]> git.sesse.net Git - nageru/blobdiff - glwidget.cpp
Fix a warning.
[nageru] / glwidget.cpp
index b9021446abae3f79adf1ca0659a892a39e64662a..17f7832378c67dd59c7e45183bd5bda1d23e2860 100644 (file)
 #include <QThread>
 #include <math.h>
 #include <thread>
+#include <movit/resource_pool.h>
+#undef Success
+#include <movit/util.h>
 
 GLWidget::GLWidget(QWidget *parent)
-    : QOpenGLWidget(parent)
+    : QOpenGLWidget(parent),
+      resource_pool(new movit::ResourcePool)
 {
 }
 
@@ -28,15 +32,80 @@ 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);
+       });
+
        QSurface *surface = create_surface(format());
        QSurface *surface2 = create_surface(format());
        QSurface *surface3 = create_surface(format());
        QSurface *surface4 = create_surface(format());
        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::paintGL()
 {
-       glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       DisplayFrame frame;
+       if (!mixer_get_display_frame(&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);
 }