Marc Rousavy 036856aed5
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.
2023-09-01 18:15:28 +02:00

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