2 #include <qdatastream.h>
3 #include <qtextstream.h>
5 #include <qcoreevent.h>
11 #include <QCoreApplication>
12 #include <QGuiApplication>
16 #include <movit/resource_pool.h>
18 #include <movit/util.h>
20 GLWidget::GLWidget(QWidget *parent)
21 : QOpenGLWidget(parent),
22 resource_pool(new movit::ResourcePool)
30 void GLWidget::initializeGL()
32 printf("egl context=%p\n", eglGetCurrentContext());
33 //printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread());
36 set_frame_ready_fallback([t]{
37 QMetaObject::invokeMethod(t, "update", Qt::AutoConnection);
40 QSurface *surface = create_surface(format());
41 QSurface *surface2 = create_surface(format());
42 QSurface *surface3 = create_surface(format());
43 QSurface *surface4 = create_surface(format());
44 start_mixer(surface, surface2, surface3, surface4);
46 // Prepare the shaders to actually get the texture shown (ick).
48 glDisable(GL_DEPTH_TEST);
49 glDepthMask(GL_FALSE);
51 std::string vert_shader =
53 "in vec2 position; \n"
54 "in vec2 texcoord; \n"
59 " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
61 " tc.y = 1.0 - tc.y; \n"
63 std::string frag_shader =
66 "uniform sampler2D tex; \n"
68 " gl_FragColor = texture2D(tex, tc); \n"
70 program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
72 static const float vertices[] = {
77 glGenVertexArrays(1, &vao);
78 glBindVertexArray(vao);
79 position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
80 texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
84 cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
85 cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
87 glDeleteVertexArrays(1, &vao);
92 void GLWidget::paintGL()
95 if (!mixer_get_display_frame(&frame)) {
96 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
97 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
101 glUseProgram(program_num);
102 glActiveTexture(GL_TEXTURE0);
103 glBindTexture(GL_TEXTURE_2D, frame.texnum);
104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
105 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
106 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
108 glBindVertexArray(vao);
109 glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
110 glDrawArrays(GL_TRIANGLES, 0, 3);