本文来自https://stackoverflow.com/questions/31323749/easiest-way-for-offscreen-rendering-with-qopenglwidget,经亲测(有小量修改),确实能运行。现在把自己示例代码贴出来。
简单介绍下代码结构:核心的类是
OpenGlOffscreenSurface假如你想要做离屏渲染, 只要在这个类的虚函数 paintGL里面执行 openGL操作即可。根据原作的示例,你也可以在paintGL里调用QPainter来作画。
于是引出了它的派生类
ExamplePaintSurface
所有的绘制其实都是在派生类里完成的。
最后,
OpenGlOffscreenSurface::grabFramebuffer()函数把绘制结果转化成QImage。
在我的示例中,MainWindow::paintEvent()利用离屏渲染的结果来填充自己。上代码:
OpenGlOffscreenSurface.h
#ifndef OPENGLOFFSCREENSURFACE_H
#define OPENGLOFFSCREENSURFACE_H
#pragma once
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
class OpenGlOffscreenSurface
: public QOffscreenSurface
{
Q_OBJECT
public:
/// @brief Constructor. Creates a render window.
/// @param targetScreen Target screen.
/// @param size Initial size of a surface buffer.
/// this is because before the FBO and off-screen surface haven't been created.
/// By default this uses the QWindow::requestedFormat() for OpenGL context and off-screen
/// surface.
explicit OpenGlOffscreenSurface(
QScreen* targetScreen = nullptr,
const QSize& size = QSize (1, 1));
/// @brief Destructor.
virtual ~OpenGlOffscreenSurface();
/// @brief Check if the window is initialized and can be used for rendering.
/// @return Returns true if context, surface and FBO have been set up to start rendering.
bool isValid() const;
/// @brief Return the context used in this window.
/// @return The context used in this window or nullptr if it hasn't been created yet.
QOpenGLContext* context() const;
/// @brief Return the OpenGL function object that can be used the issue OpenGL commands.
/// @return The functions for the context or nullptr if it the context hasn't been created yet.
QOpenGLFunctions* functions() const;
/// @brief Return the OpenGL off-screen frame buffer object identifier.
/// @return The OpenGL off-screen frame buffer object identifier or 0 if no FBO has been created
/// yet.
/// @note This changes on every resize!
GLuint framebufferObjectHandle() const;
/// @brief Return the OpenGL off-screen frame buffer object.
/// @return The OpenGL off-screen frame buffer object or nullptr if no FBO has been created yet.
/// @note This changes on every resize!
const QOpenGLFramebufferObject* getFramebufferObject() const;
/// @brief Return the QPaintDevice for paint into it.
QPaintDevice* getPaintDevice() const;
/// @brief Return the OpenGL off-screen frame buffer object identifier.
/// @return The OpenGL off-screen frame buffer object identifier or 0 if no FBO has been created
/// yet.
void bindFramebufferObject();
/// @brief Return the current contents of the FBO.
/// @return FBO content as 32bit QImage. You might need to swap RGBA to BGRA or vice-versa.
QImage grabFramebuffer();
/// @brief Makes the OpenGL context current for rendering.
/// @note Make sure to bindFramebufferObject() if you want to render to this widgets FBO.
void makeCurrent();
/// @brief Release the OpenGL context.
void doneCurrent();
/// @brief Copy content of framebuffer to back buffer and swap buffers if the surface is
/// double-buffered.
/// If the surface is not double-buffered, the frame buffer content is blitted to the front
/// buffer.
/// If the window is not exposed, only the OpenGL pipeline is glFlush()ed so the framebuffer can
/// be read back.
void swapBuffers();
/// @brief Use bufferSize() instead size() for get a size of a surface buffer. We can't override size() as it is not virtual.
QSize bufferSize() const;
/// @brief Resize surface buffer to newSize.
void resize(const QSize& newSize);
/// @brief Resize surface buffer to size with width w and height h.
/// @param w Width.
/// @param h Height.
void resize(int w, int h);
public slots:
/// @brief Lazy update routine like QWidget::update().
void update();
/// @brief Immediately render the widget contents to framebuffer.
void render();
signals:
/// @brief Emitted when swapBuffers() was called and bufferswapping is done.
void frameSwapped();
/// @brief Emitted after a resizeEvent().
void resized();
protected:
virtual void exposeEvent(QExposeEvent* e);
virtual void resizeEvent(QResizeEvent* e);
virtual bool event(QEvent* e) override;
// virtual int metric(QPaintDevice::PaintDeviceMetric metric) const override;
/// @brief Called exactly once when the window is first exposed OR render() is called when the
/// widget is invisible.
/// @note After this the off-screen surface and FBO are available.
virtual void initializeGL() = 0;
/// @brief Called whenever the window size changes.
/// @param width New window width.
/// @param height New window height.
virtual void resizeGL(
int width,
int height) = 0;
/// @brief Called whenever the window needs to repaint itself. Override to draw OpenGL content.
/// When this function is called, the context is already current and the correct framebuffer is
/// bound.
virtual void paintGL() = 0;
// /// @brief Called whenever the window needs to repaint itself. Override to draw QPainter
// content.
// /// @brief This is called AFTER paintGL()! Only needed when painting using a QPainter.
// virtual void paintEvent(QPainter & painter) = 0;
private:
Q_DISABLE_COPY(OpenGlOffscreenSurface)
/// @brief Initialize the window.
void initializeInternal();
/// @brief Internal method that does the actual swap work, NOT using a mutex.
void swapBuffersInternal();
/// @brief Internal method that checks state and makes the context current, NOT using a mutex.
void makeCurrentInternal();
/// @brief Internal method to grab content of a specific framebuffer.
QImage grabFramebufferInternal(QOpenGLFramebufferObject* fbo);
/// @brief (Re-)allocate FBO and paint device if needed due to size changes etc.
void recreateFBOAndPaintDevice();
/// @brief False before the window was first exposed OR render() was called.
std::atomic_bool m_initialized;
/// @brief False before the overridden initializeGL() was first called.
bool m_initializedGL;
/// @brief True when currently a window update is pending.
std::atomic_bool m_updatePending;
/// @brief Mutex making sure not grabbing while drawing etc.
std::mutex m_mutex;
/// @brief OpenGL render context.
QOpenGLContext* m_context;
/// @brief The OpenGL 2.1 / ES 2.0 function object that can be used the issue OpenGL commands.
QOpenGLFunctions* m_functions;
/// @brief The OpenGL 3.0 function object that can be used the issue OpenGL commands.
QOpenGLFunctions_3_0* m_functions_3_0;
/// @brief OpenGL paint device for painting with a QPainter.
QOpenGLPaintDevice* m_paintDevice;
/// @brief Background FBO for off-screen rendering when the window is not exposed.
QOpenGLFramebufferObject* m_fbo;
/// @brief Background FBO resolving a multi sampling frame buffer in m_fbo to a frame buffer
/// that can be grabbed to a QImage.
QOpenGLFramebufferObject* m_resolvedFbo;
/// @brief Shader used for blitting m_fbo to screen if glBlitFrameBuffer is not available.
QOpenGLShaderProgram* m_blitShader;
QSize m_size;
};
#endif // OPENGLOFFSCREENSURFACE_H
OpenGlOffscreenSurface.cpp
#include "OpenGlOffscreenSurface.h"
#include
#include
OpenGlOffscreenSurface::OpenGlOffscreenSurface(
QScreen* targetScreen,
const QSize& size)
: QOffscreenSurface(targetScreen)
, m_size(size)
, m_initializedGL(false)
, m_context(nullptr)
, m_functions(nullptr)
, m_functions_3_0(nullptr)
, m_paintDevice(nullptr)
, m_fbo(nullptr)
, m_resolvedFbo(nullptr)
{
setFormat(QSurfaceFormat::defaultFormat());
m_initialized = false;
m_updatePending = false;
create(); // Some platforms require this function to be called on the main (GUI) thread
initializeInternal();
}
OpenGlOffscreenSurface::~OpenGlOffscreenSurface()
{
// to delete the FBOs we first need to make the context current
m_context->makeCurrent(this);
// destroy framebuffer objects
if (m_fbo) {
m_fbo->release();
delete m_fbo;
m_fbo = nullptr;
}
if (m_resolvedFbo) {
m_resolvedFbo->release();
delete m_resolvedFbo;
m_resolvedFbo = nullptr;
}
// destroy shader
delete m_blitShader;
m_blitShader = nullptr;
// free context
m_context->doneCurrent();
delete m_context;
m_context = nullptr;
// free paint device
delete m_paintDevice;
m_paintDevice = nullptr;
m_initialized = false;
m_updatePending = false;
destroy();
}
QOpenGLContext* OpenGlOffscreenSurface::context() const
{
return (m_context);
}
QOpenGLFunctions* OpenGlOffscreenSurface::functions() const
{
return (m_functions);
}
GLuint OpenGlOffscreenSurface::framebufferObjectHandle() const
{
return (m_fbo ? m_fbo->handle() : 0);
}
const QOpenGLFramebufferObject* OpenGlOffscreenSurface::getFramebufferObject() const
{
return (m_fbo);
}
QPaintDevice* OpenGlOffscreenSurface::getPaintDevice() const
{
return (m_paintDevice);
}
void OpenGlOffscreenSurface::bindFramebufferObject()
{
if (m_fbo) {
m_fbo->bind();
} else {
QOpenGLFramebufferObject::bindDefault();
}
}
bool OpenGlOffscreenSurface::isValid() const
{
return (m_initialized && m_context && m_fbo);
}
void OpenGlOffscreenSurface::makeCurrent()
{
makeCurrentInternal();
}
void OpenGlOffscreenSurface::makeCurrentInternal()
{
if (isValid()) {
m_context->makeCurrent(this);
} else {
throw ("OpenGlOffscreenSurface::makeCurrent() - Window not yet properly initialized!");
}
}
void OpenGlOffscreenSurface::doneCurrent()
{
if (m_context) {
m_context->doneCurrent();
}
}
QImage OpenGlOffscreenSurface::grabFramebuffer()
{
std::lock_guard locker(m_mutex);
makeCurrentInternal();
// blit framebuffer to resolve framebuffer first if needed
if (m_fbo->format().samples() > 0) {
// check if we have glFrameBufferBlit support. this is true for desktop OpenGL 3.0+, but not
// OpenGL ES 2.0
if (m_functions_3_0) {
// only blit the color buffer attachment
m_functions_3_0->glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo->handle());
m_functions_3_0->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFbo->handle());
m_functions_3_0->glBlitFramebuffer(0, 0, bufferSize().width(),
bufferSize().height(), 0, 0, bufferSize().width(),
bufferSize().height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
m_functions_3_0->glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else {
// we must unbind the FBO here, so we can use its texture and bind the default
// back-buffer
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFbo->handle());
// now use its texture for drawing in the shader
// --> bind shader and draw textured quad here
// bind regular FBO again
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_fbo->handle());
}
// check if OpenGL errors happened
if (GLenum error = m_functions->glGetError() != GL_NO_ERROR) {
qDebug() << "OpenGlOffscreenSurface::grabFramebuffer() - OpenGL error" << error;
}
// now grab from resolve FBO
return (grabFramebufferInternal(m_resolvedFbo));
} else {
// no multi-sampling. grab directly from FBO
return (grabFramebufferInternal(m_fbo));
}
} // OpenGlOffscreenSurface::grabFramebuffer
QImage OpenGlOffscreenSurface::grabFramebufferInternal(QOpenGLFramebufferObject* fbo)
{
QImage image;
// bind framebuffer first
m_functions->glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo->handle());
if (m_functions_3_0) {
m_functions_3_0->glReadBuffer(GL_COLOR_ATTACHMENT0);
}
GLenum internalFormat = fbo->format().internalTextureFormat();
bool hasAlpha = internalFormat == GL_RGBA || internalFormat == GL_BGRA
|| internalFormat == GL_RGBA8;
if (internalFormat == GL_BGRA) {
image = QImage(fbo->size(), hasAlpha ? QImage::Format_ARGB32 : QImage::Format_RGB32);
m_functions->glReadPixels(0, 0, fbo->size().width(),
fbo->size().height(), GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
} else if ((internalFormat == GL_RGBA) || (internalFormat == GL_RGBA8)) {
image = QImage(fbo->size(), hasAlpha ? QImage::Format_RGBA8888 : QImage::Format_RGBX8888);
m_functions->glReadPixels(0, 0, fbo->size().width(),
fbo->size().height(), GL_RGBA, GL_UNSIGNED_BYTE, image.bits());
} else {
qDebug() << "OpenGlOffscreenSurface::grabFramebuffer() - Unsupported framebuffer format"
<< internalFormat << "!";
}
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_fbo->handle());
return (image.mirrored());
} // OpenGlOffscreenSurface::grabFramebufferInternal
void OpenGlOffscreenSurface::swapBuffers()
{
swapBuffersInternal();
emit frameSwapped();
}
void OpenGlOffscreenSurface::swapBuffersInternal()
{
// blit framebuffer to back buffer
m_context->makeCurrent(this);
// make sure all paint operation have been processed
m_functions->glFlush();
// check if we have glFrameBufferBlit support. this is true for desktop OpenGL 3.0+, but not
// OpenGL ES 2.0
if (m_functions_3_0) {
// if our framebuffer has multi-sampling, the resolve should be done automagically
m_functions_3_0->glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo->handle());
m_functions_3_0->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// blit all buffers including depth buffer for further rendering
m_functions_3_0->glBlitFramebuffer(0, 0, bufferSize().width(),
bufferSize().height(), 0, 0, bufferSize().width(),
bufferSize().height(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
m_functions_3_0->glBindFramebuffer(GL_FRAMEBUFFER, m_fbo->handle());
} else {
// we must unbind the FBO here, so we can use its texture and bind the default back-buffer
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, 0);
// now use its texture for drawing in the shader
// --> bind shader and draw textured quad here
// bind regular FBO again
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_fbo->handle());
}
// check if OpenGL errors happened
if (GLenum error = m_functions->glGetError() != GL_NO_ERROR) {
qDebug() << "OpenGlOffscreenSurface::swapBuffersInternal() - OpenGL error" << error;
}
// now swap back buffer to front buffer
m_context->swapBuffers(this);
} // OpenGlOffscreenSurface::swapBuffersInternal
void OpenGlOffscreenSurface::recreateFBOAndPaintDevice()
{
if (m_context && ((m_fbo == nullptr) || (m_fbo->size() != bufferSize()))) {
m_context->makeCurrent(this);
// free old FBOs
if (m_fbo) {
m_fbo->release();
delete m_fbo;
m_fbo = nullptr;
}
if (m_resolvedFbo) {
m_resolvedFbo->release();
delete m_resolvedFbo;
m_resolvedFbo = nullptr;
}
// create new frame buffer
// QOpenGLFramebufferObjectFormat format = QGLInfo::DefaultFramebufferFormat();
// format.setSamples(QGLInfo::HasMultisamplingSupport(m_context) ? 4 : 0);
QOpenGLFramebufferObjectFormat format;
format.setSamples(0);
m_fbo = new QOpenGLFramebufferObject(bufferSize(), format);
if (!m_fbo->isValid()) {
throw ("OpenGlOffscreenSurface::recreateFbo() - Failed to create background FBO!");
}
// clear framebuffer
m_fbo->bind();
m_functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_fbo->release();
// if multi sampling is requested and supported we need a resolve FBO
if (format.samples() > 0) {
// create resolve framebuffer with only a color attachment
format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
format.setSamples(0);
m_resolvedFbo = new QOpenGLFramebufferObject(bufferSize(), format);
if (!m_resolvedFbo->isValid()) {
throw ("OpenGlOffscreenSurface::recreateFbo() - Failed to create resolve FBO!");
}
// clear resolve framebuffer
m_resolvedFbo->bind();
m_functions->glClear(GL_COLOR_BUFFER_BIT);
m_resolvedFbo->release();
}
}
// create paint device for painting with QPainter if needed
if (!m_paintDevice) {
m_paintDevice = new QOpenGLPaintDevice;
}
// update paint device size if needed
if (m_paintDevice->size() != bufferSize()) {
m_paintDevice->setSize(bufferSize());
}
} // OpenGlOffscreenSurface::recreateFBOAndPaintDevice
void OpenGlOffscreenSurface::initializeInternal()
{
if (!m_initialized.exchange(true)) {
// create OpenGL context. we set the format requested by the user (default:
// QWindow::requestedFormat())
m_context = new QOpenGLContext(this);
m_context->setFormat(format());
if (m_context->create()) {
m_context->makeCurrent(this);
// initialize the OpenGL 2.1 / ES 2.0 functions for this object
m_functions = m_context->functions();
m_functions->initializeOpenGLFunctions();
// try initializing the OpenGL 3.0 functions for this object
m_functions_3_0 = m_context->versionFunctions ();
if (m_functions_3_0) {
m_functions_3_0->initializeOpenGLFunctions();
} else {
// if we do not have OpenGL 3.0 functions, glBlitFrameBuffer is not available, so we
// must do the blit
// using a shader and the framebuffer texture, so we need to create the shader
// here...
// --> allocate m_blitShader, a simple shader for drawing a textured quad
// --> build quad geometry, VBO, whatever
}
// now we have a context, create the FBO
recreateFBOAndPaintDevice();
} else {
m_initialized = false;
delete m_context;
m_context = nullptr;
throw ("Failed to create OpenGL context!");
}
}
} // OpenGlOffscreenSurface::initializeInternal
void OpenGlOffscreenSurface::update()
{
// only queue an update if there's not already an update pending
if (!m_updatePending.exchange(true)) {
QCoreApplication::postEvent(this, new QEvent(QEvent::UpdateRequest));
}
}
void OpenGlOffscreenSurface::render()
{
std::lock_guard locker(m_mutex);
// check if we need to initialize stuff
initializeInternal();
// check if we need to call the user initialization
// makeCurrent(); // TODO: may be makeCurrent() must be here, as noted for QOpenGLWidget.initializeGL()
if (!m_initializedGL) {
m_initializedGL = true;
initializeGL();
}
// make context current and bind framebuffer
makeCurrent();
bindFramebufferObject();
// call user paint function
paintGL();
doneCurrent();
// mark that we're done with updating
m_updatePending = false;
} // OpenGlOffscreenSurface::render
void OpenGlOffscreenSurface::exposeEvent(QExposeEvent* e)
{
// render window content if window is exposed
render();
} // OpenGlOffscreenSurface::exposeEvent
void OpenGlOffscreenSurface::resizeEvent(QResizeEvent* e)
{
// call base implementation
resize(e->size());
emit resized();
}
void OpenGlOffscreenSurface::resize(const QSize& newSize)
{
m_mutex.lock();
// make context current first
makeCurrent();
m_size = QSize(newSize);
// update FBO and paint device
recreateFBOAndPaintDevice();
m_mutex.unlock();
// call user-defined resize method
resizeGL(bufferSize().width(), bufferSize().height());
} // OpenGlOffscreenSurface::resize
void OpenGlOffscreenSurface::resize(
int w,
int h)
{
resize(QSize(w, h));
}
bool OpenGlOffscreenSurface::event(QEvent* event)
{
switch (event->type()) {
case QEvent::UpdateLater:
update();
return (true);
case QEvent::UpdateRequest:
render();
return (true);
default:
return (false);
} // switch
} // OpenGlOffscreenSurface::event
QSize OpenGlOffscreenSurface::bufferSize() const
{
return (m_size);
}
ExamplePaintSurface.h
#ifndef EXAMPLEPAINTSURFACE_H
#define EXAMPLEPAINTSURFACE_H
#include "OpenGlOffscreenSurface.h"
class ExamplePaintSurface
: public OpenGlOffscreenSurface
{
public:
explicit ExamplePaintSurface(
QScreen* targetScreen = nullptr,
const QSize& size = QSize (1, 1));
virtual ~ExamplePaintSurface() override;
protected:
virtual void initializeGL() override;
virtual void resizeGL(
int width,
int height) override;
virtual void paintGL() override;
};
#endif // EXAMPLEPAINTSURFACE_H
ExamplePaintSurface.cpp
#include "ExamplePaintSurface.h"
#include
ExamplePaintSurface::ExamplePaintSurface(
QScreen* targetScreen,
const QSize& size)
: OpenGlOffscreenSurface(targetScreen, size) {}
ExamplePaintSurface::~ExamplePaintSurface() {}
void ExamplePaintSurface::initializeGL() {}
void ExamplePaintSurface::resizeGL(int width, int height) {}
void ExamplePaintSurface::paintGL()
{
functions()->glClearColor(1,0,0,1);
functions()->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//swapBuffers();
}
mainwindow.h
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include
#include
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget *parent = 0);
~MainWindow();
protected:
void paintEvent(QPaintEvent *);
};
#endif // MAINWINDOW_H
#include "mainwindow.h"
#include "ExamplePaintSurface.h"
#include
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
{
}
MainWindow::~MainWindow()
{
}
void MainWindow::paintEvent(QPaintEvent *e)
{
ExamplePaintSurface paintSurface;
paintSurface.resize(300, 200);
paintSurface.render();
QImage image = paintSurface.grabFramebuffer();
QPainter qp;
qp.begin(this);
qp.drawImage(rect(), image, image.rect());
qp.end();
}
#include
#include "mainwindow.h"
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
return a.exec();
}
在paintGL函数里,调用glClearColor(1,0,0,1);因此获得的是一个红色图片: