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diff --git a/examples/wayland/qwindow-compositor/textureblitter.cpp b/examples/wayland/qwindow-compositor/textureblitter.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt Compositor.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+** of its contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "textureblitter.h"
+
+#include <QtGui/QOpenGLShaderProgram>
+#include <QtGui/QOpenGLContext>
+#include <QtGui/QOpenGLFunctions>
+
+QT_BEGIN_NAMESPACE
+
+TextureBlitter::TextureBlitter()
+ : m_shaderProgram(new QOpenGLShaderProgram)
+{
+ static const char *textureVertexProgram =
+ "uniform highp mat4 matrix;\n"
+ "attribute highp vec3 vertexCoordEntry;\n"
+ "attribute highp vec2 textureCoordEntry;\n"
+ "varying highp vec2 textureCoord;\n"
+ "void main() {\n"
+ " textureCoord = textureCoordEntry;\n"
+ " gl_Position = matrix * vec4(vertexCoordEntry, 1);\n"
+ "}\n";
+
+ static const char *textureFragmentProgram =
+ "uniform sampler2D texture;\n"
+ "varying highp vec2 textureCoord;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(texture, textureCoord);\n"
+ "}\n";
+
+ //Enable transparent windows
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram);
+ m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram);
+ m_shaderProgram->link();
+}
+
+TextureBlitter::~TextureBlitter()
+{
+ delete m_shaderProgram;
+}
+
+void TextureBlitter::bind()
+{
+
+ m_shaderProgram->bind();
+
+ m_vertexCoordEntry = m_shaderProgram->attributeLocation("vertexCoordEntry");
+ m_textureCoordEntry = m_shaderProgram->attributeLocation("textureCoordEntry");
+ m_matrixLocation = m_shaderProgram->uniformLocation("matrix");
+}
+
+void TextureBlitter::release()
+{
+ m_shaderProgram->release();
+}
+
+void TextureBlitter::drawTexture(int textureId, const QRectF &targetRect, const QSize &targetSize, int depth, bool targethasInvertedY, bool sourceHasInvertedY)
+{
+
+ glViewport(0,0,targetSize.width(),targetSize.height());
+ GLfloat zValue = depth / 1000.0f;
+ //Set Texture and Vertex coordinates
+ const GLfloat textureCoordinates[] = {
+ 0, 0,
+ 1, 0,
+ 1, 1,
+ 0, 1
+ };
+
+ GLfloat x1 = targetRect.left();
+ GLfloat x2 = targetRect.right();
+ GLfloat y1, y2;
+ if (targethasInvertedY) {
+ if (sourceHasInvertedY) {
+ y1 = targetRect.top();
+ y2 = targetRect.bottom();
+ } else {
+ y1 = targetRect.bottom();
+ y2 = targetRect.top();
+ }
+ } else {
+ if (sourceHasInvertedY) {
+ y1 = targetSize.height() - targetRect.top();
+ y2 = targetSize.height() - targetRect.bottom();
+ } else {
+ y1 = targetSize.height() - targetRect.bottom();
+ y2 = targetSize.height() - targetRect.top();
+ }
+ }
+
+ const GLfloat vertexCoordinates[] = {
+ GLfloat(x1), GLfloat(y1), zValue,
+ GLfloat(x2), GLfloat(y1), zValue,
+ GLfloat(x2), GLfloat(y2), zValue,
+ GLfloat(x1), GLfloat(y2), zValue
+ };
+
+ //Set matrix to transfrom geometry values into gl coordinate space.
+ m_transformMatrix.setToIdentity();
+ m_transformMatrix.scale( 2.0f / targetSize.width(), 2.0f / targetSize.height() );
+ m_transformMatrix.translate(-targetSize.width() / 2.0f, -targetSize.height() / 2.0f);
+
+ //attach the data!
+ QOpenGLContext *currentContext = QOpenGLContext::currentContext();
+ currentContext->functions()->glEnableVertexAttribArray(m_vertexCoordEntry);
+ currentContext->functions()->glEnableVertexAttribArray(m_textureCoordEntry);
+
+ currentContext->functions()->glVertexAttribPointer(m_vertexCoordEntry, 3, GL_FLOAT, GL_FALSE, 0, vertexCoordinates);
+ currentContext->functions()->glVertexAttribPointer(m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates);
+ m_shaderProgram->setUniformValue(m_matrixLocation, m_transformMatrix);
+
+ glBindTexture(GL_TEXTURE_2D, textureId);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ currentContext->functions()->glDisableVertexAttribArray(m_vertexCoordEntry);
+ currentContext->functions()->glDisableVertexAttribArray(m_textureCoordEntry);
+}
+
+QT_END_NAMESPACE