Files
oak-editor/app/render/gl/glfunc.cpp
T

97 lines
2.4 KiB
C++

#include "glfunc.h"
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
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 parameters and mipmap for drawing
*
* Internal function used just before drawing to allow mipmapped bilinear filtering when drawing textures small.
*
* @param f
*
* Currently active QOpenGLFunctions object (use context()->functions() if unsure).
*/
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(ShaderPtr pipeline, bool flipped, QMatrix4x4 matrix) {
// FIXME: is currentContext() reliable here?
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 = static_cast<GLuint>(pipeline->attributeLocation("a_position"));
m_vbo.bind();
func->glEnableVertexAttribArray(vertex_location);
func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
m_vbo.release();
GLuint tex_location = static_cast<GLuint>(pipeline->attributeLocation("a_texcoord"));
m_vbo2.bind();
func->glEnableVertexAttribArray(tex_location);
func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
m_vbo2.release();
func->glDrawArrays(GL_TRIANGLES, 0, 6);
pipeline->release();
}