#include "glfunc.h" #include #include #include const GLfloat blit_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; const GLfloat blit_texcoords[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 }; const GLfloat flipped_blit_texcoords[] = { 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; /** * @brief Set up texture mipmaps * @param f */ void PrepareToDraw(QOpenGLFunctions* f) { f->glGenerateMipmap(GL_TEXTURE_2D); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); } void olive::gl::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 matrix) { QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions(); PrepareToDraw(func); QOpenGLVertexArrayObject m_vao; m_vao.create(); m_vao.bind(); QOpenGLBuffer m_vbo; m_vbo.create(); m_vbo.bind(); m_vbo.allocate(blit_vertices, 18 * sizeof(GLfloat)); m_vbo.release(); QOpenGLBuffer m_vbo2; m_vbo2.create(); m_vbo2.bind(); m_vbo2.allocate(flipped ? flipped_blit_texcoords : blit_texcoords, 12 * sizeof(GLfloat)); m_vbo2.release(); pipeline->bind(); pipeline->setUniformValue("mvp_matrix", matrix); pipeline->setUniformValue("texture", 0); GLuint vertex_location = pipeline->attributeLocation("a_position"); m_vbo.bind(); func->glEnableVertexAttribArray(vertex_location); func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0); m_vbo.release(); GLuint tex_location = pipeline->attributeLocation("a_texcoord"); m_vbo2.bind(); func->glEnableVertexAttribArray(tex_location); func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0); m_vbo2.release(); func->glDrawArrays(GL_TRIANGLES, 0, 6); pipeline->release(); }