コード例 #1
0
	void update() {
		YUVBuffer yuv;
		// yuv_buffer_try_lock(...) returns false if the last read frame is
		// still up to date, in this case we can simply retender the 
		// last frame without an update
		// We don't need to call unlock unless the lock operation was successfull
		if(!ogg.yuv_buffer_try_lock(&yuv)) return;
		// Create the textures if needed, at this point we 
		// know how big the textures should be.
		// The sample plyer that comes with the official SDK
		// assummes uv_width=y_width/2 , uv_height=y_height/2
		// but I'm not sure whether that is always true
		if(-1==y_tex){
			y_tex = gen_texture(yuv.y_width,yuv.y_height);
			u_tex = gen_texture(yuv.uv_width,yuv.uv_height);
			v_tex = gen_texture(yuv.uv_width,yuv.uv_height);
		}
		int y_offset = ogg.offset_x() + yuv.y_stride * ogg.offset_y();
		int uv_offset = ogg.offset_x()/(yuv.y_width/yuv.uv_width)+
			yuv.uv_stride * ogg.offset_y()/(yuv.y_height/yuv.uv_height);
		update_texture(y_tex,yuv.y+y_offset,yuv.y_width,yuv.y_height,yuv.y_stride);
		update_texture(u_tex,yuv.u+uv_offset,yuv.uv_width,yuv.uv_height,yuv.uv_stride);
		update_texture(v_tex,yuv.v+uv_offset,yuv.uv_width,yuv.uv_height,yuv.uv_stride);
		ogg.yuv_buffer_unlock();
	}
コード例 #2
0
ファイル: energystream.c プロジェクト: Zygo/xscreensaver
static void init_flare_stream (flare_stream *s, int num_flares, float bx, float by, float bz, float speed)
{
  int i;

  s->flares = (Vector *) calloc (num_flares, sizeof (Vector));
  s->num_flares = num_flares;
  s->flare_tex = gen_texture();
  s->speed = speed;

  for (i = 0; i != s->num_flares; i++)
  {
    s->flares[i].x = -800.0f * random() / RAND_MAX - 1150 + bx;
    s->flares[i].y =   10.0f * random() / RAND_MAX -   20 + by;
    s->flares[i].z =   10.0f * random() / RAND_MAX -   20 + bz;
  }
}
コード例 #3
0
bool Texture::load( const std::string& filaname )
{
    Ref ref; // Reference to the Item we'll be working on.

    // We only need to reset if we're referencing a texture.
    if( key.size() ) {
        reset();
    }

    key = filaname;

    ref = get_ref();

    // If this Item already exists, and is loaded, we're all set.
    if( ref != -1u && ref < registery.size() && registery[ref].refCount++ != 0 )
        return true;

    // Otherwise, make it.
    registery.push_back( Item(key,0,1) );
    ref = registery.size() - 1;

    glGenTextures( 1, &registery[ref].glHandle );

    // Use SDL to lead the image for simplicity.
    SDL_Surface* sdlSurface = SDL_LoadBMP( filaname.c_str() ); 
    
    if( sdlSurface ) 
    { 
        gen_texture( registery[ref].glHandle, sdlSurface );

        SDL_FreeSurface( sdlSurface );

        ok = true;
    } 
    else
    {
        ok = false;
    }

    return ok;
}
コード例 #4
0
ファイル: texture_bmp.cpp プロジェクト: ascense/soliddescent
TextureData* load_bmp(const char* path, const TextureFmt* fmt) {
    TextureData* tex;
    SDL_Surface* surf = SDL_LoadBMP(path);

    if (!surf)
        throw Core::SolidDescentException("Could not read texture file");

    // verify that both width & height are powers of 2
    if ((surf->w & (surf->w - 1)) != 0 || (surf->h & (surf->h - 1)) != 0) {
        SDL_FreeSurface(surf);
        throw Core::SolidDescentException("Texture size is not a power of two");
    }

    // verify that the texture is in 24-bpp format
    if (surf->format->BitsPerPixel != 24) {
        SDL_FreeSurface(surf);
        throw Core::SolidDescentException("Texture is of unsupported format");
    }

    GLuint handle = gen_texture(fmt);
    tex = new TextureData(handle, surf->w, surf->h);

    // Annoying surface has a flipped y-axis, so let's flip it again... :|
    int bytes = surf->format->BitsPerPixel / 8;
    char* pixels = new char[surf->w * surf->h * bytes];
    for (int y = 0; y < surf->h; ++y) {
        for (int x = 0; x < surf->w; ++x) {
            for (int i = 0; i < bytes; ++i)
                pixels[(x + (y * surf->w)) * bytes + i] = ((char*) (surf->pixels))[(x + ((surf->h - y - 1) * surf->w)) * bytes + i];
        }
    }

    SDL_FreeSurface(surf);

    glTexImage2D(GL_TEXTURE_2D, 0, fmt->fmt, tex->height, tex->width, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);

    delete [] pixels;

    return tex;
}
コード例 #5
0
ファイル: game.cpp プロジェクト: lightbits/akari
bool load_game(int width, int height)
{
	window_width = width;
	window_height = height;

	if (!shader_default.load_from_file("./default.vs", "./default.fs") ||
		!shader_dither.load_from_file("./dither.vs", "./dither.fs"))
		return false;

	//if (!load_mesh_indexed(mesh_teapot, "../../../resources/models/crytek-sponza/sponza.obj"))
	//	return false;
	if (!load_mesh_indexed(mesh_teapot, "../data/models/teapot.obj"))
		return false;

	uint8 dither_pattern[] = {
		255, 0, 255, 0
	};

	tex_dither = gen_texture(dither_pattern, 2, 2, GL_R8, GL_RED, GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST);

	mesh_quad = Primitive::tex_quad();
	return true;
}
コード例 #6
0
ファイル: glcanvas.cpp プロジェクト: fernandodsl/CSGMod
void GLCanvas::initializeGL()
{
	glewInit();
	//std::cout << this->format().majorVersion() << "." << this->format().minorVersion() <<std::endl;
	//std::cout << glGetString(GL_VERSION)<<std::endl;

	glClearColor(0, 0, 0, 0);

	test_program.addShaderFromSourceFile(QGLShader::Vertex, "C:\\Users\\Fernando\\Desenvolvimento\\CSGMod\\test.vert");
	test_program.addShaderFromSourceFile(QGLShader::Fragment, "C:\\Users\\Fernando\\Desenvolvimento\\CSGMod\\test.frag");

	test_program.bindAttributeLocation( "in_Position", 0 );
	test_program.bindAttributeLocation( "in_Color", 1 );

	test_program.bindAttributeLocation( "scene_data", 2 );


	if ( test_program.link() ) {
		//std::cout << "Binding shader program." << std::endl;
		test_program.bind();
		//std::cout << "in_Position:" << test_program.attributeLocation("in_Position");
		//std::cout << "in_Color:" << test_program.attributeLocation("in_Color");
	} else {
		//std::cout << "Error compiling/linking" << test_program.log().toStdString();
	}



	if ( position_buffer.create() ) {
		//std::cout << "\nCreated position buffer\n";
	}
	if ( position_buffer.bind() ) {
		//std::cout << "\nposition buffer bound\n";
	}

	position_buffer.allocate( in_pos, sizeof(GLfloat)*18 );

	if ( color_buffer.create() ) {
		//std::cout << "\nCreated color_buffer buffer\n";
	}
	if ( color_buffer.bind() ) {
		//std::cout << "\ncolor buffer bound\n";
	}
	color_buffer.allocate( in_col, sizeof(GLfloat)*18 );


	if ( position_buffer.bind() ) {
		//std::cout << "\n2position buffer bound\n";
	}
	test_program.enableAttributeArray(0);
	test_program.setAttributeBuffer(0, GL_FLOAT, 0, 3);

	if ( color_buffer.bind() ) {
		//std::cout << "\n2color buffer bound\n";
	}
	test_program.enableAttributeArray(1);
	test_program.setAttributeBuffer(1, GL_FLOAT, 0, 3);

	GLfloat *temp = (GLfloat *)position_buffer.map (QGLBuffer::ReadWrite);
	for (int i = 0; i < 18; i++ ) {
		//std::cout << "Position " << i << ": " << temp[i] << std::endl;
	}
	position_buffer.unmap();

	GLfloat *temp2 = (GLfloat *)color_buffer.map (QGLBuffer::ReadWrite);
	for (int i = 0; i < 18; i++ ) {
		//std::cout << "Color " << i << ": " << temp2[i] << std::endl;
	}
	color_buffer.unmap();

		test_program.setUniformValue( test_program.uniformLocation("scene_data"), 0);	// Texture Unit 0
	// Stream texture
	gen_texture();
}
コード例 #7
0
ファイル: projectiveplane.c プロジェクト: Ro6afF/XScreenSaver
static void init(ModeInfo *mi)
{
  static const GLfloat light_ambient[]  = { 0.0, 0.0, 0.0, 1.0 };
  static const GLfloat light_diffuse[]  = { 1.0, 1.0, 1.0, 1.0 };
  static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
  static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
  static const GLfloat mat_specular[]   = { 1.0, 1.0, 1.0, 1.0 };
  projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];

  if (walk_speed == 0.0)
    walk_speed = 20.0;

  if (view == VIEW_TURN)
  {
    pp->alpha = frand(360.0);
    pp->beta = frand(360.0);
    pp->delta = frand(360.0);
    pp->zeta = 0.0;
    pp->eta = 0.0;
    pp->theta = 0.0;
  }
  else
  {
    pp->alpha = 0.0;
    pp->beta = 0.0;
    pp->delta = 0.0;
    pp->zeta = 120.0;
    pp->eta = 180.0;
    pp->theta = 90.0;
  }
  pp->umove = frand(2.0*M_PI);
  pp->vmove = frand(2.0*M_PI);
  pp->dumove = 0.0;
  pp->dvmove = 0.0;
  pp->side = 1;
  if (sin(walk_direction*M_PI/180.0) >= 0.0)
    pp->dir = 1;
  else
    pp->dir = -1;

  pp->offset4d[0] = 0.0;
  pp->offset4d[1] = 0.0;
  pp->offset4d[2] = 0.0;
  pp->offset4d[3] = 1.2;
  pp->offset3d[0] = 0.0;
  pp->offset3d[1] = 0.0;
  pp->offset3d[2] = -1.2;
  pp->offset3d[3] = 0.0;

  gen_texture(mi);
  setup_projective_plane(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);

  if (marks)
    glEnable(GL_TEXTURE_2D);
  else
    glDisable(GL_TEXTURE_2D);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  if (projection_3d == DISP_3D_PERSPECTIVE ||
      view == VIEW_WALK || view == VIEW_WALKTURN)
  {
    if (view == VIEW_WALK || view == VIEW_WALKTURN)
      gluPerspective(60.0,1.0,0.01,10.0);
    else
      gluPerspective(60.0,1.0,0.1,10.0);
  }
  else
  {
    glOrtho(-0.6,0.6,-0.6,0.6,0.1,10.0);
  }
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
  if (display_mode == DISP_WIREFRAME)
    display_mode = DISP_SURFACE;
# endif

  if (display_mode == DISP_SURFACE)
  {
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glShadeModel(GL_SMOOTH);
    glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
    glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
    glDepthMask(GL_TRUE);
    glDisable(GL_BLEND);
  }
  else if (display_mode == DISP_TRANSPARENT)
  {
    glDisable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
    glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  }
  else  /* display_mode == DISP_WIREFRAME */
  {
    glDisable(GL_DEPTH_TEST);
    glShadeModel(GL_FLAT);
    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
    glDisable(GL_LIGHTING);
    glDisable(GL_LIGHT0);
    glDisable(GL_BLEND);
  }
}