chore: Move everything into package/ (#1745)

* Move everything into package

* Remove .DS_Store

* Move scripts and eslintrc to package

* Create CODE_OF_CONDUCT.md

* fix some links

* Update all links (I think)

* Update generated docs

* Update notice-yarn-changes.yml

* Update validate-android.yml

* Update validate-cpp.yml

* Delete notice-yarn-changes.yml

* Update validate-cpp.yml

* Update validate-cpp.yml

* Update validate-js.yml

* Update validate-cpp.yml

* Update validate-cpp.yml

* wrong c++ style

* Revert "wrong c++ style"

This reverts commit 55a3575589c6f13f8b05134d83384f55e0601ab2.
This commit is contained in:
Marc Rousavy
2023-09-01 18:15:28 +02:00
committed by GitHub
parent 2a5c33323b
commit 036856aed5
347 changed files with 3088 additions and 154 deletions

View File

@@ -0,0 +1,76 @@
//
// Created by Marc Rousavy on 29.08.23.
//
#include "OpenGLRenderer.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android/log.h>
#include <android/native_window.h>
#include <utility>
#include "OpenGLError.h"
namespace vision {
std::unique_ptr<OpenGLRenderer>
OpenGLRenderer::CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context,
ANativeWindow* surface) {
return std::unique_ptr<OpenGLRenderer>(new OpenGLRenderer(std::move(context), surface));
}
OpenGLRenderer::OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
_context = std::move(context);
_outputSurface = surface;
_width = ANativeWindow_getWidth(surface);
_height = ANativeWindow_getHeight(surface);
}
OpenGLRenderer::~OpenGLRenderer() {
if (_outputSurface != nullptr) {
ANativeWindow_release(_outputSurface);
}
destroy();
}
void OpenGLRenderer::destroy() {
if (_context != nullptr && _surface != EGL_NO_DISPLAY) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Destroying OpenGL Surface...");
eglDestroySurface(_context->display, _surface);
_surface = EGL_NO_SURFACE;
}
}
void OpenGLRenderer::renderTextureToSurface(const OpenGLTexture& texture, float* transformMatrix) {
if (_surface == EGL_NO_SURFACE) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Creating Window Surface...");
_context->use();
_surface = eglCreateWindowSurface(_context->display, _context->config, _outputSurface, nullptr);
}
// 1. Activate the OpenGL context for this surface
_context->use(_surface);
// 2. Set the viewport for rendering
glViewport(0, 0, _width, _height);
glDisable(GL_BLEND);
// 3. Bind the input texture
glBindTexture(texture.target, texture.id);
glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// 4. Draw it using the pass-through shader which also applies transforms
_passThroughShader.draw(texture, transformMatrix);
// 5. Swap buffers to pass it to the window surface
eglSwapBuffers(_context->display, _surface);
}
} // namespace vision