~brandontschaefer/mir/lp.1233089-fix-v-h-scroll

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
/*
 * Copyright © 2012 Canonical Ltd.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License version 3 as
 * published by the Free Software Foundation.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * Authored by: Alexandros Frantzis <alexandros.frantzis@canonical.com>
 */

#include "image_renderer.h"

// Unfortunately we have to ignore warnings/errors in 3rd party code.
#pragma GCC diagnostic push
#pragma GCC diagnostic warning "-Wall"
#include <glm/glm.hpp>
#pragma GCC diagnostic pop
#include <glm/gtc/type_ptr.hpp>

#include <memory>
#include <vector>

#include <boost/throw_exception.hpp>
#include <stdexcept>

namespace mt = mir::tools;

namespace
{

const GLchar* vertex_shader_src =
{
    "attribute vec3 position;\n"
    "varying vec2 v_texcoord;\n"
    "void main() {\n"
    "   gl_Position = vec4(position, 1.0);\n"
    "   v_texcoord = position.xy * 0.5 + 0.5;\n"
    "}\n"
};

const GLchar* fragment_shader_src =
{
    "precision mediump float;\n"
    "uniform sampler2D tex;\n"
    "varying vec2 v_texcoord;\n"
    "void main() {\n"
    "   gl_FragColor = texture2D(tex, v_texcoord);\n"
    "}\n"
};


glm::vec3 vertex_attribs[4] =
{
    glm::vec3{-1.0f, 1.0f, 0.0f},
    glm::vec3{-1.0f, -1.0f, 0.0f},
    glm::vec3{1.0f, 1.0f, 0.0f},
    glm::vec3{1.0f, -1.0f, 0.0f}
};

typedef void(*MirGLGetObjectInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
typedef void(*MirGLGetObjectiv)(GLuint, GLenum, GLint *);

void throw_with_object_log(MirGLGetObjectInfoLog getObjectInfoLog,
                           MirGLGetObjectiv      getObjectiv,
                           std::string const &   msg,
                           GLuint                object)
{
    GLint object_log_length = 0;
    (*getObjectiv)(object, GL_INFO_LOG_LENGTH, &object_log_length);

    GLuint const object_log_buffer_length = object_log_length + 1;
    std::vector<char> log_chars(object_log_buffer_length);

    (*getObjectInfoLog)(object, object_log_buffer_length, NULL, log_chars.data());

    std::string object_info_err(msg + "\n");
    object_info_err.append(log_chars.begin(), log_chars.end() - 1);

    BOOST_THROW_EXCEPTION(std::runtime_error(object_info_err));
}

}

mt::ImageRenderer::ImageRenderer(const uint8_t* pixel_data, mir::geometry::Size size,
                                 uint32_t bytes_per_pixel)
{
    resources.setup();

    /* Upload the texture */
    glBindTexture(GL_TEXTURE_2D, resources.texture);

    GLenum format = (bytes_per_pixel == 3) ? GL_RGB : GL_RGBA;

    glTexImage2D(GL_TEXTURE_2D, 0, format,
                 size.width.as_uint32_t(), size.height.as_uint32_t(), 0,
                 format, GL_UNSIGNED_BYTE, pixel_data);
}

mt::ImageRenderer::Resources::~Resources()
{
    if (vertex_shader)
        glDeleteShader(vertex_shader);
    if (fragment_shader)
        glDeleteShader(fragment_shader);
    if (program)
        glDeleteProgram(program);
    if (vertex_attribs_vbo)
        glDeleteBuffers(1, &vertex_attribs_vbo);
    if (texture)
        glDeleteTextures(1, &texture);
}

void mt::ImageRenderer::Resources::setup()
{
    GLint param = 0;

    /* Create shaders and program */
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_src, 0);
    glCompileShader(vertex_shader);
    glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &param);
    if (param == GL_FALSE)
    {
        throw_with_object_log(glGetShaderInfoLog, glGetShaderiv,
                              "Failed to compile vertex shader:",
                              vertex_shader);
    }

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_src, 0);
    glCompileShader(fragment_shader);
    glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &param);
    if (param == GL_FALSE)
    {
        throw_with_object_log(glGetShaderInfoLog, glGetShaderiv,
                              "Failed to compile fragment shader:",
                              fragment_shader);
    }

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);
    glGetProgramiv(program, GL_LINK_STATUS, &param);
    if (param == GL_FALSE)
    {
        throw_with_object_log(glGetProgramInfoLog, glGetProgramiv,
                              "Failed to link shader program:",
                              program);
    }

    glUseProgram(program);

    /* Set up program variables */
    GLint tex_loc = glGetUniformLocation(program, "tex");
    position_attr_loc = glGetAttribLocation(program, "position");

    /* Create the texture */
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glUniform1i(tex_loc, 0);
    glBindTexture(GL_TEXTURE_2D, 0);

    /* Create VBO */
    glGenBuffers(1, &vertex_attribs_vbo);

    glBindBuffer(GL_ARRAY_BUFFER, vertex_attribs_vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_attribs),
                 glm::value_ptr(vertex_attribs[0]), GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glUseProgram(0);
}


void mt::ImageRenderer::render()
{
    glUseProgram(resources.program);

    glActiveTexture(GL_TEXTURE0);

    /* Set up vertex attribute data */
    glBindBuffer(GL_ARRAY_BUFFER, resources.vertex_attribs_vbo);
    glVertexAttribPointer(resources.position_attr_loc, 3, GL_FLOAT, GL_FALSE, 0, 0);

    glBindTexture(GL_TEXTURE_2D, resources.texture);

    /* Draw */
    glEnableVertexAttribArray(resources.position_attr_loc);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glDisableVertexAttribArray(resources.position_attr_loc);
}