qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
		return;
	}

	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
	m_program->bind();
	m_program->setUniformValue(m_matrixLoc, transformMatrix);
	m_texture->bind();
	m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
	f->glEnableVertexAttribArray(0); // vertex
	f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
	f->glEnableVertexAttribArray(1); // texture coordinates
	f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
	f->glDrawArrays(mode, 0, nbVertices);
	f->glDisableVertexAttribArray(0);
	m_program->release();
}
コード例 #9
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;
}