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libreoffice/vcl/source/opengl/OpenGLHelper.cxx

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#include <vcl/opengl/OpenGLHelper.hxx>
#include <osl/file.hxx>
#include <rtl/bootstrap.hxx>
#include <config_folders.h>
#include <vcl/salbtype.hxx>
#include <vcl/bmpacc.hxx>
#include <boost/scoped_array.hpp>
#include <vcl/pngwrite.hxx>
#include <vcl/graph.hxx>
#include <vector>
namespace {
OUString getShaderFolder()
{
OUString aUrl("$BRAND_BASE_DIR/" LIBO_ETC_FOLDER);
rtl::Bootstrap::expandMacros(aUrl);
return aUrl + "/opengl/";
}
OString loadShader(const OUString& rFilename)
{
OUString aFileURL = getShaderFolder() + rFilename +".glsl";
osl::File aFile(aFileURL);
if(aFile.open(osl_File_OpenFlag_Read) == osl::FileBase::E_None)
{
sal_uInt64 nSize = 0;
aFile.getSize(nSize);
char* content = new char[nSize+1];
sal_uInt64 nBytesRead = 0;
aFile.read(content, nSize, nBytesRead);
if(nSize != nBytesRead)
assert(false);
content[nSize] = 0;
return OString(content);
}
else
{
SAL_WARN("vcl.opengl", "could not load the file: " << aFileURL);
}
return OString();
}
}
GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString& rFragmentShaderName)
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
OString aVertexShaderSource = loadShader(rVertexShaderName);
char const * VertexSourcePointer = aVertexShaderSource.getStr();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
if ( !Result )
{
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 )
{
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
VertexShaderErrorMessage.push_back('\0');
SAL_WARN("vcl.opengl", "vertex shader compile failed : " << &VertexShaderErrorMessage[0]);
}
else
SAL_WARN("vcl.opengl", "vertex shader compile failed without error log");
return 0;
}
// Compile Fragment Shader
OString aFragmentShaderSource = loadShader(rFragmentShaderName);
char const * FragmentSourcePointer = aFragmentShaderSource.getStr();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
if ( !Result )
{
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 )
{
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
FragmentShaderErrorMessage.push_back('\0');
SAL_WARN("vcl.opengl", "fragment shader compile failed : " << &FragmentShaderErrorMessage[0]);
}
else
SAL_WARN("vcl.opengl", "fragment shader compile failed without error log");
return 0;
}
// Link the program
GLint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
if ( !Result )
{
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 )
{
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
ProgramErrorMessage.push_back('\0');
SAL_WARN("vcl.opengl", "Shader Program failed : " << &ProgramErrorMessage[0]);
}
else
SAL_WARN("vcl.opengl", "shader program link failed without error log");
return 0;
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
sal_uInt8* OpenGLHelper::ConvertBitmapExToRGBABuffer(const BitmapEx& rBitmapEx)
{
long nBmpWidth = rBitmapEx.GetSizePixel().Width();
long nBmpHeight = rBitmapEx.GetSizePixel().Height();
Bitmap aBitmap (rBitmapEx.GetBitmap());
AlphaMask aAlpha (rBitmapEx.GetAlpha());
sal_uInt8* pBitmapBuf(new sal_uInt8[4* nBmpWidth * nBmpHeight ]);
Bitmap::ScopedReadAccess pReadAccces( aBitmap );
AlphaMask::ScopedReadAccess pAlphaReadAccess( aAlpha );
size_t i = 0;
for (long ny = 0; ny < nBmpHeight; ny++)
{
Scanline pAScan = pAlphaReadAccess ? pAlphaReadAccess->GetScanline(ny) : 0;
for(long nx = 0; nx < nBmpWidth; nx++)
{
BitmapColor aCol = pReadAccces->GetColor( ny, nx );
pBitmapBuf[i++] = aCol.GetRed();
pBitmapBuf[i++] = aCol.GetGreen();
pBitmapBuf[i++] = aCol.GetBlue();
pBitmapBuf[i++] = pAScan ? 255 - *pAScan++ : 255;
}
}
return pBitmapBuf;
}
void OpenGLHelper::renderToFile(long nWidth, long nHeight, const OUString& rFileName)
{
boost::scoped_array<sal_uInt8> pBuffer(new sal_uInt8[nWidth*nHeight*4]);
glReadPixels(0, 0, nWidth, nHeight, GL_BGRA, GL_UNSIGNED_BYTE, pBuffer.get());
BitmapEx aBitmap = ConvertBGRABufferToBitmapEx(pBuffer.get(), nWidth, nHeight);
try {
vcl::PNGWriter aWriter( aBitmap );
SvFileStream sOutput( rFileName, STREAM_WRITE );
aWriter.Write( sOutput );
sOutput.Close();
} catch (...) {
SAL_WARN("vcl.opengl", "Error writing png to " << rFileName);
}
}
BitmapEx OpenGLHelper::ConvertBGRABufferToBitmapEx(const sal_uInt8* const pBuffer, long nWidth, long nHeight)
{
assert(pBuffer);
Bitmap aBitmap( Size(nWidth, nHeight), 24 );
AlphaMask aAlpha( Size(nWidth, nHeight) );
{
Bitmap::ScopedWriteAccess pWriteAccess( aBitmap );
AlphaMask::ScopedWriteAccess pAlphaWriteAccess( aAlpha );
size_t nCurPos = 0;
for( int y = 0; y < nHeight; ++y)
{
Scanline pScan = pWriteAccess->GetScanline(y);
Scanline pAlphaScan = pAlphaWriteAccess->GetScanline(y);
for( int x = 0; x < nWidth; ++x )
{
*pScan++ = pBuffer[nCurPos];
*pScan++ = pBuffer[nCurPos+1];
*pScan++ = pBuffer[nCurPos+2];
nCurPos += 3;
*pAlphaScan++ = static_cast<sal_uInt8>( 255 - pBuffer[nCurPos++] );
}
}
}
return BitmapEx(aBitmap, aAlpha);
}
const char* OpenGLHelper::GLErrorString(GLenum errorCode)
{
static const struct {
GLenum code;
const char *string;
} errors[]=
{
/* GL */
{GL_NO_ERROR, "no error"},
{GL_INVALID_ENUM, "invalid enumerant"},
{GL_INVALID_VALUE, "invalid value"},
{GL_INVALID_OPERATION, "invalid operation"},
{GL_STACK_OVERFLOW, "stack overflow"},
{GL_STACK_UNDERFLOW, "stack underflow"},
{GL_OUT_OF_MEMORY, "out of memory"},
{0, NULL }
};
int i;
for (i=0; errors[i].string; i++)
{
if (errors[i].code == errorCode)
{
return errors[i].string;
}
}
return NULL;
}
std::ostream& operator<<(std::ostream& rStrm, const glm::vec4& rPos)
{
rStrm << "( " << rPos[0] << ", " << rPos[1] << ", " << rPos[2] << ", " << rPos[3] << ")";
return rStrm;
}
std::ostream& operator<<(std::ostream& rStrm, const glm::mat4& rMatrix)
{
for(int i = 0; i < 4; ++i)
{
rStrm << "\n( ";
for(int j = 0; j < 4; ++j)
{
rStrm << rMatrix[j][i];
rStrm << " ";
}
rStrm << ")\n";
}
return rStrm;
}
void OpenGLHelper::createFramebuffer(long nWidth, long nHeight,
GLuint& nFramebufferId, GLuint& nRenderbufferDepthId, GLuint& nRenderbufferColorId)
{
// create a renderbuffer for depth attachment
glGenRenderbuffers(1, &nRenderbufferDepthId);
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferDepthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, nWidth, nHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// create a renderbuffer for color attachment
glGenRenderbuffers(1, &nRenderbufferColorId);
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferColorId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, nWidth, nHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// create a framebuffer object and attach renderbuffer and texture
glGenFramebuffers(1, &nFramebufferId);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, nFramebufferId);
// attach a renderbuffer to FBO color attachement point
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferColorId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, nRenderbufferColorId);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
// attach a renderbuffer to depth attachment point
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferDepthId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, nRenderbufferDepthId);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */