mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-19 23:32:28 +00:00
138 lines
4.4 KiB
C++
138 lines
4.4 KiB
C++
//
|
|
// TextureTarget.cpp
|
|
// Clock Signal
|
|
//
|
|
// Created by Thomas Harte on 07/02/2016.
|
|
// Copyright © 2016 Thomas Harte. All rights reserved.
|
|
//
|
|
|
|
#include "TextureTarget.hpp"
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
|
|
using namespace OpenGL;
|
|
|
|
TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit, GLint mag_filter) :
|
|
_width(width),
|
|
_height(height),
|
|
_texture_unit(texture_unit),
|
|
_set_aspect_ratio(0.0f) {
|
|
glGenFramebuffers(1, &_framebuffer);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
|
|
|
|
_expanded_width = 1 << (GLsizei)ceil(log2(width));
|
|
_expanded_height = 1 << (GLsizei)ceil(log2(height));
|
|
|
|
glGenTextures(1, &_texture);
|
|
glActiveTexture(texture_unit);
|
|
glBindTexture(GL_TEXTURE_2D, _texture);
|
|
uint8_t *blank_buffer = static_cast<uint8_t *>(calloc(static_cast<size_t>(_expanded_width * _expanded_height), 4));
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)_expanded_width, (GLsizei)_expanded_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank_buffer);
|
|
free(blank_buffer);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
|
|
|
|
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
throw ErrorFramebufferIncomplete;
|
|
}
|
|
|
|
TextureTarget::~TextureTarget() {
|
|
glDeleteFramebuffers(1, &_framebuffer);
|
|
glDeleteTextures(1, &_texture);
|
|
if(_drawing_vertex_array) glDeleteVertexArrays(1, &_drawing_vertex_array);
|
|
if(_drawing_array_buffer) glDeleteBuffers(1, &_drawing_array_buffer);
|
|
}
|
|
|
|
void TextureTarget::bind_framebuffer() {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
|
|
glViewport(0, 0, _width, _height);
|
|
}
|
|
|
|
void TextureTarget::bind_texture() {
|
|
glBindTexture(GL_TEXTURE_2D, _texture);
|
|
}
|
|
|
|
void TextureTarget::draw(float aspect_ratio) {
|
|
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;"
|
|
"out vec4 fragColour;"
|
|
|
|
"void main(void)"
|
|
"{"
|
|
"fragColour = texture(texID, texCoordVarying);"
|
|
"}";
|
|
_pixel_shader.reset(new Shader(vertex_shader, fragment_shader, nullptr));
|
|
_pixel_shader->bind();
|
|
|
|
glGenVertexArrays(1, &_drawing_vertex_array);
|
|
glGenBuffers(1, &_drawing_array_buffer);
|
|
|
|
glBindVertexArray(_drawing_vertex_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, _drawing_array_buffer);
|
|
|
|
GLint positionAttribute = _pixel_shader->get_attrib_location("position");
|
|
GLint texCoordAttribute = _pixel_shader->get_attrib_location("texCoord");
|
|
|
|
glEnableVertexAttribArray((GLuint)positionAttribute);
|
|
glEnableVertexAttribArray((GLuint)texCoordAttribute);
|
|
|
|
const GLsizei vertexStride = 4 * sizeof(GLfloat);
|
|
glVertexAttribPointer((GLuint)positionAttribute, 2, GL_FLOAT, GL_FALSE, vertexStride, (void *)0);
|
|
glVertexAttribPointer((GLuint)texCoordAttribute, 2, GL_FLOAT, GL_FALSE, vertexStride, (void *)(2 * sizeof(GLfloat)));
|
|
|
|
GLint texIDUniform = _pixel_shader->get_uniform_location("texID");
|
|
glUniform1i(texIDUniform, (GLint)(_texture_unit - GL_TEXTURE0));
|
|
}
|
|
|
|
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] = static_cast<float>(_height) / static_cast<float>(_expanded_height);
|
|
buffer[10] = static_cast<float>(_width) / static_cast<float>(_expanded_width);
|
|
buffer[11] = 0;
|
|
buffer[14] = buffer[10];
|
|
buffer[15] = buffer[7];
|
|
|
|
// determine positions; rule is to keep the same height and centre
|
|
float internal_aspect_ratio = static_cast<float>(_width) / static_cast<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
|
|
glBindBuffer(GL_ARRAY_BUFFER, _drawing_array_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW);
|
|
}
|
|
|
|
_pixel_shader->bind();
|
|
glBindVertexArray(_drawing_vertex_array);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|