예제 #1
0
void CombinedTexture::create()
{
    if (m_framebuffer)
        delete m_framebuffer;

    QOpenGLFramebufferObjectFormat format;
    format.setMipmap(true);

    m_framebuffer = new QOpenGLFramebufferObject(m_width, m_height, format);
    m_framebuffer->bind();

    glViewport(0, 0, m_width, m_height);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_ALPHA_TEST);

    for (int i = 0; i < m_textures.size(); i++) {
        Texture *texture = m_textures.at(i).first;
        float *position = m_textures.at(i).second;

        texture->bind();

        glBegin(GL_QUADS);

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(position[0], position[1], 0.0f);
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(position[2], position[1], 0.0f);
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(position[2], position[3], 0.0f);
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(position[0], position[3], 0.0f);

        glEnd();
    }

    m_framebuffer->release();

    glBindTexture(GL_TEXTURE_2D, m_framebuffer->texture());

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    QOpenGLFunctions gl(QOpenGLContext::currentContext());
    gl.initializeOpenGLFunctions();
    gl.glGenerateMipmap(GL_TEXTURE_2D);

    m_created = true;
}
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_setMipmap(PyObject *sipSelf, PyObject *sipArgs)
{
    PyObject *sipParseErr = NULL;

    {
        bool a0;
        QOpenGLFramebufferObjectFormat *sipCpp;

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

            Py_INCREF(Py_None);
            return Py_None;
        }
    }

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

    return NULL;
}
예제 #4
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'.
}