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QQuickFramebufferObject
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import QtQuick 2.3 | |
import Renderer 1.0 | |
Item { | |
width: 500 | |
height: 600 | |
FBORenderer{ | |
id: fboRenderItem | |
anchors.fill: parent | |
} | |
Text { | |
anchors.bottom: fboRenderItem.bottom | |
x: 20 | |
wrapMode: Text.WordWrap | |
text: "This is an openGl rendering with QQuickFrameBufferObject" | |
} | |
} |
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from PyQt5.QtCore import QUrl, qDebug, QObject | |
from PyQt5.QtGui import QGuiApplication, QOpenGLFramebufferObjectFormat, QOpenGLFramebufferObject | |
from PyQt5.QtQml import qmlRegisterType | |
from PyQt5.QtQuick import QQuickItem, QQuickView, QQuickFramebufferObject | |
class FbItemRenderer(QQuickFramebufferObject.Renderer): | |
def __init__(self, parent=None): | |
super(FbItemRenderer, self).__init__() | |
qDebug("Creating FbItemRenderer") | |
def createFrameBufferObject(self, size): | |
qDebug("Creating FrameBufferObject") | |
format = QOpenGLFramebufferObjectFormat() | |
format.setAttachment(QOpenGLFramebufferObject.Depth) | |
return QOpenGLFramebufferObject(size, format) | |
def synchronize(self, item): | |
qDebug("Synchronizing") | |
def render(self): | |
qDebug("Render") | |
# Called with the FBO bound and the viewport set. | |
# ... Issue OpenGL commands. | |
class FBORenderItem(QQuickFramebufferObject): | |
def __init__(self, parent=None): | |
qDebug("Create fborenderitem") | |
super(FBORenderItem, self).__init__(parent) | |
def createRenderer(self): | |
qDebug("Create renderer") | |
return FbItemRenderer() | |
if __name__ == '__main__': | |
import sys | |
app = QGuiApplication(sys.argv) | |
qmlRegisterType(FBORenderItem, "Renderer", 1, 0, "FBORenderer") | |
view = QQuickView() | |
view.setSource(QUrl("main.qml")) | |
view.show() | |
sys.exit(app.exec_()) |
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Based on the instructions here: Integrating custom OpenGL rendering with Qt Quick via QQuickFramebufferObject
"QQuickFramebufferObject follows the well-known split: subclasses are expected to reimplement a createRenderer() virtual function. This factory function is always called on the scenegraph’s render thread (which is either the main (GUI) thread, or a separate, dedicated one)."
In c++: