-#include <qmetatype.h>
-#include <qdatastream.h>
-#include <qtextstream.h>
-#include <qcursor.h>
-#include <qcoreevent.h>
+#include <qmetatype.h> // Needs to come before egl.h.
+#include <qdatastream.h> // Needs to come before egl.h.
+#include <qtextstream.h> // Needs to come before egl.h.
+#include <qcursor.h> // Needs to come before egl.h.
+#include <qcoreevent.h> // Needs to come before egl.h.
+#include <qevent.h> // Needs to come before egl.h.
#include <epoxy/gl.h>
#include <epoxy/egl.h>
-#include "context.h"
+#include <QSurfaceFormat>
+
#include "glwidget.h"
+
+#include <stdio.h>
+#include <functional>
+#include <mutex>
+
+#include "context.h"
+#include "effect_chain.h"
+#include "flags.h"
+#include "mainwindow.h"
#include "mixer.h"
-#include <QCoreApplication>
-#include <QGuiApplication>
-#include <QThread>
-#include <math.h>
-#include <thread>
-#include <movit/resource_pool.h>
+#include "qnamespace.h"
+#include "ref_counted_gl_sync.h"
+
+class QMouseEvent;
+class QWidget;
+
#undef Success
#include <movit/util.h>
+#include <string>
+
+using namespace std;
GLWidget::GLWidget(QWidget *parent)
- : QGLWidget(parent, global_share_widget),
- resource_pool(new movit::ResourcePool)
+ : QGLWidget(parent, global_share_widget)
{
}
void GLWidget::initializeGL()
{
- printf("egl context=%p\n", eglGetCurrentContext());
- //printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread());
-
- GLWidget *t = this;
- 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_flags.num_cards);
+ global_mainwindow->mixer_created(global_mixer);
+ global_mixer->start();
+ });
+ global_mixer->set_frame_ready_callback(output, [this]{
+ QMetaObject::invokeMethod(this, "update", Qt::AutoConnection);
+ emit transition_names_updated(global_mixer->get_transition_names());
+ emit resolution_updated(output);
});
- 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);
- start_mixer(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)
void GLWidget::paintGL()
{
- DisplayFrame frame;
- if (!mixer_get_display_frame(&frame)) {
+ Mixer::DisplayFrame frame;
+ if (!global_mixer->get_display_frame(output, &frame)) {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ check_error();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ check_error();
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);
+ check_error();
glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
- glDrawArrays(GL_TRIANGLES, 0, 3);
+ check_error();
+ frame.setup_chain();
+ check_error();
+ frame.chain->render_to_screen();
+ check_error();
+}
+
+void GLWidget::mousePressEvent(QMouseEvent *event)
+{
+ emit clicked();
}