summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorweigao <weigao@multicorewareinc.com>2014-05-07 15:10:42 +0800
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-05-08 05:20:57 +0200
commita63ad6f2749f054270671285d1f49057c3013d56 (patch)
tree72fe440056a7d4cee21a37ba7c990d1de255f530
parentfix wrong access to array (diff)
downloadcore-a63ad6f2749f054270671285d1f49057c3013d56.tar.gz
core-a63ad6f2749f054270671285d1f49057c3013d56.zip
add reverse image shader
Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
-rw-r--r--chart2/Package_opengl.mk2
-rw-r--r--chart2/opengl/renderTextureFragmentShader.glsl18
-rw-r--r--chart2/opengl/renderTextureVertexShader.glsl19
-rw-r--r--chart2/source/view/inc/GL3DRenderer.hxx12
-rw-r--r--chart2/source/view/inc/StaticGeometry.h17
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx59
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);