<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- framebuffer.qdoc --> <title>Framebuffer Example | Qt Canvas 3D 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qtcanvas3d-index.html">Qt Canvas 3D</a></td><td ><a href="qtcanvas3d-examples.html">Qt Canvas 3D Examples</a></td><td >Framebuffer Example</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#preparing-the-framebuffer">Preparing the Framebuffer</a></li> <li class="level1"><a href="#creating-the-texture">Creating the Texture</a></li> <li class="level1"><a href="#rendering-into-the-framebuffer">Rendering into the Framebuffer</a></li> <li class="level1"><a href="#using-the-framebuffer-as-a-texture">Using the Framebuffer as a Texture</a></li> </ul> </div> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">Framebuffer Example</h1> <span class="subtitle"></span> <!-- $$$framebuffer-description --> <div class="descr"> <a name="details"></a> <p>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.</p> <p>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 Sliders from Qt Quick Controls.</p> <p class="centerAlign"><img src="images/framebuffer-example.png" alt="" /></p><a name="preparing-the-framebuffer"></a> <h2 id="preparing-the-framebuffer">Preparing the Framebuffer</h2> <p>We first define the variables we need for the render-to-texture framebuffer:</p> <pre class="js"> var <span class="name">rttFramebuffer</span>; var <span class="name">rttTexture</span>; var <span class="name">rttWidth</span> = <span class="number">512</span>; var <span class="name">rttHeight</span> = <span class="number">512</span>; </pre> <p>Then, in the <code>initializeGL</code> function, we create the framebuffer object:</p> <pre class="js"> <span class="comment">// Create the framebuffer object</span> <span class="name">rttFramebuffer</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createFramebuffer</span>(); <span class="name">rttFramebuffer</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"OffscreenRenderTarget"</span>; <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="name">rttFramebuffer</span>); </pre> <a name="creating-the-texture"></a> <h2 id="creating-the-texture">Creating the Texture</h2> <p>After the creation of the framebuffer, we create the texture:</p> <pre class="js"> <span class="comment">// Create the texture</span> <span class="name">rttTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">rttTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"OffscreenRenderTargetTexture"</span>; <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">rttTexture</span>); <span class="name">gl</span>.<span class="name">texParameteri</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">gl</span>.<span class="name">TEXTURE_MAG_FILTER</span>, <span class="name">gl</span>.<span class="name">LINEAR</span>); <span class="name">gl</span>.<span class="name">texParameteri</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">gl</span>.<span class="name">TEXTURE_MIN_FILTER</span>, <span class="name">gl</span>.<span class="name">LINEAR_MIPMAP_NEAREST</span>); <span class="name">gl</span>.<span class="name">texImage2D</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="number">0</span>, <span class="name">gl</span>.<span class="name">RGBA</span>, <span class="name">rttWidth</span>, <span class="name">rttHeight</span>, <span class="number">0</span>, <span class="name">gl</span>.<span class="name">RGBA</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_BYTE</span>, <span class="number">null</span>); <span class="name">gl</span>.<span class="name">generateMipmap</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>); </pre> <p>Then we need to bind the texture as a color attachment, create and bind a render buffer, and bind the depth attachment:</p> <pre class="js"> <span class="comment">// Bind the texture as color attachment, create and bind a depth buffer</span> <span class="name">gl</span>.<span class="name">framebufferTexture2D</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="name">gl</span>.<span class="name">COLOR_ATTACHMENT0</span>, <span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">rttTexture</span>, <span class="number">0</span>); var <span class="name">renderbuffer</span> = <span class="name">gl</span>.<span class="name">createRenderbuffer</span>(); <span class="name">gl</span>.<span class="name">bindRenderbuffer</span>(<span class="name">gl</span>.<span class="name">RENDERBUFFER</span>, <span class="name">renderbuffer</span>); <span class="name">gl</span>.<span class="name">renderbufferStorage</span>(<span class="name">gl</span>.<span class="name">RENDERBUFFER</span>, <span class="name">gl</span>.<span class="name">DEPTH_COMPONENT16</span>, <span class="name">rttWidth</span>, <span class="name">rttHeight</span>); <span class="name">gl</span>.<span class="name">framebufferRenderbuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="name">gl</span>.<span class="name">DEPTH_ATTACHMENT</span>, <span class="name">gl</span>.<span class="name">RENDERBUFFER</span>, <span class="name">renderbuffer</span>); </pre> <a name="rendering-into-the-framebuffer"></a> <h2 id="rendering-into-the-framebuffer">Rendering into the Framebuffer</h2> <p>In <code>paintGL</code> function, we first need to draw the scene into the framebuffer. We start by binding the framebuffer object and setting a viewport:</p> <pre class="js"> <span class="comment">// bind the FBO and setup viewport</span> <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="name">rttFramebuffer</span>); <span class="name">gl</span>.<span class="name">viewport</span>(<span class="number">0</span>, <span class="number">0</span>, <span class="name">rttWidth</span>, <span class="name">rttHeight</span>); </pre> <p>Then, we need to bind the loaded texture we want to use in rendering into the framebuffer object:</p> <pre class="js"> <span class="comment">// Bind the loaded texture</span> <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">cubeTexture</span>); </pre> <p>And then we can draw the textured cube into the framebuffer:</p> <pre class="js"> <span class="comment">// Draw the cube to the FBO</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">TRIANGLES</span>, <span class="number">36</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_SHORT</span>, <span class="number">0</span>); </pre> <a name="using-the-framebuffer-as-a-texture"></a> <h2 id="using-the-framebuffer-as-a-texture">Using the Framebuffer as a Texture</h2> <p>First, we bind the render-to-texture right after drawing, and generate mipmaps:</p> <pre class="js"> <span class="comment">// Bind the render-to-texture and generate mipmaps</span> <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">rttTexture</span>); <span class="name">gl</span>.<span class="name">generateMipmap</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>); </pre> <p>Then we need to bind the default framebuffer (screen), and set up the viewport:</p> <pre class="js"> <span class="comment">// Bind default framebuffer and setup viewport accordingly</span> <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="number">0</span>); <span class="name">gl</span>.<span class="name">viewport</span>(<span class="number">0</span>, <span class="number">0</span>, <span class="name">canvas</span>.<span class="name">width</span> <span class="operator">*</span> <span class="name">canvas</span>.<span class="name">devicePixelRatio</span>, <span class="name">canvas</span>.<span class="name">height</span> <span class="operator">*</span> <span class="name">canvas</span>.<span class="name">devicePixelRatio</span>); </pre> <p>And finally, we draw the on-screen view:</p> <pre class="js"> <span class="comment">// Draw the on-screen cube</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">TRIANGLES</span>, <span class="number">36</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_SHORT</span>, <span class="number">0</span>); </pre> <p>Files:</p> <ul> <li><a href="qtcanvas3d-framebuffer-qml-framebuffer-framebuffer-js.html">framebuffer/qml/framebuffer/framebuffer.js</a></li> <li><a href="qtcanvas3d-framebuffer-qml-framebuffer-main-qml.html">framebuffer/qml/framebuffer/main.qml</a></li> <li><a href="qtcanvas3d-framebuffer-main-cpp.html">framebuffer/main.cpp</a></li> <li><a href="qtcanvas3d-framebuffer-framebuffer-pro.html">framebuffer/framebuffer.pro</a></li> <li><a href="qtcanvas3d-framebuffer-framebuffer-qrc.html">framebuffer/framebuffer.qrc</a></li> </ul> </div> <!-- @@@framebuffer --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>