diff options
Diffstat (limited to 'examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc')
-rw-r--r-- | examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc b/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc new file mode 100644 index 0000000..e42e9c1 --- /dev/null +++ b/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc @@ -0,0 +1,122 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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 The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example framebuffer + \since QtCanvas3D 1.0 + \title Framebuffer Example + \ingroup qtcanvas3d-examples + \brief Render into a framebuffer and use it as a texture + + The Framebuffer Example shows how to render into a framebuffer, create a + texture of it, and apply the texture to an object in normal on-screen + rendering. + + The example has a moving and rotating cube, which has another textured + cube drawn into it via the framebuffer object. The cube in the framebuffer + can be rotated using \l [QML] {Slider}s from \l {Qt Quick Controls}. + + \image framebuffer-example.png + + \section1 Preparing the Framebuffer + + We first define the variables we need for the render-to-texture + framebuffer: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 0 + + Then, in the \c initializeGL function, we create the framebuffer object: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 1 + + \section1 Creating the Texture + + After the creation of the framebuffer, we create the texture: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 2 + + Then we need to bind the texture as a color attachment, create and bind + a render buffer, and bind the depth attachment: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 3 + + \section1 Rendering into the Framebuffer + + In \c paintGL function, we first need to draw the scene into the + framebuffer. We start by binding the framebuffer object and setting a + viewport: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 4 + + Then, we need to bind the loaded texture we want to use in rendering + into the framebuffer object: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 5 + + And then we can draw the textured cube into the framebuffer: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 6 + + \section1 Using the Framebuffer as a Texture + + First, we bind the render-to-texture right after drawing, and generate + mipmaps: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 7 + + Then we need to bind the default framebuffer (screen), and set up the + viewport: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 8 + + And finally, we draw the on-screen view: + + \snippet framebuffer/qml/framebuffer/framebuffer.js 9 + */ |