Framebuffer Example | Qt Canvas 3D 5.9

Qt 5.9 | Qt Canvas 3D | Qt Canvas 3D Examples | Framebuffer Example

Qt 5.9.3 Reference Documentation

# Framebuffer Example

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 Sliders from Qt Quick Controls.

## Preparing the Framebuffer

We first define the variables we need for the render-to-texture framebuffer:

      var rttFramebuffer;
      var rttTexture;
      var rttWidth = 512;
      var rttHeight = 512;

Then, in the `initializeGL` function, we create the framebuffer object:

      // Create the framebuffer object
      rttFramebuffer = gl.createFramebuffer();
      rttFramebuffer.name = "OffscreenRenderTarget";
      gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);

## Creating the Texture

After the creation of the framebuffer, we create the texture:

      // Create the texture
      rttTexture = gl.createTexture();
      rttTexture.name = "OffscreenRenderTargetTexture";
      gl.bindTexture(gl.TEXTURE_2D, rttTexture);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
      gl.texImage2D(gl.TEXTURE_2D, 0,
                    gl.RGBA, rttWidth, rttHeight,
                    0, gl.RGBA, gl.UNSIGNED_BYTE,
                    null);
      gl.generateMipmap(gl.TEXTURE_2D);

Then we need to bind the texture as a color attachment, create and bind a render buffer, and bind the depth attachment:

      // Bind the texture as color attachment, create and bind a depth buffer
      gl.framebufferTexture2D(gl.FRAMEBUFFER,
                              gl.COLOR_ATTACHMENT0,
                              gl.TEXTURE_2D, rttTexture, 0);
      var renderbuffer = gl.createRenderbuffer();
      gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER,
                             gl.DEPTH_COMPONENT16,
                             rttWidth, rttHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER,
                                 gl.DEPTH_ATTACHMENT,
                                 gl.RENDERBUFFER, renderbuffer);

## Rendering into the Framebuffer

In `paintGL` function, we first need to draw the scene into the framebuffer. We start by binding the framebuffer object and setting a viewport:

      // bind the FBO and setup viewport
      gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
      gl.viewport(0, 0, rttWidth, rttHeight);

Then, we need to bind the loaded texture we want to use in rendering into the framebuffer object:

      // Bind the loaded texture
      gl.bindTexture(gl.TEXTURE_2D, cubeTexture);

And then we can draw the textured cube into the framebuffer:

      // Draw the cube to the FBO
      gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);

## Using the Framebuffer as a Texture

First, we bind the render-to-texture right after drawing, and generate mipmaps:

      // Bind the render-to-texture and generate mipmaps
      gl.bindTexture(gl.TEXTURE_2D, rttTexture);
      gl.generateMipmap(gl.TEXTURE_2D);

Then we need to bind the default framebuffer (screen), and set up the viewport:

      // Bind default framebuffer and setup viewport accordingly
      gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
      gl.viewport(0, 0,
                  canvas.width * canvas.devicePixelRatio,
                  canvas.height * canvas.devicePixelRatio);

And finally, we draw the on-screen view:

      // Draw the on-screen cube
      gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);

Files:

- framebuffer/qml/framebuffer/framebuffer.js
- framebuffer/qml/framebuffer/main.qml
- framebuffer/main.cpp
- framebuffer/framebuffer.pro
- framebuffer/framebuffer.qrc