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@@ -1,19 +1,19 @@
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/*
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QGL Framebuffer
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Ivan Pelipenko peri4ko@yandex.ru
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QGL Framebuffer
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GLFRAMEBUFFER_H
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@@ -22,23 +22,27 @@
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#include "glbuffer.h"
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class Framebuffer
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{
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class Framebuffer {
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friend class FramebufferMipmap;
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public:
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Framebuffer(QOpenGLExtraFunctions * f_, int colorAttachments = 1, bool withDepth = true, GLenum colorFormat = GL_RGBA8, GLenum _target = GL_TEXTURE_2D);
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Framebuffer(QOpenGLExtraFunctions * f_,
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int colorAttachments = 1,
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bool withDepth = true,
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GLenum colorFormat = GL_RGBA8,
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GLenum _target = GL_TEXTURE_2D);
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Framebuffer(QOpenGLExtraFunctions * f_, QVector<GLenum> colors_, bool withDepth = true, GLenum _target = GL_TEXTURE_2D);
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virtual ~Framebuffer();
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GLuint id() const {return fbo;}
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GLuint colorTexture(int index = 0) const {return colors[index];}
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GLuint depthTexture() const {return tex_d;}
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GLenum target() const {return target_;}
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bool isInit() const {return fbo != 0;}
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int width() const {return wid;}
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int height() const {return hei;}
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QSize size() const {return QSize(wid, hei);}
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QRect rect() const {return QRect(0, 0, wid, hei);}
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GLuint id() const { return fbo; }
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GLuint colorTexture(int index = 0) const { return colors[index]; }
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GLuint depthTexture() const { return tex_d; }
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GLenum target() const { return target_; }
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bool isInit() const { return fbo != 0; }
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int width() const { return wid; }
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int height() const { return hei; }
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QSize size() const { return QSize(wid, hei); }
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QRect rect() const { return QRect(0, 0, wid, hei); }
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QImage grab() const;
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QVector<float> grabF(int index) const;
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void queryPoint(int index, QPoint p);
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@@ -48,23 +52,29 @@ public:
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QVector<uint> getPointsByte() const;
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QVector<QVector4D> getPointsFloat() const;
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QImage getImage() const;
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int queriedPoints() const {return pbo_queried;}
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void blit(int index_from, GLuint fb_to, int index_to, QRect from, QRect to, GLbitfield mask = GL_COLOR_BUFFER_BIT, GLenum filter = GL_NEAREST) const;
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int queriedPoints() const { return pbo_queried; }
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void blit(int index_from,
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GLuint fb_to,
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int index_to,
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QRect from,
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QRect to,
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GLbitfield mask = GL_COLOR_BUFFER_BIT,
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GLenum filter = GL_NEAREST) const;
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void resize(int width, int height, bool force = false);
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void reinit();
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void bind();
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void release();
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void setReadBuffer(int index) {glReadBuffer(GL_COLOR_ATTACHMENT0 + index);}
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void setReadBuffer(int index) { glReadBuffer(GL_COLOR_ATTACHMENT0 + index); }
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void setWriteBuffer(int index);
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void setWriteBuffers(const int * indeces, int count);
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void setWriteBuffers(const QVector<int> & indeces) {setWriteBuffers(indeces.constData(), indeces.size());}
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void setWriteBuffers(const QVector<int> & indeces) { setWriteBuffers(indeces.constData(), indeces.size()); }
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void setWriteBuffers();
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void unsetWriteBuffers();
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void enablePixelBuffer();
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void setColorTextureFiltering(int index, GLenum filter);
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void copyDepthFrom(GLuint tex) {;}
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void copyDepthFrom(GLuint tex) { ; }
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void bindColorTexture(int index, int channel = 0);
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void bindColorTextures();
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void bindDepthTexture(int channel);
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