]> git.sesse.net Git - nageru/blobdiff - glwidget.cpp
Use Movit also for the display logic; a bit more setup on the mixer side, but much...
[nageru] / glwidget.cpp
index 3fb4889dc314c7ce163d389477926dfe110d51bc..9088742bdf0e7085fc19bb1e70cb1dca9b2e6090 100644 (file)
@@ -48,50 +48,9 @@ void GLWidget::initializeGL()
                QMetaObject::invokeMethod(this, "update", Qt::AutoConnection);
        });
 
-       // 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)
@@ -109,14 +68,8 @@ void GLWidget::paintGL()
                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();
 }