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>
This commit is contained in:
Jorgen Lind 2014-02-02 22:29:38 +01:00 committed by The Qt Project
parent a093204f07
commit a80253ae4c
8 changed files with 787 additions and 2 deletions

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@ -31,7 +31,8 @@ contains(QT_CONFIG, opengl)|contains(QT_CONFIG, opengles2) {
opengl/qopenglversionfunctions.h \
opengl/qopenglversionfunctionsfactory_p.h \
opengl/qopenglvertexarrayobject.h \
opengl/qopengldebug.h
opengl/qopengldebug.h \
opengl/qopengltextureblitter_p.h
SOURCES += opengl/qopengl.cpp \
opengl/qopenglfunctions.cpp \
@ -51,7 +52,8 @@ contains(QT_CONFIG, opengl)|contains(QT_CONFIG, opengles2) {
opengl/qopenglversionfunctions.cpp \
opengl/qopenglversionfunctionsfactory.cpp \
opengl/qopenglvertexarrayobject.cpp \
opengl/qopengldebug.cpp
opengl/qopengldebug.cpp \
opengl/qopengltextureblitter.cpp
!wince* {
HEADERS += opengl/qopengltexture.h \

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@ -0,0 +1,394 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qopengltextureblitter_p.h"
#include <QtGui/QOpenGLBuffer>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLVertexArrayObject>
#include <QtGui/QOpenGLContext>
QT_BEGIN_NAMESPACE
static const char vertex_shader150[] =
"#version 150 core\n"
"in vec3 vertexCoord;"
"in vec2 textureCoord;"
"out vec2 uv;"
"uniform mat4 vertexTransform;"
"uniform mat3 textureTransform;"
"void main() {"
" uv = (textureTransform * vec3(textureCoord,1.0)).xy;"
" gl_Position = vertexTransform * vec4(vertexCoord,1.0);"
"}";
static const char fragment_shader150[] =
"#version 150 core\n"
"in vec2 uv;"
"out vec4 fragcolor;"
"uniform sampler2D textureSampler;"
"uniform bool swizzle;"
"void main() {"
" if (swizzle) {"
" fragcolor = texture(textureSampler, uv).bgra;"
" } else {"
" fragcolor = texture(textureSampler,uv);"
" }"
"}";
static const char vertex_shader[] =
"attribute highp vec3 vertexCoord;"
"attribute highp vec2 textureCoord;"
"varying highp vec2 uv;"
"uniform highp mat4 vertexTransform;"
"uniform highp mat3 textureTransform;"
"void main() {"
" uv = (textureTransform * vec3(textureCoord,1.0)).xy;"
" gl_Position = vertexTransform * vec4(vertexCoord,1.0);"
"}";
static const char fragment_shader[] =
"varying highp vec2 uv;"
"uniform sampler2D textureSampler;"
"uniform bool swizzle;"
"void main() {"
" if (swizzle) {"
" gl_FragColor = texture2D(textureSampler, uv).bgra;"
" } else {"
" gl_FragColor = texture2D(textureSampler,uv);"
" }"
"}";
static const GLfloat vertex_buffer_data[] = {
-1,-1, 0,
-1, 1, 0,
1,-1, 0,
-1, 1, 0,
1,-1, 0,
1, 1, 0
};
static const GLfloat texture_buffer_data[] = {
0, 0,
0, 1,
1, 0,
0, 1,
1, 0,
1, 1
};
class TextureBinder
{
public:
TextureBinder(GLuint textureId)
{
glBindTexture(GL_TEXTURE_2D, textureId);
}
~TextureBinder()
{
glBindTexture(GL_TEXTURE_2D, 0);
}
};
class QOpenGLTextureBlitterPrivate
{
public:
enum TextureMatrixUniform {
User,
Identity,
IdentityFlipped
};
QOpenGLTextureBlitterPrivate()
: program(0)
, vertexCoordAttribPos(0)
, vertexTransformUniformPos(0)
, textureCoordAttribPos(0)
, textureTransformUniformPos(0)
, swizzle(false)
, swizzleOld(false)
, textureMatrixUniformState(User)
, vao(new QOpenGLVertexArrayObject())
{ }
void blit(GLuint texture, const QMatrix4x4 &vertexTransform, const QMatrix3x3 &textureTransform);
void blit(GLuint texture, const QMatrix4x4 &vertexTransform, QOpenGLTextureBlitter::Origin origin);
void prepareProgram(const QMatrix4x4 &vertexTransform)
{
vertexBuffer.bind();
program->setAttributeBuffer(vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
program->enableAttributeArray(vertexCoordAttribPos);
vertexBuffer.release();
program->setUniformValue(vertexTransformUniformPos, vertexTransform);
textureBuffer.bind();
program->setAttributeBuffer(textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
program->enableAttributeArray(textureCoordAttribPos);
textureBuffer.release();
if (swizzle != swizzleOld) {
program->setUniformValue(swizzleUniformPos, swizzle);
swizzleOld = swizzle;
}
}
QOpenGLBuffer vertexBuffer;
QOpenGLBuffer textureBuffer;
QScopedPointer<QOpenGLShaderProgram> program;
GLuint vertexCoordAttribPos;
GLuint vertexTransformUniformPos;
GLuint textureCoordAttribPos;
GLuint textureTransformUniformPos;
GLuint swizzleUniformPos;
bool swizzle;
bool swizzleOld;
TextureMatrixUniform textureMatrixUniformState;
QScopedPointer<QOpenGLVertexArrayObject> vao;
};
void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
const QMatrix4x4 &vertexTransform,
const QMatrix3x3 &textureTransform)
{
TextureBinder binder(texture);
prepareProgram(vertexTransform);
program->setUniformValue(textureTransformUniformPos, textureTransform);
textureMatrixUniformState = User;
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
const QMatrix4x4 &vertexTransform,
QOpenGLTextureBlitter::Origin origin)
{
TextureBinder binder(texture);
prepareProgram(vertexTransform);
if (origin == QOpenGLTextureBlitter::OriginTopLeft) {
if (textureMatrixUniformState != IdentityFlipped) {
QMatrix3x3 flipped;
flipped(1,1) = -1;
program->setUniformValue(textureTransformUniformPos, flipped);
textureMatrixUniformState = IdentityFlipped;
}
} else if (textureMatrixUniformState != Identity) {
program->setUniformValue(textureTransformUniformPos, QMatrix3x3());
textureMatrixUniformState = Identity;
}
glDrawArrays(GL_TRIANGLES, 0, 6);
}
QOpenGLTextureBlitter::QOpenGLTextureBlitter()
: d_ptr(new QOpenGLTextureBlitterPrivate)
{
}
QOpenGLTextureBlitter::~QOpenGLTextureBlitter()
{
}
bool QOpenGLTextureBlitter::create()
{
QOpenGLContext *currentContext = QOpenGLContext::currentContext();
if (!currentContext)
return false;
Q_D(QOpenGLTextureBlitter);
d->vao->create();
d->vao->bind();
if (d->program)
return true;
d->program.reset(new QOpenGLShaderProgram());
QSurfaceFormat format = currentContext->format();
if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) {
d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader150);
d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader150);
} else {
d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader);
d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader);
}
d->program->link();
if (!d->program->isLinked()) {
qWarning() << Q_FUNC_INFO << "Could not link shader program:\n" << d->program->log();
return false;
}
d->program->bind();
d->vertexBuffer.create();
d->vertexBuffer.bind();
d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data) * sizeof(vertex_buffer_data[0]));
d->vertexBuffer.release();
d->textureBuffer.create();
d->textureBuffer.bind();
d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data) * sizeof(texture_buffer_data[0]));
d->textureBuffer.release();
d->vertexCoordAttribPos = d->program->attributeLocation("vertexCoord");
d->vertexTransformUniformPos = d->program->uniformLocation("vertexTransform");
d->textureCoordAttribPos = d->program->attributeLocation("textureCoord");
d->textureTransformUniformPos = d->program->uniformLocation("textureTransform");
d->swizzleUniformPos = d->program->uniformLocation("swizzle");
d->program->setUniformValue(d->swizzleUniformPos,false);
d->vao->release();
return true;
}
void QOpenGLTextureBlitter::destroy()
{
Q_D(QOpenGLTextureBlitter);
d->program.reset();
d->vertexBuffer.destroy();
d->textureBuffer.destroy();
d->vao.reset();
}
void QOpenGLTextureBlitter::bind()
{
Q_D(QOpenGLTextureBlitter);
d->vao->bind();
d->program->bind();
d->vertexBuffer.bind();
d->program->setAttributeBuffer(d->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
d->program->enableAttributeArray(d->vertexCoordAttribPos);
d->vertexBuffer.release();
d->textureBuffer.bind();
d->program->setAttributeBuffer(d->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
d->program->enableAttributeArray(d->textureCoordAttribPos);
d->textureBuffer.release();
}
void QOpenGLTextureBlitter::release()
{
Q_D(QOpenGLTextureBlitter);
d->program->release();
d->vao->release();
}
void QOpenGLTextureBlitter::setSwizzleRB(bool swizzle)
{
Q_D(QOpenGLTextureBlitter);
d->swizzle = swizzle;
}
void QOpenGLTextureBlitter::blit(GLuint texture,
const QMatrix4x4 &targetTransform,
Origin sourceOrigin)
{
Q_D(QOpenGLTextureBlitter);
d->blit(texture,targetTransform, sourceOrigin);
}
void QOpenGLTextureBlitter::blit(GLuint texture,
const QMatrix4x4 &targetTransform,
const QMatrix3x3 &sourceTransform)
{
Q_D(QOpenGLTextureBlitter);
d->blit(texture, targetTransform, sourceTransform);
}
QMatrix4x4 QOpenGLTextureBlitter::targetTransform(const QRectF &target,
const QRect &viewport,
Origin origin)
{
qreal x_scale = target.size().width() / viewport.width();
qreal y_scale = target.size().height() / viewport.height();
const QPointF relative_to_viewport = target.topLeft() - viewport.topLeft();
qreal x_translate = ((relative_to_viewport.x() / viewport.width()) + (x_scale / 2)) * 2 - 1;
qreal y_translate = ((relative_to_viewport.y() / viewport.height()) + (y_scale / 2)) * 2 - 1;
if (origin == OriginTopLeft) {
y_translate = -y_translate;
}
QMatrix4x4 vertexMatrix;
vertexMatrix.translate(x_translate, y_translate);
vertexMatrix.scale(x_scale, y_scale);
return vertexMatrix;
}
QMatrix3x3 QOpenGLTextureBlitter::sourceTransform(const QRectF &subTexture,
const QSize &textureSize,
Origin origin)
{
qreal x_scale = subTexture.width() / textureSize.width();
qreal y_scale = subTexture.height() / textureSize.height();
const QPointF topLeft = subTexture.topLeft();
qreal x_translate = topLeft.x() / textureSize.width();
qreal y_translate = topLeft.y() / textureSize.height();
if (origin == OriginTopLeft) {
y_translate += (y_translate * 2) + y_scale;
y_scale = y_scale - 1;
}
QMatrix3x3 matrix;
matrix(0,2) = x_translate;
matrix(1,2) = y_translate;
matrix(0,0) = x_scale;
matrix(1,1) = y_scale;
return matrix;
}
QT_END_NAMESPACE

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@ -0,0 +1,86 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QOPENGLTEXTUREBLITTER_P_H
#define QOPENGLTEXTUREBLITTER_P_H
#include <QtGui/qopengl.h>
#include <QtGui/QMatrix3x3>
QT_BEGIN_NAMESPACE
class QOpenGLTextureBlitterPrivate;
class Q_GUI_EXPORT QOpenGLTextureBlitter
{
public:
QOpenGLTextureBlitter();
~QOpenGLTextureBlitter();
enum Origin {
OriginBottomLeft,
OriginTopLeft
};
bool create();
void destroy();
void bind();
void release();
void setSwizzleRB(bool swizzle);
void blit(GLuint texture, const QMatrix4x4 &targetTransform, Origin sourceOrigin);
void blit(GLuint texture, const QMatrix4x4 &targetTransform, const QMatrix3x3 &sourceTransform);
static QMatrix4x4 targetTransform(const QRectF &target, const QRect &viewport, Origin origin);
static QMatrix3x3 sourceTransform(const QRectF &subTexture, const QSize &textureSize, Origin origin);
private:
Q_DISABLE_COPY(QOpenGLTextureBlitter);
Q_DECLARE_PRIVATE(QOpenGLTextureBlitter);
QScopedPointer<QOpenGLTextureBlitterPrivate> d_ptr;
};
QT_END_NAMESPACE
#endif //QOPENGLTEXTUREBLITTER_P_H

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@ -47,6 +47,8 @@ unc
!contains(QT_CONFIG, openssl):!contains(QT_CONFIG, openssl-linked):SUBDIRS -= qssloptions
contains(QT_CONFIG, opengl):SUBDIRS += qopengltextureblitter
win32 {
SUBDIRS -= network_remote_stresstest network_stresstest
# disable some tests on wince because of missing dependencies

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@ -0,0 +1,53 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qopengltextureblitwindow.h"
#include <QtGui/QGuiApplication>
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
QOpenGLTextureBlitWindow window;
window.show();
return app.exec();
}

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@ -0,0 +1,12 @@
TEMPLATE = app
TARGET = qopengltextureblitter
INCLUDEPATH += .
QT+=gui-private
# Input
HEADERS += \
qopengltextureblitwindow.h
SOURCES += \
main.cpp \
qopengltextureblitwindow.cpp

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@ -0,0 +1,167 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#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));
}

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@ -0,0 +1,69 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QOPENGLTEXTUREBLITWINDOW_H
#define QOPENGLTEXTUREBLITWINDOW_H
#include <QtGui/QWindow>
#include <QtGui/QOpenGLContext>
#include <QtGui/private/qopengltextureblitter_p.h>
class QOpenGLTextureBlitWindow : public QWindow
{
Q_OBJECT
public:
QOpenGLTextureBlitWindow();
void render();
protected:
void exposeEvent(QExposeEvent *event);
void resizeEvent(QResizeEvent *event);
private:
qreal dWidth() const { return width() * devicePixelRatio(); }
qreal dHeight() const { return height() * devicePixelRatio(); }
QScopedPointer<QOpenGLContext> m_context;
QOpenGLTextureBlitter m_blitter;
QImage m_image;
};
#endif