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Diffstat (limited to 'examples/opengl/framebufferobject/glwidget.cpp')
-rw-r--r--examples/opengl/framebufferobject/glwidget.cpp28
1 files changed, 24 insertions, 4 deletions
diff --git a/examples/opengl/framebufferobject/glwidget.cpp b/examples/opengl/framebufferobject/glwidget.cpp
index d3591d6..3cb3929 100644
--- a/examples/opengl/framebufferobject/glwidget.cpp
+++ b/examples/opengl/framebufferobject/glwidget.cpp
@@ -53,7 +53,18 @@ GLWidget::GLWidget(QWidget *parent)
{
setWindowTitle(tr("OpenGL framebuffer objects"));
makeCurrent();
- fbo = new QGLFramebufferObject(1024, 1024);
+
+ if (QGLFramebufferObject::hasOpenGLFramebufferBlit()) {
+ QGLFramebufferObjectFormat format;
+ format.setSamples(4);
+
+ render_fbo = new QGLFramebufferObject(512, 512, format);
+ texture_fbo = new QGLFramebufferObject(512, 512);
+ } else {
+ render_fbo = new QGLFramebufferObject(1024, 1024);
+ texture_fbo = render_fbo;
+ }
+
rot_x = rot_y = rot_z = 0.0f;
scale = 0.1f;
anim = new QTimeLine(750, this);
@@ -113,7 +124,9 @@ GLWidget::~GLWidget()
{
delete[] wave;
glDeleteLists(tile_list, 1);
- delete fbo;
+ delete texture_fbo;
+ if (render_fbo != texture_fbo)
+ delete render_fbo;
}
void GLWidget::paintEvent(QPaintEvent *)
@@ -129,10 +142,16 @@ void GLWidget::draw()
saveGLState();
// render the 'bubbles.svg' file into our framebuffer object
- QPainter fbo_painter(fbo);
+ QPainter fbo_painter(render_fbo);
svg_renderer->render(&fbo_painter);
fbo_painter.end();
+ if (render_fbo != texture_fbo) {
+ QRect rect(0, 0, render_fbo->width(), render_fbo->height());
+ QGLFramebufferObject::blitFramebuffer(texture_fbo, rect,
+ render_fbo, rect);
+ }
+
// draw into the GL widget
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
@@ -145,8 +164,9 @@ void GLWidget::draw()
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, fbo->texture());
+ glBindTexture(GL_TEXTURE_2D, texture_fbo->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glEnable(GL_TEXTURE_2D);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);