// // TextureTarget.cpp // Clock Signal // // Created by Thomas Harte on 07/02/2016. // Copyright 2016 Thomas Harte. All rights reserved. // #include "TextureTarget.hpp" #include #include #include using namespace Outputs::Display::OpenGL; TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit, GLint mag_filter, bool has_stencil_buffer) : width_(width), height_(height), texture_unit_(texture_unit) { // Generate and bind a frame buffer. test_gl(glGenFramebuffers, 1, &framebuffer_); test_gl(glBindFramebuffer, GL_FRAMEBUFFER, framebuffer_); // Round the width and height up to the next power of two. expanded_width_ = 1; while(expanded_width_ < width) expanded_width_ <<= 1; expanded_height_ = 1; while(expanded_height_ < height) expanded_height_ <<= 1; // Generate a texture and bind it to the nominated texture unit. test_gl(glGenTextures, 1, &texture_); bind_texture(); // Set dimensions and set the user-supplied magnification filter. test_gl(glTexImage2D, GL_TEXTURE_2D, 0, GL_RGBA, GLsizei(expanded_width_), GLsizei(expanded_height_), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set the texture as colour attachment 0 on the frame buffer. test_gl(glFramebufferTexture2D, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0); // Also add a stencil buffer if requested. if(has_stencil_buffer) { test_gl(glGenRenderbuffers, 1, &renderbuffer_); test_gl(glBindRenderbuffer, GL_RENDERBUFFER, renderbuffer_); test_gl(glRenderbufferStorage, GL_RENDERBUFFER, GL_STENCIL_INDEX8, expanded_width_, expanded_height_); test_gl(glFramebufferRenderbuffer, GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_); } // Check for successful construction. const auto framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(framebuffer_status != GL_FRAMEBUFFER_COMPLETE) { switch(framebuffer_status) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"); case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"); case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); case GL_FRAMEBUFFER_UNSUPPORTED: throw std::runtime_error("GL_FRAMEBUFFER_UNSUPPORTED"); default: throw std::runtime_error("Framebuffer status incomplete: " + std::to_string(framebuffer_status)); case 0: test_gl_error(); break; } } // Clear the framebuffer. test_gl(glClear, GL_COLOR_BUFFER_BIT); } TextureTarget::~TextureTarget() { glDeleteFramebuffers(1, &framebuffer_); glDeleteTextures(1, &texture_); if(renderbuffer_) glDeleteRenderbuffers(1, &renderbuffer_); if(drawing_vertex_array_) glDeleteVertexArrays(1, &drawing_vertex_array_); if(drawing_array_buffer_) glDeleteBuffers(1, &drawing_array_buffer_); } void TextureTarget::bind_framebuffer() { test_gl(glBindFramebuffer, GL_FRAMEBUFFER, framebuffer_); test_gl(glViewport, 0, 0, width_, height_); } void TextureTarget::bind_texture() const { test_gl(glActiveTexture, texture_unit_); test_gl(glBindTexture, GL_TEXTURE_2D, texture_); } void TextureTarget::draw(float aspect_ratio, float colour_threshold) const { if(!pixel_shader_) { const char *vertex_shader = "#version 150\n" "in vec2 texCoord;" "in vec2 position;" "out vec2 texCoordVarying;" "void main(void)" "{" "texCoordVarying = texCoord;" "gl_Position = vec4(position, 0.0, 1.0);" "}"; const char *fragment_shader = "#version 150\n" "in vec2 texCoordVarying;" "uniform sampler2D texID;" "uniform float threshold;" "out vec4 fragColour;" "void main(void)" "{" "fragColour = clamp(texture(texID, texCoordVarying), threshold, 1.0);" "}"; pixel_shader_ = std::make_unique(vertex_shader, fragment_shader); pixel_shader_->bind(); test_gl(glGenVertexArrays, 1, &drawing_vertex_array_); test_gl(glGenBuffers, 1, &drawing_array_buffer_); test_gl(glBindVertexArray, drawing_vertex_array_); test_gl(glBindBuffer, GL_ARRAY_BUFFER, drawing_array_buffer_); const GLint position_attribute = pixel_shader_->get_attrib_location("position"); const GLint tex_coord_attribute = pixel_shader_->get_attrib_location("texCoord"); test_gl(glEnableVertexAttribArray, GLuint(position_attribute)); test_gl(glEnableVertexAttribArray, GLuint(tex_coord_attribute)); const GLsizei vertex_stride = 4 * sizeof(GLfloat); test_gl(glVertexAttribPointer, GLuint(position_attribute), 2, GL_FLOAT, GL_FALSE, vertex_stride, (void *)0); test_gl(glVertexAttribPointer, GLuint(tex_coord_attribute), 2, GL_FLOAT, GL_FALSE, vertex_stride, (void *)(2 * sizeof(GLfloat))); const GLint texIDUniform = pixel_shader_->get_uniform_location("texID"); test_gl(glUniform1i, texIDUniform, GLint(texture_unit_ - GL_TEXTURE0)); threshold_uniform_ = pixel_shader_->get_uniform_location("threshold"); } if(set_aspect_ratio_ != aspect_ratio) { set_aspect_ratio_ = aspect_ratio; float buffer[4*4]; // establish texture coordinates buffer[2] = 0.0f; buffer[3] = 0.0f; buffer[6] = 0.0f; buffer[7] = float(height_) / float(expanded_height_); buffer[10] = float(width_) / float(expanded_width_); buffer[11] = 0.0f; buffer[14] = buffer[10]; buffer[15] = buffer[7]; // determine positions; rule is to keep the same height and centre float internal_aspect_ratio = float(width_) / float(height_); float aspect_ratio_ratio = internal_aspect_ratio / aspect_ratio; buffer[0] = -aspect_ratio_ratio; buffer[1] = -1.0f; buffer[4] = -aspect_ratio_ratio; buffer[5] = 1.0f; buffer[8] = aspect_ratio_ratio; buffer[9] = -1.0f; buffer[12] = aspect_ratio_ratio; buffer[13] = 1.0f; // upload buffer test_gl(glBindBuffer, GL_ARRAY_BUFFER, drawing_array_buffer_); test_gl(glBufferData, GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW); } pixel_shader_->bind(); test_gl(glUniform1f, threshold_uniform_, colour_threshold); test_gl(glBindVertexArray, drawing_vertex_array_); test_gl(glDrawArrays, GL_TRIANGLE_STRIP, 0, 4); }