void MGLES2RendererPrivate::init()
{
    m_initialized = true;

    //init world matrix for the known parts
    //parts that are changeable by the transformation
    //are set when rendering in the textures
    m_matWorld[0][2] = 0.0;
    m_matWorld[1][2] = 0.0;
    m_matWorld[2][0] = 0.0;
    m_matWorld[2][1] = 0.0;
    m_matWorld[2][2] = 1.0;
    m_matWorld[2][3] = 0.0;
    m_matWorld[3][2] = 0.0;

    //init vertex and texcoord arrays, 4 first vertices are used to draw standard
    //pixmaps and all the remaining vertices can be used to draw dynamic geometries
    //like scalable images and other patched stuff, the vertices are packed into same
    //array so that we don't need to switch the used array on fly.
    m_vertices.resize(8 + (9 * 4 * 2));
    m_texCoords.resize(8 + (9 * 4 * 2));
    GLfloat *tc = m_texCoords.data();
    tc[0] = 0.0; tc[1] = 1.0;
    tc[2] = 0.0; tc[3] = 0.0;
    tc[4] = 1.0; tc[5] = 0.0;
    tc[6] = 1.0; tc[7] = 1.0;

    //init index array that is used to draw dynamic geometries
    //the indices are offset by 4 because the 4 vertices that
    //are used to draw normal pixmaps are in the beginning of
    //the array
    m_indices.resize(9 * 6);
    GLushort *indices = m_indices.data();
    for (GLuint i = 0; i < 9; i++) {
        indices[i*6+0] = 4 + (i * 4 + 0); //x1 y1 TL
        indices[i*6+1] = 4 + (i * 4 + 1); //x1 y2 BL
        indices[i*6+2] = 4 + (i * 4 + 2); //x2 y2 BR
        indices[i*6+3] = 4 + (i * 4 + 0); //x1 y1 TL
        indices[i*6+4] = 4 + (i * 4 + 2); //x2 y2 BR
        indices[i*6+5] = 4 + (i * 4 + 3); //x2 y1 TR
    }

    m_glContext->makeCurrent();

    //init the orthogonal projection matrix
    //glOrtho(0, w, h, 0, -1, 1):
    //2.0/w,  0.0,    0.0, -1.0
    //0.0,   -2.0/h,  0.0,  1.0
    //0.0,    0.0,   -1.0,  0.0
    //0.0,    0.0,    0.0,  1.0
    GLfloat w = m_glContext->device()->width();
    GLfloat h = m_glContext->device()->height();
    m_matProj[0][0] =  2.0f / w; m_matProj[1][0] =  0.0;   m_matProj[2][0] =  0.0; m_matProj[3][0] = -1.0;
    m_matProj[0][1] =  0.0;   m_matProj[1][1] = -2.0f / h; m_matProj[2][1] =  0.0; m_matProj[3][1] =  1.0;
    m_matProj[0][2] =  0.0;   m_matProj[1][2] =  0.0;   m_matProj[2][2] = -1.0; m_matProj[3][2] =  0.0;
    m_matProj[0][3] =  0.0;   m_matProj[1][3] =  0.0;   m_matProj[2][3] =  0.0; m_matProj[3][3] =  1.0;
}
Beispiel #2
0
void SN_CheckerGL::doInit() {

	if (!scene()) {
		qCritical() << "SN_CheckerGL::doInit() : I'm not added to the scene yet";
	}

	QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
	if (!ctx || ctx->device()->paintEngine()->type() != QPaintEngine::OpenGL2 ) {
		qCritical() << "\n\n !! SN_CheckerGL::doInit() : no OpenGL context !!";
	}

	//
	// init opengl related stuff
	//
	glGenTextures(1, &_textureid);

	glDisable(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_RECTANGLE_ARB);

	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _textureid);

	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

	// internal format 2 -> the number of color components in the texture
	glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, _pixelFormat, _imgsize.width(), _imgsize.height(), 0, _pixelFormat, GL_UNSIGNED_BYTE, (void *)0 /*static_cast<QImage *>(doubleBuffer->getFrontBuffer())->bits()*/);

	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
	glDisable(GL_TEXTURE_RECTANGLE_ARB);
	glEnable(GL_TEXTURE_2D);

	//
	// init worker
	//
	_workerThread->setBufPtr(_image->bits()); // now worker is ready to work

	// run the thread
	_workerThread->start();

	// writeData() will call itself continuously (as long as the eventloop of the thread is running)
//	if ( ! QMetaObject::invokeMethod(_workerThread, "writeData", Qt::QueuedConnection) ) {
//		qDebug() << "SN_CheckerGL::doInit() : Failed to invoke Worker::writeData()";
//	}

	scheduleUpdate();
}
Beispiel #3
0
void SN_CheckerGLPBO::doInit() {

	if (!scene()) {
		qCritical() << "SN_CheckerGLPBO::doInit() : I'm not added to the scene yet";
	}

	QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
	if (!ctx || ctx->device()->paintEngine()->type() != QPaintEngine::OpenGL2 ) {
		qCritical() << "\n\n !! SN_CheckerGLPBO::doInit() : no OpenGL context !!";
	}


	glGenTextures(1, &_textureid);

	glDisable(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_RECTANGLE_ARB);

	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _textureid);

	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

	// internal format 2 -> the number of color components in the texture
	glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, _pixelFormat, _imgsize.width(), _imgsize.height(), 0, _pixelFormat, GL_UNSIGNED_BYTE, (void *)0 /*static_cast<QImage *>(doubleBuffer->getFrontBuffer())->bits()*/);
	//glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, _pixelFormat, size().width(), size().height(), 0, _pixelFormat, GL_UNSIGNED_BYTE, (void *)0);

	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
	glDisable(GL_TEXTURE_RECTANGLE_ARB);
	glEnable(GL_TEXTURE_2D);

	//
	// init mutex
	//
	if ( ! _initPboMutex() ) {
		qDebug() << "Failed to init mutex !";
	}
	_workerThread->setPboMutex(_pbomutex);
	_workerThread->setPboCondition(_pbobufferready);

    for(int i=0; i<2; i++) {
        _pbobuf[i] = new QGLBuffer(QGLBuffer::PixelUnpackBuffer);
        _pbobuf[i]->create();
        _pbobuf[i]->bind();
        _pbobuf[i]->allocate(_appInfo->frameSizeInByte());
        _pboIds[i] = _pbobuf[i]->bufferId();
    }
    QGLBuffer::release(QGLBuffer::PixelUnpackBuffer);


	// run the thread
	_workerThread->start();

	scheduleUpdate();

	// writeData() will call itself continuously (as long as the eventloop of the thread is running)
//	if ( ! QMetaObject::invokeMethod(_workerThread, "writeData", Qt::QueuedConnection) ) {
//		qDebug() << "SN_CheckerGL::doInit() : Failed to invoke Worker::writeData()";
//	}
}