コード例 #1
0
ファイル: qvr-osgviewer.cpp プロジェクト: ill-look-later/qvr
void QVROSGViewer::render(QVRWindow* /* w */,
        const QVRRenderContext& context, int viewPass, unsigned int texture)
{
    // Set up framebuffer object to render into
    GLint width, height;
    glBindTexture(GL_TEXTURE_2D, texture);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
    glBindTexture(GL_TEXTURE_2D, _fboDepthTex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height,
            0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);

    // Set up OSG graphics window
    _graphicsWindow->resized(0, 0, width, height);

    // Set up OSG camera
    QMatrix4x4 P = context.frustum(viewPass).toMatrix4x4();
    _viewer.getCamera()->setProjectionMatrix(osg::Matrix(P.constData()));
    QMatrix4x4 V = context.viewMatrix(viewPass);
    _viewer.getCamera()->setViewMatrix(osg::Matrix(V.constData()));

    // Render
    _viewer.frame();
}
コード例 #2
0
ファイル: qvr-minimal-example.cpp プロジェクト: marlam/qvr
void QVRMinimalExample::render(QVRWindow* /* w */,
        const QVRRenderContext& context, int viewPass,
        unsigned int texture)
{
    // Set up framebuffer object to render into
    GLint width, height;
    glBindTexture(GL_TEXTURE_2D, texture);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
    glBindTexture(GL_TEXTURE_2D, _fboDepthTex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height,
            0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);

    // Set up view
    glViewport(0, 0, width, height);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    QMatrix4x4 projectionMatrix = context.frustum(viewPass).toMatrix4x4();
    QMatrix4x4 viewMatrix = context.viewMatrix(viewPass);

    // Set up shader program
    glUseProgram(_prg.programId());
    _prg.setUniformValue("projection_matrix", projectionMatrix);
    glEnable(GL_DEPTH_TEST);

    // Render
    QMatrix4x4 modelMatrix;
    modelMatrix.translate(0.0f, 0.0f, -15.0f);
    modelMatrix.rotate(_rotationAngle, 1.0f, 0.5f, 0.0f);
    QMatrix4x4 modelViewMatrix = viewMatrix * modelMatrix;
    _prg.setUniformValue("modelview_matrix", modelViewMatrix);
    _prg.setUniformValue("normal_matrix", modelViewMatrix.normalMatrix());
    glBindVertexArray(_vao);
    glDrawElements(GL_TRIANGLES, _vaoIndices, GL_UNSIGNED_INT, 0);
}