/// @overload QGLWidget void initializeGL(){ printf("OpenGL %d.%d\n",this->format().majorVersion(),this->format().minorVersion()); ///--- Create an array object to store properties { bool success = vao.create(); Q_ASSERT(success); vao.bind(); } ///--- Load/compile shaders { bool vok = program.addShaderFromSourceCode(QGLShader::Vertex, vshader); bool fok = program.addShaderFromSourceCode(QGLShader::Fragment, fshader); bool lok = program.link (); Q_ASSERT(lok && vok && fok); bool success = program.bind(); Q_ASSERT(success); } ///--- Create vertex buffer/attributes "position" { static float vertices[] = { -1.0000,-1.0000,+0.0000, +1.0000,-1.0000,+0.0000, -1.0000,+1.0000,+0.0000, +1.0000,+1.0000,+0.0000,}; vertexbuffer = QGLBuffer(QGLBuffer::VertexBuffer); bool success = vertexbuffer.create(); Q_ASSERT(success); vertexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = vertexbuffer.bind(); Q_ASSERT(success); vertexbuffer.allocate( vertices, sizeof(vertices) ); program.setAttributeBuffer("position", GL_FLOAT, 0, 3 ); program.enableAttributeArray("position"); } ///--- Unbind to avoid pollution vao.release(); program.release(); ///--- Background glClearColor(1.0, 1.0, 1.0, 1.0); ///--- Setup opengl flags glDisable(GL_DEPTH_TEST); }
void OpenGLVideoPrivate::bindAttributes(VideoShader* shader, const QRectF &t, const QRectF &r) { const bool tex_rect = shader->textureTarget() == GL_TEXTURE_RECTANGLE; // also check size change for normalizedROI computation if roi is not normalized const bool roi_changed = valiad_tex_width != material->validTextureWidth() || roi != r || video_size != material->frameSize(); const int tc = shader->textureLocationCount(); if (roi_changed) { roi = r; valiad_tex_width = material->validTextureWidth(); video_size = material->frameSize(); } if (tex_target != shader->textureTarget()) { tex_target = shader->textureTarget(); update_geo = true; } QRectF& target_rect = rect; if (target.isValid()) { if (roi_changed || target != t) { target = t; update_geo = true; } } else { if (roi_changed) { update_geo = true; } } if (!update_geo) goto end; //qDebug("updating geometry..."); geometry.setRect(target_rect, material->mapToTexture(0, roi)); if (tex_rect) { geometry.setTextureCount(tc); for (int i = 1; i < tc; ++i) { // tc can > planes, but that will compute chroma plane geometry.setTextureRect(material->mapToTexture(i, roi), i); } } update_geo = false; if (!try_vbo) goto end; { //VAO scope BEGIN #if QT_VAO if (try_vao) { //qDebug("updating vao..."); if (!vao.isCreated()) { if (!vao.create()) { try_vao = false; qDebug("VAO is not supported"); } } } QOpenGLVertexArrayObject::Binder vao_bind(&vao); Q_UNUSED(vao_bind); #endif if (!vbo.isCreated()) { if (!vbo.create()) { try_vbo = false; // not supported by OpenGL try_vao = false; // also disable VAO. destroy? qWarning("VBO is not supported"); goto end; } } //qDebug("updating vbo..."); vbo.bind(); //check here vbo.allocate(geometry.data(), geometry.size()); #if QT_VAO if (try_vao) { shader->program()->setAttributeBuffer(0, GL_FLOAT, 0, geometry.tupleSize(), geometry.stride()); shader->program()->setAttributeBuffer(1, GL_FLOAT, geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); if (tex_rect) { for (int i = 1; i < tc; ++i) { shader->program()->setAttributeBuffer(i + 1, GL_FLOAT, i*geometry.textureSize() + geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); } } char const *const *attr = shader->attributeNames(); for (int i = 0; attr[i]; ++i) { shader->program()->enableAttributeArray(i); //TODO: in setActiveShader } } #endif vbo.release(); } //VAO scope END end: #if QT_VAO if (try_vao && vao.isCreated()) { vao.bind(); return; } #endif if (try_vbo && vbo.isCreated()) { vbo.bind(); shader->program()->setAttributeBuffer(0, GL_FLOAT, 0, geometry.tupleSize(), geometry.stride()); shader->program()->setAttributeBuffer(1, GL_FLOAT, geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); if (tex_rect) { for (int i = 1; i < tc; ++i) { shader->program()->setAttributeBuffer(i + 1, GL_FLOAT, i*geometry.textureSize() + geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); } } } else { shader->program()->setAttributeArray(0, GL_FLOAT, geometry.data(0), geometry.tupleSize(), geometry.stride()); shader->program()->setAttributeArray(1, GL_FLOAT, geometry.data(1), geometry.tupleSize(), geometry.stride()); if (tex_rect) { for (int i = 1; i < tc; ++i) { shader->program()->setAttributeArray(i + 1, GL_FLOAT, geometry.data(1), i*geometry.textureSize() + geometry.tupleSize(), geometry.stride()); } } } char const *const *attr = shader->attributeNames(); for (int i = 0; attr[i]; ++i) { shader->program()->enableAttributeArray(i); //TODO: in setActiveShader } }
/// @overload QGLWidget void initializeGL(){ printf("OpenGL %d.%d\n",this->format().majorVersion(),this->format().minorVersion()); ///--- Background glClearColor(1.0, 1.0, 1.0, 1.0); ///--- Viewport (simple, for unresizeable window) glViewport(0, 0, this->width(), this->height()); ///--- Setup opengl flags glEnable(GL_DEPTH_TEST); ///--- Create the triangle index buffer { assert(mesh.is_triangle_mesh()); triangles.clear(); for(auto f: mesh.faces()) for(auto v: mesh.vertices(f)) triangles.push_back(v.idx()); } ///--- Create an array object to store properties { bool success = vao.create(); assert(success); vao.bind(); } ///--- Load/compile shaders { bool vok = program.addShaderFromSourceFile(QGLShader::Vertex, ":/vshader.glsl"); bool fok = program.addShaderFromSourceFile(QGLShader::Fragment, ":/fshader.glsl"); bool lok = program.link (); assert(lok && vok && fok); bool success = program.bind(); assert(success); } ///--- Create vertex buffer/attributes "position" { auto vpoints = mesh.get_vertex_property<Vec3>("v:point"); bool success = vertexbuffer.create(); assert(success); vertexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = vertexbuffer.bind(); assert(success); vertexbuffer.allocate( vpoints.data(), sizeof(Vec3) * mesh.n_vertices() ); program.setAttributeBuffer("vpoint", GL_FLOAT, 0, 3 ); program.enableAttributeArray("vpoint"); } ///--- Create vertex buffer/attributes "normal" { auto vnormal = mesh.get_vertex_property<Vec3>("v:normal"); bool success = normalbuffer.create(); assert(success); normalbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = normalbuffer.bind(); assert(success); normalbuffer.allocate( vnormal.data(), sizeof(Vec3) * mesh.n_vertices() ); program.setAttributeBuffer("vnormal", GL_FLOAT, 0, 3 ); program.enableAttributeArray("vnormal"); } ///--- Create the index "triangle" buffer { bool success = indexbuffer.create(); assert(success); indexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = indexbuffer.bind(); assert(success); indexbuffer.allocate(&triangles[0], triangles.size()*sizeof(unsigned int)); } #ifdef WITH_QGLVIEWER ///--- Setup camera { Box3 bbox = OpenGP::bounding_box(mesh); camera()->setType(qglviewer::Camera::ORTHOGRAPHIC); camera()->setSceneCenter(qglviewer::tr(bbox.center())); camera()->setSceneRadius(bbox.diagonal().norm()/2.0); camera()->showEntireScene(); } #endif ///--- Unbind to avoid pollution vao.release(); program.release(); }