Use shader-based hardware rendering
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@@ -1,5 +1,6 @@
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#include "qt_hardwarerenderer.hpp"
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#include <QApplication>
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#include <QVector2D>
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#include <atomic>
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extern "C" {
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@@ -12,6 +13,9 @@ void HardwareRenderer::resizeGL(int w, int h)
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glViewport(0, 0, w, h);
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}
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#define PROGRAM_VERTEX_ATTRIBUTE 0
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#define PROGRAM_TEXCOORD_ATTRIBUTE 1
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void HardwareRenderer::initializeGL()
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{
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m_context->makeCurrent(this);
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@@ -20,14 +24,62 @@ void HardwareRenderer::initializeGL()
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m_blt = new QOpenGLTextureBlitter;
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m_blt->setRedBlueSwizzle(true);
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m_blt->create();
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec4 texCoord;\n"
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"varying mediump vec4 texc;\n"
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"uniform mediump mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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"uniform sampler2D texture;\n"
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"varying mediump vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st).bgra;\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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m_prog = new QOpenGLShaderProgram;
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m_prog->addShader(vshader);
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m_prog->addShader(fshader);
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m_prog->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
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m_prog->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
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m_prog->link();
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m_prog->bind();
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m_prog->setUniformValue("texture", 0);
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}
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void HardwareRenderer::paintGL() {
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m_context->makeCurrent(this);
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m_blt->bind();
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QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(QRect(0, 0, 2048, 2048), source);
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m_blt->blit(m_texture->textureId(), target, QOpenGLTextureBlitter::Origin::OriginTopLeft);
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m_blt->release();
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QVector<QVector2D> verts, texcoords;
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QMatrix4x4 mat;
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mat.setToIdentity();
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mat.ortho(QRect(0, 0, width(), height()));
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verts.push_back(QVector2D((float)destination.x(), (float)destination.y()));
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verts.push_back(QVector2D((float)destination.x(), (float)destination.y() + destination.height()));
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verts.push_back(QVector2D((float)destination.x() + destination.width(), (float)destination.y() + destination.height()));
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verts.push_back(QVector2D((float)destination.x() + destination.width(), (float)destination.y()));
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texcoords.push_back(QVector2D((float)source.x() / 2048.f, (float)(source.y()) / 2048.f));
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texcoords.push_back(QVector2D((float)source.x() / 2048.f, (float)(source.y() + source.height()) / 2048.f));
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texcoords.push_back(QVector2D((float)(source.x() + source.width()) / 2048.f, (float)(source.y() + source.height()) / 2048.f));
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texcoords.push_back(QVector2D((float)(source.x() + source.width()) / 2048.f, (float)(source.y()) / 2048.f));
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m_prog->setUniformValue("matrix", mat);
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m_prog->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
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m_prog->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
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m_prog->setAttributeArray(PROGRAM_VERTEX_ATTRIBUTE, verts.data());
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m_prog->setAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE, texcoords.data());
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m_texture->bind();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void HardwareRenderer::setRenderType(RenderType type) {
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