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📄 qglframebufferobject.cpp

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/******************************************************************************** Copyright (C) 1992-2007 Trolltech ASA. All rights reserved.**** This file is part of the QtOpenGL module of the Qt Toolkit.**** This file may be used under the terms of the GNU General Public** License version 2.0 as published by the Free Software Foundation** and appearing in the file LICENSE.GPL included in the packaging of** this file.  Please review the following information to ensure GNU** General Public Licensing requirements will be met:** http://trolltech.com/products/qt/licenses/licensing/opensource/**** If you are unsure which license is appropriate for your use, please** review the following information:** http://trolltech.com/products/qt/licenses/licensing/licensingoverview** or contact the sales department at sales@trolltech.com.**** In addition, as a special exception, Trolltech gives you certain** additional rights. These rights are described in the Trolltech GPL** Exception version 1.0, which can be found at** http://www.trolltech.com/products/qt/gplexception/ and in the file** GPL_EXCEPTION.txt in this package.**** In addition, as a special exception, Trolltech, as the sole copyright** holder for Qt Designer, grants users of the Qt/Eclipse Integration** plug-in the right for the Qt/Eclipse Integration to link to** functionality provided by Qt Designer and its related libraries.**** Trolltech reserves all rights not expressly granted herein.**** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.******************************************************************************/#include "qglframebufferobject.h"#include <qdebug.h>#include <private/qgl_p.h>#include <private/qpaintengine_opengl_p.h>#include <qglframebufferobject.h>#include <qlibrary.h>#include <qimage.h>// #define DEPTH_BUFFER#define QGL_FUNC_CONTEXT QGLContext *ctx = d_ptr->ctx;#define QT_CHECK_GLERROR()                                \{                                                         \    GLenum err = glGetError();                            \    if (err != GL_NO_ERROR) {                             \        qDebug("[%s line %d] GL Error: %d",               \               __FILE__, __LINE__, (int)err);             \    }                                                     \}class QGLFramebufferObjectPrivate{public:    QGLFramebufferObjectPrivate() : depth_stencil_buffer(0), valid(false), ctx(0) {}    ~QGLFramebufferObjectPrivate() {}    void init(const QSize& sz, QGLFramebufferObject::Attachment attachment,              GLenum internal_format, GLenum texture_target);    bool checkFramebufferStatus() const;    GLuint texture;    GLuint fbo;    GLuint depth_stencil_buffer;    GLenum target;    QSize size;    uint valid : 1;    QGLFramebufferObject::Attachment fbo_attachment;    QGLContext *ctx; // for Windows extension ptrs};bool QGLFramebufferObjectPrivate::checkFramebufferStatus() const{    GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);    switch(status) {    case GL_NO_ERROR:    case GL_FRAMEBUFFER_COMPLETE_EXT:        return true;        break;    case GL_FRAMEBUFFER_UNSUPPORTED_EXT:        qDebug("QGLFramebufferObject: Unsupported framebuffer format.");        break;    case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete attachment.");        break;    case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete, missing attachment.");        break;#ifdef GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT    case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete, duplicate attachment.");        break;#endif    case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete, attached images must have same dimensions.");        break;    case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete, attached images must have same format.");        break;    case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete, missing draw buffer.");        break;    case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:        qDebug("QGLFramebufferObject: Framebuffer incomplete, missing read buffer.");        break;    default:        qDebug() <<"QGLFramebufferObject: An undefined error has occurred: "<< status;        break;    }    return false;}void QGLFramebufferObjectPrivate::init(const QSize &sz, QGLFramebufferObject::Attachment attachment,                                       GLenum texture_target, GLenum internal_format){    ctx = const_cast<QGLContext *>(QGLContext::currentContext());    bool ext_detected = (QGLExtensions::glExtensions & QGLExtensions::FramebufferObject);    if (!ext_detected || (ext_detected && !qt_resolve_framebufferobject_extensions(ctx)))        return;    size = sz;    target = texture_target;    // texture dimensions    while (glGetError() != GL_NO_ERROR) {} // reset error state    glGenFramebuffersEXT(1, &fbo);    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);    QT_CHECK_GLERROR();    // init texture    glGenTextures(1, &texture);    glBindTexture(target, texture);    glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0,                 GL_RGBA, GL_UNSIGNED_BYTE, NULL);#ifndef Q_WS_QWS    glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);    glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);    glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);#else    glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);    glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);    glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);#endif    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,                              target, texture, 0);    QT_CHECK_GLERROR();    valid = checkFramebufferStatus();    if (attachment == QGLFramebufferObject::CombinedDepthStencil        && (QGLExtensions::glExtensions & QGLExtensions::PackedDepthStencil)) {        // depth and stencil buffer needs another extension        glGenRenderbuffersEXT(1, &depth_stencil_buffer);        Q_ASSERT(!glIsRenderbufferEXT(depth_stencil_buffer));        glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer);        Q_ASSERT(glIsRenderbufferEXT(depth_stencil_buffer));        glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height());        GLint i = 0;        glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);        glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,                                     GL_RENDERBUFFER_EXT, depth_stencil_buffer);        glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,                                     GL_RENDERBUFFER_EXT, depth_stencil_buffer);        fbo_attachment = QGLFramebufferObject::CombinedDepthStencil;        valid = checkFramebufferStatus();        if (!valid)            glDeleteRenderbuffersEXT(1, &depth_stencil_buffer);    } else if (attachment == QGLFramebufferObject::Depth               || attachment == QGLFramebufferObject::CombinedDepthStencil)    {        glGenRenderbuffersEXT(1, &depth_stencil_buffer);        Q_ASSERT(!glIsRenderbufferEXT(depth_stencil_buffer));        glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer);        Q_ASSERT(glIsRenderbufferEXT(depth_stencil_buffer));#ifdef Q_WS_QWS#define GL_DEPTH_COMPONENT16 0x81A5        glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height());#else        glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height());#endif        GLint i = 0;        glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);        glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,                                     GL_RENDERBUFFER_EXT, depth_stencil_buffer);        fbo_attachment = QGLFramebufferObject::Depth;        valid = checkFramebufferStatus();        if (!valid)            glDeleteRenderbuffersEXT(1, &depth_stencil_buffer);    } else {        fbo_attachment = QGLFramebufferObject::NoAttachment;    }    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);    if (!valid) {        glDeleteTextures(1, &texture);        glDeleteFramebuffersEXT(1, &fbo);    }    QT_CHECK_GLERROR();}/*!    \class QGLFramebufferObject    \brief The QGLFramebufferObject class encapsulates an OpenGL framebuffer object.    \since 4.2    \ingroup multimedia    The QGLFramebufferObject class encapsulates an OpenGL framebuffer    object, defined by the \c{GL_EXT_framebuffer_object} extension. In    addition it provides a rendering surface that can be painted on    with a QPainter, rendered to using native GL calls, or both. This    surface can be bound and used as a regular texture in your own GL    drawing code.  By default, the QGLFramebufferObject class    generates a 2D GL texture (using the \c{GL_TEXTURE_2D} target),    which is used as the internal rendering target.    \bold{It is important to have a current GL context when creating a    QGLFramebufferObject, otherwise initialization will fail.}    OpenGL framebuffer objects and pbuffers (see    \l{QGLPixelBuffer}{QGLPixelBuffer}) can both be used to render to    offscreen surfaces, but there are a number of advantages with    using framebuffer objects instead of pbuffers:    \list 1    \o A framebuffer object does not require a separate rendering    context, so no context switching will occur when switching    rendering targets. There is an overhead involved in switching    targets, but in general it is cheaper than a context switch to a    pbuffer.    \o Rendering to dynamic textures (i.e. render-to-texture    functionality) works on all platforms. No need to do explicit copy    calls from a render buffer into a texture, as was necessary on    systems that did not support the \c{render_texture} extension.    \o It is possible to attach several rendering buffers (or texture    objects) to the same framebuffer object, and render to all of them    without doing a context switch.    \o The OpenGL framebuffer extension is a pure GL extension with no    system dependant WGL, AGL or GLX parts. This makes using    framebuffer objects more portable.    \endlist    Note that QPainter antialiasing of drawing primitives will not    work when using a QGLFramebufferObject as a paintdevice. This is    because sample buffers, which are needed for antialiasing, are not    yet supported in application-defined framebuffer objects. However,    an extension to solve this has already been approved by the OpenGL    ARB (\c{GL_EXT_framebuffer_multisample}), and will most likely be    available in the near future.    \sa {Framebuffer Object Example}*//*!    \enum QGLFramebufferObject::Attachment    \since 4.3    This enum type is used to configure the depth and stencil buffers    attached to the framebuffer object when it is created.    \value NoAttachment         No attachment is added to the framebuffer object. Note that the                                OpenGL depth and stencil tests won't work when rendering to a                                framebuffer object without any depth or stencil buffers.                                This is the default value.    \value CombinedDepthStencil If the \c GL_EXT_packed_depth_stencil extension is present,                                a combined depth and stencil buffer is attached.                                If the extension is not present, only a depth buffer is attached.    \value Depth                A depth buffer is attached to the framebuffer object.    \sa attachment()*//*! \fn QGLFramebufferObject::QGLFramebufferObject(const QSize &size, GLenum target)    Constructs an OpenGL framebuffer object and binds a 2D GL texture    to the buffer of the size \a size. The texture is bound to the    \c GL_COLOR_ATTACHMENT0 target in the framebuffer object.    The \a target parameter is used to specify the GL texture    target. The default target is \c GL_TEXTURE_2D. Keep in mind that    \c GL_TEXTURE_2D textures must have a power of 2 width and height    (e.g. 256x512), unless you are using OpenGL 2.0 or higher.    By default, no depth and stencil buffers are attached. This behavior    can be toggled using one of the overloaded constructors.    The default internal texture format is \c GL_RGBA8.    It is important that you have a current GL context set when    creating the QGLFramebufferObject, otherwise the initialization    will fail.    \sa size(), texture(), attachment()*/#ifndef Q_WS_QWS#define DEFAULT_FORMAT GL_RGBA8#else#define DEFAULT_FORMAT GL_RGBA

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