1 #include <qmetatype.h> // Needs to come before egl.h.
2 #include <qdatastream.h> // Needs to come before egl.h.
3 #include <qtextstream.h> // Needs to come before egl.h.
4 #include <qcursor.h> // Needs to come before egl.h.
5 #include <qcoreevent.h> // Needs to come before egl.h.
8 #include <QSurfaceFormat>
12 #include <movit/resource_pool.h>
17 #include "ref_counted_gl_sync.h"
23 #include <movit/util.h>
26 GLWidget::GLWidget(QWidget *parent)
27 : QGLWidget(parent, global_share_widget),
28 resource_pool(new movit::ResourcePool)
36 void GLWidget::initializeGL()
38 printf("egl context=%p\n", eglGetCurrentContext());
39 //printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread());
41 QSurfaceFormat fmt = QGLFormat::toSurfaceFormat(format());
42 QSurface *surface = create_surface(fmt);
43 QSurface *surface2 = create_surface(fmt);
44 QSurface *surface3 = create_surface(fmt);
45 QSurface *surface4 = create_surface(fmt);
46 global_mixer = new Mixer(surface, surface2, surface3, surface4);
47 global_mixer->set_frame_ready_fallback([this]{
48 QMetaObject::invokeMethod(this, "update", Qt::AutoConnection);
50 global_mixer->start();
52 // Prepare the shaders to actually get the texture shown (ick).
54 glDisable(GL_DEPTH_TEST);
55 glDepthMask(GL_FALSE);
57 std::string vert_shader =
59 "in vec2 position; \n"
60 "in vec2 texcoord; \n"
65 " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
67 " tc.y = 1.0 - tc.y; \n"
69 std::string frag_shader =
72 "uniform sampler2D tex; \n"
74 " gl_FragColor = texture2D(tex, tc); \n"
76 program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
78 static const float vertices[] = {
83 glGenVertexArrays(1, &vao);
84 glBindVertexArray(vao);
85 position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
86 texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
90 cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
91 cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
93 glDeleteVertexArrays(1, &vao);
98 void GLWidget::resizeGL(int width, int height)
100 glViewport(0, 0, width, height);
103 void GLWidget::paintGL()
105 Mixer::DisplayFrame frame;
106 if (!global_mixer->get_display_frame(&frame)) {
107 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
108 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
112 glUseProgram(program_num);
113 glActiveTexture(GL_TEXTURE0);
114 glBindTexture(GL_TEXTURE_2D, frame.texnum);
115 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
116 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
119 glBindVertexArray(vao);
120 glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
121 glDrawArrays(GL_TRIANGLES, 0, 3);