コード例 #1
0
ファイル: qglview.cpp プロジェクト: hekav/QtQuickVcp
void QGLView::drawTexts()
{
    QList<Parameters*>* parametersList = getDrawableList(Text);

    if (parametersList->isEmpty())
    {
        return;
    }

    m_textVertexBuffer->bind();
    m_textProgram->enableAttributeArray(m_textPositionLocation);
    m_textProgram->enableAttributeArray(m_textTexCoordinateLocation);
    m_textProgram->setAttributeBuffer(m_textPositionLocation, GL_FLOAT, 0, 3, sizeof(TextVertex));
    m_textProgram->setAttributeBuffer(m_textTexCoordinateLocation, GL_FLOAT, 3*sizeof(GLfloat), 2, sizeof(TextVertex));

    for (int i = 0; i < parametersList->size(); ++i)
    {
        TextParameters *textParameters = static_cast<TextParameters*>(parametersList->at(i));
        QStaticText staticText = textParameters->staticText;
        int textureIndex;
        QOpenGLTexture *texture;
        float aspectRatio;

        textureIndex = m_textTextList.indexOf(staticText);
        texture = m_textTextureList.at(textureIndex);
        aspectRatio = m_textAspectRatioList.at(textureIndex);

        if (!texture->isCreated()) // initialize texture on first use
        {
            createTextTexture(textParameters);
        }

        m_textProgram->setUniformValue(m_textAspectRatioLocation, aspectRatio);
        m_textProgram->setUniformValue(m_textAlignmentLocation, (GLint)textParameters->alignment);
        m_textProgram->setUniformValue(m_textColorLocation, textParameters->color);
        m_textProgram->setUniformValue(m_textModelMatrixLocation, textParameters->modelMatrix);
        m_textProgram->setUniformValue(m_textTextureLocation, texture->textureId());

        if (m_selectionModeActive)  // selection mode active
        {
            m_textProgram->setUniformValue(m_textIdColorLocation, QColor(0xFF000000u + m_currentDrawableId));    // color for selection mode
            m_drawableIdMap.insert(m_currentDrawableId, textParameters);
            m_currentDrawableId++;
        }

        texture->bind(texture->textureId());
        glDrawArrays(GL_TRIANGLES, 0, m_textVertexBuffer->size()/sizeof(TextVertex));
        texture->release(texture->textureId());
    }

    m_textProgram->disableAttributeArray(m_textPositionLocation);
    m_textProgram->disableAttributeArray(m_textTexCoordinateLocation);
    m_textVertexBuffer->release();
}