* 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.
85 lines
1.9 KiB
C++
85 lines
1.9 KiB
C++
//
|
|
// Created by Marc Rousavy on 28.08.23.
|
|
//
|
|
|
|
#pragma once
|
|
|
|
#include <EGL/egl.h>
|
|
#include <GLES2/gl2.h>
|
|
|
|
#include "OpenGLTexture.h"
|
|
|
|
namespace vision {
|
|
|
|
#define NO_SHADER 0
|
|
#define NO_POSITION 0
|
|
#define NO_BUFFER 0
|
|
|
|
struct Vertex {
|
|
GLfloat position[2];
|
|
GLfloat texCoord[2];
|
|
};
|
|
|
|
class PassThroughShader {
|
|
public:
|
|
PassThroughShader() = default;
|
|
~PassThroughShader();
|
|
|
|
/**
|
|
* Draw the texture using this shader.
|
|
* Note: At the moment, only EXTERNAL textures are supported by the Shader.
|
|
*/
|
|
void draw(const OpenGLTexture& texture, float* transformMatrix);
|
|
|
|
private:
|
|
// Loading
|
|
static GLuint loadShader(GLenum shaderType, const char* shaderCode);
|
|
static GLuint createProgram();
|
|
|
|
private:
|
|
// Parameters
|
|
GLuint _programId = NO_SHADER;
|
|
GLuint _vertexBuffer = NO_BUFFER;
|
|
struct VertexParameters {
|
|
GLint aPosition = NO_POSITION;
|
|
GLint aTexCoord = NO_POSITION;
|
|
GLint uTransformMatrix = NO_POSITION;
|
|
} _vertexParameters;
|
|
struct FragmentParameters {
|
|
GLint uTexture = NO_POSITION;
|
|
} _fragmentParameters;
|
|
|
|
private:
|
|
// Statics
|
|
static constexpr Vertex VERTICES[] = {
|
|
{{-1.0f, -1.0f}, {0.0f, 0.0f}}, // bottom-left
|
|
{{1.0f, -1.0f}, {1.0f, 0.0f}}, // bottom-right
|
|
{{-1.0f, 1.0f}, {0.0f, 1.0f}}, // top-left
|
|
{{1.0f, 1.0f}, {1.0f, 1.0f}} // top-right
|
|
};
|
|
|
|
static constexpr char VERTEX_SHADER[] = R"(
|
|
attribute vec4 aPosition;
|
|
attribute vec2 aTexCoord;
|
|
uniform mat4 uTransformMatrix;
|
|
varying vec2 vTexCoord;
|
|
|
|
void main() {
|
|
gl_Position = aPosition;
|
|
vTexCoord = (uTransformMatrix * vec4(aTexCoord, 0.0, 1.0)).xy;
|
|
}
|
|
)";
|
|
static constexpr char FRAGMENT_SHADER[] = R"(
|
|
#extension GL_OES_EGL_image_external : require
|
|
precision mediump float;
|
|
varying vec2 vTexCoord;
|
|
uniform samplerExternalOES uTexture;
|
|
|
|
void main() {
|
|
gl_FragColor = texture2D(uTexture, vTexCoord);
|
|
}
|
|
)";
|
|
};
|
|
|
|
} // namespace vision
|