I need to perform multisampling in a Qt5 project but I am not sure how to use QOpenGLFrameBufferObject to perform FSAA. There is no example on how to do this as far as I searched and the documentation only mentions: “If you want to use a framebuffer object with multisampling enabled as a texture, you first need to copy from it to a regular framebuffer object using QOpenGLContext::blitFramebuffer().” My code currently looks like this:
//Enable FSAA for better output
int vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
if(m_lpFBO == NULL)
{
//MultiSampling set to 4 now
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
format.setMipmap(true);
format.setSamples(4);
format.setTextureTarget(GL_TEXTURE_2D);
format.setInternalTextureFormat(GL_RGBA32F_ARB);
//Create the FBO
m_lpFBO = new QOpenGLFramebufferObject(vp[2], vp[3], format);
m_lpFBOSurface = new QGLFramebufferObjectSurface(m_lpFBO);
}
QRect rc(0, 0, vp[2], vp[3]);
QGLSubsurface sub(lpPainter->currentSurface(), rc);
m_lpFBO->bind();
sub.setFramebufferObject(m_lpFBO);
lpPainter->pushSurface(&sub);
//Draw as usual
.
.
.
lpPainter->popSurface();
//Now Copy
QOpenGLFramebufferObject::blitFramebuffer(lpPainter->currentSurface()->framebufferObject(), rc, m_lpFBO, rc);
You do not need to use a QGLFramebufferObjectSurface
to perform the necessary downsampling, as you can just use two QGLFramebufferObject
s. QOpenGLFramebufferObject::blitFramebuffer
(which calls glBlitFramebuffer
) will automagically manage downsampling (or upsampling) from a source framebuffer target to a destination frame buffer target. blitFramebuffer
also lets you dictate how conversion is computed using (GL_NEAREST
or GL_LINEAR
) and what attachments are to be transferred (a bitwise combination of GL_COLOR_BUFFER_BIT
, GL_DEPTH_BUFFER_BIT
, GL_STENCIL_BUFFER_BIT
).
So, for your needs you want to create 2 QOpenGLFramebufferObject
s where one will contains the multisampled texture being rendered to, and one will contain the downsampled result texture. Then you will use QOpenGLFramebufferObject::blitFramebuffer
to downsample the source texture into the result texture.
Here is a quick example:
// MultiSampling set to 4 now
QOpenGLFramebufferObjectFormat muliSampleFormat;
muliSampleFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
muliSampleFormat.setMipmap(true);
muliSampleFormat.setSamples(4);
muliSampleFormat.setTextureTarget(GL_TEXTURE_2D);
muliSampleFormat.setInternalTextureFormat(GL_RGBA32F_ARB);
QOpenGLFramebufferObject multiSampledFBO(width, height, format);
QOpenGLFramebufferObjectFormat downSampledFormat;
downSampledFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
downSampledFormat.setMipmap(true);
downSampledFormat.setTextureTarget(GL_TEXTURE_2D);
downSampledFormat.setInternalTextureFormat(GL_RGBA32F_ARB);
QOpenGLFramebufferObject downSampledFBO(width, height, downSampledFormat);
Then, every time you need to downsample (after rendering to your multisampled texture) simply do something like this. (using your preferred filtering)
QOpenGLFramebufferObject::blitFramebuffer(
&downSampledFBO, &multiSampledFBO,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);