[egl] split out texture code into it's own object

This commit is contained in:
Geoffrey McRae
2018-09-23 15:48:44 +10:00
parent fff3ec30b8
commit 00658f3d64
7 changed files with 217 additions and 102 deletions

View File

@@ -19,6 +19,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "egl_model.h"
#include "egl_shader.h"
#include "egl_texture.h"
#include "debug.h"
#include "utils.h"
@@ -37,15 +39,8 @@ struct EGL_Model
bool hasUVBuffer;
GLuint uvBuffer;
EGL_Shader * shader;
bool hasTexture;
GLuint texture;
bool hasPBO;
GLuint pbo[2];
int pboIndex;
size_t pboWidth, pboHeight;
EGL_Shader * shader;
EGL_Texture * texture;
};
bool egl_model_init(EGL_Model ** model)
@@ -72,69 +67,10 @@ void egl_model_free(EGL_Model ** model)
if ((*model)->hasUVBuffer)
glDeleteBuffers(1, &(*model)->uvBuffer);
if ((*model)->hasTexture)
glDeleteTextures(1, &(*model)->texture);
if ((*model)->hasPBO)
glDeleteBuffers(2, (*model)->pbo);
free(*model);
*model = NULL;
}
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize)
{
model->pboWidth = width;
model->pboHeight = height;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if (!model->hasPBO)
glGenBuffers(2, model->pbo);
for(int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[i]);
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
bufferSize,
NULL,
GL_DYNAMIC_DRAW
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
model->hasPBO = true;
return true;
}
bool egl_model_is_streaming(EGL_Model * model)
{
return model->hasPBO;
}
bool egl_model_stream_buffer(EGL_Model * model, const uint8_t * buffer, size_t bufferSize)
{
if (++model->pboIndex == 2)
model->pboIndex = 0;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_DYNAMIC_DRAW);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufferSize, buffer);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, model->pboWidth, model->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
{
if (model->hasVertexBuffer)
@@ -186,20 +122,17 @@ void egl_model_render(EGL_Model * model)
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, model->texture);
if (model->texture)
egl_texture_bind(model->texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, 0);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0);
if (model->shader)
glUseProgram(0);
glUseProgram(0);
}
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
@@ -207,13 +140,7 @@ void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
model->shader = shader;
}
GLuint egl_model_get_texture_id(EGL_Model * model)
void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture)
{
if (model->hasTexture)
return model->texture;
glGenTextures(1, &model->texture);
model->hasTexture = true;
return model->texture;
model->texture = texture;
}