refactor into files
This commit is contained in:
14
src/main/assets/quad.fs.glsl
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14
src/main/assets/quad.fs.glsl
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@@ -0,0 +1,14 @@
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : require
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precision mediump float;
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uniform samplerExternalOES uTexture;
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in vec2 vTexCoord;
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out vec4 fragColor;
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void main()
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{
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fragColor = texture(uTexture, vTexCoord);
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}
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12
src/main/assets/quad.vs.glsl
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12
src/main/assets/quad.vs.glsl
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@@ -0,0 +1,12 @@
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#version 300 es
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layout(location = 0) in vec4 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = aPosition;
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vTexCoord = aTexCoord;
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}
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@@ -11,6 +11,10 @@ add_library(mosis-service SHARED
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mosis-service.cpp
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com/omixlab/mosis/IMosisService.cpp
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com/omixlab/mosis/IMosisListener.cpp
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assets_manager.cpp
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shader.cpp
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external_texture.cpp
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quad.cpp
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egl_context.cpp
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logger.cpp
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glad/src/egl.c
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@@ -24,6 +28,10 @@ add_library(mosis-test SHARED
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com/omixlab/mosis/IMosisService.cpp
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com/omixlab/mosis/IMosisListener.cpp
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mosis-test.cpp
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assets_manager.cpp
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shader.cpp
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external_texture.cpp
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quad.cpp
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egl_context.cpp
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logger.cpp
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glad/src/egl.c
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21
src/main/cpp/assets_manager.cpp
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21
src/main/cpp/assets_manager.cpp
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@@ -0,0 +1,21 @@
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#include "assets_manager.h"
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#include <android/asset_manager.h>
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void AssetsManager::Init(AAssetManager *asset_manager)
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{
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m_asset_manager = asset_manager;
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}
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std::vector<uint8_t> AssetsManager::ReadAll(const std::string &filename)
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{
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if (AAsset* asset = AAssetManager_open(m_asset_manager,
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filename.c_str(), AASSET_MODE_BUFFER))
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{
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const auto size = AAsset_getLength(asset);
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auto buffer = std::vector<uint8_t>(size);
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AAsset_read(asset, buffer.data(), size);
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AAsset_close(asset);
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return buffer;
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}
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return {};
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}
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12
src/main/cpp/assets_manager.h
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12
src/main/cpp/assets_manager.h
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@@ -0,0 +1,12 @@
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#pragma once
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#include <vector>
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struct AAssetManager;
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class AssetsManager
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{
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static inline AAssetManager* m_asset_manager = nullptr;
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public:
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static void Init(AAssetManager* asset_manager);
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static std::vector<uint8_t> ReadAll(const std::string& filename);
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};
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42
src/main/cpp/external_texture.cpp
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42
src/main/cpp/external_texture.cpp
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@@ -0,0 +1,42 @@
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#include "external_texture.h"
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#include <android/hardware_buffer.h>
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#include <glad/egl.h>
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#include "logger.h"
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bool ExternalTexture::create(AHardwareBuffer *hardwareBuffer)
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{
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AHardwareBuffer_Desc desc{};
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AHardwareBuffer_describe(hardwareBuffer, &desc);
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EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(hardwareBuffer);
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EGLImageKHR eglImage = eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT,
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EGL_NATIVE_BUFFER_ANDROID, clientBuffer, nullptr);
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if (eglImage == EGL_NO_IMAGE_KHR)
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{
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Logger::Log("Failed to create EGL image");
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return false;
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}
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage);
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eglDestroyImageKHR(eglGetCurrentDisplay(), eglImage);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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return true;
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}
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void ExternalTexture::destroy()
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{
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if (texture)
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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void ExternalTexture::bind() const
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{
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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void ExternalTexture::unbind() const
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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14
src/main/cpp/external_texture.h
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14
src/main/cpp/external_texture.h
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@@ -0,0 +1,14 @@
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#pragma once
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#include <glad/gles2.h>
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struct AHardwareBuffer;
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class ExternalTexture
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{
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GLuint texture = 0;
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public:
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bool create(AHardwareBuffer* hardwareBuffer);
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void destroy();
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void bind() const;
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void unbind() const;
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};
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@@ -8,6 +8,10 @@
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#include <android/asset_manager_jni.h>
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#include "logger.h"
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#include "egl_context.h"
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#include "assets_manager.h"
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#include "shader.h"
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#include "external_texture.h"
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#include "quad.h"
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#include <glad/gles2.h>
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#include <glad/egl.h>
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#include <memory>
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@@ -17,163 +21,12 @@
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using namespace aidl::com::omixlab::mosis;
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using namespace aidl::android::hardware;
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class AssetsManager
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{
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static inline AAssetManager* m_asset_manager = nullptr;
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public:
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static void Init(AAssetManager* asset_manager)
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{
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m_asset_manager = asset_manager;
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}
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static std::vector<uint8_t> ReadAll(const std::string& filename)
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{
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if (AAsset* asset = AAssetManager_open(m_asset_manager,
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filename.c_str(), AASSET_MODE_BUFFER))
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{
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const auto size = AAsset_getLength(asset);
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auto buffer = std::vector<uint8_t>(size);
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AAsset_read(asset, buffer.data(), size);
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AAsset_close(asset);
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return buffer;
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}
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return {};
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}
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};
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class Shader
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{
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GLuint m_program = 0;
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public:
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~Shader()
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{
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if (m_program != 0)
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{
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glDeleteProgram(m_program);
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}
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}
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bool load(const std::string& vertexFilename, const std::string& fragmentFilename)
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{
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// Read source from assets
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std::vector<uint8_t> vsSourceRaw = AssetsManager::ReadAll(vertexFilename);
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std::vector<uint8_t> fsSourceRaw = AssetsManager::ReadAll(fragmentFilename);
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if (vsSourceRaw.empty() || fsSourceRaw.empty())
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{
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Logger::Log("Failed to read shader files from assets");
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return false;
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}
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// Null-terminate the source strings
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std::string vsSource(vsSourceRaw.begin(), vsSourceRaw.end());
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std::string fsSource(fsSourceRaw.begin(), fsSourceRaw.end());
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GLuint vertexShader = compile(GL_VERTEX_SHADER, vsSource.c_str());
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if (!vertexShader) return false;
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GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fsSource.c_str());
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if (!fragmentShader)
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{
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glDeleteShader(vertexShader);
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return false;
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}
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m_program = glCreateProgram();
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glAttachShader(m_program, vertexShader);
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glAttachShader(m_program, fragmentShader);
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glLinkProgram(m_program);
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// Check for link errors
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GLint linked;
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glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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GLint infoLen = 0;
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1)
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{
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std::vector<char> infoLog(infoLen);
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glGetProgramInfoLog(m_program, infoLen, nullptr, infoLog.data());
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Logger::Log(std::format("Error linking program: {}", infoLog.data()));
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}
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glDeleteProgram(m_program);
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m_program = 0;
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}
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// Shaders can be deleted after linking
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return (m_program != 0);
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}
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void use() const
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{
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if (m_program) glUseProgram(m_program);
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}
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GLint getUniformLocation(const char* name) const
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{
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return glGetUniformLocation(m_program, name);
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}
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GLint getAttribLocation(const char* name) const
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{
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return glGetAttribLocation(m_program, name);
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}
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private:
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GLuint compile(GLenum type, const char* source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1)
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{
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std::vector<char> infoLog(infoLen);
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glGetShaderInfoLog(shader, infoLen, nullptr, infoLog.data());
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Logger::Log(std::format("Error compiling shader type {}: {}",
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type, infoLog.data()));
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}
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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};
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class ImportedTexture
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{
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GLuint texture = 0;
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public:
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bool create(AHardwareBuffer* hardwareBuffer)
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{
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AHardwareBuffer_Desc desc{};
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AHardwareBuffer_describe(hardwareBuffer, &desc);
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EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(hardwareBuffer);
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EGLImageKHR eglImage = eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT,
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EGL_NATIVE_BUFFER_ANDROID, clientBuffer, nullptr);
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if (eglImage == EGL_NO_IMAGE_KHR)
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{
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Logger::Log("Failed to create EGL image");
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return false;
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}
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage);
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eglDestroyImageKHR(eglGetCurrentDisplay(), eglImage);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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return true;
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}
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};
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class Renderer : public BnMosisListener
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{
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std::unique_ptr<egl::Context> m_egl_context;
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std::unique_ptr<ImportedTexture> m_texture;
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std::unique_ptr<ExternalTexture> m_texture;
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std::unique_ptr<Shader> m_quad_shader;
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std::unique_ptr<Quad> m_quad;
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AHardwareBuffer* m_hwbuffer = nullptr;
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std::thread m_render_loop;
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bool m_active = false;
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@@ -182,12 +35,13 @@ class Renderer : public BnMosisListener
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m_egl_context = std::make_unique<egl::Context>();
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if (m_egl_context->create(window))
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{
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init_resources();
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m_active = true;
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while (m_active)
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{
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if (m_hwbuffer && !m_texture)
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{
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m_texture = std::make_unique<ImportedTexture>();
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m_texture = std::make_unique<ExternalTexture>();
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if (!m_texture->create(m_hwbuffer))
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{
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Logger::Log("Failed to create texture");
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@@ -201,13 +55,24 @@ class Renderer : public BnMosisListener
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Logger::Log("Failed to create EGL context");
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}
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}
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void init_resources()
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{
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m_quad_shader = std::make_unique<Shader>();
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m_quad_shader->load("quad.vs.glsl", "quad.fs.glsl");
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m_quad = std::make_unique<Quad>();
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m_quad->create();
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}
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void render_frame()
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{
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glClearColor(0.f, 0.5f, 0.5f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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if (m_texture)
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{
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m_quad_shader->use();
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glUniform1i(m_quad_shader->getUniformLocation("uTexture"), 0);
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glActiveTexture(GL_TEXTURE0);
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m_texture->bind();
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m_quad->draw();
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}
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m_egl_context->swap();
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}
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50
src/main/cpp/quad.cpp
Normal file
50
src/main/cpp/quad.cpp
Normal file
@@ -0,0 +1,50 @@
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#include "quad.h"
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void Quad::create()
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{
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// 4 vertices for a triangle strip covering the screen
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// Format: X, Y, Z, U, V
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float vertices[] = {
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // Bottom-left
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom-right
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top-left
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f // Top-right
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};
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vbo);
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Attribute 0: Position (3 floats)
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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// Attribute 1: TexCoord (2 floats)
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void Quad::draw() const
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{
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if (m_vao)
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{
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
|
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}
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void Quad::destroy()
|
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{
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if (m_vao)
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glDeleteVertexArrays(1, &m_vao);
|
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if (m_vbo)
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glDeleteBuffers(1, &m_vbo);
|
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}
|
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12
src/main/cpp/quad.h
Normal file
12
src/main/cpp/quad.h
Normal file
@@ -0,0 +1,12 @@
|
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#pragma once
|
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#include <glad/gles2.h>
|
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|
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class Quad
|
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{
|
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GLuint m_vao = 0;
|
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GLuint m_vbo = 0;
|
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public:
|
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void create();
|
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void draw() const;
|
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void destroy();
|
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};
|
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108
src/main/cpp/shader.cpp
Normal file
108
src/main/cpp/shader.cpp
Normal file
@@ -0,0 +1,108 @@
|
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#include "shader.h"
|
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#include <vector>
|
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#include <format>
|
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#include "assets_manager.h"
|
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#include "logger.h"
|
||||
|
||||
void Shader::destroy()
|
||||
{
|
||||
if (m_program != 0)
|
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{
|
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glDeleteProgram(m_program);
|
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}
|
||||
}
|
||||
|
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bool Shader::load(const std::string &vertexFilename, const std::string &fragmentFilename)
|
||||
{
|
||||
// Read source from assets
|
||||
std::vector<uint8_t> vsSourceRaw = AssetsManager::ReadAll(vertexFilename);
|
||||
std::vector<uint8_t> fsSourceRaw = AssetsManager::ReadAll(fragmentFilename);
|
||||
|
||||
if (vsSourceRaw.empty() || fsSourceRaw.empty())
|
||||
{
|
||||
Logger::Log("Failed to read shader files from assets");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Null-terminate the source strings
|
||||
std::string vsSource(vsSourceRaw.begin(), vsSourceRaw.end());
|
||||
std::string fsSource(fsSourceRaw.begin(), fsSourceRaw.end());
|
||||
|
||||
GLuint vertexShader = compile(GL_VERTEX_SHADER, vsSource.c_str());
|
||||
if (!vertexShader) return false;
|
||||
|
||||
GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fsSource.c_str());
|
||||
if (!fragmentShader)
|
||||
{
|
||||
glDeleteShader(vertexShader);
|
||||
return false;
|
||||
}
|
||||
|
||||
m_program = glCreateProgram();
|
||||
glAttachShader(m_program, vertexShader);
|
||||
glAttachShader(m_program, fragmentShader);
|
||||
glLinkProgram(m_program);
|
||||
|
||||
// Check for link errors
|
||||
GLint linked;
|
||||
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
|
||||
if (!linked)
|
||||
{
|
||||
GLint infoLen = 0;
|
||||
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &infoLen);
|
||||
if (infoLen > 1)
|
||||
{
|
||||
std::vector<char> infoLog(infoLen);
|
||||
glGetProgramInfoLog(m_program, infoLen, nullptr, infoLog.data());
|
||||
Logger::Log(std::format("Error linking program: {}", infoLog.data()));
|
||||
}
|
||||
glDeleteProgram(m_program);
|
||||
m_program = 0;
|
||||
}
|
||||
|
||||
// Shaders can be deleted after linking
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return (m_program != 0);
|
||||
}
|
||||
|
||||
void Shader::use() const
|
||||
{
|
||||
if (m_program) glUseProgram(m_program);
|
||||
}
|
||||
|
||||
GLint Shader::getUniformLocation(const char *name) const
|
||||
{
|
||||
return glGetUniformLocation(m_program, name);
|
||||
}
|
||||
|
||||
GLint Shader::getAttribLocation(const char *name) const
|
||||
{
|
||||
return glGetAttribLocation(m_program, name);
|
||||
}
|
||||
|
||||
GLuint Shader::compile(GLenum type, const char *source)
|
||||
{
|
||||
GLuint shader = glCreateShader(type);
|
||||
glShaderSource(shader, 1, &source, nullptr);
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint compiled;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (!compiled)
|
||||
{
|
||||
GLint infoLen = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
||||
if (infoLen > 1)
|
||||
{
|
||||
std::vector<char> infoLog(infoLen);
|
||||
glGetShaderInfoLog(shader, infoLen, nullptr, infoLog.data());
|
||||
Logger::Log(std::format("Error compiling shader type {}: {}",
|
||||
type, infoLog.data()));
|
||||
}
|
||||
glDeleteShader(shader);
|
||||
return 0;
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
16
src/main/cpp/shader.h
Normal file
16
src/main/cpp/shader.h
Normal file
@@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include <glad/gles2.h>
|
||||
#include <string>
|
||||
|
||||
class Shader
|
||||
{
|
||||
GLuint m_program = 0;
|
||||
public:
|
||||
void destroy();
|
||||
bool load(const std::string& vertexFilename, const std::string& fragmentFilename);
|
||||
void use() const;
|
||||
GLint getUniformLocation(const char* name) const;
|
||||
GLint getAttribLocation(const char* name) const;
|
||||
private:
|
||||
GLuint compile(GLenum type, const char* source);
|
||||
};
|
||||
Reference in New Issue
Block a user