Easiest way for offscreen rendering with QOpenGLWidget

前端 未结 2 499
无人及你
无人及你 2020-12-09 14:07

I have a hidden QOpenGLWidget (Qt 5.4.2, NOT QGLWidget) and I want to basically continually do grab() or grabFramebuffer() to get its content (and write it to disk). The wid

2条回答
  •  夕颜
    夕颜 (楼主)
    2020-12-09 14:32

    For offscreen rendering we can use also QOffscreenSurface.

    Here is worked class based on Bim's MyGLWindow (not all is tested):

    Header 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 = false;
        /// @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 = nullptr;
        /// @brief The OpenGL 2.1 / ES 2.0 function object that can be used the issue OpenGL commands.
        QOpenGLFunctions* m_functions = nullptr;
        /// @brief The OpenGL 3.0 function object that can be used the issue OpenGL commands.
        QOpenGLFunctions_3_0* m_functions_3_0 = nullptr;
        /// @brief OpenGL paint device for painting with a QPainter.
        QOpenGLPaintDevice* m_paintDevice = nullptr;
        /// @brief Background FBO for off-screen rendering when the window is not exposed.
        QOpenGLFramebufferObject* m_fbo = nullptr;
        /// @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 = nullptr;
    
        /// @brief Shader used for blitting m_fbo to screen if glBlitFrameBuffer is not available.
        QOpenGLShaderProgram* m_blitShader;
    
        QSize m_size;
    };
    
    #endif  // OPENGLOFFSCREENSURFACE_H
    

    Source OpenGlOffscreenSurface.cpp:

    #include "OpenGlOffscreenSurface.h"
    
    #include 
    #include 
    
    OpenGlOffscreenSurface::OpenGlOffscreenSurface(
            QScreen*     targetScreen,
            const QSize& size)
        : QOffscreenSurface(targetScreen)
        , m_size(size)
    {
        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);
    }
    

    Using OpenGlOffscreenSurface:

    Header 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
    

    Source 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()
    {
        QPainter painter(getPaintDevice());
        painter.setRenderHints(QPainter::Antialiasing | QPainter::TextAntialiasing);
    
        painter.drawText(20, 40, "Test"); // <-- drawing here
    
        painter.end();
    }
    

    Source main.cpp:

    #include 
    
    #include "ExamplePaintSurface.h"
    
    
    int main(int argc, char *argv[])
    {
        QApplication a(argc, argv);
    
        ExamplePaintSurface paintSurface;
        paintSurface.resize(300, 200);
        paintSurface.render();
        QImage image = paintSurface.grabFramebuffer();
        image.save(QString("image.png"));
    
        return a.exec();
    }
    

    Part example with QOffscreenSurface is from here:

    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    
    int main(int argc, char* argv[])
    {
       QGuiApplication a(argc, argv);
    
       QSurfaceFormat surfaceFormat;
       surfaceFormat.setMajorVersion(4);
       surfaceFormat.setMinorVersion(3);
    
       QOpenGLContext openGLContext;
       openGLContext.setFormat(surfaceFormat);
       openGLContext.create();
       if(!openGLContext.isValid()) return -1;
    
       QOffscreenSurface surface;
       surface.setFormat(surfaceFormat);
       surface.create();
       if(!surface.isValid()) return -2;
    
       openGLContext.makeCurrent(&surface);
    
       QOpenGLFunctions_4_3_Core f;
       if(!f.initializeOpenGLFunctions()) return -3;
    
       qDebug() << QString::fromLatin1((const char*)f.glGetString(GL_VERSION));
    
       return 0;
    }
    

    And here is an aswer about it:

    For offscreen rendering, try rendering into a QOpenGLFramebufferObject, which can be converted into a QImage, which in turn can easily be saved to disk.

    For that however, you still need a surface to render onto (as required by QOpenGLContext::makeCurrent()), so your only choice is indeed using a QWindow or a QGLWidget to get such a surface.

    In Qt 5.1, there will be a new class called QOffscreenSurface, which will probably be most suitable for your usecase. You would use QOffscreenSurface to get a surface for your OpenGL context, and then render into a FBO using QOpenGLFramebufferObject, and then call QOpenGLFramebufferObject::toImage() to get access to the pixels.

提交回复
热议问题