예제 #1
0
void Renderer::render() {
    if (context == 0)
        initialize();

    if (newSize != size || reset) {
        frame = 0;
        reset = false;

        size = newSize;

        context->makeCurrent(this);

        glViewport(0, 0, size.width(), size.height());

        QOpenGLFramebufferObjectFormat fboFormat;
        fboFormat.setInternalTextureFormat(GL_RGB32F);

        delete backBuffer;
        backBuffer = new QOpenGLFramebufferObject(size, fboFormat);

        delete frameBuffer;
        frameBuffer = new QOpenGLFramebufferObject(size, fboFormat);

        context->doneCurrent();
    }

    if (backBuffer == 0 || frameBuffer == 0 || shader == 0)
        return;

    context->makeCurrent(this);

    if (!shader->isCompiled())
        shader->compile();

    GLfloat elapsed = (GLfloat)time.elapsed() / 1000.f;

    draw(shader->getMainProgram(), backBuffer, elapsed);

    if (shader->usePostProcessing())
        draw(shader->getPostProgram(), frameBuffer, elapsed);

    emit updatePixmap((shader->usePostProcessing() ? frameBuffer : backBuffer)->toImage());

    frame++;

    context->doneCurrent();
}
예제 #2
0
void QQuickContext2DFBOTile::setRect(const QRect& r)
{
    if (m_rect == r)
        return;
    m_rect = r;
    m_dirty = true;
    if (!m_fbo || m_fbo->size() != r.size()) {
        QOpenGLFramebufferObjectFormat format;
        format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
        format.setInternalTextureFormat(GL_RGBA);
        format.setMipmap(false);

        if (m_painter.isActive())
            m_painter.end();

        delete m_fbo;
        m_fbo = new QOpenGLFramebufferObject(r.size(), format);
    }
}
static PyObject *meth_QOpenGLFramebufferObjectFormat_setInternalTextureFormat(PyObject *sipSelf, PyObject *sipArgs)
{
    PyObject *sipParseErr = NULL;

    {
        GLenum a0;
        QOpenGLFramebufferObjectFormat *sipCpp;

        if (sipParseArgs(&sipParseErr, sipArgs, "Bu", &sipSelf, sipType_QOpenGLFramebufferObjectFormat, &sipCpp, &a0))
        {
            sipCpp->setInternalTextureFormat(a0);

            Py_INCREF(Py_None);
            return Py_None;
        }
    }

    /* Raise an exception if the arguments couldn't be parsed. */
    sipNoMethod(sipParseErr, sipName_QOpenGLFramebufferObjectFormat, sipName_setInternalTextureFormat, doc_QOpenGLFramebufferObjectFormat_setInternalTextureFormat);

    return NULL;
}
예제 #4
0
int indexAt( /*GLuint *buffer,*/ NifModel * model, Scene * scene, QList<DrawFunc> drawFunc, int cycle, const QPoint & pos, int & furn )
{
	Q_UNUSED( model ); Q_UNUSED( cycle );
	// Color Key O(1) selection
	//	Open GL 3.0 says glRenderMode is deprecated
	//	ATI OpenGL API implementation of GL_SELECT corrupts NifSkope memory
	//
	// Create FBO for sharp edges and no shading.
	// Texturing, blending, dithering, lighting and smooth shading should be disabled.
	// The FBO can be used for the drawing operations to keep the drawing operations invisible to the user.

	GLint viewport[4];
	glGetIntegerv( GL_VIEWPORT, viewport );

	// Create new FBO with multisampling disabled
	QOpenGLFramebufferObjectFormat fboFmt;
	fboFmt.setTextureTarget( GL_TEXTURE_2D );
	fboFmt.setInternalTextureFormat( GL_RGB32F_ARB );
	fboFmt.setAttachment( QOpenGLFramebufferObject::Attachment::CombinedDepthStencil );

	QOpenGLFramebufferObject fbo( viewport[2], viewport[3], fboFmt );
	fbo.bind();

	glEnable( GL_LIGHTING );
	glDisable( GL_MULTISAMPLE );
	glDisable( GL_MULTISAMPLE_ARB );
	glDisable( GL_LINE_SMOOTH );
	glDisable( GL_POINT_SMOOTH );
	glDisable( GL_POLYGON_SMOOTH );
	glDisable( GL_TEXTURE_1D );
	glDisable( GL_TEXTURE_2D );
	glDisable( GL_TEXTURE_3D );
	glDisable( GL_BLEND );
	glDisable( GL_DITHER );
	glDisable( GL_FOG );
	glDisable( GL_LIGHTING );
	glShadeModel( GL_FLAT );
	glEnable( GL_DEPTH_TEST );
	glDepthFunc( GL_LEQUAL );
	glClearColor( 0, 0, 0, 1 );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	// Rasterize the scene
	Node::SELECTING = 1;
	for ( DrawFunc df : drawFunc ) {
		(scene->*df)();
	}
	Node::SELECTING = 0;

	fbo.release();

	QImage img( fbo.toImage() );
	QColor pixel = img.pixel( pos );

#ifndef QT_NO_DEBUG
	img.save( "fbo.png" );
#endif

	// Encode RGB to Int
	int a = 0;
	a |= pixel.red()   << 0;
	a |= pixel.green() << 8;
	a |= pixel.blue()  << 16;

	// Decode:
	// R = (id & 0x000000FF) >> 0
	// G = (id & 0x0000FF00) >> 8
	// B = (id & 0x00FF0000) >> 16

	int choose = COLORKEY2ID( a );

	// Pick BSFurnitureMarker
	if ( choose > 0 ) {
		auto furnBlock = model->getBlock( model->index( 3, 0, model->getBlock( choose & 0x0ffff ) ), "BSFurnitureMarker" );

		if ( furnBlock.isValid() ) {
			furn = choose >> 16;
			choose &= 0x0ffff;
		}
예제 #5
0
void GLWidget::paintGL()
{
    QOpenGLFunctions* f = openglContext()->functions();
    int width = this->width() * devicePixelRatio();
    int height = this->height() * devicePixelRatio();

    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
    glViewport(0, 0, width, height);
    check_error(f);
    QColor color(KdenliveSettings::window_background()); //= QPalette().color(QPalette::Window);
    glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF());
    glClear(GL_COLOR_BUFFER_BIT);
    check_error(f);

    if (!m_texture[0]) return;

    // Bind textures.
    for (int i = 0; i < 3; ++i) {
        if (m_texture[i]) {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, m_texture[i]);
            check_error(f);
        }
    }

    // Init shader program.
    m_shader->bind();
    if (m_glslManager) {
        m_shader->setUniformValue(m_textureLocation[0], 0);
    } else {
        m_shader->setUniformValue(m_textureLocation[0], 0);
        m_shader->setUniformValue(m_textureLocation[1], 1);
        m_shader->setUniformValue(m_textureLocation[2], 2);
        m_shader->setUniformValue(m_colorspaceLocation, m_monitorProfile->colorspace());
    }
    check_error(f);

    // Setup an orthographic projection.
    QMatrix4x4 projection;
    projection.scale(2.0f / width, 2.0f / height);
    m_shader->setUniformValue(m_projectionLocation, projection);
    check_error(f);

    // Set model view.
    QMatrix4x4 modelView;
    if (m_zoom != 1.0) {
        if (offset().x() || offset().y())
            modelView.translate(-offset().x() * devicePixelRatio(),
                                 offset().y() * devicePixelRatio());
        modelView.scale(zoom(), zoom());
    }
    m_shader->setUniformValue(m_modelViewLocation, modelView);
    check_error(f);

    // Provide vertices of triangle strip.
    QVector<QVector2D> vertices;
    width = m_rect.width() * devicePixelRatio();
    height = m_rect.height() * devicePixelRatio();
    vertices << QVector2D(float(-width)/2.0f, float(-height)/2.0f);
    vertices << QVector2D(float(-width)/2.0f, float( height)/2.0f);
    vertices << QVector2D(float( width)/2.0f, float(-height)/2.0f);
    vertices << QVector2D(float( width)/2.0f, float( height)/2.0f);
    m_shader->enableAttributeArray(m_vertexLocation);
    check_error(f);
    m_shader->setAttributeArray(m_vertexLocation, vertices.constData());
    check_error(f);

    // Provide texture coordinates.
    QVector<QVector2D> texCoord;
    texCoord << QVector2D(0.0f, 1.0f);
    texCoord << QVector2D(0.0f, 0.0f);
    texCoord << QVector2D(1.0f, 1.0f);
    texCoord << QVector2D(1.0f, 0.0f);
    m_shader->enableAttributeArray(m_texCoordLocation);
    check_error(f);
    m_shader->setAttributeArray(m_texCoordLocation, texCoord.constData());
    check_error(f);

    // Render
    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
    check_error(f);

    // Render RGB frame for analysis
    if (sendFrameForAnalysis) {
        if (!m_fbo || m_fbo->size() != QSize(width, height)) {
            delete m_fbo;
            QOpenGLFramebufferObjectFormat f;
            f.setSamples(0);
            f.setInternalTextureFormat(GL_RGB); //GL_RGBA32F);  // which one is the fastest ?
            m_fbo = new QOpenGLFramebufferObject(width, height, f); //GL_TEXTURE_2D);
        }
        m_fbo->bind();
        glViewport(0, 0, width, height);
        projection.scale((double) this->width() / width, (double) this->height() / height);
        m_shader->setUniformValue(m_projectionLocation, projection);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
        check_error(f);
        m_fbo->release();
        emit analyseFrame(m_fbo->toImage());
    }
    // Cleanup
    m_shader->disableAttributeArray(m_vertexLocation);
    m_shader->disableAttributeArray(m_texCoordLocation);
    m_shader->release();
    for (int i = 0; i < 3; ++i) {
        if (m_texture[i]) {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, 0);
            check_error(f);
        }
    }
    glActiveTexture(GL_TEXTURE0);
    check_error(f);
}
예제 #6
0
void SSGQuickLayer::grab()
{
    if (!m_item || m_size.isNull()) {
        delete m_fbo;
        delete m_secondaryFbo;
        m_fbo = m_secondaryFbo = 0;
        m_depthStencilBuffer.clear();
        m_dirtyTexture = false;
        return;
    }
    QSGNode *root = m_item;
    while (root->firstChild() && root->type() != QSGNode::RootNodeType)
        root = root->firstChild();
    if (root->type() != QSGNode::RootNodeType)
        return;

    if (!m_renderer) {
        m_renderer = m_context->createRenderer();
        connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
    }
    m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
    m_renderer->setRootNode(static_cast<QSGRootNode *>(root));

    QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
    bool deleteFboLater = false;
    if (!m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format
        || (!m_fbo->format().mipmap() && m_mipmap))
    {
        if (!m_multisamplingChecked) {
            if (m_context->openglContext()->format().samples() <= 1) {
                m_multisampling = false;
            } else {
                const QSet<QByteArray> extensions = m_context->openglContext()->extensions();
                m_multisampling = extensions.contains(QByteArrayLiteral("GL_EXT_framebuffer_multisample"))
                    && extensions.contains(QByteArrayLiteral("GL_EXT_framebuffer_blit"));
            }
            m_multisamplingChecked = true;
        }
        if (m_multisampling) {
            // Don't delete the FBO right away in case it is used recursively.
            deleteFboLater = true;
            delete m_secondaryFbo;
            QOpenGLFramebufferObjectFormat format;

            format.setInternalTextureFormat(m_format);
            format.setSamples(m_context->openglContext()->format().samples());
            m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
            m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
        } else {
            QOpenGLFramebufferObjectFormat format;
            format.setInternalTextureFormat(m_format);
            format.setMipmap(m_mipmap);
            if (m_recursive) {
                deleteFboLater = true;
                delete m_secondaryFbo;
                m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
                funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
                updateBindOptions(true);
                m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
            } else {
                delete m_fbo;
                delete m_secondaryFbo;
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                m_secondaryFbo = 0;
                funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
                m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
            }
        }
    }

    if (m_recursive && !m_secondaryFbo) {
        // m_fbo already created, m_recursive was just set.
        Q_ASSERT(m_fbo);
        Q_ASSERT(!m_multisampling);

        m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
        funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
        updateBindOptions(true);
    }

    // Render texture.
    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
    m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay()) {
        if (!m_debugOverlay)
            m_debugOverlay = new QSGSimpleRectNode();
        m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
        m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
        root->appendChildNode(m_debugOverlay);
    }
#endif

    m_dirtyTexture = false;

    m_renderer->setDeviceRect(m_size);
    m_renderer->setViewportRect(m_size);
    QRectF mirrored(m_mirrorHorizontal ? m_rect.right() : m_rect.left(),
                    m_mirrorVertical ? m_rect.bottom() : m_rect.top(),
                    m_mirrorHorizontal ? -m_rect.width() : m_rect.width(),
                    m_mirrorVertical ? -m_rect.height() : m_rect.height());
    m_renderer->setProjectionMatrixToRect(mirrored);
    m_renderer->setClearColor(Qt::transparent);

    if (m_multisampling) {
        m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

        if (deleteFboLater) {
            delete m_fbo;
            QOpenGLFramebufferObjectFormat format;
            format.setInternalTextureFormat(m_format);
            format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
            format.setMipmap(m_mipmap);
            format.setSamples(0);
            m_fbo = new QOpenGLFramebufferObject(m_size, format);
            funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
            updateBindOptions(true);
        }

        QRect r(QPoint(), m_size);
        QOpenGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
    } else {
        if (m_recursive) {
            m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

            if (deleteFboLater) {
                delete m_fbo;
                QOpenGLFramebufferObjectFormat format;
                format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
                format.setInternalTextureFormat(m_format);
                format.setMipmap(m_mipmap);
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
            }
            qSwap(m_fbo, m_secondaryFbo);
        } else {
            m_renderer->renderScene(BindableFbo(m_fbo, m_depthStencilBuffer.data()));
        }
    }

    if (m_mipmap) {
        funcs->glBindTexture(GL_TEXTURE_2D, textureId());
        funcs->glGenerateMipmap(GL_TEXTURE_2D);
    }

    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay())
        root->removeChildNode(m_debugOverlay);
#endif
    if (m_recursive)
        markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
}