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authorLars Knoll <lars.knoll@nokia.com>2009-03-23 09:18:55 (GMT)
committerSimon Hausmann <simon.hausmann@nokia.com>2009-03-23 09:18:55 (GMT)
commite5fcad302d86d316390c6b0f62759a067313e8a9 (patch)
treec2afbf6f1066b6ce261f14341cf6d310e5595bc1 /src/opengl/qglframebufferobject.cpp
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Long live Qt 4.5!
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** 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, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, 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.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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>
+
+QT_BEGIN_NAMESPACE
+
+extern QImage qt_gl_read_framebuffer(const QSize&, bool, bool);
+
+#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), bound(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;
+ uint bound : 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 QT_OPENGL_ES
+ 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 QT_OPENGL_ES
+#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, CGL, or GLX parts. This makes using
+ framebuffer objects more portable.
+ \endlist
+
+ Note that primitives drawn to a QGLFramebufferObject with QPainter
+ will only be antialiased if the QPainter::HighQualityAntialiasing
+ render hint is set. This is because there is currently no support
+ for the \c{GL_EXT_framebuffer_multisample} extension, which is
+ required to do multisample based antialiasing. Also note that the
+ QPainter::HighQualityAntialiasing render hint requires the
+ \c{GL_ARB_fragment_program} extension to work in OpenGL.
+
+ \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 QT_OPENGL_ES
+#define DEFAULT_FORMAT GL_RGBA8
+#else
+#define DEFAULT_FORMAT GL_RGBA
+#endif
+
+QGLFramebufferObject::QGLFramebufferObject(const QSize &size, GLenum target)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(size, NoAttachment, target, DEFAULT_FORMAT);
+}
+
+#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
+/*! \internal */
+QGLFramebufferObject::QGLFramebufferObject(const QSize &size, QMacCompatGLenum target)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(size, NoAttachment, target, DEFAULT_FORMAT);
+}
+#endif
+
+/*! \overload
+
+ Constructs an OpenGL framebuffer object and binds a 2D GL texture
+ to the buffer of the given \a width and \a height.
+
+ \sa size(), texture()
+*/
+QGLFramebufferObject::QGLFramebufferObject(int width, int height, GLenum target)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(QSize(width, height), NoAttachment, target, DEFAULT_FORMAT);
+}
+
+#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
+/*! \internal */
+QGLFramebufferObject::QGLFramebufferObject(int width, int height, QMacCompatGLenum target)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(QSize(width, height), NoAttachment, target, DEFAULT_FORMAT);
+}
+#endif
+
+/*! \overload
+
+ Constructs an OpenGL framebuffer object and binds a texture to the
+ buffer of the given \a width and \a height.
+
+ The \a attachment parameter describes the depth/stencil buffer
+ configuration, \a target the texture target and \a internal_format
+ the internal texture format. The default texture target is \c
+ GL_TEXTURE_2D, while the default internal format is \c GL_RGBA8.
+
+ \sa size(), texture(), attachment()
+*/
+QGLFramebufferObject::QGLFramebufferObject(int width, int height, Attachment attachment,
+ GLenum target, GLenum internal_format)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(QSize(width, height), attachment, target, internal_format);
+}
+
+#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
+/*! \internal */
+QGLFramebufferObject::QGLFramebufferObject(int width, int height, Attachment attachment,
+ QMacCompatGLenum target, QMacCompatGLenum internal_format)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(QSize(width, height), attachment, target, internal_format);
+}
+#endif
+
+/*! \overload
+
+ Constructs an OpenGL framebuffer object and binds a texture to the
+ buffer of the given \a size.
+
+ The \a attachment parameter describes the depth/stencil buffer
+ configuration, \a target the texture target and \a internal_format
+ the internal texture format. The default texture target is \c
+ GL_TEXTURE_2D, while the default internal format is \c GL_RGBA8.
+
+ \sa size(), texture(), attachment()
+*/
+QGLFramebufferObject::QGLFramebufferObject(const QSize &size, Attachment attachment,
+ GLenum target, GLenum internal_format)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(size, attachment, target, internal_format);
+}
+
+#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
+/*! \internal */
+QGLFramebufferObject::QGLFramebufferObject(const QSize &size, Attachment attachment,
+ QMacCompatGLenum target, QMacCompatGLenum internal_format)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(size, attachment, target, internal_format);
+}
+#endif
+
+/*!
+ \fn QGLFramebufferObject::~QGLFramebufferObject()
+
+ Destroys the framebuffer object and frees any allocated resources.
+*/
+QGLFramebufferObject::~QGLFramebufferObject()
+{
+ Q_D(QGLFramebufferObject);
+ QGL_FUNC_CONTEXT;
+
+ if (isValid()
+ && (d->ctx == QGLContext::currentContext()
+ || qgl_share_reg()->checkSharing(d->ctx, QGLContext::currentContext())))
+ {
+ glDeleteTextures(1, &d->texture);
+ if (d->depth_stencil_buffer)
+ glDeleteRenderbuffersEXT(1, &d->depth_stencil_buffer);
+ glDeleteFramebuffersEXT(1, &d->fbo);
+ }
+ delete d_ptr;
+}
+
+/*!
+ \fn bool QGLFramebufferObject::isValid() const
+
+ Returns true if the framebuffer object is valid.
+
+ The framebuffer can become invalid if the initialization process
+ fails, the user attaches an invalid buffer to the framebuffer
+ object, or a non-power of 2 width/height is specified as the
+ texture size if the texture target is \c{GL_TEXTURE_2D}.
+*/
+bool QGLFramebufferObject::isValid() const
+{
+ Q_D(const QGLFramebufferObject);
+ return d->valid;
+}
+
+/*!
+ \fn bool QGLFramebufferObject::bind()
+
+ Switches rendering from the default, windowing system provided
+ framebuffer to this framebuffer object.
+ Returns true upon success, false otherwise.
+*/
+bool QGLFramebufferObject::bind()
+{
+ if (!isValid())
+ return false;
+ Q_D(QGLFramebufferObject);
+ QGL_FUNC_CONTEXT;
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, d->fbo);
+ d->bound = d->valid = d->checkFramebufferStatus();
+ return d->valid;
+}
+
+/*!
+ \fn bool QGLFramebufferObject::release()
+
+ Switches rendering back to the default, windowing system provided
+ framebuffer.
+ Returns true upon success, false otherwise.
+*/
+bool QGLFramebufferObject::release()
+{
+ if (!isValid())
+ return false;
+ Q_D(QGLFramebufferObject);
+ QGL_FUNC_CONTEXT;
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ d->valid = d->checkFramebufferStatus();
+ d->bound = false;
+ return d->valid;
+}
+
+/*!
+ \fn GLuint QGLFramebufferObject::texture() const
+
+ Returns the texture id for the texture attached as the default
+ rendering target in this framebuffer object. This texture id can
+ be bound as a normal texture in your own GL code.
+*/
+GLuint QGLFramebufferObject::texture() const
+{
+ Q_D(const QGLFramebufferObject);
+ return d->texture;
+}
+
+/*!
+ \fn QSize QGLFramebufferObject::size() const
+
+ Returns the size of the texture attached to this framebuffer
+ object.
+*/
+QSize QGLFramebufferObject::size() const
+{
+ Q_D(const QGLFramebufferObject);
+ return d->size;
+}
+
+/*!
+ \fn QImage QGLFramebufferObject::toImage() const
+
+ Returns the contents of this framebuffer object as a QImage.
+*/
+QImage QGLFramebufferObject::toImage() const
+{
+ Q_D(const QGLFramebufferObject);
+ if (!d->valid)
+ return QImage();
+
+ const_cast<QGLFramebufferObject *>(this)->bind();
+ QImage image = qt_gl_read_framebuffer(d->size, d->ctx->format().alpha(), true);
+ const_cast<QGLFramebufferObject *>(this)->release();
+
+ return image;
+}
+
+#if !defined(QT_OPENGL_ES_2)
+Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_buffer_paintengine)
+#endif
+
+/*! \reimp */
+QPaintEngine *QGLFramebufferObject::paintEngine() const
+{
+#if !defined(QT_OPENGL_ES_2)
+ return qt_buffer_paintengine();
+#else
+ return 0;
+#endif
+}
+
+/*!
+ \fn bool QGLFramebufferObject::hasOpenGLFramebufferObjects()
+
+ Returns true if the OpenGL \c{GL_EXT_framebuffer_object} extension
+ is present on this system; otherwise returns false.
+*/
+bool QGLFramebufferObject::hasOpenGLFramebufferObjects()
+{
+ QGLWidget dmy; // needed to detect and init the QGLExtensions object
+ return (QGLExtensions::glExtensions & QGLExtensions::FramebufferObject);
+}
+
+/*!
+ \since 4.4
+
+ Draws the given texture, \a textureId, to the given target rectangle,
+ \a target, in OpenGL model space. The \a textureTarget should be a 2D
+ texture target.
+
+ The framebuffer object should be bound when calling this function.
+
+ Equivalent to the corresponding QGLContext::drawTexture().
+*/
+void QGLFramebufferObject::drawTexture(const QRectF &target, GLuint textureId, GLenum textureTarget)
+{
+ Q_D(QGLFramebufferObject);
+ d->ctx->drawTexture(target, textureId, textureTarget);
+}
+
+#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
+/*! \internal */
+void QGLFramebufferObject::drawTexture(const QRectF &target, QMacCompatGLuint textureId, QMacCompatGLenum textureTarget)
+{
+ Q_D(QGLFramebufferObject);
+ d->ctx->drawTexture(target, textureId, textureTarget);
+}
+#endif
+
+/*!
+ \since 4.4
+
+ Draws the given texture, \a textureId, at the given \a point in OpenGL
+ model space. The \a textureTarget should be a 2D texture target.
+
+ The framebuffer object should be bound when calling this function.
+
+ Equivalent to the corresponding QGLContext::drawTexture().
+*/
+void QGLFramebufferObject::drawTexture(const QPointF &point, GLuint textureId, GLenum textureTarget)
+{
+ Q_D(QGLFramebufferObject);
+ d->ctx->drawTexture(point, textureId, textureTarget);
+}
+
+#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
+/*! \internal */
+void QGLFramebufferObject::drawTexture(const QPointF &point, QMacCompatGLuint textureId, QMacCompatGLenum textureTarget)
+{
+ Q_D(QGLFramebufferObject);
+ d->ctx->drawTexture(point, textureId, textureTarget);
+}
+#endif
+
+extern int qt_defaultDpi();
+
+/*! \reimp */
+int QGLFramebufferObject::metric(PaintDeviceMetric metric) const
+{
+ Q_D(const QGLFramebufferObject);
+
+ float dpmx = qt_defaultDpi()*100./2.54;
+ float dpmy = qt_defaultDpi()*100./2.54;
+ int w = d->size.width();
+ int h = d->size.height();
+ switch (metric) {
+ case PdmWidth:
+ return w;
+
+ case PdmHeight:
+ return h;
+
+ case PdmWidthMM:
+ return qRound(w * 1000 / dpmx);
+
+ case PdmHeightMM:
+ return qRound(h * 1000 / dpmy);
+
+ case PdmNumColors:
+ return 0;
+
+ case PdmDepth:
+ return 32;//d->depth;
+
+ case PdmDpiX:
+ return (int)(dpmx * 0.0254);
+
+ case PdmDpiY:
+ return (int)(dpmy * 0.0254);
+
+ case PdmPhysicalDpiX:
+ return (int)(dpmx * 0.0254);
+
+ case PdmPhysicalDpiY:
+ return (int)(dpmy * 0.0254);
+
+ default:
+ qWarning("QGLFramebufferObject::metric(), Unhandled metric type: %d.\n", metric);
+ break;
+ }
+ return 0;
+}
+
+/*!
+ \fn GLuint QGLFramebufferObject::handle() const
+
+ Returns the GL framebuffer object handle for this framebuffer
+ object (returned by the \c{glGenFrameBuffersEXT()} function). This
+ handle can be used to attach new images or buffers to the
+ framebuffer. The user is responsible for cleaning up and
+ destroying these objects.
+*/
+GLuint QGLFramebufferObject::handle() const
+{
+ Q_D(const QGLFramebufferObject);
+ return d->fbo;
+}
+
+/*! \fn int QGLFramebufferObject::devType() const
+
+ \reimp
+*/
+
+
+/*!
+ Returns the status of the depth and stencil buffers attached to
+ this framebuffer object.
+*/
+
+QGLFramebufferObject::Attachment QGLFramebufferObject::attachment() const
+{
+ Q_D(const QGLFramebufferObject);
+ if (d->valid)
+ return d->fbo_attachment;
+ return NoAttachment;
+}
+
+/*!
+ \since 4.5
+
+ Returns true if the framebuffer object is currently bound to a context,
+ otherwise false is returned.
+*/
+
+bool QGLFramebufferObject::isBound() const
+{
+ Q_D(const QGLFramebufferObject);
+ return d->bound;
+}
+
+QT_END_NAMESPACE