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pickingtexture.cpp
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65 lines (45 loc) · 1.89 KB
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#include "pickingtexture.h"
PickingTexture::PickingTexture()
{
}
bool PickingTexture::Init(uint windowWidth, uint windowHeight, QOpenGLFunctions *glFunctions)
{
m_windowWidth = windowWidth;
m_windowHeight = windowHeight;
// Создание FBO
glFunctions->glGenFramebuffers(1, &m_fbo);
glFunctions->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
// Создание объекта текстуры для буфера с информацией о примитиве
glGenTextures(1, &m_pickingTexture);
glBindTexture(GL_TEXTURE_2D, m_pickingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, windowWidth, windowHeight, 0, GL_RGBA, GL_FLOAT, NULL);
glFunctions->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pickingTexture, 0);
// Проверка FBO на корректность
GLenum Status = glFunctions->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE) {
printf("FB error, status: 0x%x\n", Status);
return false;
}
// Возвращаем стандартный буфер кадра
//glBindTexture(GL_TEXTURE_2D, 0);
//glFunctions->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return true;
}
void PickingTexture::EnableWriting(QOpenGLFunctions *glFunctions)
{
glFunctions->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
}
void PickingTexture::DisableWriting(QOpenGLFunctions *glFunctions)
{
glFunctions->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
QVector4D PickingTexture::ReadPixel(uint x, uint y, QOpenGLFunctions *glFunctions)
{
glFunctions->glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
QVector4D Pixel;
glReadPixels(x, m_windowHeight - y, 1, 1, GL_RGBA, GL_FLOAT, &Pixel);
glReadBuffer(GL_NONE);
glFunctions->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
return Pixel;
}