auto OpenGLSurface::allocate() -> void { glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(3, &vbo[0]); } auto OpenGLSurface::size(uint w, uint h) -> void { if(width == w && height == h) return; width = w, height = h; w = glrSize(w), h = glrSize(h); if(texture) { glDeleteTextures(1, &texture); texture = 0; } if(buffer) { delete[] buffer; buffer = nullptr; } buffer = new uint32_t[w * h](); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, getFormat(), getType(), buffer); if(framebuffer) { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); delete[] buffer; buffer = nullptr; } } auto OpenGLSurface::release() -> void { if(vbo[0]) { glDeleteBuffers(3, &vbo[0]); for(auto &o : vbo) o = 0; } if(vao) { glDeleteVertexArrays(1, &vao); vao = 0; } if(vertex) { glDetachShader(program, vertex); glDeleteShader(vertex); vertex = 0; } if(geometry) { glDetachShader(program, geometry); glDeleteShader(geometry); geometry = 0; } if(fragment) { glDetachShader(program, fragment); glDeleteShader(fragment); fragment = 0; } if(texture) { glDeleteTextures(1, &texture); texture = 0; } if(framebuffer) { glDeleteFramebuffers(1, &framebuffer); framebuffer = 0; } if(program) { glDeleteProgram(program); program = 0; } width = 0, height = 0; } auto OpenGLSurface::render(uint sourceWidth, uint sourceHeight, uint targetWidth, uint targetHeight) -> void { glViewport(0, 0, targetWidth, targetHeight); float w = (float)sourceWidth / (float)glrSize(sourceWidth); float h = (float)sourceHeight / (float)glrSize(sourceHeight); float u = (float)targetWidth, v = (float)targetHeight; GLint location; GLfloat modelView[] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }; GLfloat projection[] = { 2.0f/u, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f/v, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, }; GLfloat modelViewProjection[4 * 4]; Matrix::Multiply(modelViewProjection, modelView, 4, 4, projection, 4, 4); GLfloat vertices[] = { 0, 0, 0, 1, u, 0, 0, 1, 0, v, 0, 1, u, v, 0, 1, }; GLfloat positions[4 * 4]; for(uint n = 0; n < 16; n += 4) { Matrix::Multiply(&positions[n], &vertices[n], 1, 4, modelViewProjection, 4, 4); } GLfloat texCoords[] = { 0, 0, w, 0, 0, h, w, h, }; glrUniformMatrix4fv("modelView", modelView); glrUniformMatrix4fv("projection", projection); glrUniformMatrix4fv("modelViewProjection", modelViewProjection); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), vertices, GL_STATIC_DRAW); GLuint locationVertex = glGetAttribLocation(program, "vertex"); glEnableVertexAttribArray(locationVertex); glVertexAttribPointer(locationVertex, 4, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), positions, GL_STATIC_DRAW); GLuint locationPosition = glGetAttribLocation(program, "position"); glEnableVertexAttribArray(locationPosition); glVertexAttribPointer(locationPosition, 4, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), texCoords, GL_STATIC_DRAW); GLuint locationTexCoord = glGetAttribLocation(program, "texCoord"); glEnableVertexAttribArray(locationTexCoord); glVertexAttribPointer(locationTexCoord, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindFragDataLocation(program, 0, "fragColor"); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(locationVertex); glDisableVertexAttribArray(locationPosition); glDisableVertexAttribArray(locationTexCoord); }