我正在基于Qt附带的“openglunderqml”示例在C ++中开发一个简单的QQuickItem实现。我做了一些修改,使用不同的着色器和两个纹理加载。想法是着色器将在两个纹理之间交叉淡入淡出(这实际上只是我加载到纹理中的图像)。
当我将这个QQuickItem单独放入QML文件并运行它时,一切正常。图像之间相互交叉淡入淡出(我设置了属性动画以保持交叉渐变)并且一切看起来都很好。但是,如果我放置其他元素,如文本,文本不能正确呈现 - 只是形状奇特的块。如果我把图像放入,事情变得非常奇怪。而不是QQuickItem渲染它应该渲染的框,它呈现全屏和颠倒。据我所知,其他图像从未加载。
我想我一定不会做我应该做的事,但我不知道是什么。请注意,第一个代码块包含着色器和渲染内容,第二个代码块包含函数loadNewTexture(),它将新图像加载到纹理中(每个纹理只调用一次 - 而不是每次渲染),第三个包含QtQuick .qml文件
继承了opengl代码(在QQuckItem :: Paint方法中):
// Builds the OpenGL shaders that handle the crossfade
if (!m_program) {
m_program = new QOpenGLShaderProgram();
// Shader loads coordinate positions
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute vec2 position;"
"varying vec2 texcoord;"
"void main() {"
" gl_Position = vec4(position, 0.0, 1.0);"
" texcoord = position * vec2(0.5) + vec2(0.5);"
"}");
// Shader does the crossfade
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"uniform lowp float xfade;"
"uniform sampler2D textures[2];"
"varying vec2 texcoord;"
"void main() {"
" gl_FragColor = mix("
" texture2D(textures[0], texcoord),"
" texture2D(textures[1], texcoord),"
" xfade"
" );"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();
connect(window()->openglContext(), SIGNAL(aboutToBeDestroyed()),
this, SLOT(cleanup()), Qt::DirectConnection);
}
m_program->bind();
// Loads corner vertices as triangle strip
m_program->enableAttributeArray(0);
float values[] = {
-1, -1,
1, -1,
-1, 1,
1, 1
};
m_program->setAttributeArray(0, GL_FLOAT, values, 2);
// Loads the fade value
m_program->setUniformValue("xfade", (float) m_thread_xfade);
glEnable(GL_TEXTURE_2D);
// Check if a new texture needs to be loaded
if (!new_source_loaded && !m_adSource.isEmpty())
new_source_loaded = loadNewTexture(m_adSource);
// Loads texture 0 into the shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
m_program->setUniformValue("textures[0]", 0);
// Loads texture 1 into the shader
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
m_program->setUniformValue("textures[1]", 1);
// Sets the OpenGL render area to the space given to this components
glViewport((GLint) this->x(), (GLint) this->y(), (GLint) this->width(), (GLint) this->height());
// Sets some parameters
glDisable(GL_DEPTH_TEST);
// Sets the clear color (backround color) to black
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draws triangle strip
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
// Cleans up vertices
m_program->disableAttributeArray(0);
m_program->release();
loadNewTexture()函数:
bool AdRotator::loadNewTexture(QUrl source) {
// Load the image from source url
QImage image(source.path());
// Check that the image was loaded properly
if (image.isNull()) {
qDebug() << QString("AdRotator::loadTexture: Loading image from source: ") << source.toString() << QString(" failed.");
return false;
}
// Update this as the active texture
active_texture = !active_texture;
// Convert into GL-friendly format
QImage GL_formatted_image = QGLWidget::convertToGLFormat(image);
// Check that the image was converted properly
if (image.isNull()) {
qDebug() << QString("AdRotator::loadTexture: Converting image from source: ") << source.toString() << QString(" failed.");
return false;
}
// Generate the texture base
glGenTextures(1, &textures[active_texture]);
glBindTexture(GL_TEXTURE_2D, textures[active_texture]);
// Give texture parameters (scaling and edging options)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
// Load pixels from image into texture
glTexImage2D(
GL_TEXTURE_2D, 0, /* target, level of detail */
GL_RGBA, /* internal format */
GL_formatted_image.width(), GL_formatted_image.height(), 0, /* width, height, border */
GL_RGBA, GL_UNSIGNED_BYTE, /* external format, type */
GL_formatted_image.bits() /* pixels */
);
if (textures[active_texture] == 0) qDebug() << QString("New Texture post-load failed.");
return true;
}
.qml文件:
import QtQuick 2.0
Item {
width: 1920
height: 1080
/* Image{} element breaks things
Image {
id: image1
x: 0
y: 0
anchors.rightMargin: 0
anchors.bottomMargin: 0
anchors.leftMargin: 0
anchors.topMargin: 0
sourceSize.height: 1080
sourceSize.width: 1920
anchors.fill: parent
fillMode: Image.PreserveAspectCrop
source: "images/background.png"
}*/
/* The QQuickItem */
ImageCrossfader {
x: 753
y: 107
width: 1150
height: 865
}
}
答案 0 :(得分:3)
我最近做了几乎相同的练习(并没有实际运行你的代码,只处理了一个纹理)我想我可能知道你错过了什么:你必须确保你的 OpenGL状态机留在画图功能的末尾(或多或少)完全,正如您在开头找到的那样。您确实发布了着色器程序并禁用了数组属性,但没有取消绑定两个纹理单元中的两个纹理。在paint成员函数末尾的下面应该可以解决这个问题:
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
除此之外,还有两条评论:
请注意,QML文件中的 image1 图像会完全隐藏您的ImageCrossfader项目(如果我没有错误地解释anchors属性)。您添加到QML场景的所有内容都将被覆盖 opengl underlay (因此名称;))。
您可以安全地删除所有 glEnable(), glDisable()和 glBlendFunc()调用。实际上删除它们应该会使你的代码更安全,因为你改变的越少,你需要记住的变化就越少。