]> git.sesse.net Git - nageru/blobdiff - glwidget.cpp
Hook up the channel click events.
[nageru] / glwidget.cpp
index 7f7e0082a1baee969ed98c4de1d42c60763dcd66..1e34a1cb3290b6cd84099597a50ae53f8a4fa0bd 100644 (file)
@@ -11,6 +11,7 @@
 
 #include <movit/resource_pool.h>
 #include <stdio.h>
+#include <mutex>
 
 #include "context.h"
 #include "mixer.h"
@@ -38,63 +39,18 @@ void GLWidget::initializeGL()
        printf("egl context=%p\n", eglGetCurrentContext());
        //printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread());
 
-       GLWidget *t = this;
-       global_mixer->set_frame_ready_fallback([t]{
-               QMetaObject::invokeMethod(t, "update", Qt::AutoConnection);
+       static std::once_flag flag;
+       std::call_once(flag, [this]{
+               global_mixer = new Mixer(QGLFormat::toSurfaceFormat(format()));
+               global_mixer->start();
+       });
+       global_mixer->set_frame_ready_callback(output, [this]{
+               QMetaObject::invokeMethod(this, "update", Qt::AutoConnection);
        });
 
-       QSurfaceFormat fmt = QGLFormat::toSurfaceFormat(format());
-       QSurface *surface = create_surface(fmt);
-       QSurface *surface2 = create_surface(fmt);
-       QSurface *surface3 = create_surface(fmt);
-       QSurface *surface4 = create_surface(fmt);
-       global_mixer = new Mixer;
-       global_mixer->start(surface, surface2, surface3, surface4);
-
-       // Prepare the shaders to actually get the texture shown (ick).
        glDisable(GL_BLEND);
        glDisable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
-
-       std::string vert_shader =
-               "#version 130 \n"
-               "in vec2 position; \n"
-               "in vec2 texcoord; \n"
-               "out vec2 tc; \n"
-               " \n"
-               "void main() \n"
-               "{ \n"
-               "    gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
-               "    tc = texcoord; \n"
-               "    tc.y = 1.0 - tc.y; \n"
-               "} \n";
-       std::string frag_shader =
-               "#version 130 \n"
-               "in vec2 tc; \n"
-               "uniform sampler2D tex; \n"
-               "void main() { \n"
-               "    gl_FragColor = texture2D(tex, tc); \n"
-               "} \n";
-       program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
-
-       static const float vertices[] = {
-               0.0f, 2.0f,
-               0.0f, 0.0f,
-               2.0f, 0.0f
-       };
-       glGenVertexArrays(1, &vao);
-       glBindVertexArray(vao);
-       position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
-       texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
-
-#if 0
-       // Cleanup.
-       cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
-       cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
-
-       glDeleteVertexArrays(1, &vao);
-       nheck_error();
-#endif
 }
 
 void GLWidget::resizeGL(int width, int height)
@@ -105,20 +61,19 @@ void GLWidget::resizeGL(int width, int height)
 void GLWidget::paintGL()
 {
        Mixer::DisplayFrame frame;
-       if (!global_mixer->get_display_frame(&frame)) {
+       if (!global_mixer->get_display_frame(output, &frame)) {
                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                return;
        }
 
-       glUseProgram(program_num);
-       glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_2D, frame.texnum);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
-       glBindVertexArray(vao);
        glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
-       glDrawArrays(GL_TRIANGLES, 0, 3);
+       frame.setup_chain();
+       frame.chain->render_to_screen();
+       check_error();
+}
+
+void GLWidget::mousePressEvent(QMouseEvent *event)
+{
+       emit clicked();
 }