It compiles... and runs with FPS of zero
[ipdf/code.git] / src / screen.cpp
index 5bca554..dc59de9 100644 (file)
@@ -22,6 +22,7 @@ static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum
 
 Screen::Screen()
 {
+
        SDL_Init(SDL_INIT_VIDEO);
        m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
                        800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
@@ -68,17 +69,20 @@ Screen::Screen()
        glGenVertexArrays(1, &default_vao);
        glBindVertexArray(default_vao);
 
-       //TODO: Error checking.
-       m_texture_prog.AttachVertexProgram(BASICTEX_VERT);
-       m_texture_prog.AttachFragmentProgram(BASICTEX_FRAG);
-       m_texture_prog.Link();
+       m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
        m_texture_prog.Use();
 
        // We always want to use the texture bound to texture unit 0.
        GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
        glUniform1i(texture_uniform_location, 0);
 
-       m_colour_uniform_location = m_texture_prog.GetUniformLocation("colour");
+       m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
+       m_font_prog.Use();
+
+       // We always want to use the texture bound to texture unit 0.
+       GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
+       glUniform1i(font_texture_uniform_location, 0);
+       m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
 
        m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
        m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
@@ -218,6 +222,48 @@ double Screen::GetLastFrameTimeGPU() const
        return frame_time_ns/1000000000.0;
 }
 
+void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
+{
+       GLenum texture_format = GL_RGBA;
+
+       m_texture_prog.Use();
+       GraphicsBuffer quad_vertex_buffer;
+       quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+       //rectangular texture == 2 triangles
+       GLfloat quad[] = { 
+               0, 0, (float)x, (float)y,
+               1, 0, (float)(x+w), (float)y,
+               0, 1, (float)x, (float)(y+h),
+               1, 1, (float)(x+w), (float)(y+h)
+       };
+       quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
+       quad_vertex_buffer.Bind();
+       m_viewport_ubo.Bind();
+
+       glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
+
+       GLuint texID;
+       glGenTextures(1, &texID);
+       glBindTexture(GL_TEXTURE_2D, texID);
+
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
+
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+       glDisableVertexAttribArray(1);
+       glDisableVertexAttribArray(0);
+
+}
+
 void Screen::ScreenShot(const char * filename) const
 {
        Debug("Attempting to save BMP to file %s", filename);
@@ -368,7 +414,7 @@ void Screen::DebugFontFlush()
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
 
-       m_texture_prog.Use();
+       m_font_prog.Use();
        m_viewport_ubo.Bind();
        m_debug_font_vertices.Bind();
        m_debug_font_indices.Bind();

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