bool TaskContourGL::run(RunParams & /* params */) const { gl::Context::Lock lock(env().context); SurfaceGL::Handle target = SurfaceGL::Handle::cast_dynamic(target_surface); // transformation Vector rect_size = get_source_rect_rb() - get_source_rect_lt(); Matrix bounds_transfromation; bounds_transfromation.m00 = fabs(rect_size[0]) > 1e-10 ? 2.0/rect_size[0] : 0.0; bounds_transfromation.m11 = fabs(rect_size[1]) > 1e-10 ? 2.0/rect_size[1] : 0.0; bounds_transfromation.m20 = -1.0 - get_source_rect_lt()[0]*bounds_transfromation.m00; bounds_transfromation.m21 = -1.0 - get_source_rect_lt()[1]*bounds_transfromation.m11; Matrix matrix = transformation * bounds_transfromation; if (valid_target()) { // check bounds std::vector<Vector> polygon; Rect bounds(-1.0, -1.0, 1.0, 1.0); Vector pixel_size( 2.0/(Real)(get_target_rect().maxx - get_target_rect().minx), 2.0/(Real)(get_target_rect().maxy - get_target_rect().miny) ); contour->split(polygon, bounds, matrix, pixel_size); // bind framebuffer gl::Framebuffers::RenderbufferLock renderbuffer = env().framebuffers.get_renderbuffer(GL_STENCIL_INDEX8, target->get_width(), target->get_height()); gl::Framebuffers::FramebufferLock framebuffer = env().framebuffers.get_framebuffer(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.get_id()); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer.get_id()); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target->get_id(), 0); env().framebuffers.check("TaskContourGL::run bind framebuffer"); glViewport( get_target_rect().minx, get_target_rect().miny, get_target_rect().maxx - get_target_rect().minx, get_target_rect().maxy - get_target_rect().miny ); env().context.check("TaskContourGL::run viewport"); // render render_polygon( polygon, bounds, contour->invert, contour->antialias, contour->winding_style, contour->color ); // release framebuffer glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); env().context.check("TaskContourGL::run release contour"); } return true; }
bool TaskSurfaceResampleGL::run(RunParams & /* params */) const { gl::Context::Lock lock(env().context); SurfaceGL::Handle a = SurfaceGL::Handle::cast_dynamic(sub_task()->target_surface); SurfaceGL::Handle target = SurfaceGL::Handle::cast_dynamic(target_surface); // TODO: gamma Vector rect_size = get_source_rect_rb() - get_source_rect_lt(); Matrix bounds_transfromation; bounds_transfromation.m00 = fabs(rect_size[0]) > 1e-10 ? 2.0/rect_size[0] : 0.0; bounds_transfromation.m11 = fabs(rect_size[1]) > 1e-10 ? 2.0/rect_size[1] : 0.0; bounds_transfromation.m20 = -1.0 - get_source_rect_lt()[0] * bounds_transfromation.m00; bounds_transfromation.m21 = -1.0 - get_source_rect_lt()[1] * bounds_transfromation.m11; Matrix matrix = transformation * bounds_transfromation; // prepare arrays Vector k(target->get_width(), target->get_height()); Vector d( matrix.get_axis_x().multiply_coords(k).norm().divide_coords(k).mag() / matrix.get_axis_x().mag(), matrix.get_axis_y().multiply_coords(k).norm().divide_coords(k).mag() / matrix.get_axis_y().mag() ); d *= 4.0; Vector coords[4][3]; for(int i = 0; i < 4; ++i) { coords[i][2] = Vector(i%2 ? 1.0 : -1.0, i/2 ? 1.0 : -1.0).multiply_coords(Vector(1.0, 1.0) + d); coords[i][0] = matrix.get_transformed(coords[i][2]*0.5 + Vector(0.5, 0.5)); coords[i][1] = (coords[i][2] + Vector(1.0, 1.0))*0.5; } Vector aascale = d.one_divide_coords(); gl::Framebuffers::FramebufferLock framebuffer = env().framebuffers.get_framebuffer(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.get_id()); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target->get_id(), 0); glViewport( get_target_rect().minx, get_target_rect().miny, get_target_rect().maxx - get_target_rect().minx, get_target_rect().maxy - get_target_rect().miny ); env().context.check(); glBindTexture(GL_TEXTURE_2D, a->get_id()); glBindSampler(0, env().samplers.get_interpolation(interpolation)); env().context.check(); gl::Buffers::BufferLock buf = env().buffers.get_array_buffer(coords); gl::Buffers::VertexArrayLock va = env().buffers.get_vertex_array(); env().context.check(); glBindVertexArray(va.get_id()); glBindBuffer(GL_ARRAY_BUFFER, buf.get_id()); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glVertexAttribPointer(0, 2, GL_DOUBLE, GL_TRUE, sizeof(coords[0]), (const char*)buf.get_pointer() + 0*sizeof(coords[0][0])); glVertexAttribPointer(1, 2, GL_DOUBLE, GL_TRUE, sizeof(coords[0]), (const char*)buf.get_pointer() + 1*sizeof(coords[0][0])); glVertexAttribPointer(2, 2, GL_DOUBLE, GL_TRUE, sizeof(coords[0]), (const char*)buf.get_pointer() + 2*sizeof(coords[0][0])); glBindBuffer(GL_ARRAY_BUFFER, 0); env().context.check(); env().shaders.antialiased_textured_rect(interpolation, aascale); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); env().context.check(); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindVertexArray(0); env().context.check(); glBindSampler(0, 0); glBindTexture(GL_TEXTURE_2D, 0); env().context.check(); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); env().context.check(); return true; }