Commit 05a86500 authored by Laurent Aimar's avatar Laurent Aimar

Cosmetics (opengl.c)

parent c5b827e0
......@@ -218,10 +218,9 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
return NULL;
}
if( vgl->gl->getProcAddress == NULL )
{
if (vgl->gl->getProcAddress == NULL) {
fprintf(stderr, "getProcAddress not implemented, bailing out\n");
free( vgl );
free(vgl);
return NULL;
}
......@@ -232,8 +231,8 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
#else
bool supports_shaders = false;
#ifdef __APPLE__
if( kCFCoreFoundationVersionNumber >= 786. )
supports_shaders = true;
if (kCFCoreFoundationVersionNumber >= 786.)
supports_shaders = true;
#endif
#endif
......@@ -259,7 +258,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
/* Use YUV if possible and needed */
bool need_fs_yuv = false;
float yuv_range_correction = 1.0;
if ( max_texture_units >= 3 && supports_shaders &&
if (max_texture_units >= 3 && supports_shaders &&
vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
while (*list) {
......@@ -325,23 +324,20 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
vgl->use_multitexture = vgl->chroma->plane_count > 1;
vgl->supports_npot = HasExtension( extensions, "GL_ARB_texture_non_power_of_two" ) ||
HasExtension( extensions, "GL_APPLE_texture_2D_limited_npot" );
vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram )
{
if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram) {
fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION));
free( vgl );
free(vgl);
return NULL;
}
/* Texture size */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
if( vgl->supports_npot )
{
if (vgl->supports_npot) {
vgl->tex_width[j] = w;
vgl->tex_height[j] = h;
} else {
......@@ -358,148 +354,144 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
if (supports_shaders) {
char *code = NULL;
/* [R/G/B][Y U V O] from TV range to full range
* XXX we could also do hue/brightness/constrast/gamma
* by simply changing the coefficients
*/
const float matrix_bt601_tv2full[12] = {
1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
};
const float matrix_bt709_tv2full[12] = {
1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
};
const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
: matrix_bt601_tv2full;
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
"#version 120\n"
"uniform sampler2D Texture[3];"
"uniform vec4 coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
" vec4 x,y,z,result;"
" x = texture2D(Texture[0], TexCoord0.st);"
" %c = texture2D(Texture[1], TexCoord1.st);"
" %c = texture2D(Texture[2], TexCoord2.st);"
" result = x * coefficient[0] + coefficient[3];"
" result = (y * coefficient[1]) + result;"
" result = (z * coefficient[2]) + result;"
" gl_FragColor = result;"
"}";
bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
vgl->fmt.i_chroma == VLC_CODEC_YV9;
if (asprintf(&code, template_glsl_yuv,
swap_uv ? 'z' : 'y',
swap_uv ? 'y' : 'z') < 0)
code = NULL;
for (int i = 0; i < 4; i++) {
float correction = i < 3 ? yuv_range_correction : 1.0;
/* We place coefficient values for coefficient[4] in one array from matrix values.
Notice that we fill values from top down instead of left to right.*/
for( int j = 0; j < 4; j++ )
vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
}
vgl->local_count += 4;
/* [R/G/B][Y U V O] from TV range to full range
* XXX we could also do hue/brightness/constrast/gamma
* by simply changing the coefficients
*/
const float matrix_bt601_tv2full[12] = {
1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
};
const float matrix_bt709_tv2full[12] = {
1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
};
const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
: matrix_bt601_tv2full;
// Basic vertex shader that we use in both cases
const char *vertexShader =
"#version 120\n"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 vertex_position;"
"void main() {"
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
" gl_Position = vertex_position; }";
// Dummy shader for text overlay
const char *helloShader =
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
"#version 120\n"
"uniform sampler2D Texture[3];"
"uniform vec4 fillColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;}";
vgl->shader[2] = vgl->CreateShader( GL_VERTEX_SHADER );
vgl->ShaderSource( vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
vgl->CompileShader( vgl->shader[2] );
/* Create 'dummy' shader that handles subpicture overlay for now*/
vgl->shader[1] = vgl->CreateShader( GL_FRAGMENT_SHADER );
vgl->ShaderSource( vgl->shader[1], 1, &helloShader, NULL);
vgl->CompileShader( vgl->shader[1] );
vgl->program[1] = vgl->CreateProgram();
vgl->AttachShader( vgl->program[1], vgl->shader[1]);
vgl->AttachShader( vgl->program[1], vgl->shader[2]);
vgl->LinkProgram( vgl->program[1] );
// Create shader from code
vgl->shader[0] = vgl->CreateShader( GL_FRAGMENT_SHADER );
vgl->program[0] = vgl->CreateProgram();
if( need_fs_yuv )
{
vgl->ShaderSource( vgl->shader[0], 1, (const GLchar **)&code, NULL );
vgl->CompileShader( vgl->shader[0]);
vgl->AttachShader( vgl->program[0], vgl->shader[0] );
} else {
/* Use simpler shader if we don't need to to yuv -> rgb,
for example when input is allready rgb (.bmp image).*/
vgl->AttachShader( vgl->program[0], vgl->shader[1] );
}
vgl->AttachShader( vgl->program[0], vgl->shader[2]);
vgl->LinkProgram( vgl->program[0] );
free(code);
for( GLuint i = 0; i < 2; i++ )
{
int infoLength = 0;
int charsWritten = 0;
char *infolog;
vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
if( infoLength > 1 )
{
/* If there is some message, better to check linking is ok */
GLint link_status = GL_TRUE;
vgl->GetProgramiv( vgl->program[i], GL_LINK_STATUS, &link_status );
infolog = (char *)malloc(infoLength);
vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog );
fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
free(infolog);
/* Check shaders messages too */
for( GLuint j = 0; j < 2; j++ )
{
vgl->GetShaderiv( vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength );
if( infoLength > 1 )
{
infolog = (char *)malloc(infoLength);
vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog );
fprintf(stderr, "shader %d: %s\n",j,infolog );
free( infolog );
}
"uniform vec4 coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
" vec4 x,y,z,result;"
" x = texture2D(Texture[0], TexCoord0.st);"
" %c = texture2D(Texture[1], TexCoord1.st);"
" %c = texture2D(Texture[2], TexCoord2.st);"
" result = x * coefficient[0] + coefficient[3];"
" result = (y * coefficient[1]) + result;"
" result = (z * coefficient[2]) + result;"
" gl_FragColor = result;"
"}";
bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
vgl->fmt.i_chroma == VLC_CODEC_YV9;
if (asprintf(&code, template_glsl_yuv,
swap_uv ? 'z' : 'y',
swap_uv ? 'y' : 'z') < 0)
code = NULL;
for (int i = 0; i < 4; i++) {
float correction = i < 3 ? yuv_range_correction : 1.0;
/* We place coefficient values for coefficient[4] in one array from matrix values.
Notice that we fill values from top down instead of left to right.*/
for (int j = 0; j < 4; j++)
vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
}
vgl->local_count += 4;
// Basic vertex shader that we use in both cases
const char *vertexShader =
"#version 120\n"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 vertex_position;"
"void main() {"
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
" gl_Position = vertex_position;"
"}";
// Dummy shader for text overlay
const char *helloShader =
"#version 120\n"
"uniform sampler2D Texture[3];"
"uniform vec4 fillColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;"
"}";
vgl->shader[2] = vgl->CreateShader(GL_VERTEX_SHADER);
vgl->ShaderSource(vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
vgl->CompileShader(vgl->shader[2]);
/* Create 'dummy' shader that handles subpicture overlay for now*/
vgl->shader[1] = vgl->CreateShader(GL_FRAGMENT_SHADER);
vgl->ShaderSource(vgl->shader[1], 1, &helloShader, NULL);
vgl->CompileShader(vgl->shader[1]);
vgl->program[1] = vgl->CreateProgram();
vgl->AttachShader(vgl->program[1], vgl->shader[1]);
vgl->AttachShader(vgl->program[1], vgl->shader[2]);
vgl->LinkProgram(vgl->program[1]);
// Create shader from code
vgl->shader[0] = vgl->CreateShader(GL_FRAGMENT_SHADER);
vgl->program[0] = vgl->CreateProgram();
if (need_fs_yuv) {
vgl->ShaderSource(vgl->shader[0], 1, (const GLchar **)&code, NULL);
vgl->CompileShader(vgl->shader[0]);
vgl->AttachShader(vgl->program[0], vgl->shader[0]);
} else {
/* Use simpler shader if we don't need to to yuv -> rgb,
for example when input is allready rgb (.bmp image).*/
vgl->AttachShader(vgl->program[0], vgl->shader[1]);
}
vgl->AttachShader(vgl->program[0], vgl->shader[2]);
vgl->LinkProgram(vgl->program[0]);
free(code);
for (GLuint i = 0; i < 2; i++) {
int infoLength = 0;
int charsWritten = 0;
char *infolog;
vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
if (infoLength > 1) {
/* If there is some message, better to check linking is ok */
GLint link_status = GL_TRUE;
vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
infolog = (char *)malloc(infoLength);
vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
free(infolog);
/* Check shaders messages too */
for (GLuint j = 0; j < 2; j++) {
vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
if (infoLength > 1) {
infolog = (char *)malloc(infoLength);
vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
fprintf(stderr, "shader %d: %s\n",j, infolog);
free(infolog);
}
}
if( link_status == GL_FALSE )
{
fprintf( stderr, "Unable to use program %d\n", i );
free( vgl );
return NULL;
}
if (link_status == GL_FALSE) {
fprintf(stderr, "Unable to use program %d\n", i);
free(vgl);
return NULL;
}
}
}
}
/* */
......@@ -532,7 +524,6 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
{
/* */
if (!vlc_gl_Lock(vgl->gl)) {
glFinish();
glFlush();
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
......@@ -543,12 +534,11 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
}
free(vgl->region);
if (vgl->program[0])
{
for( int i = 0; i < 2; i++ )
vgl->DeleteProgram( vgl->program[i] );
for( int i = 0; i < 3; i++ )
vgl->DeleteShader( vgl->shader[i] );
if (vgl->program[0]) {
for (int i = 0; i < 2; i++)
vgl->DeleteProgram(vgl->program[i]);
for (int i = 0; i < 3; i++)
vgl->DeleteShader(vgl->shader[i]);
}
vlc_gl_Unlock(vgl->gl);
......@@ -591,8 +581,7 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
{
if (vgl->use_multitexture) {
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
}
......@@ -650,8 +639,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
/* Update the texture */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
{
if (vgl->use_multitexture) {
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
}
......@@ -679,8 +667,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
vgl->region_count = count;
vgl->region = calloc(count, sizeof(*vgl->region));
if (vgl->use_multitexture)
{
if (vgl->use_multitexture) {
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
}
......@@ -692,10 +679,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
glr->type = GL_UNSIGNED_BYTE;
glr->width = r->fmt.i_visible_width;
glr->height = r->fmt.i_visible_height;
if(!vgl->supports_npot )
{
glr->width = GetAlignedSize( glr->width );
glr->height = GetAlignedSize( glr->height );
if (!vgl->supports_npot) {
glr->width = GetAlignedSize(glr->width);
glr->height = GetAlignedSize(glr->height);
}
glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
......@@ -755,7 +741,8 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
return VLC_SUCCESS;
}
static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
static void DrawWithoutShaders(vout_display_opengl_t *vgl,
float *left, float *top, float *right, float *bottom)
{
static const GLfloat vertexCoord[] = {
-1.0f, -1.0f,
......@@ -772,47 +759,46 @@ static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float
};
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
glActiveTexture( GL_TEXTURE0 + j );
glClientActiveTexture( GL_TEXTURE0 + j );
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(vgl->tex_target);
glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
}
glActiveTexture( GL_TEXTURE0 );
glClientActiveTexture( GL_TEXTURE0 );
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
glActiveTexture( GL_TEXTURE0 + j );
glClientActiveTexture( GL_TEXTURE0 + j );
glDisable(vgl->tex_target);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
glDisable(vgl->tex_target);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
glActiveTexture( GL_TEXTURE0 );
glClientActiveTexture( GL_TEXTURE0 );
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
}
static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
static void DrawWithShaders(vout_display_opengl_t *vgl,
float *left, float *top, float *right, float *bottom)
{
const GLfloat vertexCoord[] = {
-1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
1.0, 1.0,
1.0, -1.0,
1.0, 1.0,
1.0, -1.0,
};
for( unsigned j = 0; j < vgl->chroma->plane_count; j++)
{
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
char *attribute = NULL;
const GLfloat texCoord[] = {
left[j], top[j],
......@@ -820,24 +806,24 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t
right[j], top[j],
right[j], bottom[j],
};
glActiveTexture( GL_TEXTURE0+j);
glClientActiveTexture( GL_TEXTURE0+j);
glActiveTexture(GL_TEXTURE0+j);
glClientActiveTexture(GL_TEXTURE0+j);
glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 )
if (asprintf(&attribute, "MultiTexCoord%1d", j) == -1)
return;
vgl->EnableVertexAttribArray( vgl->GetAttribLocation(vgl->program[0], attribute ) );
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], attribute ), 2, GL_FLOAT, 0, 0, texCoord);
free( attribute );
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, texCoord);
free(attribute);
attribute = NULL;
}
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "vertex_position"));
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "vertex_position"));
vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
int vout_display_opengl_Display(vout_display_opengl_t *vgl,
......@@ -868,27 +854,24 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
}
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call vout_display_opengl_Display to force redraw.i
Currently, the OS X provider uses it to get a smooth window resizing */
glClear(GL_COLOR_BUFFER_BIT);
if( vgl->program[0] )
{
if (vgl->program[0]) {
vgl->UseProgram(vgl->program[0]);
vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[0]" ), 0);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[1]" ), 1);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[2]" ), 2);
draw_with_shaders( vgl, left, top ,right, bottom );
vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "coefficient"), 4, vgl->local_value);
vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[0]"), 0);
vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[1]"), 1);
vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[2]"), 2);
DrawWithShaders(vgl, left, top ,right, bottom);
// Change the program for overlays
vgl->UseProgram(vgl->program[1]);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture[0]" ), 0);
vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture[0]"), 0);
} else {
draw_without_shaders( vgl, left, top, right, bottom );
DrawWithoutShaders(vgl, left, top, right, bottom);
}
glActiveTexture(GL_TEXTURE0 + 0);
......@@ -913,18 +896,15 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
};
glBindTexture(GL_TEXTURE_2D, glr->texture);
if( vgl->program[0] )
{
vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[1], "MultiTexCoord0") );
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[1], "vertex_position"));
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
}
else
{
if (vgl->program[0]) {
vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "vertex_position"));
vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
} else {
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f( 1.0f, 1.0f, 1.0f, glr->alpha );
glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
glEnable(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
......@@ -932,10 +912,9 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
}
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if( !vgl->program[0] )
{
if (!vgl->program[0]) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
......
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