forked from KolibriOS/kolibrios
gl-render: successful blit using glsl shader
git-svn-id: svn://kolibrios.org@4485 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
parent
b90b0dc20e
commit
5501dd00fe
@ -16,6 +16,8 @@
|
|||||||
|
|
||||||
EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
|
EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
|
||||||
int width, int height, int stride, int name);
|
int width, int height, int stride, int name);
|
||||||
|
GLuint create_framebuffer(int width, int height, GLuint *tex);
|
||||||
|
GLint create_shader(GLenum type, const char *source);
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
@ -32,9 +34,8 @@ int main()
|
|||||||
|
|
||||||
EGLint config_attribs[32];
|
EGLint config_attribs[32];
|
||||||
EGLint num_configs, i;
|
EGLint num_configs, i;
|
||||||
GLint list;
|
GLuint texture, buffer, front;
|
||||||
GLuint texture, buffer;
|
GLuint f_tex;
|
||||||
|
|
||||||
|
|
||||||
int fd;
|
int fd;
|
||||||
|
|
||||||
@ -82,7 +83,7 @@ int main()
|
|||||||
if (!context)
|
if (!context)
|
||||||
printf("failed to create context");
|
printf("failed to create context");
|
||||||
|
|
||||||
gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
|
// gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
|
||||||
|
|
||||||
|
|
||||||
BeginDraw();
|
BeginDraw();
|
||||||
@ -91,14 +92,43 @@ int main()
|
|||||||
|
|
||||||
sna_create_mask();
|
sna_create_mask();
|
||||||
|
|
||||||
surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
|
// surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
|
||||||
if (surface == EGL_NO_SURFACE)
|
// if (surface == EGL_NO_SURFACE)
|
||||||
printf("failed to create surface");
|
// printf("failed to create surface");
|
||||||
|
|
||||||
if (!eglMakeCurrent(dpy, surface, surface, context))
|
if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context))
|
||||||
printf("failed to make window current");
|
printf("failed to make window current");
|
||||||
|
|
||||||
|
|
||||||
|
front = create_framebuffer(400,300,&f_tex);
|
||||||
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
glLoadIdentity();
|
||||||
|
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
|
||||||
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
glLoadIdentity();
|
||||||
|
|
||||||
|
glViewport(0, 0, 400, 300);
|
||||||
|
|
||||||
|
glClearColor( 0, 0, 0, 1);
|
||||||
|
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
glBegin(GL_QUADS);
|
||||||
|
glColor3f(1,0,0);
|
||||||
|
glVertex3f( 0.9, -0.9, -30.0);
|
||||||
|
glColor3f(1,1,0);
|
||||||
|
glVertex3f( 0.9, 0.9, -30.0);
|
||||||
|
|
||||||
|
glColor3f(1,1,1);
|
||||||
|
glVertex3f( 0.1, 0.9, -30.0);
|
||||||
|
glColor3f(1,0,1);
|
||||||
|
glVertex3f( 0.1, -0.9, -30.0);
|
||||||
|
glEnd();
|
||||||
|
|
||||||
|
glFlush();
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
if(fd)
|
if(fd)
|
||||||
{
|
{
|
||||||
int ret;
|
int ret;
|
||||||
@ -115,8 +145,6 @@ int main()
|
|||||||
|
|
||||||
printf("fb_image %p\n", fb_image);
|
printf("fb_image %p\n", fb_image);
|
||||||
|
|
||||||
asm volatile ("int3");
|
|
||||||
|
|
||||||
glGenTextures(1, &texture);
|
glGenTextures(1, &texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||||
@ -162,66 +190,128 @@ int main()
|
|||||||
printf("destination is framebuffer incomplete: %s [%#x]\n",
|
printf("destination is framebuffer incomplete: %s [%#x]\n",
|
||||||
str, status);
|
str, status);
|
||||||
}
|
}
|
||||||
|
|
||||||
glViewport(0, 0,fb.width, fb.height);
|
|
||||||
|
|
||||||
glMatrixMode(GL_PROJECTION);
|
|
||||||
glLoadIdentity();
|
|
||||||
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 100.0);
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
|
||||||
glLoadIdentity();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glClearColor( 0, 0, 0, 1);
|
glViewport(0, 0, 1024, 768);
|
||||||
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
glLoadIdentity();
|
||||||
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
glLoadIdentity();
|
||||||
|
|
||||||
list = glGenLists(1);
|
|
||||||
glNewList(list, GL_COMPILE);
|
|
||||||
|
|
||||||
/* XXX: this state-change will only be executed if list is called
|
const char *vs_src =
|
||||||
* from outside a begin/end pair:
|
"attribute vec4 v_position;\n"
|
||||||
*/
|
"attribute vec4 v_texcoord0;\n"
|
||||||
glShadeModel( GL_FLAT );
|
"varying vec2 source_texture;\n"
|
||||||
glBegin(GL_TRIANGLES);
|
"void main()\n"
|
||||||
glColor3f(0,0,.7);
|
"{\n"
|
||||||
glVertex3f( -0.9, 0.9, -30.0);
|
" gl_Position = v_position;\n"
|
||||||
glColor3f(0,.9,0);
|
" source_texture = v_texcoord0.xy;\n"
|
||||||
glVertex3f( -0.9, -0.9, -30.0);
|
"}\n";
|
||||||
glColor3f(.8,0,0);
|
|
||||||
glVertex3f( 0.9, 0.0, -30.0);
|
|
||||||
glEnd();
|
|
||||||
|
|
||||||
/* This statechange is potentially NOT redundant:
|
const char *fs_src =
|
||||||
*/
|
// "precision mediump float;\n"
|
||||||
glShadeModel( GL_FLAT );
|
"varying vec2 source_texture;\n"
|
||||||
glBegin(GL_TRIANGLES);
|
"uniform sampler2D sampler;\n"
|
||||||
glColor3f(0,1,0);
|
"void main()\n"
|
||||||
glVertex3f( -0.5, 0.5, -30.0);
|
"{\n"
|
||||||
glColor3f(0,0,1);
|
" vec3 cg = texture2D(sampler, source_texture).rgb;\n"
|
||||||
glVertex3f( -0.5, -0.5, -30.0);
|
" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
|
||||||
glColor3f(1,0,0);
|
"}\n";
|
||||||
glVertex3f( 0.5, 0.0, -30.0);
|
|
||||||
glEnd();
|
|
||||||
|
|
||||||
glEndList();
|
GLuint blit_prog;
|
||||||
|
GLint vs_shader, fs_shader;
|
||||||
|
|
||||||
asm volatile ("int3");
|
asm volatile ("int3");
|
||||||
|
|
||||||
glDrawBuffer(GL_BACK);
|
blit_prog = glCreateProgram();
|
||||||
|
vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
|
||||||
|
fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
|
||||||
|
glAttachShader(blit_prog, vs_shader);
|
||||||
|
glAttachShader(blit_prog, fs_shader);
|
||||||
|
glBindAttribLocation(blit_prog, 0, "v_position");
|
||||||
|
glBindAttribLocation(blit_prog, 1, "v_texcoord0");
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
GLint ok;
|
||||||
|
|
||||||
glShadeModel( GL_SMOOTH );
|
glLinkProgram(blit_prog);
|
||||||
|
glGetProgramiv(blit_prog, GL_LINK_STATUS, &ok);
|
||||||
|
if (!ok) {
|
||||||
|
GLchar *info;
|
||||||
|
GLint size;
|
||||||
|
|
||||||
glBegin(GL_TRIANGLES);
|
glGetProgramiv(blit_prog, GL_INFO_LOG_LENGTH, &size);
|
||||||
|
info = malloc(size);
|
||||||
|
|
||||||
/* Note: call the list from inside a begin/end pair. The end is
|
glGetProgramInfoLog(blit_prog, size, NULL, info);
|
||||||
* provided by the display list...
|
printf("Failed to link: %s\n", info);
|
||||||
*/
|
printf("GLSL link failure\n");
|
||||||
glCallList(list);
|
}
|
||||||
glFlush();
|
|
||||||
|
|
||||||
|
GLint sampler;
|
||||||
|
float vertices[8], texcoords[8];
|
||||||
|
GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
|
||||||
|
int l, t, r, b, stride;
|
||||||
|
|
||||||
// eglSwapBuffers(dpy, surface);
|
sampler = glGetUniformLocation(blit_prog,"sampler");
|
||||||
|
glUseProgram(blit_prog);
|
||||||
|
glUniform1i(sampler, 0);
|
||||||
|
|
||||||
|
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, f_tex);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D,
|
||||||
|
GL_TEXTURE_MIN_FILTER,
|
||||||
|
GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D,
|
||||||
|
GL_TEXTURE_MAG_FILTER,
|
||||||
|
GL_NEAREST);
|
||||||
|
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),texcoords);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
dst_xscale = 1.0/1024;
|
||||||
|
dst_yscale = 1.0/768;
|
||||||
|
// src_xscale = 1.0/400;
|
||||||
|
// src_yscale = 1.0/300;
|
||||||
|
|
||||||
|
stride = 2;
|
||||||
|
|
||||||
|
l = 20;
|
||||||
|
t = 20;
|
||||||
|
r = l+400;
|
||||||
|
b = t+300;
|
||||||
|
|
||||||
|
float t0, t1, t2, t5;
|
||||||
|
|
||||||
|
vertices[0] = t0 = 2*l*dst_xscale - 1.0;
|
||||||
|
vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
|
||||||
|
|
||||||
|
vertices[2 * 2] = t2;
|
||||||
|
vertices[3 * 2] = t0;
|
||||||
|
|
||||||
|
vertices[1] = t1 = 2*t*dst_yscale - 1.0;
|
||||||
|
vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0;
|
||||||
|
vertices[1*2+1] = t1;
|
||||||
|
vertices[3*2+1] = t5;
|
||||||
|
|
||||||
|
texcoords[0] = 0.0;
|
||||||
|
texcoords[1] = 0.0;
|
||||||
|
texcoords[1*2] = 1.0;
|
||||||
|
texcoords[1*2+1]= 0.0;
|
||||||
|
texcoords[2*2] = 1.0;
|
||||||
|
texcoords[2*2+1]= 1.0;
|
||||||
|
texcoords[3*2] = 0.0;
|
||||||
|
texcoords[3*2+1]= 1.0;
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||||
|
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glDisableVertexAttribArray(1);
|
||||||
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
glUseProgram(0);
|
||||||
|
|
||||||
glFinish();
|
glFinish();
|
||||||
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||||
@ -269,7 +359,7 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
|
|||||||
};
|
};
|
||||||
attribs[1] = width;
|
attribs[1] = width;
|
||||||
attribs[3] = height;
|
attribs[3] = height;
|
||||||
attribs[5] = stride;
|
attribs[5] = stride/4;
|
||||||
|
|
||||||
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
|
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
|
||||||
width, height, stride, name);
|
width, height, stride, name);
|
||||||
@ -279,3 +369,50 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
|
|||||||
|
|
||||||
return image;
|
return image;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GLint create_shader(GLenum type, const char *source)
|
||||||
|
{
|
||||||
|
GLint ok;
|
||||||
|
GLint prog;
|
||||||
|
|
||||||
|
prog = glCreateShader(type);
|
||||||
|
glShaderSource(prog, 1, (const GLchar **) &source, NULL);
|
||||||
|
glCompileShader(prog);
|
||||||
|
glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
|
||||||
|
if (!ok) {
|
||||||
|
GLchar *info;
|
||||||
|
GLint size;
|
||||||
|
|
||||||
|
glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
|
||||||
|
info = malloc(size);
|
||||||
|
|
||||||
|
glGetShaderInfoLog(prog, size, NULL, info);
|
||||||
|
printf("Failed to compile %s: %s\n",
|
||||||
|
type == GL_FRAGMENT_SHADER ? "FS" : "VS",info);
|
||||||
|
printf("Program source:\n%s", source);
|
||||||
|
printf("GLSL compile failure\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
return prog;
|
||||||
|
}
|
||||||
|
|
||||||
|
GLuint create_framebuffer(int width, int height, GLuint *tex)
|
||||||
|
{
|
||||||
|
GLuint buffer;
|
||||||
|
|
||||||
|
glGenTextures(1, tex);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, *tex);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
||||||
|
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
|
||||||
|
GL_UNSIGNED_BYTE, NULL);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
glGenFramebuffers(1, &buffer);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER,
|
||||||
|
GL_COLOR_ATTACHMENT0,
|
||||||
|
GL_TEXTURE_2D, *tex,0);
|
||||||
|
return buffer;
|
||||||
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user