X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=glwidget.cpp;h=9725210622ea04150b4b85386a7d55112abfbc72;hb=55fc5daab7f43c4d7dd4395f8133c4c1a10b0bda;hp=1e676405e6258b1f62eea1cbf764faaf7f39a6ac;hpb=05174f1722841b45313a58aaffa8f4cea9c12f63;p=nageru diff --git a/glwidget.cpp b/glwidget.cpp index 1e67640..9725210 100644 --- a/glwidget.cpp +++ b/glwidget.cpp @@ -11,6 +11,7 @@ #include #include +#include #include "context.h" #include "mixer.h" @@ -38,56 +39,18 @@ void GLWidget::initializeGL() printf("egl context=%p\n", eglGetCurrentContext()); //printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread()); - global_mixer = new Mixer(QGLFormat::toSurfaceFormat(format())); - global_mixer->set_frame_ready_callback(Mixer::OUTPUT_LIVE, [this]{ + static std::once_flag flag; + std::call_once(flag, [this]{ + global_mixer = new Mixer(QGLFormat::toSurfaceFormat(format())); + global_mixer->start(); + }); + global_mixer->set_frame_ready_callback(output, [this]{ QMetaObject::invokeMethod(this, "update", Qt::AutoConnection); }); - global_mixer->start(); - // 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) @@ -98,20 +61,14 @@ void GLWidget::resizeGL(int width, int height) void GLWidget::paintGL() { Mixer::DisplayFrame frame; - if (!global_mixer->get_display_frame(Mixer::OUTPUT_LIVE, &frame)) { + if (!global_mixer->get_display_frame(output, &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); + frame.setup_chain(); + frame.chain->render_to_screen(); + check_error(); }