Commit d7f66967 authored by Ilkka Ollakka's avatar Ilkka Ollakka

opengl.c: refactor texture enabling and uniform setting

parent b14280d7
......@@ -779,35 +779,38 @@ static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float
right[0], top[0]
};
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
vgl->ActiveTexture( GL_TEXTURE0 + j );
vgl->ClientActiveTexture( GL_TEXTURE0 + j );
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_COORD_ARRAY);
vgl->ActiveTexture( GL_TEXTURE0);
vgl->ClientActiveTexture( GL_TEXTURE0);
glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][0]);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
}
vgl->ActiveTexture( GL_TEXTURE0 );
vgl->ClientActiveTexture( GL_TEXTURE0 );
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
vgl->ActiveTexture( GL_TEXTURE0 + j );
vgl->ClientActiveTexture( GL_TEXTURE0 + j );
glDisable(vgl->tex_target);
glDisable(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
vgl->ActiveTexture( GL_TEXTURE0 );
vgl->ClientActiveTexture( GL_TEXTURE0 );
}
static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
{
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);
const GLfloat vertexCoord[] = {
-1.0, 1.0,
......@@ -887,6 +890,11 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
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], "Texture0" ), 0);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture1" ), 1);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture2" ), 2);
draw_with_shaders( vgl, left, top ,right, bottom );
// Change the program for overlays
vgl->UseProgram(vgl->program[1]);
......
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