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author | Alexander Larsson <alexl@redhat.com> | 2014-11-06 09:13:36 +0100 |
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committer | Alexander Larsson <alexl@redhat.com> | 2014-11-06 12:24:43 +0100 |
commit | e417b18373bfcbf0c4f1bd933450a2ed3203017e (patch) | |
tree | a600888f4eede3e9889a2643c12d16b600fc926c /gdk/gdkgl.c | |
parent | c78e7e7f17ec7e68b33e2d7559241d1985968e68 (diff) | |
download | gtk+-e417b18373bfcbf0c4f1bd933450a2ed3203017e.tar.gz |
gdk_gl_texture_quad: Use shaders to texture things
This is the modern way OpenGL works, and using it will let us
switch to a core context for the paint context, and work on
OpenGL ES 2.0.
Diffstat (limited to 'gdk/gdkgl.c')
-rw-r--r-- | gdk/gdkgl.c | 202 |
1 files changed, 186 insertions, 16 deletions
diff --git a/gdk/gdkgl.c b/gdk/gdkgl.c index 8f7d39456d..a41d886884 100644 --- a/gdk/gdkgl.c +++ b/gdk/gdkgl.c @@ -35,25 +35,193 @@ gdk_cairo_surface_mark_as_direct (cairo_surface_t *surface, g_object_ref (window), g_object_unref); } +static const char * +get_vertex_type_name (int type) +{ + switch (type) + { + case GL_VERTEX_SHADER: + return "vertex"; + case GL_GEOMETRY_SHADER: + return "geometry"; + case GL_FRAGMENT_SHADER: + return "fragment"; + } + return "unknown"; +} + +guint +create_shader (int type, const char const *code) +{ + guint shader; + int status; + + shader = glCreateShader (type); + glShaderSource (shader, 1, &code, NULL); + glCompileShader (shader); + + glGetShaderiv (shader, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) + { + int log_len; + char *buffer; + + glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &log_len); + + buffer = g_malloc (log_len + 1); + glGetShaderInfoLog (shader, log_len, NULL, buffer); + + g_warning ("Compile failure in %s shader:\n%s\n", get_vertex_type_name (type), buffer); + g_free (buffer); + + glDeleteShader (shader); + + return 0; + } + + return shader; +} + +guint +make_program (const char const *vertex_shader_code, const char const *fragment_shader_code) +{ + guint program, vertex_shader, fragment_shader; + int status; + + vertex_shader = create_shader (GL_VERTEX_SHADER, vertex_shader_code); + if (vertex_shader == 0) + return 0; + + fragment_shader = create_shader (GL_FRAGMENT_SHADER, fragment_shader_code); + if (fragment_shader == 0) + { + glDeleteShader (vertex_shader); + return 0; + } + + program = glCreateProgram (); + glAttachShader (program, vertex_shader); + glAttachShader (program, fragment_shader); + + glLinkProgram (program); + + glDeleteShader (vertex_shader); + glDeleteShader (fragment_shader); + + glGetProgramiv (program, GL_LINK_STATUS, &status); + if (status == GL_FALSE) + { + int log_len; + char *buffer; + + glGetProgramiv (program, GL_INFO_LOG_LENGTH, &log_len); + + buffer = g_malloc (log_len + 1); + glGetProgramInfoLog (program, log_len, NULL, buffer); + g_warning ("Linker failure: %s\n", buffer); + g_free (buffer); + + glDeleteProgram (program); + return 0; + } + + return program; +} + +static void +bind_vao (GdkGLContextPaintData *paint_data) +{ + if (paint_data->vertex_array_object == 0) + { + glGenVertexArrays (1, &paint_data->vertex_array_object); + /* ATM we only use one VAO, so always bind it */ + glBindVertexArray (paint_data->vertex_array_object); + } +} + +static void +use_texture_program (GdkGLContextPaintData *paint_data) +{ + const char *vertex_shader_code = + "#version 120\n" + "uniform sampler2D map;" + "attribute vec2 position;\n" + "attribute vec2 uv;\n" + "varying vec2 vUv;\n" + "void main() {\n" + " gl_Position = vec4(position, 0, 1);\n" + " vUv = uv;\n" + "}\n"; + const char *fragment_shader_code = + "#version 120\n" + "varying vec2 vUv;\n" + "uniform sampler2D map;\n" + "void main() {\n" + " gl_FragColor = texture2D (map, vUv);\n" + "}\n"; + + if (paint_data->texture_quad_program == 0) + { + paint_data->texture_quad_program = make_program (vertex_shader_code, fragment_shader_code); + paint_data->texture_quad_program_position_location = glGetAttribLocation (paint_data->texture_quad_program, "position"); + paint_data->texture_quad_program_uv_location = glGetAttribLocation (paint_data->texture_quad_program, "uv"); + } + + if (paint_data->current_program != paint_data->texture_quad_program) + { + glUseProgram (paint_data->texture_quad_program); + paint_data->current_program = paint_data->texture_quad_program; + } +} + void -gdk_gl_texture_quad (float x1, float y1, +gdk_gl_texture_quad (GdkGLContext *paint_context, + float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2) { - glBegin (GL_QUADS); - glTexCoord2f (u1, v2); - glVertex2f (x1, y2); - - glTexCoord2f (u2, v2); - glVertex2f (x2, y2); - - glTexCoord2f (u2, v1); - glVertex2f (x2, y1); - - glTexCoord2f (u1, v1); - glVertex2f (x1, y1); - glEnd(); + GdkGLContextPaintData *paint_data = gdk_gl_context_get_paint_data (paint_context);; + GdkWindow *window = gdk_gl_context_get_window (paint_context); + float w = gdk_window_get_width (window); + float h = gdk_window_get_height (window); + float vertex_buffer_data[] = { + (x2 * 2) / w - 1, (y1 * 2) / h - 1, + (x2 * 2) / w - 1, (y2 * 2) / h - 1, + (x1 * 2) / w - 1, (y2 * 2) / h - 1, + (x1 * 2) / w - 1, (y1 * 2) / h - 1, + }; + float uv_buffer_data[] = { + u2, v1, + u2, v2, + u1, v2, + u1, v1, + }; + + bind_vao (paint_data); + + if (paint_data->tmp_vertex_buffer == 0) + glGenBuffers(1, &paint_data->tmp_vertex_buffer); + + if (paint_data->tmp_uv_buffer == 0) + glGenBuffers(1, &paint_data->tmp_uv_buffer); + + use_texture_program (paint_data); + + glActiveTexture (GL_TEXTURE0); + glEnableVertexAttribArray (0); + glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_vertex_buffer); + glBufferData (GL_ARRAY_BUFFER, sizeof(vertex_buffer_data), vertex_buffer_data, GL_STREAM_DRAW); + glVertexAttribPointer (paint_data->texture_quad_program_position_location, + 2, GL_FLOAT, GL_FALSE, 0, NULL); + glEnableVertexAttribArray (1); + glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_uv_buffer); + glBufferData (GL_ARRAY_BUFFER, sizeof(uv_buffer_data), uv_buffer_data, GL_STREAM_DRAW); + glVertexAttribPointer (paint_data->texture_quad_program_uv_location, + 2, GL_FLOAT, GL_FALSE, 0, NULL); + glDrawArrays (GL_TRIANGLE_FAN, 0, 4); + glDisableVertexAttribArray (0); + glDisableVertexAttribArray (1); } @@ -328,7 +496,8 @@ gdk_cairo_draw_from_gl (cairo_t *cr, int clipped_src_x = x + (dest.x - dx * window_scale); int clipped_src_y = y + (height - dest.height - (dest.y - dy * window_scale)); - gdk_gl_texture_quad (dest.x, FLIP_Y(dest.y), + gdk_gl_texture_quad (paint_context, + dest.x, FLIP_Y(dest.y), dest.x + dest.width, FLIP_Y(dest.y + dest.height), clipped_src_x / (float)texture_width, (clipped_src_y + dest.height) / (float)texture_height, (clipped_src_x + dest.width) / (float)texture_width, clipped_src_y / (float)texture_height); @@ -507,7 +676,8 @@ gdk_gl_texture_from_surface (cairo_surface_t *surface, vmax = 1.0; } - gdk_gl_texture_quad (rect.x * window_scale, FLIP_Y(rect.y) * window_scale, + gdk_gl_texture_quad (paint_context, + rect.x * window_scale, FLIP_Y(rect.y) * window_scale, (rect.x + rect.width) * window_scale, FLIP_Y(rect.y + rect.height) * window_scale, 0, 0, umax, vmax); 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