2019-10-26 18:42:19 +02:00
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// shader
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#ifdef CUVID
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char vertex_osd[] = { "\
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#version 330\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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}\n" };
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char fragment_osd[] = { "\
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#version 330\n\
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#define texture1D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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uniform sampler2D texture0;\n\
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void main() {\n\
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vec4 color; \n\
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color = vec4(texture(texture0, texcoord0));\n\
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out_color = color;\n\
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}\n" };
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char vertex[] = { "\
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#version 310 es\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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in vec2 vertex_texcoord1;\n\
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out vec2 texcoord1;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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texcoord1 = vertex_texcoord1;\n\
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}\n" };
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char fragment[] = { "\
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#version 310 es\n\
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#define texture1D texture\n\
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#define texture3D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform sampler2D texture0;\n\
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uniform sampler2D texture1;\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
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color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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out_color = color;\n\
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}\n" };
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char fragment_bt2100[] = { "\
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#version 310 es\n \
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#define texture1D texture\n\
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#define texture3D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform mat3 cms_matrix;\n\
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uniform sampler2D texture0;\n\
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uniform sampler2D texture1;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
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color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(2.4));\n\
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color.rgb = cms_matrix * color.rgb;\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
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out_color = color;\n\
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}\n" };
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#else
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char vertex_osd[] = { "\
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\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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}\n" };
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char fragment_osd[] = { "\
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\n\
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#define texture1D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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uniform sampler2D texture0;\n\
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void main() {\n\
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vec4 color; \n\
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color = vec4(texture(texture0, texcoord0));\n\
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out_color = color;\n\
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}\n" };
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char vertex[] = { "\
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\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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in vec2 vertex_texcoord1;\n\
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out vec2 texcoord1;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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texcoord1 = vertex_texcoord1;\n\
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}\n" };
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char fragment[] = { "\
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\n\
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#define texture1D texture\n\
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#define texture3D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform sampler2D texture0;\n\
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uniform sampler2D texture1;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
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color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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out_color = color;\n\
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}\n" };
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char fragment_bt2100[] = { "\
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\n \
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#define texture1D texture\n\
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#define texture3D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform mat3 cms_matrix;\n\
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uniform sampler2D texture0;\n\
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uniform sampler2D texture1;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
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color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(2.4));\n\
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color.rgb = cms_matrix * color.rgb;\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
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out_color = color;\n\
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}\n" };
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#endif
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/* Color conversion matrix: RGB = m * YUV + c
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* m is in row-major matrix, with m[row][col], e.g.:
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* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
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* [ a21 a22 a23 ] { a21, a22, a23 },
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* [ a31 a32 a33 ] { a31, a32, a33 } };
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* This is accessed as e.g.: m[2-1][1-1] = a21
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* In particular, each row contains all the coefficients for one of R, G, B,
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* while each column contains all the coefficients for one of Y, U, V:
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* m[r,g,b][y,u,v] = ...
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* The matrix could also be viewed as group of 3 vectors, e.g. the 1st column
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* is the Y vector (1, 1, 1), the 2nd is the U vector, the 3rd the V vector.
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* The matrix might also be used for other conversions and colorspaces.
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*/
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struct mp_cmat
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{
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GLfloat m[3][3]; // colormatrix
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GLfloat c[3]; //colormatrix_c
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};
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struct mp_mat
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{
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GLfloat m[3][3];
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};
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// YUV input limited range (16-235 for luma, 16-240 for chroma)
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// ITU-R BT.601 (SD)
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struct mp_cmat yuv_bt601 = { {{1.164384, 1.164384, 1.164384},
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{0.00000, -0.391762, 2.017232},
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{1.596027, -0.812968, 0.000000}},
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{-0.874202, 0.531668, -1.085631}
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};
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// ITU-R BT.709 (HD)
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struct mp_cmat yuv_bt709 = { {{1.164384, 1.164384, 1.164384},
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{0.00000, -0.213249, 2.112402},
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{1.792741, -0.532909, 0.000000}},
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{-0.972945, 0.301483, -1.133402}
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};
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// ITU-R BT.2020 non-constant luminance system
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struct mp_cmat yuv_bt2020ncl = { {{1.164384, 1.164384, 1.164384},
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{0.00000, -0.187326, 2.141772},
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{1.678674, -0.650424, 0.000000}},
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{-0.915688, 0.347459, -1.148145}
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};
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// ITU-R BT.2020 constant luminance system
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struct mp_cmat yuv_bt2020cl = { {{0.0000, 1.164384, 0.000000},
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{0.00000, 0.000000, 1.138393},
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{1.138393, 0.000000, 0.000000}},
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{-0.571429, -0.073059, -0.571429}
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};
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float cms_matrix[3][3] = { {1.660497, -0.124547, -0.018154},
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{-0.587657, 1.132895, -0.100597},
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{-0.072840, -0.008348, 1.118751}
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};
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struct gl_vao_entry
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{
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// used for shader / glBindAttribLocation
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const char *name;
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// glVertexAttribPointer() arguments
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int num_elems; // size (number of elements)
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GLenum type;
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bool normalized;
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int offset;
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};
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struct vertex_pt
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{
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float x, y;
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};
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struct vertex_pi
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{
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GLint x, y;
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};
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#define TEXUNIT_VIDEO_NUM 6
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struct vertex
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{
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struct vertex_pt position;
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struct vertex_pt texcoord[TEXUNIT_VIDEO_NUM];
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};
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static const struct gl_vao_entry vertex_vao[] = {
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{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
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{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
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{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
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{0}
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};
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static void compile_attach_shader(GLuint program, GLenum type, const char *source)
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{
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GLuint shader;
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GLint status, log_length;
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char log[4000];
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GLsizei len;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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log_length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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glGetShaderInfoLog(shader, 4000, &len, log);
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GlxCheck();
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Debug(3, "compile Status %d loglen %d >%s<\n", status, log_length, log);
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glAttachShader(program, shader);
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glDeleteShader(shader);
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}
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static void link_shader(GLuint program)
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{
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GLint status, log_length;
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glLinkProgram(program);
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status = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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log_length = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
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Debug(3, "Link Status %d loglen %d\n", status, log_length);
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}
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static GLuint sc_generate_osd(GLuint gl_prog)
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{
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Debug(3, "vor create osd\n");
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gl_prog = glCreateProgram();
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Debug(3, "vor compile vertex osd\n");
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compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex_osd);
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Debug(3, "vor compile fragment osd \n");
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compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, fragment_osd);
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glBindAttribLocation(gl_prog, 0, "vertex_position");
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glBindAttribLocation(gl_prog, 1, "vertex_texcoord0");
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link_shader(gl_prog);
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return gl_prog;
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}
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static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
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{
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char vname[80];
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int n;
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GLint cmsLoc;
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float *m, *c, *cms;
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char *frag;
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switch (colorspace) {
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case AVCOL_SPC_RGB:
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m = &yuv_bt601.m[0][0];
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c = &yuv_bt601.c[0];
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frag = fragment;
|
|
|
|
Debug(3, "BT601 Colorspace used\n");
|
|
|
|
break;
|
|
|
|
case AVCOL_SPC_BT709:
|
|
|
|
case AVCOL_SPC_UNSPECIFIED: // comes with UHD
|
|
|
|
m = &yuv_bt709.m[0][0];
|
|
|
|
c = &yuv_bt709.c[0];
|
|
|
|
frag = fragment;
|
|
|
|
Debug(3, "BT709 Colorspace used\n");
|
|
|
|
break;
|
|
|
|
case AVCOL_SPC_BT2020_NCL:
|
|
|
|
m = &yuv_bt2020ncl.m[0][0];
|
|
|
|
c = &yuv_bt2020ncl.c[0];
|
|
|
|
cms = &cms_matrix[0][0];
|
|
|
|
frag = fragment_bt2100;
|
|
|
|
Debug(3, "BT2020NCL Colorspace used\n");
|
|
|
|
break;
|
|
|
|
default: // fallback
|
|
|
|
m = &yuv_bt709.m[0][0];
|
|
|
|
c = &yuv_bt709.c[0];
|
|
|
|
frag = fragment;
|
|
|
|
Debug(3, "default BT709 Colorspace used %d\n", colorspace);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
Debug(3, "vor create\n");
|
|
|
|
gl_prog = glCreateProgram();
|
|
|
|
Debug(3, "vor compile vertex\n");
|
|
|
|
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
|
|
|
|
Debug(3, "vor compile fragment\n");
|
|
|
|
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, frag);
|
|
|
|
glBindAttribLocation(gl_prog, 0, "vertex_position");
|
|
|
|
|
|
|
|
for (n = 0; n < 6; n++) {
|
|
|
|
sprintf(vname, "vertex_texcoord%1d", n);
|
|
|
|
glBindAttribLocation(gl_prog, n + 1, vname);
|
|
|
|
}
|
|
|
|
|
|
|
|
link_shader(gl_prog);
|
|
|
|
|
|
|
|
gl_colormatrix = glGetUniformLocation(gl_prog, "colormatrix");
|
|
|
|
Debug(3, "get uniform colormatrix %d \n", gl_colormatrix);
|
|
|
|
if (gl_colormatrix != -1)
|
|
|
|
glProgramUniformMatrix3fv(gl_prog, gl_colormatrix, 1, 0, m);
|
|
|
|
GlxCheck();
|
|
|
|
Debug(3, "nach set colormatrix\n");
|
|
|
|
|
|
|
|
gl_colormatrix_c = glGetUniformLocation(gl_prog, "colormatrix_c");
|
|
|
|
Debug(3, "get uniform colormatrix_c %d %f\n", gl_colormatrix_c, *c);
|
|
|
|
if (gl_colormatrix_c != -1)
|
|
|
|
glProgramUniform3fv(gl_prog, gl_colormatrix_c, 1, c);
|
|
|
|
GlxCheck();
|
|
|
|
|
|
|
|
if (colorspace == AVCOL_SPC_BT2020_NCL) {
|
|
|
|
cmsLoc = glGetUniformLocation(gl_prog, "cms_matrix");
|
|
|
|
if (cmsLoc != -1)
|
|
|
|
glProgramUniformMatrix3fv(gl_prog, cmsLoc, 1, 0, cms);
|
|
|
|
GlxCheck();
|
|
|
|
}
|
|
|
|
|
|
|
|
return gl_prog;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void render_pass_quad(int flip, float xcrop, float ycrop)
|
|
|
|
{
|
|
|
|
struct vertex va[4];
|
|
|
|
int n;
|
|
|
|
const struct gl_vao_entry *e;
|
|
|
|
|
|
|
|
// uhhhh what a hack
|
|
|
|
if (!flip) {
|
|
|
|
va[0].position.x = (float)-1.0;
|
|
|
|
va[0].position.y = (float)1.0;
|
|
|
|
va[1].position.x = (float)-1.0;
|
|
|
|
va[1].position.y = (float)-1.0;
|
|
|
|
va[2].position.x = (float)1.0;
|
|
|
|
va[2].position.y = (float)1.0;
|
|
|
|
va[3].position.x = (float)1.0;
|
|
|
|
va[3].position.y = (float)-1.0;
|
|
|
|
} else {
|
|
|
|
va[0].position.x = (float)-1.0;
|
|
|
|
va[0].position.y = (float)-1.0;
|
|
|
|
va[1].position.x = (float)-1.0;
|
|
|
|
va[1].position.y = (float)1.0;
|
|
|
|
va[2].position.x = (float)1.0;
|
|
|
|
va[2].position.y = (float)-1.0;
|
|
|
|
va[3].position.x = (float)1.0;
|
|
|
|
va[3].position.y = (float)1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
va[0].texcoord[0].x = (float)0.0 + xcrop;
|
|
|
|
va[0].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von links oben
|
|
|
|
va[0].texcoord[1].x = (float)0.0 + xcrop;
|
|
|
|
va[0].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von links oben
|
|
|
|
va[1].texcoord[0].x = (float)0.0 + xcrop;
|
|
|
|
va[1].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
|
|
|
|
va[1].texcoord[1].x = (float)0.0 + xcrop;
|
|
|
|
va[1].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
|
|
|
|
va[2].texcoord[0].x = (float)1.0 - xcrop;
|
|
|
|
va[2].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
|
|
|
|
va[2].texcoord[1].x = (float)1.0 - xcrop;
|
|
|
|
va[2].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
|
|
|
|
va[3].texcoord[0].x = (float)1.0 - xcrop;
|
|
|
|
va[3].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
|
|
|
|
va[3].texcoord[1].x = (float)1.0 - xcrop;
|
|
|
|
va[3].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), va, GL_DYNAMIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
// enable attribs
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
|
|
|
|
for (n = 0; vertex_vao[n].name; n++) {
|
|
|
|
e = &vertex_vao[n];
|
|
|
|
glEnableVertexAttribArray(n);
|
|
|
|
glVertexAttribPointer(n, e->num_elems, e->type, e->normalized, sizeof(struct vertex),
|
|
|
|
(void *)(intptr_t) e->offset);
|
|
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
// draw quad
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
for (n = 0; vertex_vao[n].name; n++)
|
|
|
|
glDisableVertexAttribArray(n);
|
|
|
|
}
|