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Osc shader #223
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Osc shader #223
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,287 @@ | ||
| /* | ||
| Copyright (c) 2013, Broadcom Europe Ltd | ||
| Copyright (c) 2013, Tim Gover | ||
| Copyright (c) 2015, Antoine Villeret | ||
| All rights reserved. | ||
|
|
||
| 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 the copyright holder 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 HOLDER 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. | ||
| */ | ||
|
|
||
| #include <GLES/gl.h> | ||
| #include <GLES/glext.h> | ||
| #include <GLES2/gl2.h> | ||
| #include <EGL/egl.h> | ||
| #include <EGL/eglext.h> | ||
| #include "RaspiTexUtil.h" | ||
|
|
||
| /* Vertex co-ordinates: | ||
| * | ||
| * v0----v1 | ||
| * | | | ||
| * | | | ||
| * | | | ||
| * v3----v2 | ||
| */ | ||
|
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| static const GLfloat vertices[] = | ||
| { | ||
| #define V0 -0.8, 0.8, 0.8, | ||
| #define V1 0.8, 0.8, 0.8, | ||
| #define V2 0.8, -0.8, 0.8, | ||
| #define V3 -0.8, -0.8, 0.8, | ||
| V0 V3 V2 V2 V1 V0 | ||
| }; | ||
|
|
||
| /* Texture co-ordinates: | ||
| * | ||
| * (0,0) b--c | ||
| * | | | ||
| * a--d | ||
| * | ||
| * b,a,d d,c,b | ||
| */ | ||
| static const GLfloat tex_coords[] = | ||
| { | ||
| 0, 0, 0, 1, 1, 1, | ||
| 1, 1, 1, 0, 0, 0 | ||
| }; | ||
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| RASPITEXUTIL_SHADER_PROGRAM_T shader; | ||
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| static int shader_init(RASPITEX_STATE *state) | ||
| { | ||
| int rc = raspitexutil_gl_init_2_0(state); | ||
| if (rc != 0) | ||
| goto end; | ||
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| rc = raspitexutil_build_shader_program(&shader); | ||
| end: | ||
| return rc; | ||
| } | ||
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| static int shader_update_shader(RASPITEX_STATE *state) | ||
| { | ||
| int i; | ||
|
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| RASPITEXUTIL_SHADER_PARAMETER_T *array = shader.uniform_array; | ||
|
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| for(i=0; i<shader.uniform_count; i++) | ||
| { | ||
| if(array[i].flag > 0) | ||
| { | ||
| switch (array[i].type) | ||
| { | ||
| /* float vectors */ | ||
| case GL_FLOAT: | ||
| glUniform1f( array[i].loc, array[i].param[0] ); | ||
| break; | ||
| case GL_FLOAT_VEC2: | ||
| glUniform2f( array[i].loc, (array[i].param[0]), (array[i].param[1]) ); | ||
| break; | ||
| case GL_FLOAT_VEC3: | ||
| glUniform3f( array[i].loc, (array[i].param[0]), (array[i].param[1]), | ||
| (array[i].param[2]) ); | ||
| break; | ||
| case GL_FLOAT_VEC4: | ||
| glUniform4f( array[i].loc, (array[i].param[0]), (array[i].param[1]), | ||
| (array[i].param[2]), (array[i].param[3]) ); | ||
| break; | ||
| /* int vectors */ | ||
| case GL_INT: | ||
| glUniform1i( array[i].loc, (array[i].param[0]) ); | ||
| break; | ||
| case GL_INT_VEC2: | ||
| glUniform2i( array[i].loc, (array[i].param[0]), (array[i].param[1]) ); | ||
| break; | ||
| case GL_INT_VEC3: | ||
| glUniform3i(array[i].loc, | ||
| (array[i].param[0]), (array[i].param[1]), (array[i].param[2]) ); | ||
| break; | ||
| case GL_INT_VEC4: | ||
| glUniform4i(array[i].loc, | ||
| (array[i].param[0]), (array[i].param[1]), | ||
| (array[i].param[2]), (array[i].param[3]) ); | ||
| break; | ||
| /* bool vectors */ | ||
| case GL_BOOL: | ||
| glUniform1f( array[i].loc, (array[i].param[0]) ); | ||
| break; | ||
| case GL_BOOL_VEC2: | ||
| glUniform2f( array[i].loc, (array[i].param[0]), (array[i].param[1]) ); | ||
| break; | ||
| case GL_BOOL_VEC3: | ||
| glUniform3f( array[i].loc, | ||
| (array[i].param[0]), (array[i].param[1]), | ||
| (array[i].param[2]) ); | ||
| break; | ||
| case GL_BOOL_VEC4: | ||
| glUniform4f( array[i].loc, | ||
| (array[i].param[0]), (array[i].param[1]), | ||
| (array[i].param[2]), (array[i].param[3]) ); | ||
| break; | ||
|
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| /* float matrices */ | ||
| case GL_FLOAT_MAT2: | ||
| // GL_TRUE = row major order, GL_FALSE = column major | ||
| glUniformMatrix2fv( array[i].loc, 1, GL_FALSE, array[i].param ); | ||
| break; | ||
| case GL_FLOAT_MAT3: | ||
| glUniformMatrix3fv( array[i].loc, 1, GL_FALSE, array[i].param ); | ||
| break; | ||
| case GL_FLOAT_MAT4: | ||
| glUniformMatrix4fv( array[i].loc, 1, GL_FALSE, array[i].param ); | ||
| break; | ||
|
|
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| /* textures */ | ||
| case GL_SAMPLER_2D: | ||
| glUniform1i(array[i].loc, array[i].param[0]); | ||
| break; | ||
| case GL_SAMPLER_CUBE: break; | ||
| glUniform1i(array[i].loc, (array[i].param[0])); | ||
| break; | ||
| default: | ||
| ; | ||
| } | ||
| // remove flag because the value is in GL's state now... | ||
| array[i].flag=0; | ||
|
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| } | ||
| } | ||
| return 0; | ||
| } | ||
|
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| static int shader_redraw(RASPITEX_STATE *state) | ||
| { | ||
| // Start with a clear screen | ||
| //~ static float offset = 0.0; | ||
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
|
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| // Bind the OES texture which is used to render the camera preview | ||
| glBindTexture(GL_TEXTURE_EXTERNAL_OES, state->texture); | ||
|
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| //~ offset += 0.05; | ||
| GLCHK(glUseProgram(shader.program)); | ||
| GLCHK(glEnableVertexAttribArray(shader.attribute_locations[0])); | ||
| GLfloat varray[] = { | ||
| -1.0f, -1.0f, | ||
| 1.0f, 1.0f, | ||
| 1.0f, -1.0f, | ||
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| -1.0f, 1.0f, | ||
| 1.0f, 1.0f, | ||
| -1.0f, -1.0f, | ||
| }; | ||
| GLCHK(glVertexAttribPointer(shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, varray)); | ||
|
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| shader_update_shader(state); | ||
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| //GLCHK(glUniform1f(shader.uniform_locations[1], offset)); | ||
| GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); | ||
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| GLCHK(glDisableVertexAttribArray(shader.attribute_locations[0])); | ||
| GLCHK(glUseProgram(0)); | ||
| return 0; | ||
| } | ||
|
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| int shader_open(RASPITEX_STATE *state) | ||
| { | ||
| const GLchar *defaultVertexShader = | ||
| "attribute vec2 vertex;\n" | ||
| "varying vec2 texcoord;" | ||
| "void main(void) {\n" | ||
| " texcoord = 0.5 * (vertex + 1.0);\n" | ||
| " gl_Position = vec4(vertex, 0.0, 1.0);\n" | ||
| "}\n"; | ||
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| const GLchar *defaultFragmentShader = | ||
| "#extension GL_OES_EGL_image_external : require\n" | ||
| "varying vec2 texcoord;" | ||
| "uniform samplerExternalOES tex;" | ||
| "void main() \n" | ||
| "{ \n" | ||
| " gl_FragColor = texture2D(tex, texcoord); \n" | ||
| "} \n"; | ||
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| FILE * pfFile=NULL; | ||
| FILE * pvFile=NULL; | ||
| long lSize; | ||
| int result; | ||
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| pfFile = fopen (state->fragment_shader_filename,"rb"); | ||
| if (pfFile==NULL) { | ||
| printf("No or invalid fragment file provided, used the default one\n"); | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It might be nicer to use stderr
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. done |
||
| shader.fragment_source=defaultFragmentShader; | ||
| } else { | ||
|
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| // obtain file size: | ||
| fseek (pfFile , 0 , SEEK_END); | ||
| lSize = ftell (pfFile); | ||
| rewind (pfFile); | ||
|
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| // allocate memory to contain the whole file: | ||
| shader.fragment_source = (GLchar*) malloc (sizeof(GLchar)*lSize); | ||
| if (shader.fragment_source == NULL) {fputs ("Memory error",stderr); exit (2);} | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If these files are huge then it might be better to use mmap instead of malloc. If they are small then it's simpler to assume that malloc will succeed in userspace linux applications
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. then I'll assume that malloc succeed |
||
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| // copy the file into the buffer: | ||
| result = fread (shader.fragment_source,1,lSize,pfFile); | ||
| if (result != lSize) {fputs ("Reading error",stderr); exit (3);} | ||
|
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| printf("fragment shader file : %s\n", state->fragment_shader_filename); | ||
|
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| /* the whole file is now loaded in the memory buffer. */ | ||
| } | ||
|
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| pvFile = fopen (state->vertex_shader_filename,"rb"); | ||
| if (pvFile==NULL) { | ||
| printf("No or invalid vertex file provided, used the default one\n"); | ||
| shader.vertex_source=defaultVertexShader; | ||
| } else { | ||
|
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| // obtain file size: | ||
| fseek (pvFile , 0 , SEEK_END); | ||
| lSize = ftell (pvFile); | ||
| rewind (pvFile); | ||
|
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| // allocate memory to contain the whole file: | ||
| shader.vertex_source = (GLchar*) malloc (sizeof(GLchar)*lSize); | ||
| if (shader.vertex_source == NULL) {fputs ("Memory error",stderr); exit (2);} | ||
|
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| // copy the file into the buffer: | ||
| result = fread (shader.vertex_source,1,lSize,pvFile); | ||
| if (result != lSize) {fputs ("Reading error",stderr); exit (3);} | ||
|
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| printf("vertex shader file : %s\n", state->vertex_shader_filename); | ||
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|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It would be cleaner to return an erorr from this function instead of just exiting. RaspiStill might want to do explicit cleanup
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. then shader_open() will return -1 on fread error, 0 on success and nothing if malloc fails |
||
| /* the whole file is now loaded in the memory buffer. */ | ||
| } | ||
|
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| state->ops.gl_init = shader_init; | ||
| state->ops.redraw = shader_redraw; | ||
| state->ops.update_texture = raspitexutil_update_texture; | ||
| return 0; | ||
| } | ||
|
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| RASPITEXUTIL_SHADER_PROGRAM_T* shader_get_shader() | ||
| { | ||
| return &shader; | ||
| } | ||
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,41 @@ | ||
| /* | ||
| Copyright (c) 2013, Broadcom Europe Ltd | ||
| Copyright (c) 2013, Tim Gover | ||
| Copyright (c) 2015, Antoine Villeret | ||
|
|
||
| All rights reserved. | ||
|
|
||
|
|
||
| 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 the copyright holder 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 HOLDER 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. | ||
| */ | ||
|
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| #ifndef SHADER_H | ||
| #define SHADER_H | ||
|
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| #include "RaspiTex.h" | ||
| #include "RaspiTexUtil.h" | ||
|
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| int shader_open(RASPITEX_STATE *state); | ||
| RASPITEXUTIL_SHADER_PROGRAM_T* oscshader_get_shader(); | ||
|
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| #endif /* SHADER_H */ |
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Any reason for the choice of 0.8 ?
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can't remember, maybe just aesthetic