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MainWindow.cpp
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#include "MainWindow.h"
CMainWindow::CMainWindow(QWidget* parent)
: QOpenGLWidget(parent), ui(new Ui::CMainWindow)
{
ui->setupUi(this);
m_img = QImage("2.jpg");//picture
m_width = m_img.width();
m_height = m_img.height();
m_dataSize = m_width * m_height * 3;
}
CMainWindow::~CMainWindow()
{
delete ui;
glDeleteVertexArrays(1, &m_VAO);
glDeleteBuffers(1, &m_VBO);
glDeleteBuffers(1, &m_EBO);
glDeleteVertexArrays(1, &m_fVAO);
glDeleteBuffers(1, &m_fVBO);
glDeleteBuffers(1, &m_frameBuffer);
glDeleteBuffers(1, &m_RBO);
}
void CMainWindow::initFBO()
{
glGenFramebuffers(1, &m_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
glGenTextures(1, &m_textureFBO);
glBindTexture(GL_TEXTURE_2D, m_textureFBO);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);//TODO
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureFBO, 0);
glGenRenderbuffers(1, &m_RBO);
glBindRenderbuffer(GL_RENDERBUFFER, m_RBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_width, m_height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_RBO);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
qDebug() << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" ;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
char vertexShaderSource[] =
"#version 450 core\n"
"layout (location = 0) in vec2 aPos;\n"
"layout (location = 1) in vec2 aTexCoords;\n"
"out vec2 TexCoords;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);\n"
"TexCoords = aTexCoords;\n"
"}\n";
char fragmentShaderSource[] =
"#version 450 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoords;\n"
"uniform sampler2D screenTexture;\n"
"void main()\n"
"{\n"
" FragColor = texture(screenTexture, TexCoords);\n"
"}\n";
m_programScreen = new QOpenGLShaderProgram;
m_programScreen->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_programScreen->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_programScreen->link();
m_programScreen->bind();
m_programScreen->setUniformValue("screenTexture", 1);
m_programScreen->release();
float fb_Vertices[] = {
// positions // texCoords
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
glGenVertexArrays(1, &m_fVAO);
glBindVertexArray(m_fVAO);
glGenBuffers(1, &m_fVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_fVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(fb_Vertices), fb_Vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void CMainWindow::initializeGL()
{
this->initializeOpenGLFunctions();
char vertexShaderSource[] =
"#version 450 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aColor;\n"
"layout(location = 2) in vec2 aTexcood;\n"
"out vec3 vertexColor;\n"
"out vec2 m_tex;\n"
"void main()\n"
"{\n"
" m_tex = aTexcood;\n"
" vertexColor = aColor;\n"
" gl_Position = vec4(aPos, 1.0);\n"
"}\n";
char fragmentShaderSource[] =
"#version 450 core\n"
"out vec4 FragColor;\n"
"in vec3 vertexColor;\n"
"in vec2 m_tex;\n"
"uniform sampler2D ourTexture;\n"
"void main()\n"
"{\n"
" FragColor = texture2D(ourTexture, m_tex) * vec4(vertexColor, 1.0f);\n"
"}\n";
m_shaderProgram = new QOpenGLShaderProgram;
m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_shaderProgram->link();
m_shaderProgram->bind();
m_shaderProgram->setUniformValue("ourTexture", 0);
m_shaderProgram->release();
GLfloat vertices[] = {
-1.0f, -1.0f,0.0f, 0.0f,0.0f,1.0f, 0.0f,0.0f,
1.0f, -1.0f,0.0f, 0.0f,1.0f,0.0f, 1.0f,0.0f,
1.0f, 1.0f,0.0f, 1.0f,0.0f,0.0f, 1.0f,1.0f,
-1.0f, 1.0f,0.0f, 0.0f,1.0f,1.0f, 0.0f,1.0f,
};
GLuint indices[] = {
0,1,2,
0,2,3
};
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, m_img.bits());//TODO
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
//FBO
initFBO();//TODO
}
void CMainWindow::paintGL()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
glEnable(GL_DEPTH_TEST);
glClearColor(0.5f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shaderProgram->bind();
glBindVertexArray(m_VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
m_shaderProgram->release();
/********** 关键之处 ***********/
GLuint fb = context()->defaultFramebufferObject();
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_width, m_height);
m_programScreen->bind();
glBindVertexArray(m_fVAO);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_textureFBO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
m_programScreen->release();
}
void CMainWindow::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
}