gl_common: add vertex shader
Also use an attribute for the texture coordinates. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -259,7 +259,8 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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GLint vy[] = {vy1, vy1, vy2, vy2};
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for (int i = 0; i < 4; i++) {
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glTexCoord2f(texture_x[i], texture_y[i]);
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glVertexAttrib2f(gd->win_shader.in_texcoord, texture_x[i],
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texture_y[i]);
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glVertex3i(vx[i], vy[i], 0);
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}
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}
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@ -386,7 +387,7 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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GLint vy[] = {vy1, vy1, vy2, vy2};
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for (int k = 0; k < 4; k++) {
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glTexCoord2f(texture_x[k], texture_y[k]);
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glVertexAttrib2f(p->in_texcoord, texture_x[k], texture_y[k]);
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glVertex3i(vx[k], vy[k], 0);
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}
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}
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@ -418,6 +419,19 @@ static GLint glGetUniformLocationChecked(GLuint p, const char *name) {
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return ret;
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}
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// clang-format off
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const char *vertex_shader = GLSL(130,
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uniform mat4 projection;
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in vec2 in_texcoord;
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out vec2 texcoord;
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void main() {
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gl_Position = projection * gl_Vertex;
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texcoord = in_texcoord;
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}
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);
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// clang-format on
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/**
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* Load a GLSL main program from shader strings.
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*/
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@ -435,6 +449,7 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
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ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color");
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ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
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ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
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ret->in_texcoord = glGetAttribLocation(ret->prog, "in_texcoord");
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gl_check_err();
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@ -446,15 +461,13 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
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*/
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void gl_resize(struct gl_data *gd, int width, int height) {
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, width, 0, height, -1000.0, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gd->height = height;
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gd->width = width;
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// Note: OpenGL matrices are column major
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GLfloat projection_matrix[4][4] = {
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{2.0 / width, 0, 0, 0}, {0, 2.0 / height, 0, 0}, {0, 0, 0, 0}, {-1, -1, 0, 1}};
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if (gd->npasses > 0) {
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// Resize the temporary textures used for blur
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
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@ -465,7 +478,22 @@ void gl_resize(struct gl_data *gd, int width, int height) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gd->width, gd->height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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// Update projection matrices in the blur shaders
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for (int i = 0; i < gd->npasses; i++) {
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assert(gd->blur_shader[i].prog);
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glUseProgram(gd->blur_shader[i].prog);
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int pml = glGetUniformLocationChecked(gd->blur_shader[i].prog,
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"projection");
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glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
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}
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}
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// Update projection matrix in the win shader
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glUseProgram(gd->win_shader.prog);
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int pml = glGetUniformLocationChecked(gd->win_shader.prog, "projection");
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glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
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gl_check_err();
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}
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void gl_fill(backend_t *base, double r, double g, double b, double a, const region_t *clip) {
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@ -503,6 +531,7 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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uniform float offset_y;
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uniform sampler2D tex_scr;
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uniform float opacity;
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in vec2 texcoord;
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out vec4 out_color;
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void main() {
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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@ -512,8 +541,8 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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);
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static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
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sum += float(%.7g) *
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texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d),
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gl_TexCoord[0].y + offset_y * float(%d)));
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texture2D(tex_scr, vec2(texcoord.x + offset_x * float(%d),
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texcoord.y + offset_y * float(%d)));
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);
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// clang-format on
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@ -562,7 +591,7 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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free(shader_body);
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// Build program
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pass->prog = gl_create_program_from_str(NULL, shader_str);
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pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
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free(shader_str);
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if (!pass->prog) {
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log_error("Failed to create GLSL program.");
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@ -576,6 +605,7 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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pass->unifm_offset_y =
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glGetUniformLocationChecked(pass->prog, "offset_y");
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pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
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pass->in_texcoord = glGetAttribLocation(pass->prog, "in_texcoord");
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}
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free(extension);
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@ -611,14 +641,15 @@ err:
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}
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// clang-format off
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const char *win_shader_glsl = GLSL(110,
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const char *win_shader_glsl = GLSL(130,
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uniform float opacity;
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uniform float dim;
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uniform bool invert_color;
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in vec2 texcoord;
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uniform sampler2D tex;
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void main() {
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vec4 c = texture2D(tex, gl_TexCoord[0].xy);
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vec4 c = texture2D(tex, texcoord.xy);
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if (invert_color) {
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c = vec4(c.aaa - c.rgb, c.a);
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}
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@ -652,7 +683,7 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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gd->npasses = 0;
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gl_win_shader_from_string(NULL, win_shader_glsl, &gd->win_shader);
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gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader);
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if (!gl_init_blur(gd, ps->o.blur_kerns)) {
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return false;
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}
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@ -21,6 +21,7 @@ typedef struct {
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GLint unifm_invert_color;
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GLint unifm_tex;
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GLint unifm_dim;
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GLint in_texcoord;
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} gl_win_shader_t;
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// Program and uniforms for blur shader
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@ -29,6 +30,7 @@ typedef struct {
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GLint unifm_offset_x;
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GLint unifm_offset_y;
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GLint unifm_opacity;
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GLint in_texcoord;
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} gl_blur_shader_t;
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/// @brief Wrapper of a binded GLX texture.
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