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+/****************************************************************************
+**
+** 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
+ */