示例#1
0
void NightModeGraphicsEffect::draw(QPainter* painter)
{
	int pixelRatio = painter->device()->devicePixelRatio();
	QSize size(painter->device()->width() * pixelRatio, painter->device()->height() * pixelRatio);
	if (fbo && fbo->size() != size)
	{
		delete fbo;
		fbo = NULL;
	}
	if (!fbo)
	{
		QGLFramebufferObjectFormat format;
		format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
		format.setInternalTextureFormat(GL_RGBA);
		fbo = new NightModeGraphicsEffectFbo(size, format, pixelRatio);
	}
	QPainter fboPainter(fbo);
	drawSource(&fboPainter);

	painter->save();
	painter->beginNativePainting();
	program->bind();
	const GLfloat pos[] = {-1, -1, +1, -1, -1, +1, +1, +1};
	const GLfloat texCoord[] = {0, 0, 1, 0, 0, 1, 1, 1};
	program->setUniformValue(vars.source, 0);
	program->setAttributeArray(vars.pos, pos, 2);
	program->setAttributeArray(vars.texCoord, texCoord, 2);
	program->enableAttributeArray(vars.pos);
	program->enableAttributeArray(vars.texCoord);
	glBindTexture(GL_TEXTURE_2D, fbo->texture());
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	program->release();
	painter->endNativePainting();
	painter->restore();
}
示例#2
0
文件: cubeObj.cpp 项目: Nand-e/2to3d
void CubeObj::drawgl(GLWidget &gl, QMatrix4x4 & cameramat  ) {

    QMatrix4x4 mobj = cameramat;

    mobj *= getMatrix();
    mobj.scale(scale);

    static  QColor color ( 1.0f, 0, 0.5f, 1 );

    QGLShaderProgram * sp = gl.program;

    if ( pro.actualobject == this ) {
        sp = gl.program2;
    }

    for ( int i=0; i <6; i++) {

        sp->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
        sp->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
        sp->setAttributeArray   (PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
        sp->setAttributeArray   (PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
        sp->bind();
        sp->setUniformValue("matrix", mobj);
        sp->setUniformValue("color", QVector4D (1,0,0,0.2f));
        gl.glBindTexture(GL_TEXTURE_2D, this->textureIDs[i] );
        gl.glDrawArrays(GL_QUADS, i*4, 4 );
    }


    if ( pro.getManger().edges ) {
        gl.glDisable(GL_CULL_FACE);
        sp = gl.solidcolorp;

        sp->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
        sp->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
        sp->setAttributeArray   (PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
        sp->setAttributeArray   (PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
        sp->bind();
        sp->setUniformValue("matrix", mobj);
        sp->setUniformValue("color", QVector4D (0,1,0,0.8f));

        if ( pro.actualobject == this ) {
            sp->setUniformValue("color", QVector4D (1,0.8f,1,0.8f));
        }
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        gl.glLineWidth(2);
        gl.glDrawArrays(GL_QUADS, 0, 24 );
        gl.glEnable(GL_CULL_FACE);
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    }

}
示例#3
0
文件: mesh.cpp 项目: gphysics/displaz
void TriMesh::drawEdges(QGLShaderProgram& prog,
                        const TransformState& transState) const
{
    transState.translate(offset()).setUniforms(prog.programId());
    prog.enableAttributeArray("position");
    prog.setAttributeArray("position", GL_FLOAT, &m_verts[0], 3);
    if (m_colors.size() == m_verts.size())
    {
        prog.enableAttributeArray("color");
        prog.setAttributeArray("color", GL_FLOAT, &m_colors[0], 3);
    }
    else
        prog.setAttributeValue("color", GLfloat(1), GLfloat(1), GLfloat(1));
    glDrawElements(GL_LINES, (GLsizei)m_edges.size(),
                   GL_UNSIGNED_INT, &m_edges[0]);
    prog.disableAttributeArray("color");
    prog.disableAttributeArray("position");
}