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mythrender_opengl2.cpp
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mythrender_opengl2.cpp
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#include "math.h"
#include "mythrender_opengl2.h"
#define LOC QString("OpenGL2: ")
#define LOC_ERR QString("OpenGL2 Error: ")
#define VERTEX_INDEX 0
#define COLOR_INDEX 1
#define TEXTURE_INDEX 2
#define VERTEX_SIZE 2
#define TEXTURE_SIZE 2
static const GLuint kVertexOffset = 0;
static const GLuint kTextureOffset = 8 * sizeof(GLfloat);
static const GLuint kVertexSize = 16 * sizeof(GLfloat);
static const QString kDefaultVertexShader =
"GLSL_DEFINES"
"attribute vec2 a_position;\n"
"attribute vec4 a_color;\n"
"attribute vec2 a_texcoord0;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord0;\n"
"uniform mat4 u_projection;\n"
"void main() {\n"
" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n"
" v_texcoord0 = a_texcoord0;\n"
" v_color = a_color;\n"
"}\n";
static const QString kDefaultFragmentShader =
"GLSL_DEFINES"
"uniform GLSL_SAMPLER s_texture0;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord0;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = GLSL_TEXTURE(s_texture0, v_texcoord0) * v_color;\n"
"}\n";
static const QString kSimpleVertexShader =
"GLSL_DEFINES"
"attribute vec2 a_position;\n"
"attribute vec4 a_color;\n"
"varying vec4 v_color;\n"
"uniform mat4 u_projection;\n"
"void main() {\n"
" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n"
" v_color = a_color;\n"
"}\n";
static const QString kSimpleFragmentShader =
"GLSL_DEFINES"
"varying vec4 v_color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = v_color;\n"
"}\n";
static const QString kDrawVertexShader =
"GLSL_DEFINES"
"attribute vec2 a_position;\n"
"attribute vec4 a_color;\n"
"varying vec4 v_color;\n"
"varying vec2 v_position;\n"
"uniform mat4 u_projection;\n"
"void main() {\n"
" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n"
" v_color = a_color;\n"
" v_position = a_position;\n"
"}\n";
static const QString kCircleFragmentShader =
"GLSL_DEFINES"
"varying vec4 v_color;\n"
"varying vec2 v_position;\n"
"uniform mat4 u_parameters;\n"
"void main(void)\n"
"{\n"
" float dis = distance(v_position.xy, u_parameters[0].xy);\n"
" float mult = smoothstep(u_parameters[0].z, u_parameters[0].w, dis);\n"
" gl_FragColor = v_color * vec4(1.0, 1.0, 1.0, mult);\n"
"}\n";
static const QString kCircleEdgeFragmentShader =
"GLSL_DEFINES"
"varying vec4 v_color;\n"
"varying vec2 v_position;\n"
"uniform mat4 u_parameters;\n"
"void main(void)\n"
"{\n"
" float dis = distance(v_position.xy, u_parameters[0].xy);\n"
" float rad = u_parameters[0].z;\n"
" float wid = u_parameters[0].w;\n"
" float mult = smoothstep(rad + wid, rad + (wid - 1.0), dis) * smoothstep(rad - (wid + 1.0), rad - wid, dis);\n"
" gl_FragColor = v_color * vec4(1.0, 1.0, 1.0, mult);\n"
"}\n";
static const QString kVertLineFragmentShader =
"GLSL_DEFINES"
"varying vec4 v_color;\n"
"varying vec2 v_position;\n"
"uniform mat4 u_parameters;\n"
"void main(void)\n"
"{\n"
" float dis = abs(u_parameters[0].x - v_position.x);\n"
" float y = u_parameters[0].y * 2.0;\n"
" float mult = smoothstep(y, y - 0.1, dis) * smoothstep(-0.1, 0.0, dis);\n"
" gl_FragColor = v_color * vec4(1.0, 1.0, 1.0, mult);\n"
"}\n";
static const QString kHorizLineFragmentShader =
"GLSL_DEFINES"
"varying vec4 v_color;\n"
"varying vec2 v_position;\n"
"uniform mat4 u_parameters;\n"
"void main(void)\n"
"{\n"
" float dis = abs(u_parameters[0].x - v_position.y);\n"
" float x = u_parameters[0].y * 2.0;\n"
" float mult = smoothstep(x, x - 0.1, dis) * smoothstep(-0.1, 0.0, dis);\n"
" gl_FragColor = v_color * vec4(1.0, 1.0, 1.0, mult);\n"
"}\n";
class MythGLShaderObject
{
public:
MythGLShaderObject(uint vert, uint frag)
: m_vertex_shader(vert), m_fragment_shader(frag) { }
MythGLShaderObject()
: m_vertex_shader(0), m_fragment_shader(0) { }
GLuint m_vertex_shader;
GLuint m_fragment_shader;
};
MythRenderOpenGL2::MythRenderOpenGL2(const QGLFormat& format, QPaintDevice* device)
: MythRenderOpenGL(format, device)
{
ResetVars();
ResetProcs();
}
MythRenderOpenGL2::MythRenderOpenGL2(const QGLFormat& format)
: MythRenderOpenGL(format)
{
ResetVars();
ResetProcs();
}
MythRenderOpenGL2::~MythRenderOpenGL2()
{
if (!isValid())
return;
makeCurrent();
DeleteOpenGLResources();
doneCurrent();
}
void MythRenderOpenGL2::Init2DState(void)
{
MythRenderOpenGL::Init2DState();
}
void MythRenderOpenGL2::ResetVars(void)
{
MythRenderOpenGL::ResetVars();
memset(m_projection, 0, sizeof(m_projection));
memset(m_scale, 0, sizeof(m_scale));
memset(m_rotate, 0, sizeof(m_rotate));
memset(m_parameters, 0, sizeof(m_parameters));
memset(m_shaders, 0, sizeof(m_shaders));
m_active_obj = 0;
}
void MythRenderOpenGL2::ResetProcs(void)
{
MythRenderOpenGL::ResetProcs();
m_glCreateShader = NULL;
m_glShaderSource = NULL;
m_glCompileShader = NULL;
m_glGetShaderiv = NULL;
m_glGetShaderInfoLog = NULL;
m_glDeleteShader = NULL;
m_glCreateProgram = NULL;
m_glAttachShader = NULL;
m_glLinkProgram = NULL;
m_glUseProgram = NULL;
m_glGetProgramInfoLog = NULL;
m_glGetProgramiv = NULL;
m_glDetachShader = NULL;
m_glDeleteShader = NULL;
m_glGetUniformLocation = NULL;
m_glUniform4f = NULL;
m_glUniformMatrix4fv = NULL;
m_glVertexAttribPointer = NULL;
m_glEnableVertexAttribArray = NULL;
m_glDisableVertexAttribArray = NULL;
m_glBindAttribLocation = NULL;
m_glVertexAttrib4f = NULL;
}
bool MythRenderOpenGL2::InitFeatures(void)
{
m_exts_supported = kGLFeatNone;
static bool glslshaders = true;
static bool check = true;
if (check)
{
check = false;
glslshaders = !getenv("OPENGL_NOGLSL");
if (!glslshaders)
VERBOSE(VB_GENERAL, LOC + "Disabling GLSL.");
}
// These should all be present for a valid OpenGL2.0/ES installation
if (m_glShaderSource && m_glCreateShader &&
m_glCompileShader && m_glGetShaderiv &&
m_glGetShaderInfoLog && m_glDeleteShader &&
m_glCreateProgram &&
m_glAttachShader && m_glLinkProgram &&
m_glUseProgram && m_glGetProgramInfoLog &&
m_glDetachShader && m_glGetProgramiv &&
m_glDeleteShader && m_glGetUniformLocation &&
m_glUniform4f && m_glUniformMatrix4fv &&
m_glVertexAttribPointer &&
m_glEnableVertexAttribArray &&
m_glDisableVertexAttribArray &&
m_glBindAttribLocation &&
m_glVertexAttrib4f && glslshaders)
{
VERBOSE(VB_GENERAL, LOC + QString("GLSL supported"));
m_exts_supported += kGLSL;
}
MythRenderOpenGL::InitFeatures();
// After rect texture support
if (m_exts_supported & kGLSL)
{
DeleteDefaultShaders();
CreateDefaultShaders();
}
return true;
}
void MythRenderOpenGL2::InitProcs(void)
{
MythRenderOpenGL::InitProcs();
m_qualifiers = QString();
m_glCreateShader = (MYTH_GLCREATESHADERPROC)
GetProcAddress("glCreateShader");
m_glShaderSource = (MYTH_GLSHADERSOURCEPROC)
GetProcAddress("glShaderSource");
m_glCompileShader = (MYTH_GLCOMPILESHADERPROC)
GetProcAddress("glCompileShader");
m_glGetShaderiv = (MYTH_GLGETSHADERIVPROC)
GetProcAddress("glGetShaderiv");
m_glGetShaderInfoLog = (MYTH_GLGETSHADERINFOLOGPROC)
GetProcAddress("glGetShaderInfoLog");
m_glDeleteProgram = (MYTH_GLDELETEPROGRAMPROC)
GetProcAddress("glDeleteProgram");
m_glCreateProgram = (MYTH_GLCREATEPROGRAMPROC)
GetProcAddress("glCreateProgram");
m_glAttachShader = (MYTH_GLATTACHSHADERPROC)
GetProcAddress("glAttachShader");
m_glLinkProgram = (MYTH_GLLINKPROGRAMPROC)
GetProcAddress("glLinkProgram");
m_glUseProgram = (MYTH_GLUSEPROGRAMPROC)
GetProcAddress("glUseProgram");
m_glGetProgramInfoLog = (MYTH_GLGETPROGRAMINFOLOGPROC)
GetProcAddress("glGetProgramInfoLog");
m_glGetProgramiv = (MYTH_GLGETPROGRAMIVPROC)
GetProcAddress("glGetProgramiv");
m_glDetachShader = (MYTH_GLDETACHSHADERPROC)
GetProcAddress("glDetachShader");
m_glDeleteShader = (MYTH_GLDELETESHADERPROC)
GetProcAddress("glDeleteShader");
m_glGetUniformLocation = (MYTH_GLGETUNIFORMLOCATIONPROC)
GetProcAddress("glGetUniformLocation");
m_glUniform4f = (MYTH_GLUNIFORM4FPROC)
GetProcAddress("glUniform4f");
m_glUniformMatrix4fv = (MYTH_GLUNIFORMMATRIX4FVPROC)
GetProcAddress("glUniformMatrix4fv");
m_glVertexAttribPointer = (MYTH_GLVERTEXATTRIBPOINTERPROC)
GetProcAddress("glVertexAttribPointer");
m_glEnableVertexAttribArray = (MYTH_GLENABLEVERTEXATTRIBARRAYPROC)
GetProcAddress("glEnableVertexAttribArray");
m_glDisableVertexAttribArray = (MYTH_GLDISABLEVERTEXATTRIBARRAYPROC)
GetProcAddress("glDisableVertexAttribArray");
m_glBindAttribLocation = (MYTH_GLBINDATTRIBLOCATIONPROC)
GetProcAddress("glBindAttribLocation");
m_glVertexAttrib4f = (MYTH_GLVERTEXATTRIB4FPROC)
GetProcAddress("glVertexAttrib4f");
}
uint MythRenderOpenGL2::CreateShaderObject(const QString &vertex,
const QString &fragment)
{
if (!(m_exts_supported & kGLSL))
return 0;
OpenGLLocker locker(this);
uint result = 0;
QString vert_shader = vertex.isEmpty() ? kDefaultVertexShader : vertex;
QString frag_shader = fragment.isEmpty() ? kDefaultFragmentShader: fragment;
vert_shader.detach();
frag_shader.detach();
OptimiseShaderSource(vert_shader);
OptimiseShaderSource(frag_shader);
result = m_glCreateProgram();
if (!result)
return 0;
MythGLShaderObject object(CreateShader(GL_VERTEX_SHADER, vert_shader),
CreateShader(GL_FRAGMENT_SHADER, frag_shader));
m_shader_objects.insert(result, object);
if (!ValidateShaderObject(result))
{
DeleteShaderObject(result);
return 0;
}
return result;
}
void MythRenderOpenGL2::DeleteShaderObject(uint obj)
{
if (!m_shader_objects.contains(obj))
return;
makeCurrent();
GLuint vertex = m_shader_objects[obj].m_vertex_shader;
GLuint fragment = m_shader_objects[obj].m_fragment_shader;
m_glDetachShader(obj, vertex);
m_glDetachShader(obj, fragment);
m_glDeleteShader(vertex);
m_glDeleteShader(fragment);
m_glDeleteProgram(obj);
m_shader_objects.remove(obj);
Flush(true);
doneCurrent();
}
void MythRenderOpenGL2::EnableShaderObject(uint obj)
{
if (obj == m_active_obj)
return;
if (!obj && m_active_obj)
{
makeCurrent();
m_glUseProgram(0);
m_active_obj = 0;
doneCurrent();
return;
}
if (!m_shader_objects.contains(obj))
return;
makeCurrent();
m_glUseProgram(obj);
m_active_obj = obj;
doneCurrent();
}
void MythRenderOpenGL2::SetShaderParams(uint obj, void* vals,
const char* uniform)
{
makeCurrent();
const float *v = (float*)vals;
EnableShaderObject(obj);
GLint loc = m_glGetUniformLocation(obj, uniform);
m_glUniformMatrix4fv(loc, 1, GL_FALSE, v);
doneCurrent();
}
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");
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);
}
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");
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);
}
void MythRenderOpenGL2::DrawRectPriv(const QRect &area, const QBrush &fillBrush,
const QPen &linePen, int alpha)
{
DrawRoundRectPriv(area, 1, fillBrush, linePen, alpha);
}
void MythRenderOpenGL2::DrawRoundRectPriv(const QRect &area, int cornerRadius,
const QBrush &fillBrush,
const QPen &linePen, int alpha)
{
int rad = cornerRadius;
int dia = rad * 2;
QRect tl(area.left(), area.top(), rad, rad);
QRect tr(area.left() + area.width() - rad, area.top(), rad, rad);
QRect bl(area.left(), area.top() + area.height() - rad, rad, rad);
QRect br(area.left() + area.width() - rad, area.top() + area.height() - rad, rad, rad);
SetBlend(true);
DisableTextures();
m_glEnableVertexAttribArray(VERTEX_INDEX);
if (fillBrush.style() != Qt::NoBrush)
{
// Get the shaders
int elip = m_shaders[kShaderCircle];
int fill = m_shaders[kShaderSimple];
// Set the fill color
m_glVertexAttrib4f(COLOR_INDEX,
fillBrush.color().red() / 255.0,
fillBrush.color().green() / 255.0,
fillBrush.color().blue() / 255.0,
(fillBrush.color().alpha() / 255.0) * (alpha / 255.0));
// Set the radius
m_parameters[0][2] = rad;
m_parameters[0][3] = rad - 1.0;
// Enable the Circle shader
SetShaderParams(elip, &m_projection[0][0], "u_projection");
// Draw the top left segment
m_parameters[0][0] = tl.left() + rad;
m_parameters[0][1] = tl.top() + rad;
SetShaderParams(elip, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, tl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the top right segment
m_parameters[0][0] = tr.left();
m_parameters[0][1] = tr.top() + rad;
SetShaderParams(elip, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, tr);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the bottom left segment
m_parameters[0][0] = bl.left() + rad;
m_parameters[0][1] = bl.top();
SetShaderParams(elip, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, bl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the bottom right segment
m_parameters[0][0] = br.left();
m_parameters[0][1] = br.top();
SetShaderParams(elip, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, br);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Fill the remaining areas
QRect main(area.left() + rad, area.top(), area.width() - dia, area.height());
QRect left(area.left(), area.top() + rad, rad, area.height() - dia);
QRect right(area.left() + area.width() - rad, area.top() + rad, rad, area.height() - dia);
EnableShaderObject(fill);
SetShaderParams(fill, &m_projection[0][0], "u_projection");
GetCachedVBO(GL_TRIANGLE_STRIP, main);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GetCachedVBO(GL_TRIANGLE_STRIP, left);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GetCachedVBO(GL_TRIANGLE_STRIP, right);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (linePen.style() != Qt::NoPen)
{
// Get the shaders
int edge = m_shaders[kShaderCircleEdge];
int vline = m_shaders[kShaderVertLine];
int hline = m_shaders[kShaderHorizLine];
// Set the line color
m_glVertexAttrib4f(COLOR_INDEX,
linePen.color().red() / 255.0,
linePen.color().green() / 255.0,
linePen.color().blue() / 255.0,
(linePen.color().alpha() / 255.0) * (alpha / 255.0));
// Set the radius and width
m_parameters[0][2] = rad - linePen.width() / 2.0 + 0.5;
m_parameters[0][3] = linePen.width() / 2.0 + 0.25;
// Enable the edge shader
SetShaderParams(edge, &m_projection[0][0], "u_projection");
// Draw the top left edge segment
m_parameters[0][0] = tl.left() + rad;
m_parameters[0][1] = tl.top() + rad;
SetShaderParams(edge, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, tl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the top right edge segment
m_parameters[0][0] = tr.left();
m_parameters[0][1] = tr.top() + rad;
SetShaderParams(edge, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, tr);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the bottom left edge segment
m_parameters[0][0] = bl.left() + rad;
m_parameters[0][1] = bl.top();
SetShaderParams(edge, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, bl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the bottom right edge segment
m_parameters[0][0] = br.left();
m_parameters[0][1] = br.top();
SetShaderParams(edge, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, br);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Vertical lines
SetShaderParams(vline, &m_projection[0][0], "u_projection");
m_parameters[0][1] = linePen.width() / 2.0;
QRect vl(area.left(), area.top() + rad,
linePen.width(), area.height() - dia);
// Draw the left line segment
m_parameters[0][0] = vl.left() + linePen.width();
SetShaderParams(vline, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, vl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the right line segment
vl.translate(area.width() - linePen.width(), 0);
m_parameters[0][0] = vl.left();
SetShaderParams(vline, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, vl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Horizontal lines
SetShaderParams(hline, &m_projection[0][0], "u_projection");
QRect hl(area.left() + rad, area.top(),
area.width() - dia, linePen.width());
// Draw the top line segment
m_parameters[0][0] = hl.top() + linePen.width();
SetShaderParams(hline, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, hl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw the bottom line segment
hl.translate(0, area.height() - linePen.width());
m_parameters[0][0] = hl.top();
SetShaderParams(hline, &m_parameters[0][0], "u_parameters");
GetCachedVBO(GL_TRIANGLE_STRIP, hl);
m_glVertexAttribPointer(VERTEX_INDEX, VERTEX_SIZE, GL_FLOAT, GL_FALSE,
VERTEX_SIZE * sizeof(GLfloat),
(const void *) kVertexOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_glBindBuffer(GL_ARRAY_BUFFER, 0);
}
m_glDisableVertexAttribArray(VERTEX_INDEX);
}
void MythRenderOpenGL2::CreateDefaultShaders(void)
{
m_shaders[kShaderSimple] = CreateShaderObject(kSimpleVertexShader,
kSimpleFragmentShader);
m_shaders[kShaderDefault] = CreateShaderObject(kDefaultVertexShader,
kDefaultFragmentShader);
m_shaders[kShaderCircle] = CreateShaderObject(kDrawVertexShader,
kCircleFragmentShader);
m_shaders[kShaderCircleEdge] = CreateShaderObject(kDrawVertexShader,
kCircleEdgeFragmentShader);
m_shaders[kShaderVertLine] = CreateShaderObject(kDrawVertexShader,
kVertLineFragmentShader);
m_shaders[kShaderHorizLine] = CreateShaderObject(kDrawVertexShader,
kHorizLineFragmentShader);
}
void MythRenderOpenGL2::DeleteDefaultShaders(void)
{
for (int i = 0; i < kShaderCount; i++)
{
DeleteShaderObject(m_shaders[i]);
m_shaders[i] = 0;
}
}
uint MythRenderOpenGL2::CreateShader(int type, const QString &source)
{
uint result = m_glCreateShader(type);
QByteArray src = source.toAscii();
const char* tmp[1] = { src.constData() };
m_glShaderSource(result, 1, tmp, NULL);
m_glCompileShader(result);
GLint compiled;
m_glGetShaderiv(result, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint length = 0;
m_glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
char *log = (char*)malloc(sizeof(char) * length);
m_glGetShaderInfoLog(result, length, NULL, log);
VERBOSE(VB_IMPORTANT, LOC_ERR + "Failed to compile shader.");
VERBOSE(VB_IMPORTANT, log);
VERBOSE(VB_IMPORTANT, source);
free(log);
}
m_glDeleteShader(result);
result = 0;
}
return result;
}
bool MythRenderOpenGL2::ValidateShaderObject(uint obj)
{
if (!m_shader_objects.contains(obj))
return false;
if (!m_shader_objects[obj].m_fragment_shader ||
!m_shader_objects[obj].m_vertex_shader)
return false;
m_glAttachShader(obj, m_shader_objects[obj].m_fragment_shader);
m_glAttachShader(obj, m_shader_objects[obj].m_vertex_shader);
m_glBindAttribLocation(obj, VERTEX_INDEX, "a_position");
m_glBindAttribLocation(obj, COLOR_INDEX, "a_color");
m_glBindAttribLocation(obj, TEXTURE_INDEX, "a_texcoord0");
m_glLinkProgram(obj);
return CheckObjectStatus(obj);
}
bool MythRenderOpenGL2::CheckObjectStatus(uint obj)
{
int ok;
m_glGetProgramiv(obj, GL_OBJECT_LINK_STATUS, &ok);
if (ok > 0)
return true;
VERBOSE(VB_IMPORTANT, LOC_ERR + QString("Failed to link shader object."));
int infologLength = 0;
int charsWritten = 0;
char *infoLog;
m_glGetProgramiv(obj, GL_OBJECT_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0)
{
infoLog = (char *)malloc(infologLength);
m_glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
VERBOSE(VB_IMPORTANT, QString("\n\n%1").arg(infoLog));
free(infoLog);
}
return false;
}
void MythRenderOpenGL2::OptimiseShaderSource(QString &source)
{
QString version = "#version 100\n";
QString extensions = "";
QString sampler = "sampler2D";
QString texture = "texture2D";
if ((m_exts_used & kGLExtRect) && source.contains("GLSL_SAMPLER"))
{
extensions += "#extension GL_ARB_texture_rectangle : enable\n";
sampler += "Rect";
texture += "Rect";
}
source.replace("GLSL_SAMPLER", sampler);
source.replace("GLSL_TEXTURE", texture);
source.replace("GLSL_DEFINES", version + extensions + m_qualifiers);
VERBOSE(VB_EXTRA, "\n" + source);
}
void MythRenderOpenGL2::DeleteOpenGLResources(void)
{
VERBOSE(VB_GENERAL, LOC + "Deleting OpenGL Resources");
DeleteDefaultShaders();
DeleteShaders();
MythRenderOpenGL::DeleteOpenGLResources();
}
void MythRenderOpenGL2::SetMatrixView(void)
{
float left = m_viewport.left();
float top = m_viewport.top();
float right = m_viewport.left() + m_viewport.width();
float bottom = m_viewport.top() + m_viewport.height();
memset(m_projection, 0, sizeof(m_projection));
if (right <= 0 || bottom <= 0)
return;
m_projection[0][0] = 2.0 / (right - left);
m_projection[1][1] = 2.0 / (top - bottom);
m_projection[2][2] = 1.0;
m_projection[3][0] = -((right + left) / (right - left));
m_projection[3][1] = -((top + bottom) / (top - bottom));
m_projection[3][3] = 1.0;
}
void MythRenderOpenGL2::SetRotation(int degrees)
{
float rotation = degrees * (M_PI / 180.0);
m_rotate[0][0] = m_rotate[1][1] = cos(rotation);
m_rotate[1][0] = sin(rotation);
m_rotate[0][1] = -m_rotate[1][0];
m_rotate[2][2] = m_rotate[3][3] = 1.0;
}
void MythRenderOpenGL2::SetScaling(int horizontal, int vertical)
{
m_scale[0][0] = horizontal / 100.0;
m_scale[1][1] = vertical / 100.0;
m_scale[2][2] = m_scale[3][3] = 1.0;
}
void MythRenderOpenGL2::DeleteShaders(void)
{
QHash<GLuint, MythGLShaderObject>::iterator it;
for (it = m_shader_objects.begin(); it != m_shader_objects.end(); ++it)
{
GLuint object = it.key();
GLuint vertex = it.value().m_vertex_shader;
GLuint fragment = it.value().m_fragment_shader;
m_glDetachShader(object, vertex);
m_glDetachShader(object, fragment);
m_glDeleteShader(vertex);
m_glDeleteShader(fragment);
m_glDeleteProgram(object);
}
m_shader_objects.clear();
Flush(true);
}