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Added setup of the source vertex array.
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@ -140,6 +140,8 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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if(!composite_input_shader_program && !rgb_shader_program)
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{
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prepare_composite_input_shader();
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prepare_source_vertex_array();
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prepare_rgb_output_shader();
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prepare_output_vertex_array();
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@ -319,7 +321,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
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"void main(void)"
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"{"
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"ivec2 textureSize = textureSize(texID, 0);"
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"inputPositionVarying = vec2(inputPositionVarying.x / textureSize.x, (inputPositionVarying.y + 0.5) / textureSize.y);"
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"inputPositionVarying = vec2(inputPosition.x / textureSize.x, (inputPosition.y + 0.5) / textureSize.y);"
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"gl_Position = vec4(outputPosition / outputTextureSize, 0.0, 1.0);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAndAmplitude.x) * 2.0 * 3.141592654;"
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@ -486,6 +488,30 @@ void OpenGLOutputBuilder::prepare_composite_input_shader()
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free(fragment_shader);
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}
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void OpenGLOutputBuilder::prepare_source_vertex_array()
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{
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if(composite_input_shader_program)
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{
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GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition");
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GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition");
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GLint phaseAndAmplitudeAttribute = composite_input_shader_program->get_attrib_location("phaseAndAmplitude");
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GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime");
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glEnableVertexAttribArray((GLuint)inputPositionAttribute);
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glEnableVertexAttribArray((GLuint)outputPositionAttribute);
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glEnableVertexAttribArray((GLuint)phaseAndAmplitudeAttribute);
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glEnableVertexAttribArray((GLuint)phaseTimeAttribute);
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const GLsizei vertexStride = SourceVertexSize;
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition);
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glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition);
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glVertexAttribPointer((GLuint)phaseAndAmplitudeAttribute, 2, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAndAmplitude);
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glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime);
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}
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}
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/*void OpenGLOutputBuilder::prepare_output_shader(char *fragment_shader)
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{
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char *vertex_shader = get_output_vertex_shader();
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@ -48,6 +48,7 @@ class OpenGLOutputBuilder {
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void prepare_rgb_output_shader();
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void prepare_composite_input_shader();
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void prepare_output_vertex_array();
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void prepare_source_vertex_array();
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void push_size_uniforms(unsigned int output_width, unsigned int output_height);
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// the run and input data buffers
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