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vrrenderfullscreen.cpp
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vrrenderfullscreen.cpp
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#include "vrrenderfullscreen.h"
#include <QDebug>
#include <QGuiApplication>
#define OPENGL_OFFSET(i) ((char *)NULL + (i))
VrRenderFullscreen::VrRenderFullscreen():
canvas_buffer(QOpenGLBuffer::VertexBuffer), a_coord(0), u_tex_color(0), inited(false)
{
}
VrRenderFullscreen::~VrRenderFullscreen()
{
}
bool VrRenderFullscreen::init()
{
inited=true;
initializeOpenGLFunctions();
program.addShaderFromSourceCode(QOpenGLShader::Vertex, vsh);
program.addShaderFromSourceCode(QOpenGLShader::Fragment, fsh);
if(!program.link())
{
qDebug()<<"Shader link error: "<<program.log();
return false;
}
if((a_coord = program.attributeLocation("coord")) == -1)
return false;
if((u_tex_color = program.uniformLocation("tex_color")) == -1)
return false;
program.bind();
program.setUniformValue(u_tex_color, 0);
program.release();
static const GLfloat quad_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
canvas_buffer.create();
canvas_buffer.bind();
canvas_buffer.allocate(sizeof(quad_data));
canvas_buffer.write(0, quad_data, sizeof(quad_data));
canvas_buffer.release();
return true;
}
void VrRenderFullscreen::updateProjection(const VrProjection *)
{
}
void VrRenderFullscreen::createVAO()
{
vao.create();
vao.bind();
canvas_buffer.bind();
program.enableAttributeArray(a_coord);
glVertexAttribPointer(a_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);
vao.release();
}
void VrRenderFullscreen::render(GLuint texture)
{
if(!inited) init();
program.bind();
glBindTexture(GL_TEXTURE_2D, texture);
if(!vao.isCreated())
createVAO();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, 6);
vao.release();
program.release();
}
const char *VrRenderFullscreen::vsh=" \
attribute highp vec3 coord; \
varying highp vec2 f_texcoord; \
\
void main(void) \
{ \
f_texcoord = (coord.xy + vec2(1.0, 1.0)) / 2.0; \
gl_Position = vec4(coord, 1.0); \
} \
";
const char *VrRenderFullscreen::fsh="\
uniform sampler2D tex_color; \
varying highp vec2 f_texcoord; \
\
void main(void) \
{ \
highp vec2 uv=vec2(f_texcoord.x, 1.0 - f_texcoord.y); \
gl_FragData[0] = texture2D(tex_color, uv); \
} \
";