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author | weigao <weigao@multicorewareinc.com> | 2014-05-07 15:10:42 +0800 |
---|---|---|
committer | Markus Mohrhard <markus.mohrhard@googlemail.com> | 2014-05-08 05:20:57 +0200 |
commit | a63ad6f2749f054270671285d1f49057c3013d56 (patch) | |
tree | 72fe440056a7d4cee21a37ba7c990d1de255f530 | |
parent | fix wrong access to array (diff) | |
download | core-a63ad6f2749f054270671285d1f49057c3013d56.tar.gz core-a63ad6f2749f054270671285d1f49057c3013d56.zip |
add reverse image shader
Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
-rw-r--r-- | chart2/Package_opengl.mk | 2 | ||||
-rw-r--r-- | chart2/opengl/renderTextureFragmentShader.glsl | 18 | ||||
-rw-r--r-- | chart2/opengl/renderTextureVertexShader.glsl | 19 | ||||
-rw-r--r-- | chart2/source/view/inc/GL3DRenderer.hxx | 12 | ||||
-rw-r--r-- | chart2/source/view/inc/StaticGeometry.h | 17 | ||||
-rw-r--r-- | chart2/source/view/main/GL3DRenderer.cxx | 59 |
6 files changed, 120 insertions, 7 deletions
diff --git a/chart2/Package_opengl.mk b/chart2/Package_opengl.mk index 626a50f5cccb..d96a1cef2b7d 100644 --- a/chart2/Package_opengl.mk +++ b/chart2/Package_opengl.mk @@ -22,6 +22,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg textVertexShader.glsl \ shape3DFragmentShader.glsl \ shape3DVertexShader.glsl \ + renderTextureVertexShader.glsl \ + renderTextureFragmentShader.glsl \ )) # vim: set noet sw=4 ts=4: diff --git a/chart2/opengl/renderTextureFragmentShader.glsl b/chart2/opengl/renderTextureFragmentShader.glsl new file mode 100644 index 000000000000..a6c71f4e4d96 --- /dev/null +++ b/chart2/opengl/renderTextureFragmentShader.glsl @@ -0,0 +1,18 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +uniform sampler2D RenderTex; +varying vec2 vTexCoord; + +void main() +{ + gl_FragColor = vec4(texture2D(RenderTex, vTexCoord).rgb, 1.0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/chart2/opengl/renderTextureVertexShader.glsl b/chart2/opengl/renderTextureVertexShader.glsl new file mode 100644 index 000000000000..dd11b155b0fa --- /dev/null +++ b/chart2/opengl/renderTextureVertexShader.glsl @@ -0,0 +1,19 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +attribute vec4 vPosition; +attribute vec2 texCoord; +varying vec2 vTexCoord; +void main() +{ + gl_Position = vPosition; + vTexCoord = texCoord; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/chart2/source/view/inc/GL3DRenderer.hxx b/chart2/source/view/inc/GL3DRenderer.hxx index c47357cb0a2d..928fa25f017c 100644 --- a/chart2/source/view/inc/GL3DRenderer.hxx +++ b/chart2/source/view/inc/GL3DRenderer.hxx @@ -235,6 +235,7 @@ private: int iSubDivZ, float width, float height, float depth); void CreateSceneBoxView(); void CreateBMPHeader(sal_uInt8 *bmpHeader, int xsize, int ysize); + void RenderTexture(GLuint TexID); private: // Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units glm::mat4 m_Projection; @@ -353,6 +354,17 @@ private: GLint m_2DVertexID; GLint m_2DColorID; + GLint m_RenderProID; + + GLuint m_RenderVertexBuf; + + GLuint m_RenderTexCoordBuf; + + GLint m_RenderTexID; + + GLint m_RenderVertexID; + + GLint m_RenderTexCoordID; //TODO: moggi: kill the following parts // don't add anything below or I will remove it #if 0 diff --git a/chart2/source/view/inc/StaticGeometry.h b/chart2/source/view/inc/StaticGeometry.h index 2ee0446a60f8..cbfbcceeb851 100644 --- a/chart2/source/view/inc/StaticGeometry.h +++ b/chart2/source/view/inc/StaticGeometry.h @@ -104,7 +104,7 @@ static const GLfloat boundBoxNormal[] = { 1.0f, 0.0f, 0.0f//12 }; -GLfloat coordinateAxis[] = { +static GLfloat coordinateAxis[] = { -1.0, 0.0, 0.0, 1.0, 0.0, 0.0,//x 0.0, 0.0, -1.0, @@ -113,3 +113,18 @@ GLfloat coordinateAxis[] = { 0.0, 1.0, 0.0//y }; +static GLfloat coordReverseVertices[] = { + 0.0f, 1.0f, + 1.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, +}; + +static GLfloat squareVertices[] = { + -1.0f, -1.0f, -1.0, + 1.0f, -1.0f, -1.0, + 1.0f, 1.0f, -1.0, + -1.0f, 1.0f, -1.0 +}; + + diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx index 438fa77faea3..7725cbfe6464 100644 --- a/chart2/source/view/main/GL3DRenderer.cxx +++ b/chart2/source/view/main/GL3DRenderer.cxx @@ -127,6 +127,12 @@ void OpenGL3DRenderer::LoadShaders() m_MatrixID = glGetUniformLocation(m_CommonProID, "MVP"); m_2DVertexID = glGetAttribLocation(m_CommonProID, "vPosition"); m_2DColorID = glGetUniformLocation(m_CommonProID, "vColor"); + + m_RenderProID = OpenGLHelper::LoadShaders("renderTextureVertexShader", "renderTextureFragmentShader"); + m_RenderVertexID = glGetAttribLocation(m_RenderProID, "vPosition"); + m_RenderTexCoordID = glGetAttribLocation(m_RenderProID, "texCoord"); + m_RenderTexID = glGetUniformLocation(m_RenderProID, "RenderTex"); + printf("m_RenderProID = %d, m_RenderVertexID = %d\n", m_RenderProID, m_RenderVertexID); CHECK_GL_ERROR(); } @@ -181,7 +187,6 @@ void OpenGL3DRenderer::CreateFrameBufferObj() glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RboID[i]); glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindRenderbuffer(GL_RENDERBUFFER, 0); - glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[0]); } } @@ -197,7 +202,40 @@ void OpenGL3DRenderer::SetCameraInfo(glm::vec3 pos, glm::vec3 direction, glm::ve m_CameraInfo.cameraUp = up; } +void OpenGL3DRenderer::RenderTexture(GLuint TexID) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glUseProgram(m_RenderProID); + + glEnableVertexAttribArray(m_RenderVertexID); + glBindBuffer(GL_ARRAY_BUFFER, m_RenderVertexBuf); + glVertexAttribPointer( + m_RenderVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. + 3, // size + GL_FLOAT, // type + GL_FALSE, // normalized? + 0, // stride + (void*)0 // array buffer offset + ); + glEnableVertexAttribArray(m_RenderTexCoordID); + glBindBuffer(GL_ARRAY_BUFFER, m_RenderTexCoordBuf); + glVertexAttribPointer( + m_RenderTexCoordID, // attribute. No particular reason for 0, but must match the layout in the shader. + 2, // size + GL_FLOAT, // type + GL_FALSE, // normalized? + 0, // stride + (void*)0 // array buffer offset + ); + glBindTexture(GL_TEXTURE_2D, TexID); + glUniform1i(m_RenderTexID, 0); + glDrawArrays(GL_QUADS, 0, 4); + glDisableVertexAttribArray(m_RenderTexCoordID); + glDisableVertexAttribArray(m_RenderVertexID); + glBindTexture(GL_TEXTURE_2D, 0); + glUseProgram(0); +} void OpenGL3DRenderer::init() { @@ -251,6 +289,17 @@ void OpenGL3DRenderer::init() glBindBuffer(GL_ARRAY_BUFFER, m_TextTexCoordBuf); glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); + + glGenBuffers(1, &m_RenderTexCoordBuf); + glBindBuffer(GL_ARRAY_BUFFER, m_RenderTexCoordBuf); + glBufferData(GL_ARRAY_BUFFER, sizeof(coordReverseVertices), coordReverseVertices, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glGenBuffers(1, &m_RenderVertexBuf); + glBindBuffer(GL_ARRAY_BUFFER, m_RenderVertexBuf); + glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + CHECK_GL_ERROR(); Init3DUniformBlock(); @@ -1526,11 +1575,6 @@ void OpenGL3DRenderer::ProcessUnrenderedShape() #if 1 if ((!m_FboID[0]) || (!m_FboID[1])) { - // create a texture object - CreateTextureObj(m_iWidth, m_iHeight); - //create render buffer object - CreateRenderObj(m_iWidth, m_iHeight); - //create fbo CreateFrameBufferObj(); } glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[0]); @@ -1546,6 +1590,9 @@ void OpenGL3DRenderer::ProcessUnrenderedShape() RenderTextShape(); //render the axis RenderCoordinateAxis(); + glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[1]); + glViewport(0, 0, m_iWidth, m_iHeight); + RenderTexture(m_TextureObj[0]); #if DEBUG_FBO char fileName[256] = {0}; sprintf(fileName, "D://shaderout_%d_%d.bmp", m_iWidth, m_iHeight); |