qt5base-lts/tests/manual/qopengltextureblitter/qopengltextureblitwindow.cpp
Jorgen Lind a80253ae4c QOpenGLTextureBlitter
private api, but useful for 2d gui code that suddenly finds itself
needing to get a set of textures onto some fbo

I didn't want to include ARB_copy_image since it looks like its from
texture/renderbuffer -> texture/renderbuffer while this class implies
texture -> write fbo. We could wrap ARB_copy_image in QOpenGLTexture or
some other class or we can add it later.

I have not added any QOpenGLTexture functions since this class opperates
on the GLuint identifier. We can add overloads later.

Change-Id: I3e565b33466c1c183a249a33c3e82c6786debd55
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
2014-02-10 12:49:06 +01:00

168 lines
6.7 KiB
C++

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#include "qopengltextureblitwindow.h"
#include <QtGui/QPainter>
#include <QtGui/QOpenGLTexture>
#include <QtGui/QMatrix4x4>
#include <QtCore/QCoreApplication>
#include <QtCore/QDebug>
QOpenGLTextureBlitWindow::QOpenGLTextureBlitWindow()
: QWindow()
, m_context(new QOpenGLContext(this))
{
resize(500,500);
setSurfaceType(OpenGLSurface);
QSurfaceFormat surfaceFormat = format();
if (QCoreApplication::arguments().contains(QStringLiteral("-coreprofile"))) {
surfaceFormat.setVersion(3,2);
surfaceFormat.setProfile(QSurfaceFormat::CoreProfile);
}
setFormat(surfaceFormat);
create();
m_context->setFormat(surfaceFormat);
m_context->create();
m_context->makeCurrent(this);
m_blitter.create();
}
void QOpenGLTextureBlitWindow::render()
{
m_context->makeCurrent(this);
QRect viewport(0,0,dWidth(),dHeight());
glViewport(0,0,dWidth(), dHeight());
glClearColor(0.f, .6f, .0f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QOpenGLTexture texture(m_image);
texture.create();
QRectF topLeft(QPointF(0,0), QPointF(dWidth()/2.0, dHeight()/2.0));
QRectF topRight(QPointF(dWidth()/2.0,0), QPointF(dWidth(), dHeight()/2.0));
QRectF bottomLeft(QPointF(0, dHeight()/2.0), QPointF(dWidth() /2.0, dHeight()));
QRectF bottomRight(QPoint(dWidth()/2.0, dHeight()/2.0), QPointF(dWidth(), dHeight()));
QOpenGLTextureBlitter::Origin topLeftOrigin = QOpenGLTextureBlitter::OriginTopLeft;
QOpenGLTextureBlitter::Origin bottomLeftOrigin = QOpenGLTextureBlitter::OriginBottomLeft;
QMatrix4x4 topRightVertexFlipped = QOpenGLTextureBlitter::targetTransform(topRight, viewport, topLeftOrigin);
QMatrix4x4 bottomLeftVertex = QOpenGLTextureBlitter::targetTransform(bottomLeft, viewport, topLeftOrigin);
QMatrix4x4 bottomRightVertexFlipped = QOpenGLTextureBlitter::targetTransform(bottomRight, viewport, topLeftOrigin);
QMatrix3x3 texTopLeft = QOpenGLTextureBlitter::sourceTransform(topLeft, m_image.size(), topLeftOrigin);
QMatrix3x3 texTopRight = QOpenGLTextureBlitter::sourceTransform(topRight, m_image.size(), topLeftOrigin);
QMatrix3x3 texBottomLeft = QOpenGLTextureBlitter::sourceTransform(bottomLeft, m_image.size(), topLeftOrigin);
QMatrix3x3 texBottomRight = QOpenGLTextureBlitter::sourceTransform(bottomRight, m_image.size(), bottomLeftOrigin);
QSizeF subSize(topLeft.width()/2, topLeft.height()/2);
QRectF subTopLeft(topLeft.topLeft(), subSize);
QRectF subTopRight(QPointF(topLeft.topLeft().x() + topLeft.width() / 2, topLeft.topLeft().y()),subSize);
QRectF subBottomLeft(QPointF(topLeft.topLeft().x(), topLeft.topLeft().y() + topLeft.height() / 2), subSize);
QRectF subBottomRight(QPointF(topLeft.topLeft().x() + topLeft.width() / 2, topLeft.topLeft().y() + topLeft.height() / 2), subSize);
QMatrix4x4 subTopLeftVertex = QOpenGLTextureBlitter::targetTransform(subTopLeft, viewport, topLeftOrigin);
QMatrix4x4 subTopRightVertex = QOpenGLTextureBlitter::targetTransform(subTopRight, viewport, topLeftOrigin);
QMatrix4x4 subBottomLeftVertex = QOpenGLTextureBlitter::targetTransform(subBottomLeft, viewport, topLeftOrigin);
QMatrix4x4 subBottomRightVertex = QOpenGLTextureBlitter::targetTransform(subBottomRight, viewport, topLeftOrigin);
m_blitter.bind();
m_blitter.blit(texture.textureId(), subTopLeftVertex, texBottomRight);
m_blitter.blit(texture.textureId(), subTopRightVertex, texBottomLeft);
m_blitter.blit(texture.textureId(), subBottomLeftVertex, texTopRight);
m_blitter.blit(texture.textureId(), subBottomRightVertex, texTopLeft);
m_blitter.blit(texture.textureId(), topRightVertexFlipped, topLeftOrigin);
m_blitter.blit(texture.textureId(), bottomLeftVertex, bottomLeftOrigin);
m_blitter.setSwizzleRB(true);
m_blitter.blit(texture.textureId(), bottomRightVertexFlipped, texTopLeft);
m_blitter.setSwizzleRB(false);
m_blitter.release();
m_context->swapBuffers(this);
}
void QOpenGLTextureBlitWindow::exposeEvent(QExposeEvent *event)
{
Q_UNUSED(event);
render();
}
void QOpenGLTextureBlitWindow::resizeEvent(QResizeEvent *event)
{
Q_UNUSED(event);
m_image = QImage(size() * devicePixelRatio(), QImage::Format_ARGB32_Premultiplied);
m_image.fill(Qt::gray);
QPainter p(&m_image);
QPen pen(Qt::red);
pen.setWidth(5);
p.setPen(pen);
QFont font = p.font();
font.setPixelSize(qMin(m_image.height(), m_image.width()) / 20);
p.setFont(font);
int dx = dWidth() / 5;
int dy = dHeight() / 5;
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
QRect textRect(x * dx, y*dy, dx,dy);
QString text = QString("[%1,%2]").arg(x).arg(y);
p.drawText(textRect,text);
}
}
p.drawRect(QRectF(2.5,2.5,dWidth() - 5, dHeight() - 5));
}