/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 "serverbufferrenderer.h" #include #include static const GLfloat uv_coords[] = { 0,0, 0,1, 1,0, 1,1, }; static const GLfloat vertex_coords[] = { -1,-1,0, -1,1,0, 1,-1,0, 1,1,0, }; static const char vertex_shader[] = "attribute vec3 vertexCoord;" "attribute vec2 textureCoord;" "uniform mat4 transform;" "varying mediump vec2 uv;" "void main() {" " uv = textureCoord;" " gl_Position = transform * vec4(vertexCoord,1);" "}"; static const char fragment_shader[] = "varying mediump vec2 uv;" "uniform sampler2D textureSampler;" "void main() {" " gl_FragColor = texture2D(textureSampler, uv);" "}"; ServerBufferRenderer::ServerBufferRenderer(QWaylandServerBuffer *serverBuffer) : QOpenGLFunctions(QOpenGLContext::currentContext()) , m_server_buffer(serverBuffer) , m_texture(0) , m_vao(new QOpenGLVertexArrayObject()) , m_program(new QOpenGLShaderProgram()) , m_vertexbuffer(0) , m_texture_coords(0) { Q_ASSERT(serverBuffer); if (serverBuffer->userData()) { qWarning("ServerBufferRenderer: Will over QWaylandServerBuffers %p userdata %p", serverBuffer, serverBuffer->userData()); } serverBuffer->setUserData(this); m_vao->create(); m_vao->bind(); m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader); if (!m_program->link()) { qDebug() << m_program->log(); } glGenTextures(1,&m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); serverBuffer->bindTextureToBuffer(); glGenBuffers(1, &m_vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, m_vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coords), vertex_coords, GL_STATIC_DRAW); m_program->setAttributeBuffer("vertexCoord", GL_FLOAT, 0, 3, 0); glGenBuffers(1, &m_texture_coords); glBindBuffer(GL_ARRAY_BUFFER, m_texture_coords); glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW); m_program->setAttributeBuffer("textureCoord", GL_FLOAT, 0, 2, 0); m_program->enableAttributeArray("vertexCoord"); m_program->enableAttributeArray("textureCoord"); m_vao->release(); glBindBuffer(GL_ARRAY_BUFFER, 0); } void ServerBufferRenderer::render(const QMatrix4x4 &transform) { m_vao->bind(); m_program->bind(); m_program->setUniformValue("transform", transform); glBindTexture(GL_TEXTURE_2D, m_texture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); m_vao->release(); glBindBuffer(GL_ARRAY_BUFFER, 0); }