Example #1
0
TextureImpl *ContextGL::createTexture(const gl::TextureState &state)
{
    const FunctionsGL *functions = getFunctions();
    StateManagerGL *stateManager = getStateManager();

    GLuint texture = 0;
    functions->genTextures(1, &texture);
    stateManager->bindTexture(state.getType(), texture);

    return new TextureGL(state, texture);
}
Example #2
0
GLuint DisplayOzone::Buffer::getTexture()
{
    // TODO(fjhenigman) Try not to create a new texture every time.  That already works on Intel
    // and should work on Mali with proper fences.
    FunctionsGL *gl    = mDisplay->mFunctionsGL;
    StateManagerGL *sm = mDisplay->getRenderer()->getStateManager();

    gl->genTextures(1, &mTexture);
    sm->bindTexture(GL_TEXTURE_2D, mTexture);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    ASSERT(mImage != EGL_NO_IMAGE_KHR);
    gl->eglImageTargetTexture2DOES(GL_TEXTURE_2D, mImage);
    return mTexture;
}
Example #3
0
angle::Result ImageEGL::setTexture2D(const gl::Context *context,
                                     gl::TextureType type,
                                     TextureGL *texture,
                                     GLenum *outInternalFormat)
{
    const FunctionsGL *functionsGL = GetFunctionsGL(context);
    StateManagerGL *stateManager   = GetStateManagerGL(context);

    // Make sure this texture is bound
    stateManager->bindTexture(type, texture->getTextureID());

    // Bind the image to the texture
    functionsGL->eGLImageTargetTexture2DOES(ToGLenum(type), mImage);
    *outInternalFormat = mNativeInternalFormat;

    return angle::Result::Continue;
}
Example #4
0
void DisplayOzone::drawWithTexture(Buffer *buffer)
{
    FunctionsGL *gl    = mFunctionsGL;
    StateManagerGL *sm = getRenderer()->getStateManager();

    if (!mProgram)
    {
        const GLchar *vertexSource =
            "#version 100\n"
            "attribute vec3 vertex;\n"
            "uniform vec2 center;\n"
            "uniform vec2 windowSize;\n"
            "uniform vec2 borderSize;\n"
            "uniform float depth;\n"
            "varying vec3 texCoord;\n"
            "void main()\n"
            "{\n"
            "    vec2 pos = vertex.xy * (windowSize + borderSize * vertex.z);\n"
            "    gl_Position = vec4(center + pos, depth, 1);\n"
            "    texCoord = vec3(pos / windowSize * vec2(.5, -.5) + vec2(.5, .5), vertex.z);\n"
            "}\n";

        const GLchar *fragmentSource =
            "#version 100\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "varying vec3 texCoord;\n"
            "void main()\n"
            "{\n"
            "    if (texCoord.z > 0.)\n"
            "    {\n"
            "        float c = abs((texCoord.z * 2.) - 1.);\n"
            "        gl_FragColor = vec4(c, c, c, 1);\n"
            "    }\n"
            "    else\n"
            "    {\n"
            "        gl_FragColor = texture2D(tex, texCoord.xy);\n"
            "    }\n"
            "}\n";

        mVertexShader   = makeShader(GL_VERTEX_SHADER, vertexSource);
        mFragmentShader = makeShader(GL_FRAGMENT_SHADER, fragmentSource);
        mProgram = gl->createProgram();
        gl->attachShader(mProgram, mVertexShader);
        gl->attachShader(mProgram, mFragmentShader);
        gl->bindAttribLocation(mProgram, 0, "vertex");
        gl->linkProgram(mProgram);
        GLint linked;
        gl->getProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT(linked);
        mCenterUniform     = gl->getUniformLocation(mProgram, "center");
        mWindowSizeUniform = gl->getUniformLocation(mProgram, "windowSize");
        mBorderSizeUniform = gl->getUniformLocation(mProgram, "borderSize");
        mDepthUniform      = gl->getUniformLocation(mProgram, "depth");
        GLint texUniform = gl->getUniformLocation(mProgram, "tex");
        sm->useProgram(mProgram);
        gl->uniform1i(texUniform, 0);

        // clang-format off
        const GLfloat vertices[] =
        {
             // window corners, and window border inside corners
             1, -1, 0,
            -1, -1, 0,
             1,  1, 0,
            -1,  1, 0,
             // window border outside corners
             1, -1, 1,
            -1, -1, 1,
             1,  1, 1,
            -1,  1, 1,
        };
        // clang-format on
        gl->genBuffers(1, &mVertexBuffer);
        sm->bindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        gl->bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

        // window border triangle strip
        const GLuint borderStrip[] = {5, 0, 4, 2, 6, 3, 7, 1, 5, 0};

        gl->genBuffers(1, &mIndexBuffer);
        sm->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
        gl->bufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(borderStrip), borderStrip, GL_STATIC_DRAW);
    }
    else
    {
        sm->useProgram(mProgram);
        sm->bindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        sm->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
    }

    // convert from pixels to "-1 to 1" space
    const NativeWindow *n = buffer->getNative();
    double x              = n->x * 2. / mWidth - 1;
    double y              = n->y * 2. / mHeight - 1;
    double halfw          = n->width * 1. / mWidth;
    double halfh          = n->height * 1. / mHeight;
    double borderw        = n->borderWidth * 2. / mWidth;
    double borderh        = n->borderHeight * 2. / mHeight;

    gl->uniform2f(mCenterUniform, x + halfw, y + halfh);
    gl->uniform2f(mWindowSizeUniform, halfw, halfh);
    gl->uniform2f(mBorderSizeUniform, borderw, borderh);
    gl->uniform1f(mDepthUniform, n->depth / 1e6);

    sm->setBlendEnabled(false);
    sm->setCullFaceEnabled(false);
    sm->setStencilTestEnabled(false);
    sm->setScissorTestEnabled(false);
    sm->setDepthTestEnabled(true);
    sm->setColorMask(true, true, true, true);
    sm->setDepthMask(true);
    sm->setDepthRange(0, 1);
    sm->setDepthFunc(GL_LESS);
    sm->setViewport(gl::Rectangle(0, 0, mWidth, mHeight));
    sm->activeTexture(0);
    GLuint tex = buffer->getTexture();
    sm->bindTexture(GL_TEXTURE_2D, tex);
    gl->vertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    gl->enableVertexAttribArray(0);
    sm->bindFramebuffer(GL_DRAW_FRAMEBUFFER, mDrawing->getGLFB());
    gl->drawArrays(GL_TRIANGLE_STRIP, 0, 4);
    gl->drawElements(GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, 0);
    sm->deleteTexture(tex);
}