/**************************************************************************** ** ** 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 */