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project/fm_viewer/fav/opengl/SubImagesRenderer.cpp
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project/fm_viewer/fav/opengl/SubImagesRenderer.cpp
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/******************************************************************************
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QtAV: Multimedia framework based on Qt and FFmpeg
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Copyright (C) 2012-2017 Wang Bin <wbsecg1@gmail.com>
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* This file is part of QtAV (from 2016)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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******************************************************************************/
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#include "SubImagesRenderer.h"
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#if !(REMOVE_SUBIMAGE_RENDERER)
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#include "SubImagesGeometry.h"
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#include "../GeometryRenderer.h"
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namespace FAV {
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#define GLSL(x) #x "\n"
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static const char kVert[] = GLSL(
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attribute vec4 a_Position;
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attribute vec2 a_TexCoords;
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attribute vec4 a_Color;
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uniform mat4 u_Matrix;
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varying vec2 v_TexCoords;
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varying vec4 v_Color;
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void main() {
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gl_Position = u_Matrix * a_Position;
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v_TexCoords = a_TexCoords;
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v_Color = a_Color;
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});
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static const char kFrag[] = GLSL(
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uniform sampler2D u_Texture;
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varying vec2 v_TexCoords;
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varying vec4 v_Color;
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void main() {
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gl_FragColor.rgb = v_Color.rgb;
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gl_FragColor.a = v_Color.a*texture2D(u_Texture, v_TexCoords).r;
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}
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);
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SubImagesRenderer::SubImagesRenderer()
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: m_geometry(new SubImagesGeometry())
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, m_renderer(new GeometryRenderer())
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, m_tex(0)
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{}
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SubImagesRenderer::~SubImagesRenderer()
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{
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delete m_geometry;
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delete m_renderer;
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}
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void SubImagesRenderer::render(const SubImageSet &ass, const QRect &target, const QMatrix4x4 &transform)
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{
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if (m_geometry->setSubImages(ass) || m_rect != target) {
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m_rect = target;
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if (!m_geometry->generateVertexData(m_rect, true))
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return;
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uploadTexture(m_geometry);
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m_renderer->updateGeometry(m_geometry);
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}
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if (!m_program.isLinked()) {
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m_program.removeAllShaders();
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QByteArray vs(kVert);
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vs.prepend(OpenGLHelper::compatibleShaderHeader(QOpenGLShader::Vertex));
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m_program.addShaderFromSourceCode(QOpenGLShader::Vertex, vs);
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QByteArray fs(kFrag);
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fs.prepend(OpenGLHelper::compatibleShaderHeader(QOpenGLShader::Fragment));
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m_program.addShaderFromSourceCode(QOpenGLShader::Fragment, fs);
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// TODO: foreach geometry.attributes
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m_program.bindAttributeLocation("a_Position", 0);
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m_program.bindAttributeLocation("a_TexCoords", 1);
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m_program.bindAttributeLocation("a_Color", 2);
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if (!m_program.link())
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qWarning() << m_program.log();
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}
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m_program.bind();
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gl().ActiveTexture(GL_TEXTURE0);
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DYGL(glBindTexture(GL_TEXTURE_2D, m_tex));
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m_program.setUniformValue("u_Texture", 0);
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m_program.setUniformValue("u_Matrix", transform*m_mat);
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DYGL(glEnable(GL_BLEND));
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if (m_geometry->images().format() == SubImageSet::ASS)
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gl().BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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else
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gl().BlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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m_renderer->render();
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DYGL(glDisable(GL_BLEND));
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}
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void SubImagesRenderer::setProjectionMatrixToRect(const QRectF &v)
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{
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m_mat.setToIdentity();
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m_mat.ortho(v);
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}
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void SubImagesRenderer::uploadTexture(SubImagesGeometry *g)
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{
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if (!m_tex) {
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DYGL(glGenTextures(1, &m_tex)); //TODO: delete
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}
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GLint internal_fmt;
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GLenum data_type;
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GLenum fmt;
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if (g->images().format() == SubImageSet::ASS)
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OpenGLHelper::videoFormatToGL(VideoFormat(VideoFormat::Format_Y8), &internal_fmt, &fmt, &data_type);
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else //rgb32
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OpenGLHelper::videoFormatToGL(VideoFormat(VideoFormat::Format_ARGB32), &internal_fmt, &fmt, &data_type);
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DYGL(glBindTexture(GL_TEXTURE_2D, m_tex));
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DYGL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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DYGL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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DYGL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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DYGL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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DYGL(glTexImage2D(GL_TEXTURE_2D, 0, internal_fmt, g->width(), g->height(), 0, fmt, data_type, NULL));
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//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (int i = 0; i < g->uploadRects().size(); ++i) {
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const QRect& r = g->uploadRects().at(i);
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const SubImage& sub = g->images().images.at(i);
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DYGL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x(), r.y(), r.width(), r.height(), fmt, data_type, sub.data.constData()));
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}
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//glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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DYGL(glBindTexture(GL_TEXTURE_2D, 0));
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}
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} //namespace FAV
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#endif //#if !(REMOVE_OEPNGL_SHADER)
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