| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2017 The Qt Company Ltd. |
| 4 | ** Contact: http://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the examples of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:BSD$ |
| 9 | ** Commercial License Usage |
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| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** BSD License Usage |
| 18 | ** Alternatively, you may use this file under the terms of the BSD license |
| 19 | ** as follows: |
| 20 | ** |
| 21 | ** "Redistribution and use in source and binary forms, with or without |
| 22 | ** modification, are permitted provided that the following conditions are |
| 23 | ** met: |
| 24 | ** * Redistributions of source code must retain the above copyright |
| 25 | ** notice, this list of conditions and the following disclaimer. |
| 26 | ** * Redistributions in binary form must reproduce the above copyright |
| 27 | ** notice, this list of conditions and the following disclaimer in |
| 28 | ** the documentation and/or other materials provided with the |
| 29 | ** distribution. |
| 30 | ** * Neither the name of The Qt Company Ltd nor the names of its |
| 31 | ** contributors may be used to endorse or promote products derived |
| 32 | ** from this software without specific prior written permission. |
| 33 | ** |
| 34 | ** |
| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 39 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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| 44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "glwindow.h" |
| 52 | #include <QImage> |
| 53 | #include <QOpenGLShaderProgram> |
| 54 | #include <QOpenGLContext> |
| 55 | #include <QOpenGLFunctions> |
| 56 | #include <QOpenGLExtraFunctions> |
| 57 | #include <QOpenGLVertexArrayObject> |
| 58 | #include <QtGui/qopengl.h> |
| 59 | #include <QDebug> |
| 60 | #include <QTimer> |
| 61 | #include <math.h> |
| 62 | |
| 63 | #ifndef GL_READ_WRITE |
| 64 | #define GL_READ_WRITE 0x88BA |
| 65 | #endif |
| 66 | |
| 67 | #ifndef GL_RGBA8 |
| 68 | #define GL_RGBA8 0x8058 |
| 69 | #endif |
| 70 | |
| 71 | #ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
| 72 | #define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 |
| 73 | #endif |
| 74 | |
| 75 | GLWindow::GLWindow() |
| 76 | { |
| 77 | const float animationStart = 0.0; |
| 78 | const float animationEnd = 10.0; |
| 79 | const float animationLength = 1000; |
| 80 | |
| 81 | m_animationGroup = new QSequentialAnimationGroup(this); |
| 82 | m_animationGroup->setLoopCount(-1); |
| 83 | |
| 84 | m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius" )); |
| 85 | m_animationForward->setStartValue(animationStart); |
| 86 | m_animationForward->setEndValue(animationEnd); |
| 87 | m_animationForward->setDuration(animationLength); |
| 88 | m_animationGroup->addAnimation(animation: m_animationForward); |
| 89 | |
| 90 | m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius" )); |
| 91 | m_animationBackward->setStartValue(animationEnd); |
| 92 | m_animationBackward->setEndValue(animationStart); |
| 93 | m_animationBackward->setDuration(animationLength); |
| 94 | m_animationGroup->addAnimation(animation: m_animationBackward); |
| 95 | |
| 96 | m_animationGroup->start(); |
| 97 | } |
| 98 | |
| 99 | GLWindow::~GLWindow() |
| 100 | { |
| 101 | makeCurrent(); |
| 102 | delete m_texImageInput; |
| 103 | delete m_texImageProcessed; |
| 104 | delete m_texImageTmp; |
| 105 | delete m_shaderDisplay; |
| 106 | delete m_shaderComputeH; |
| 107 | delete m_shaderComputeV; |
| 108 | delete m_animationGroup; |
| 109 | delete m_animationForward; |
| 110 | delete m_animationBackward; |
| 111 | delete m_vao; |
| 112 | } |
| 113 | |
| 114 | void GLWindow::setBlurRadius(float blurRadius) |
| 115 | { |
| 116 | int radius = int(blurRadius); |
| 117 | if (radius != m_blurRadius) { |
| 118 | m_blurRadius = radius; |
| 119 | update(); |
| 120 | } |
| 121 | } |
| 122 | |
| 123 | void GLWindow::setAnimating(bool animate) |
| 124 | { |
| 125 | m_animate = animate; |
| 126 | if (animate) |
| 127 | m_animationGroup->start(); |
| 128 | else |
| 129 | m_animationGroup->stop(); |
| 130 | } |
| 131 | |
| 132 | void GLWindow::keyPressEvent(QKeyEvent *e) |
| 133 | { |
| 134 | if (e->key() == Qt::Key_Space) { // pause |
| 135 | setAnimating(!m_animate); |
| 136 | } |
| 137 | update(); |
| 138 | } |
| 139 | |
| 140 | |
| 141 | |
| 142 | |
| 143 | static const char *vsDisplaySource = |
| 144 | "const vec4 vertices[4] = vec4[4] (\n" |
| 145 | " vec4( -1.0, 1.0, 0.0, 1.0),\n" |
| 146 | " vec4( -1.0, -1.0, 0.0, 1.0),\n" |
| 147 | " vec4( 1.0, 1.0, 0.0, 1.0),\n" |
| 148 | " vec4( 1.0, -1.0, 0.0, 1.0)\n" |
| 149 | ");\n" |
| 150 | "const vec2 texCoords[4] = vec2[4] (\n" |
| 151 | " vec2( 0.0, 1.0),\n" |
| 152 | " vec2( 0.0, 0.0),\n" |
| 153 | " vec2( 1.0, 1.0),\n" |
| 154 | " vec2( 1.0, 0.0)\n" |
| 155 | ");\n" |
| 156 | "out vec2 texCoord;\n" |
| 157 | "uniform mat4 matProjection;\n" |
| 158 | "uniform vec2 imageRatio;\n" |
| 159 | "void main() {\n" |
| 160 | " gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n" |
| 161 | " texCoord = texCoords[gl_VertexID];\n" |
| 162 | "}\n" ; |
| 163 | |
| 164 | static const char *fsDisplaySource = |
| 165 | "in lowp vec2 texCoord; \n" |
| 166 | "uniform sampler2D samImage; \n" |
| 167 | "layout(location = 0) out lowp vec4 color;\n" |
| 168 | "void main() {\n" |
| 169 | " lowp vec4 texColor = texture(samImage,texCoord);\n" |
| 170 | " color = vec4(texColor.rgb, 1.0);\n" |
| 171 | "}\n" ; |
| 172 | |
| 173 | static const char *csComputeSourceV = |
| 174 | "#define COMPUTEPATCHSIZE 10 // Setting this to 10 to comply with MAX_COMPUTE_WORK_GROUP_INVOCATIONS for both OpenGL and OpenGLES - see QTBUG-79374 \n" |
| 175 | "#define IMGFMT rgba8 \n" |
| 176 | "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n" |
| 177 | "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n" |
| 178 | "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n" |
| 179 | "uniform int radius;\n" |
| 180 | "const float cutoff = 2.2;\n" |
| 181 | |
| 182 | "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n" |
| 183 | " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" |
| 184 | " return 1.0 / (2.0 * sigma * sigma);\n" |
| 185 | "}\n" |
| 186 | |
| 187 | "float gaussian(float distance, float expfactor) {\n" |
| 188 | " return exp( -(distance * distance) * expfactor);\n" |
| 189 | "}\n" |
| 190 | |
| 191 | "void main() {\n" |
| 192 | " ivec2 imgSize = imageSize(resultImage);\n" |
| 193 | " int x = int(gl_GlobalInvocationID.x);\n" |
| 194 | " int y = int(gl_GlobalInvocationID.y);\n" |
| 195 | " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n" |
| 196 | " vec4 sumPixels = vec4(0.0);\n" |
| 197 | " float sumWeights = 0.0;\n" |
| 198 | " int left = clamp(x - radius, 0, imgSize.x - 1);\n" |
| 199 | " int right = clamp(x + radius, 0, imgSize.x - 1);\n" |
| 200 | " int top = clamp(y - radius, 0, imgSize.y - 1);\n" |
| 201 | " int bottom = clamp(y + radius, 0, imgSize.y - 1);\n" |
| 202 | " float expfactor = expFactor();\n" |
| 203 | " for (int iY = top; iY <= bottom; iY++) {\n" |
| 204 | " float dy = float(abs(iY - y));\n" |
| 205 | " vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n" |
| 206 | " float weight = gaussian(dy, expfactor);\n" |
| 207 | " sumWeights += weight;\n" |
| 208 | " sumPixels += (imgValue * weight);\n" |
| 209 | " }\n" |
| 210 | " sumPixels /= sumWeights;\n" |
| 211 | " imageStore(resultImage, ivec2(x,y), sumPixels);\n" |
| 212 | "}\n" ; |
| 213 | |
| 214 | static const char *csComputeSourceH = |
| 215 | "#define COMPUTEPATCHSIZE 10 \n" |
| 216 | "#define IMGFMT rgba8 \n" |
| 217 | "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n" |
| 218 | "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n" |
| 219 | "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n" |
| 220 | "uniform int radius;\n" |
| 221 | "const float cutoff = 2.2;\n" |
| 222 | |
| 223 | "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n" |
| 224 | " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" |
| 225 | " return 1.0 / (2.0 * sigma * sigma);\n" |
| 226 | "}\n" |
| 227 | |
| 228 | "float gaussian(float distance, float expfactor) {\n" |
| 229 | " return exp( -(distance * distance) * expfactor);\n" |
| 230 | "}\n" |
| 231 | |
| 232 | "void main() {\n" |
| 233 | " ivec2 imgSize = imageSize(resultImage);\n" |
| 234 | " int x = int(gl_GlobalInvocationID.x);\n" |
| 235 | " int y = int(gl_GlobalInvocationID.y);\n" |
| 236 | " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n" |
| 237 | " vec4 sumPixels = vec4(0.0);\n" |
| 238 | " float sumWeights = 0.0;\n" |
| 239 | " int left = clamp(x - radius, 0, imgSize.x - 1);\n" |
| 240 | " int right = clamp(x + radius, 0, imgSize.x - 1);\n" |
| 241 | " int top = clamp(y - radius, 0, imgSize.y - 1);\n" |
| 242 | " int bottom = clamp(y + radius, 0, imgSize.y - 1);\n" |
| 243 | " float expfactor = expFactor();\n" |
| 244 | " for (int iX = left; iX <= right; iX++) {\n" |
| 245 | " float dx = float(abs(iX - x));\n" |
| 246 | " vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n" |
| 247 | " float weight = gaussian(dx, expfactor);\n" |
| 248 | " sumWeights += weight;\n" |
| 249 | " sumPixels += (imgValue * weight);\n" |
| 250 | " }\n" |
| 251 | " sumPixels /= sumWeights;\n" |
| 252 | " imageStore(resultImage, ivec2(x,y), sumPixels);\n" |
| 253 | "}\n" ; |
| 254 | |
| 255 | |
| 256 | |
| 257 | QByteArray versionedShaderCode(const char *src) |
| 258 | { |
| 259 | QByteArray versionedSrc; |
| 260 | |
| 261 | if (QOpenGLContext::currentContext()->isOpenGLES()) |
| 262 | versionedSrc.append(QByteArrayLiteral("#version 310 es\n" )); |
| 263 | else |
| 264 | versionedSrc.append(QByteArrayLiteral("#version 430 core\n" )); |
| 265 | |
| 266 | versionedSrc.append(s: src); |
| 267 | return versionedSrc; |
| 268 | } |
| 269 | |
| 270 | void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize) |
| 271 | { |
| 272 | float ratioImg = float(imgWidth) / float(imgHeight); |
| 273 | float ratioCanvas = float(winWidth) / float(winHeight); |
| 274 | |
| 275 | float correction = ratioImg / ratioCanvas; |
| 276 | float rescaleFactor = 1.0f; |
| 277 | float quadWidth = 1.0f; |
| 278 | float quadHeight = 1.0f; |
| 279 | |
| 280 | if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands |
| 281 | { |
| 282 | quadHeight = 1.0f; |
| 283 | quadWidth = 1.0f * ratioImg; |
| 284 | rescaleFactor = ratioCanvas; |
| 285 | correction = 1.0f / rescaleFactor; |
| 286 | } |
| 287 | else // image larger than canvas -- width = 1.0, horizontal black bands |
| 288 | { |
| 289 | quadWidth = 1.0f; |
| 290 | quadHeight = 1.0f / ratioImg; |
| 291 | correction = 1.0f / ratioCanvas; |
| 292 | } |
| 293 | |
| 294 | const float frustumWidth = 1.0f * rescaleFactor; |
| 295 | const float frustumHeight = 1.0f * rescaleFactor * correction; |
| 296 | |
| 297 | outProjection = QMatrix4x4(); |
| 298 | outProjection.ortho( |
| 299 | left: -frustumWidth, |
| 300 | right: frustumWidth, |
| 301 | bottom: -frustumHeight, |
| 302 | top: frustumHeight, |
| 303 | nearPlane: -1.0f, |
| 304 | farPlane: 1.0f); |
| 305 | outQuadSize = QSizeF(quadWidth,quadHeight); |
| 306 | } |
| 307 | |
| 308 | void GLWindow::initializeGL() |
| 309 | { |
| 310 | QOpenGLContext *ctx = QOpenGLContext::currentContext(); |
| 311 | qDebug() << "Got a " |
| 312 | << ctx->format().majorVersion() |
| 313 | << "." |
| 314 | << ctx->format().minorVersion() |
| 315 | << ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES" ) : (" GL" )) |
| 316 | << " context" ; |
| 317 | |
| 318 | QImage img(":/Qt-logo-medium.png" ); |
| 319 | Q_ASSERT(!img.isNull()); |
| 320 | delete m_texImageInput; |
| 321 | m_texImageInput = new QOpenGLTexture(img.convertToFormat(f: QImage::Format_RGBA8888).mirrored()); |
| 322 | |
| 323 | delete m_texImageTmp; |
| 324 | m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D); |
| 325 | m_texImageTmp->setFormat(m_texImageInput->format()); |
| 326 | m_texImageTmp->setSize(width: m_texImageInput->width(),height: m_texImageInput->height()); |
| 327 | m_texImageTmp->allocateStorage(pixelFormat: QOpenGLTexture::RGBA,pixelType: QOpenGLTexture::UInt8); // WTF? |
| 328 | |
| 329 | delete m_texImageProcessed; |
| 330 | m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D); |
| 331 | m_texImageProcessed->setFormat(m_texImageInput->format()); |
| 332 | m_texImageProcessed->setSize(width: m_texImageInput->width(),height: m_texImageInput->height()); |
| 333 | m_texImageProcessed->allocateStorage(pixelFormat: QOpenGLTexture::RGBA,pixelType: QOpenGLTexture::UInt8); |
| 334 | |
| 335 | m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear); |
| 336 | m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear); |
| 337 | m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge); |
| 338 | |
| 339 | delete m_shaderDisplay; |
| 340 | m_shaderDisplay = new QOpenGLShaderProgram; |
| 341 | // Prepend the correct version directive to the sources. The rest is the |
| 342 | // same, thanks to the common GLSL syntax. |
| 343 | m_shaderDisplay->addShaderFromSourceCode(type: QOpenGLShader::Vertex, source: versionedShaderCode(src: vsDisplaySource)); |
| 344 | m_shaderDisplay->addShaderFromSourceCode(type: QOpenGLShader::Fragment, source: versionedShaderCode(src: fsDisplaySource)); |
| 345 | m_shaderDisplay->link(); |
| 346 | |
| 347 | delete m_shaderComputeV; |
| 348 | m_shaderComputeV = new QOpenGLShaderProgram; |
| 349 | m_shaderComputeV->addShaderFromSourceCode(type: QOpenGLShader::Compute, source: versionedShaderCode(src: csComputeSourceV)); |
| 350 | m_shaderComputeV->link(); |
| 351 | |
| 352 | delete m_shaderComputeH; |
| 353 | m_shaderComputeH = new QOpenGLShaderProgram; |
| 354 | m_shaderComputeH->addShaderFromSourceCode(type: QOpenGLShader::Compute, source: versionedShaderCode(src: csComputeSourceH)); |
| 355 | m_shaderComputeH->link(); |
| 356 | |
| 357 | // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context. |
| 358 | m_vao = new QOpenGLVertexArrayObject; |
| 359 | m_vao->create(); |
| 360 | } |
| 361 | |
| 362 | void GLWindow::resizeGL(int w, int h) |
| 363 | { |
| 364 | computeProjection(winWidth: w,winHeight: h,imgWidth: m_texImageInput->width(),imgHeight: m_texImageInput->height(),outProjection&: m_proj,outQuadSize&: m_quadSize); |
| 365 | } |
| 366 | |
| 367 | QSize getWorkGroups(int workGroupSize, const QSize &imageSize) |
| 368 | { |
| 369 | int x = imageSize.width(); |
| 370 | x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize); |
| 371 | int y = imageSize.height(); |
| 372 | y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize); |
| 373 | return QSize(x,y); |
| 374 | } |
| 375 | |
| 376 | void GLWindow::paintGL() |
| 377 | { |
| 378 | // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to |
| 379 | // do more than what GL(ES) 2.0 offers. |
| 380 | QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions(); |
| 381 | |
| 382 | |
| 383 | // Process input image |
| 384 | QSize workGroups = getWorkGroups(workGroupSize: 10, imageSize: QSize(m_texImageInput->width(), m_texImageInput->height())); |
| 385 | // Pass 1 |
| 386 | f->glBindImageTexture(unit: 0, texture: m_texImageInput->textureId(), level: 0, layered: 0, layer: 0, GL_READ_WRITE, GL_RGBA8); |
| 387 | f->glBindImageTexture(unit: 1, texture: m_texImageTmp->textureId(), level: 0, layered: 0, layer: 0, GL_READ_WRITE, GL_RGBA8); |
| 388 | m_shaderComputeV->bind(); |
| 389 | m_shaderComputeV->setUniformValue(name: "radius" ,value: m_blurRadius); |
| 390 | f->glDispatchCompute(num_groups_x: workGroups.width(),num_groups_y: workGroups.height(),num_groups_z: 1); |
| 391 | f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); |
| 392 | m_shaderComputeV->release(); |
| 393 | // Pass 2 |
| 394 | f->glBindImageTexture(unit: 0, texture: m_texImageTmp->textureId(), level: 0, layered: 0, layer: 0, GL_READ_WRITE, GL_RGBA8); |
| 395 | f->glBindImageTexture(unit: 1, texture: m_texImageProcessed->textureId(), level: 0, layered: 0, layer: 0, GL_READ_WRITE, GL_RGBA8); |
| 396 | m_shaderComputeH->bind(); |
| 397 | m_shaderComputeH->setUniformValue(name: "radius" ,value: m_blurRadius); |
| 398 | f->glDispatchCompute(num_groups_x: workGroups.width(),num_groups_y: workGroups.height(),num_groups_z: 1); |
| 399 | f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); |
| 400 | m_shaderComputeH->release(); |
| 401 | // Compute cleanup |
| 402 | f->glBindImageTexture(unit: 0, texture: 0, level: 0, layered: 0, layer: 0, GL_READ_WRITE, GL_RGBA8); |
| 403 | f->glBindImageTexture(unit: 1, texture: 0, level: 0, layered: 0, layer: 0, GL_READ_WRITE, GL_RGBA8); |
| 404 | |
| 405 | // Display processed image |
| 406 | f->glClearColor(red: 0, green: 0, blue: 0, alpha: 1); |
| 407 | f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 408 | m_texImageProcessed->bind(unit: 0); |
| 409 | m_shaderDisplay->bind(); |
| 410 | m_shaderDisplay->setUniformValue(name: "matProjection" ,value: m_proj); |
| 411 | m_shaderDisplay->setUniformValue(name: "imageRatio" ,size: m_quadSize); |
| 412 | m_shaderDisplay->setUniformValue(name: "samImage" ,value: 0); |
| 413 | m_vao->bind(); |
| 414 | f->glDrawArrays(GL_TRIANGLE_STRIP, first: 0, count: 4); |
| 415 | m_vao->release(); |
| 416 | m_shaderDisplay->release(); |
| 417 | m_texImageProcessed->release(unit: 0); |
| 418 | } |
| 419 | |
| 420 | |