// Glew include
#include <GL/glew.h>
// TnzCore includes
#include "tgl.h"
// Qt includes
#include <QCoreApplication>
#include <QThread>
#include <QDateTime>
#include <QGLPixelBuffer>
#include <QGLFramebufferObject>
#include <QGLShaderProgram>
// STD includes
#include <map>
#include <memory>
#include "stdfx/shadingcontext.h"
//*****************************************************************
// Local Namespace stuff
//*****************************************************************
namespace {
typedef std::unique_ptr<QGLPixelBuffer> QGLPixelBufferP;
typedef std::unique_ptr<QGLFramebufferObject> QGLFramebufferObjectP;
typedef std::unique_ptr<QGLShaderProgram> QGLShaderProgramP;
struct CompiledShader {
QGLShaderProgramP m_program;
QDateTime m_lastModified;
public:
CompiledShader() {}
CompiledShader(const CompiledShader &) { assert(!m_program.get()); }
};
} // namespace
//*****************************************************************
// ShadingContext::Imp definition
//*****************************************************************
struct ShadingContext::Imp {
QGLPixelBufferP m_pixelBuffer; //!< OpenGL context.
QGLFramebufferObjectP m_fbo; //!< Output buffer.
std::map<QString,
CompiledShader>
m_shaderPrograms; //!< Shader Programs stored in the context.
//! \warning Values have \p unique_ptr members.
public:
Imp();
static QGLFormat format();
void initMatrix(int lx, int ly);
private:
// Not copyable
Imp(const Imp &);
Imp &operator=(const Imp &);
};
//--------------------------------------------------------
ShadingContext::Imp::Imp()
: m_pixelBuffer(new QGLPixelBuffer(1, 1, format())) {}
//--------------------------------------------------------
QGLFormat ShadingContext::Imp::format() {
QGLFormat fmt;
#ifdef MACOSX
fmt.setVersion(3, 2);
fmt.setProfile(QGLFormat::CompatibilityProfile);
#endif
return fmt;
}
//--------------------------------------------------------
void ShadingContext::Imp::initMatrix(int lx, int ly) {
glViewport(0, 0, lx, ly);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, lx, 0, ly);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//*****************************************************************
// ShadingContext implementation
//*****************************************************************
ShadingContext::ShadingContext() : m_imp(new Imp) {
makeCurrent();
glewExperimental = GL_TRUE;
glewInit();
doneCurrent();
}
//--------------------------------------------------------
ShadingContext::~ShadingContext() {}
//--------------------------------------------------------
ShadingContext::Support ShadingContext::support() {
return !QGLPixelBuffer::hasOpenGLPbuffers()
? NO_PIXEL_BUFFER
: !QGLShaderProgram::hasOpenGLShaderPrograms() ? NO_SHADERS : OK;
}
//--------------------------------------------------------
bool ShadingContext::isValid() const { return m_imp->m_pixelBuffer->isValid(); }
//--------------------------------------------------------
/*
QGLFormat ShadingContext::defaultFormat(int channelsSize)
{
QGL::FormatOptions opts =
QGL::SingleBuffer |
QGL::NoAccumBuffer |
QGL::NoDepthBuffer | // I guess it could be
necessary to let at least
QGL::NoOverlay | // the depth buffer
enabled... Fragment shaders could
QGL::NoSampleBuffers | // use it...
QGL::NoStencilBuffer |
QGL::NoStereoBuffers;
QGLFormat fmt(opts);
fmt.setDirectRendering(true); // Just to be explicit -
USE HARDWARE ACCELERATION
fmt.setRedBufferSize(channelsSize);
fmt.setGreenBufferSize(channelsSize);
fmt.setBlueBufferSize(channelsSize);
fmt.setAlphaBufferSize(channelsSize);
// TODO: 64-bit mode should be settable here
return fmt;
}
*/
//--------------------------------------------------------
void ShadingContext::makeCurrent() { m_imp->m_pixelBuffer->makeCurrent(); }
//--------------------------------------------------------
void ShadingContext::doneCurrent() { m_imp->m_pixelBuffer->doneCurrent(); }
//--------------------------------------------------------
void ShadingContext::resize(int lx, int ly,
const QGLFramebufferObjectFormat &fmt) {
if (m_imp->m_fbo.get() && m_imp->m_fbo->width() == lx &&
m_imp->m_fbo->height() == ly && m_imp->m_fbo->format() == fmt)
return;
if (lx == 0 || ly == 0) {
m_imp->m_fbo.reset(0);
} else {
m_imp->m_fbo.reset(new QGLFramebufferObject(lx, ly, fmt));
assert(m_imp->m_fbo->isValid());
m_imp->m_fbo->bind();
}
}
//--------------------------------------------------------
QGLFramebufferObjectFormat ShadingContext::format() const {
QGLFramebufferObject *fbo = m_imp->m_fbo.get();
return fbo ? m_imp->m_fbo->format() : QGLFramebufferObjectFormat();
}
//--------------------------------------------------------
TDimension ShadingContext::size() const {
QGLFramebufferObject *fbo = m_imp->m_fbo.get();
return fbo ? TDimension(fbo->width(), fbo->height()) : TDimension();
}
//--------------------------------------------------------
void ShadingContext::addShaderProgram(const QString &shaderName,
QGLShaderProgram *program) {
std::map<QString, CompiledShader>::iterator st =
m_imp->m_shaderPrograms
.insert(std::make_pair(shaderName, CompiledShader()))
.first;
st->second.m_program.reset(program);
}
//--------------------------------------------------------
void ShadingContext::addShaderProgram(const QString &shaderName,
QGLShaderProgram *program,
const QDateTime &lastModified) {
std::map<QString, CompiledShader>::iterator st =
m_imp->m_shaderPrograms
.insert(std::make_pair(shaderName, CompiledShader()))
.first;
st->second.m_program.reset(program);
st->second.m_lastModified = lastModified;
}
//--------------------------------------------------------
bool ShadingContext::removeShaderProgram(const QString &shaderName) {
return (m_imp->m_shaderPrograms.erase(shaderName) > 0);
}
//--------------------------------------------------------
QGLShaderProgram *ShadingContext::shaderProgram(
const QString &shaderName) const {
std::map<QString, CompiledShader>::iterator st =
m_imp->m_shaderPrograms.find(shaderName);
return (st != m_imp->m_shaderPrograms.end()) ? st->second.m_program.get() : 0;
}
//--------------------------------------------------------
QDateTime ShadingContext::lastModified(const QString &shaderName) const {
std::map<QString, CompiledShader>::iterator st =
m_imp->m_shaderPrograms.find(shaderName);
return (st != m_imp->m_shaderPrograms.end()) ? st->second.m_lastModified
: QDateTime();
}
//--------------------------------------------------------
std::pair<QGLShaderProgram *, QDateTime> ShadingContext::shaderData(
const QString &shaderName) const {
std::map<QString, CompiledShader>::iterator st =
m_imp->m_shaderPrograms.find(shaderName);
return (st != m_imp->m_shaderPrograms.end())
? std::make_pair(st->second.m_program.get(),
st->second.m_lastModified)
: std::make_pair((QGLShaderProgram *)0, QDateTime());
}
//--------------------------------------------------------
GLuint ShadingContext::loadTexture(const TRasterP &src, GLuint texUnit) {
glActiveTexture(GL_TEXTURE0 + texUnit);
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP); // These must be used on a bound texture,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP); // and are remembered in the OpenGL context.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST); // They can be set here, no need for
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST); // the user to do it.
glPixelStorei(GL_UNPACK_ROW_LENGTH, src->getWrap());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum chanType = TRaster32P(src) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT;
glTexImage2D(GL_TEXTURE_2D,
0, // one level only
GL_RGBA, // pixel channels count
src->getLx(), // width
src->getLy(), // height
0, // border size
TGL_FMT, // pixel format
chanType, // channel data type
(GLvoid *)src->getRawData());
assert(glGetError() == GL_NO_ERROR);
return texId;
}
//----------------------------------------------------------------------
void ShadingContext::unloadTexture(GLuint texId) {
glDeleteTextures(1, &texId);
}
//--------------------------------------------------------
void ShadingContext::draw(const TRasterP &dst) {
assert("ShadingContext::resize() must be invoked at least once before this" &&
m_imp->m_fbo.get());
int lx = dst->getLx(),
ly = dst->getLy(); // NOTE: We're not using m_imp->m_fbo's size, since
// it could be possibly greater than the required
// destination surface.
m_imp->initMatrix(lx, ly); // This call sets the OpenGL viewport to this
// size - and matches (1, 1) to dst's (lx, ly)
{
glBegin(GL_QUADS);
glVertex2f(0.0, 0.0);
glVertex2f(lx, 0.0);
glVertex2f(lx, ly);
glVertex2f(0.0, ly);
glEnd();
}
glPixelStorei(GL_PACK_ROW_LENGTH, dst->getWrap());
// Read the fbo to dst
if (TRaster32P ras32 = dst)
glReadPixels(0, 0, lx, ly, GL_BGRA_EXT, GL_UNSIGNED_BYTE,
dst->getRawData());
else {
assert(TRaster64P(dst));
glReadPixels(0, 0, lx, ly, GL_BGRA_EXT, GL_UNSIGNED_SHORT,
dst->getRawData());
}
assert(glGetError() == GL_NO_ERROR);
}
//--------------------------------------------------------
void ShadingContext::transformFeedback(int varyingsCount,
const GLsizeiptr *varyingSizes,
GLvoid **bufs) {
// Generate buffer objects
std::vector<GLuint> bufferObjectNames(varyingsCount, 0);
glGenBuffers(varyingsCount, &bufferObjectNames[0]);
for (int v = 0; v != varyingsCount; ++v) {
glBindBuffer(GL_ARRAY_BUFFER, bufferObjectNames[v]);
glBufferData(GL_ARRAY_BUFFER, varyingSizes[v], bufs[v], GL_STATIC_READ);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, v, bufferObjectNames[v]);
}
// Draw
GLuint Query = 0;
glGenQueries(1, &Query);
{
// Disable rasterization, vertices processing only!
glEnable(GL_RASTERIZER_DISCARD);
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, Query);
glBeginTransformFeedback(GL_POINTS);
glBegin(GL_POINTS);
glVertex2f(0.0f, 0.0f);
glEnd();
glEndTransformFeedback();
glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
glDisable(GL_RASTERIZER_DISCARD);
}
GLint count = 0;
glGetQueryObjectiv(Query, GL_QUERY_RESULT, &count);
glDeleteQueries(1, &Query);
// Retrieve transformed data
for (int v = 0; v != varyingsCount; ++v) {
glBindBuffer(GL_ARRAY_BUFFER, bufferObjectNames[v]);
glGetBufferSubData(GL_ARRAY_BUFFER, 0, varyingSizes[v], bufs[v]);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Delete buffer objects
glDeleteBuffers(varyingsCount, &bufferObjectNames[0]);
}