add reverse image shader
Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
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parent
8018772ac7
commit
a63ad6f274
6 changed files with 120 additions and 7 deletions
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@ -22,6 +22,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg
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textVertexShader.glsl \
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shape3DFragmentShader.glsl \
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shape3DVertexShader.glsl \
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renderTextureVertexShader.glsl \
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renderTextureFragmentShader.glsl \
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))
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# vim: set noet sw=4 ts=4:
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18
chart2/opengl/renderTextureFragmentShader.glsl
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18
chart2/opengl/renderTextureFragmentShader.glsl
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@ -0,0 +1,18 @@
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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uniform sampler2D RenderTex;
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varying vec2 vTexCoord;
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void main()
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{
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gl_FragColor = vec4(texture2D(RenderTex, vTexCoord).rgb, 1.0);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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19
chart2/opengl/renderTextureVertexShader.glsl
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19
chart2/opengl/renderTextureVertexShader.glsl
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@ -0,0 +1,19 @@
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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attribute vec4 vPosition;
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attribute vec2 texCoord;
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varying vec2 vTexCoord;
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void main()
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{
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gl_Position = vPosition;
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vTexCoord = texCoord;
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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@ -235,6 +235,7 @@ private:
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int iSubDivZ, float width, float height, float depth);
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void CreateSceneBoxView();
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void CreateBMPHeader(sal_uInt8 *bmpHeader, int xsize, int ysize);
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void RenderTexture(GLuint TexID);
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private:
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// Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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glm::mat4 m_Projection;
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@ -353,6 +354,17 @@ private:
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GLint m_2DVertexID;
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GLint m_2DColorID;
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GLint m_RenderProID;
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GLuint m_RenderVertexBuf;
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GLuint m_RenderTexCoordBuf;
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GLint m_RenderTexID;
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GLint m_RenderVertexID;
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GLint m_RenderTexCoordID;
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//TODO: moggi: kill the following parts
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// don't add anything below or I will remove it
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#if 0
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@ -104,7 +104,7 @@ static const GLfloat boundBoxNormal[] = {
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1.0f, 0.0f, 0.0f//12
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};
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GLfloat coordinateAxis[] = {
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static GLfloat coordinateAxis[] = {
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-1.0, 0.0, 0.0,
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1.0, 0.0, 0.0,//x
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0.0, 0.0, -1.0,
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@ -113,3 +113,18 @@ GLfloat coordinateAxis[] = {
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0.0, 1.0, 0.0//y
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};
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static GLfloat coordReverseVertices[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,
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};
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static GLfloat squareVertices[] = {
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-1.0f, -1.0f, -1.0,
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1.0f, -1.0f, -1.0,
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1.0f, 1.0f, -1.0,
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-1.0f, 1.0f, -1.0
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};
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@ -127,6 +127,12 @@ void OpenGL3DRenderer::LoadShaders()
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m_MatrixID = glGetUniformLocation(m_CommonProID, "MVP");
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m_2DVertexID = glGetAttribLocation(m_CommonProID, "vPosition");
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m_2DColorID = glGetUniformLocation(m_CommonProID, "vColor");
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m_RenderProID = OpenGLHelper::LoadShaders("renderTextureVertexShader", "renderTextureFragmentShader");
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m_RenderVertexID = glGetAttribLocation(m_RenderProID, "vPosition");
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m_RenderTexCoordID = glGetAttribLocation(m_RenderProID, "texCoord");
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m_RenderTexID = glGetUniformLocation(m_RenderProID, "RenderTex");
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printf("m_RenderProID = %d, m_RenderVertexID = %d\n", m_RenderProID, m_RenderVertexID);
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CHECK_GL_ERROR();
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}
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@ -181,7 +187,6 @@ void OpenGL3DRenderer::CreateFrameBufferObj()
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RboID[i]);
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glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[0]);
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}
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}
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@ -197,7 +202,40 @@ void OpenGL3DRenderer::SetCameraInfo(glm::vec3 pos, glm::vec3 direction, glm::ve
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m_CameraInfo.cameraUp = up;
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}
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void OpenGL3DRenderer::RenderTexture(GLuint TexID)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(m_RenderProID);
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glEnableVertexAttribArray(m_RenderVertexID);
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glBindBuffer(GL_ARRAY_BUFFER, m_RenderVertexBuf);
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glVertexAttribPointer(
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m_RenderVertexID, // attribute. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(m_RenderTexCoordID);
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glBindBuffer(GL_ARRAY_BUFFER, m_RenderTexCoordBuf);
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glVertexAttribPointer(
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m_RenderTexCoordID, // attribute. No particular reason for 0, but must match the layout in the shader.
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2, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glBindTexture(GL_TEXTURE_2D, TexID);
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glUniform1i(m_RenderTexID, 0);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableVertexAttribArray(m_RenderTexCoordID);
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glDisableVertexAttribArray(m_RenderVertexID);
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glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgram(0);
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}
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void OpenGL3DRenderer::init()
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{
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@ -251,6 +289,17 @@ void OpenGL3DRenderer::init()
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glBindBuffer(GL_ARRAY_BUFFER, m_TextTexCoordBuf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenBuffers(1, &m_RenderTexCoordBuf);
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glBindBuffer(GL_ARRAY_BUFFER, m_RenderTexCoordBuf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(coordReverseVertices), coordReverseVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenBuffers(1, &m_RenderVertexBuf);
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glBindBuffer(GL_ARRAY_BUFFER, m_RenderVertexBuf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR();
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Init3DUniformBlock();
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@ -1526,11 +1575,6 @@ void OpenGL3DRenderer::ProcessUnrenderedShape()
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#if 1
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if ((!m_FboID[0]) || (!m_FboID[1]))
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{
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// create a texture object
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CreateTextureObj(m_iWidth, m_iHeight);
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//create render buffer object
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CreateRenderObj(m_iWidth, m_iHeight);
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//create fbo
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CreateFrameBufferObj();
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}
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glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[0]);
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@ -1546,6 +1590,9 @@ void OpenGL3DRenderer::ProcessUnrenderedShape()
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RenderTextShape();
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//render the axis
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RenderCoordinateAxis();
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glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[1]);
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glViewport(0, 0, m_iWidth, m_iHeight);
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RenderTexture(m_TextureObj[0]);
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#if DEBUG_FBO
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char fileName[256] = {0};
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sprintf(fileName, "D://shaderout_%d_%d.bmp", m_iWidth, m_iHeight);
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