コード例 #1
0
ファイル: mythrender_opengl2.cpp プロジェクト: mikkle/mythtv
void MythRenderOpenGL2::DrawBitmapPriv(uint *textures, uint texture_count,
                                       const QRectF *src, const QRectF *dst,
                                       uint prog)
{
    if (prog && !m_shader_objects.contains(prog))
        prog = 0;
    if (prog == 0)
        prog = m_shaders[kShaderDefault];

    uint first = textures[0];

    EnableShaderObject(prog);
    SetShaderParams(prog, &m_projection[0][0], "u_projection");
    SetShaderParams(prog, &m_transforms.top().m[0][0], "u_transform");
    SetBlend(false);

    EnableTextures(first);
    uint active_tex = 0;
    for (uint i = 0; i < texture_count; i++)
    {
        if (m_textures.contains(textures[i]))
        {
            ActiveTexture(GL_TEXTURE0 + active_tex++);
            glBindTexture(m_textures[textures[i]].m_type, textures[i]);
        }
    }

    m_glBindBuffer(GL_ARRAY_BUFFER, m_textures[first].m_vbo);
    UpdateTextureVertices(first, src, dst);
    m_glBufferData(GL_ARRAY_BUFFER, kVertexSize, NULL, GL_STREAM_DRAW);
    void* target = m_glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
    if (target)
        memcpy(target, m_textures[first].m_vertex_data, kVertexSize);
    m_glUnmapBuffer(GL_ARRAY_BUFFER);

    m_glEnableVertexAttribArray(VERTEX_INDEX);
    m_glEnableVertexAttribArray(TEXTURE_INDEX);

    m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
                            VERTEX_SIZE * sizeof(GLfloat),
                            (const void *) kVertexOffset);
    m_glVertexAttrib4f(COLOR_INDEX, 1.0, 1.0, 1.0, 1.0);
    m_glVertexAttribPointer(TEXTURE_INDEX, TEXTURE_SIZE, GL_FLOAT, GL_FALSE,
                            TEXTURE_SIZE * sizeof(GLfloat),
                            (const void *) kTextureOffset);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    m_glDisableVertexAttribArray(TEXTURE_INDEX);
    m_glDisableVertexAttribArray(VERTEX_INDEX);
    m_glBindBuffer(GL_ARRAY_BUFFER, 0);
}
コード例 #2
0
void* UIOpenGLTextures::GetTextureBuffer(GLTexture *Texture)
{
    if (!Texture)
        return NULL;

    glBindTexture(Texture->m_type, Texture->m_val);

    if (Texture->m_pbo)
    {
        m_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Texture->m_pbo);
        m_glBufferData(GL_PIXEL_UNPACK_BUFFER, Texture->m_dataSize,
                       NULL, GL_STREAM_DRAW);
        return m_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
    }

    return NULL;
}
コード例 #3
0
ファイル: mythrender_opengl2.cpp プロジェクト: mikkle/mythtv
void MythRenderOpenGL2::DrawBitmapPriv(uint tex, const QRect *src,
                                       const QRect *dst, uint prog, int alpha,
                                       int red, int green, int blue)
{
    if (prog && !m_shader_objects.contains(prog))
        prog = 0;
    if (prog == 0)
        prog = m_shaders[kShaderDefault];

    EnableShaderObject(prog);
    SetShaderParams(prog, &m_projection[0][0], "u_projection");
    SetShaderParams(prog, &m_transforms.top().m[0][0], "u_transform");
    SetBlend(true);

    EnableTextures(tex);
    glBindTexture(m_textures[tex].m_type, tex);

    m_glBindBuffer(GL_ARRAY_BUFFER, m_textures[tex].m_vbo);
    UpdateTextureVertices(tex, src, dst);
    m_glBufferData(GL_ARRAY_BUFFER, kVertexSize, NULL, GL_STREAM_DRAW);
    void* target = m_glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
    if (target)
        memcpy(target, m_textures[tex].m_vertex_data, kVertexSize);
    m_glUnmapBuffer(GL_ARRAY_BUFFER);

    m_glEnableVertexAttribArray(VERTEX_INDEX);
    m_glEnableVertexAttribArray(TEXTURE_INDEX);

    m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
                            VERTEX_SIZE * sizeof(GLfloat),
                            (const void *) kVertexOffset);
    m_glVertexAttrib4f(COLOR_INDEX, red / 255.0, green / 255.0, blue / 255.0, alpha / 255.0);
    m_glVertexAttribPointer(TEXTURE_INDEX, TEXTURE_SIZE, GL_FLOAT, GL_FALSE,
                            TEXTURE_SIZE * sizeof(GLfloat),
                            (const void *) kTextureOffset);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    m_glDisableVertexAttribArray(TEXTURE_INDEX);
    m_glDisableVertexAttribArray(VERTEX_INDEX);
    m_glBindBuffer(GL_ARRAY_BUFFER, 0);
}