Commit d6071c24 authored by Ilkka Ollakka's avatar Ilkka Ollakka

opengl.c: don't use fixed pipeline with glsl shader code, one step closer for opengl es 2

parent 1b6f1b6a
......@@ -52,6 +52,8 @@
# define PFNGLGETSHADERINFOLOGPROC typeof(glGetShaderInfoLog)*
# define PFNGLGETUNIFORMLOCATIONPROC typeof(glGetUniformLocation)*
# define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
# define PFNGLVERTEXATTRIBLOCATIONPROC typeof(glVertexAttribPointer)*
# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
# define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
# define PFNGLUNIFORM3IPROC typeof(glUniform3i)*
......@@ -141,8 +143,10 @@ struct vout_display_opengl_t {
/* Shader variables commands*/
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLUNIFORM4FVPROC Uniform4fv;
PFNGLUNIFORM4FPROC Uniform4f;
......@@ -341,6 +345,8 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
vgl->Uniform3i = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
......@@ -408,16 +414,15 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
"#version 120\n"
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
"uniform sampler2D Texture[3];"
"uniform vec4 coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
" vec4 x,y,z,result;"
" x = texture2D(Texture0, gl_TexCoord[0].st);"
" %c = texture2D(Texture1, gl_TexCoord[1].st);"
" %c = texture2D(Texture2, gl_TexCoord[2].st);"
" 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;"
......@@ -443,20 +448,24 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
// 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() {"
" gl_TexCoord[0] = gl_MultiTexCoord0;"
" gl_TexCoord[1] = gl_MultiTexCoord1;"
" gl_TexCoord[2] = gl_MultiTexCoord2;"
" gl_Position = ftransform(); }";
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
" gl_Position = vertex_position; }";
// Dummy shader for text overlay
const char *helloShader =
"#version 120\n"
"uniform sampler2D Texture0;"
"uniform sampler2D Texture[3];"
"uniform vec4 fillColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
" gl_FragColor = texture2D(Texture0, gl_TexCoord[0].st)*fillColor;}";
" 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);
......@@ -840,6 +849,7 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t
for( unsigned j = 0; j < vgl->chroma->plane_count; j++)
{
char *attribute = NULL;
const GLfloat texCoord[] = {
left[j], top[j],
left[j], bottom[j],
......@@ -849,26 +859,21 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t
vgl->ActiveTexture( GL_TEXTURE0+j);
vgl->ClientActiveTexture( GL_TEXTURE0+j);
glEnable(vgl->tex_target);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glTexCoordPointer(2, GL_FLOAT, 0, texCoord);
}
vgl->ActiveTexture(GL_TEXTURE0 + 0);
vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 )
return;
for( int j = vgl->chroma->plane_count; j >= 0;j--)
{
vgl->ActiveTexture( GL_TEXTURE0+j);
vgl->ClientActiveTexture( GL_TEXTURE0+j);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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;
}
vgl->ActiveTexture(GL_TEXTURE0 + 0);
vgl->ClientActiveTexture(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);
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
}
int vout_display_opengl_Display(vout_display_opengl_t *vgl,
......@@ -911,13 +916,13 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
{
vgl->UseProgram(vgl->program[0]);
vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture0" ), 0);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture1" ), 1);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture2" ), 2);
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 );
// Change the program for overlays
vgl->UseProgram(vgl->program[1]);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture0" ), 0);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture[0]" ), 0);
} else {
draw_without_shaders( vgl, left, top, right, bottom );
}
......@@ -927,7 +932,6 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
for (int i = 0; i < vgl->region_count; i++) {
gl_region_t *glr = &vgl->region[i];
......@@ -944,26 +948,34 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
1.0, 1.0,
};
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
{
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f( 1.0f, 1.0f, 1.0f, glr->alpha );
glEnable(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, glr->texture);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if( !vgl->program[0] )
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
......
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