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[nageru] / glwidget.cpp
1 #include <qmetatype.h>
2 #include <qdatastream.h>
3 #include <qtextstream.h>
4 #include <qcursor.h>
5 #include <qcoreevent.h>
6 #include <epoxy/gl.h>
7 #include <epoxy/egl.h>
8 #include "context.h"
9 #include "glwidget.h"
10 #include "mixer.h"
11 #include <QCoreApplication>
12 #include <QGuiApplication>
13 #include <QThread>
14 #include <math.h>
15 #include <thread>
16 #include <movit/resource_pool.h>
17 #undef Success
18 #include <movit/util.h>
19
20 GLWidget::GLWidget(QWidget *parent)
21     : QGLWidget(parent, global_share_widget),
22       resource_pool(new movit::ResourcePool)
23 {
24 }
25
26 GLWidget::~GLWidget()
27 {
28 }
29
30 void GLWidget::initializeGL()
31 {
32         printf("egl context=%p\n", eglGetCurrentContext());
33         //printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread());
34
35         GLWidget *t = this;
36         set_frame_ready_fallback([t]{
37                 QMetaObject::invokeMethod(t, "update", Qt::AutoConnection);
38         });
39
40         QSurfaceFormat fmt = QGLFormat::toSurfaceFormat(format());
41         QSurface *surface = create_surface(fmt);
42         QSurface *surface2 = create_surface(fmt);
43         QSurface *surface3 = create_surface(fmt);
44         QSurface *surface4 = create_surface(fmt);
45         start_mixer(surface, surface2, surface3, surface4);
46
47         // Prepare the shaders to actually get the texture shown (ick).
48         glDisable(GL_BLEND);
49         glDisable(GL_DEPTH_TEST);
50         glDepthMask(GL_FALSE);
51
52         std::string vert_shader =
53                 "#version 130 \n"
54                 "in vec2 position; \n"
55                 "in vec2 texcoord; \n"
56                 "out vec2 tc; \n"
57                 " \n"
58                 "void main() \n"
59                 "{ \n"
60                 "    gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
61                 "    tc = texcoord; \n"
62                 "    tc.y = 1.0 - tc.y; \n"
63                 "} \n";
64         std::string frag_shader =
65                 "#version 130 \n"
66                 "in vec2 tc; \n"
67                 "uniform sampler2D tex; \n"
68                 "void main() { \n"
69                 "    gl_FragColor = texture2D(tex, tc); \n"
70                 "} \n";
71         program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
72
73         static const float vertices[] = {
74                 0.0f, 2.0f,
75                 0.0f, 0.0f,
76                 2.0f, 0.0f
77         };
78         glGenVertexArrays(1, &vao);
79         glBindVertexArray(vao);
80         position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
81         texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
82
83 #if 0
84         // Cleanup.
85         cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
86         cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
87
88         glDeleteVertexArrays(1, &vao);
89         nheck_error();
90 #endif
91 }
92
93 void GLWidget::resizeGL(int width, int height)
94 {
95         glViewport(0, 0, width, height);
96 }
97
98 void GLWidget::paintGL()
99 {
100         DisplayFrame frame;
101         if (!mixer_get_display_frame(&frame)) {
102                 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
103                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
104                 return;
105         }
106
107         glUseProgram(program_num);
108         glActiveTexture(GL_TEXTURE0);
109         glBindTexture(GL_TEXTURE_2D, frame.texnum);
110         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
111         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
112         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
113
114         glBindVertexArray(vao);
115         glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
116         glDrawArrays(GL_TRIANGLES, 0, 3);
117 }