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authorJulien Isorce <julien.isorce@collabora.co.uk>2014-06-25 10:19:54 +0100
committerJulien Isorce <julien.isorce@collabora.co.uk>2014-06-25 10:50:54 +0100
commit3d0b891e42b67c108bd6604bb3e2ff9ed6faaf4a (patch)
tree5da38197e8c4df57903615b85644ac1245a8c3b0 /examples/egl
parent91c6e34217a5badfd49a76b1b333b49f69cb278f (diff)
testegl: do matrix mutlplication in the shader
See https://bugzilla.gnome.org/show_bug.cgi?id=728940
Diffstat (limited to 'examples/egl')
-rw-r--r--examples/egl/testegl.c116
1 files changed, 46 insertions, 70 deletions
diff --git a/examples/egl/testegl.c b/examples/egl/testegl.c
index db0fc4d..c0e8b7a 100644
--- a/examples/egl/testegl.c
+++ b/examples/egl/testegl.c
@@ -179,60 +179,6 @@ gst_gl_matrix_translate (GstGLMatrix * matrix, GLfloat tx, GLfloat ty,
}
static void
-gst_gl_matrix_rotate (GstGLMatrix * matrix, GLfloat angle, GLfloat x, GLfloat y,
- GLfloat z)
-{
- GLfloat sinAngle, cosAngle;
- GLfloat mag = sqrtf (x * x + y * y + z * z);
-
- sinAngle = sinf (angle * M_PI / 180.0f);
- cosAngle = cosf (angle * M_PI / 180.0f);
-
- if (mag > 0.0f) {
- GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
- GLfloat oneMinusCos;
- GstGLMatrix rotMat;
-
- x /= mag;
- y /= mag;
- z /= mag;
-
- xx = x * x;
- yy = y * y;
- zz = z * z;
- xy = x * y;
- yz = y * z;
- zx = z * x;
- xs = x * sinAngle;
- ys = y * sinAngle;
- zs = z * sinAngle;
- oneMinusCos = 1.0f - cosAngle;
-
- rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
- rotMat.m[0][1] = (oneMinusCos * xy) - zs;
- rotMat.m[0][2] = (oneMinusCos * zx) + ys;
- rotMat.m[0][3] = 0.0f;
-
- rotMat.m[1][0] = (oneMinusCos * xy) + zs;
- rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
- rotMat.m[1][2] = (oneMinusCos * yz) - xs;
- rotMat.m[1][3] = 0.0f;
-
- rotMat.m[2][0] = (oneMinusCos * zx) - ys;
- rotMat.m[2][1] = (oneMinusCos * yz) + xs;
- rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
- rotMat.m[2][3] = 0.0f;
-
- rotMat.m[3][0] = 0.0f;
- rotMat.m[3][1] = 0.0f;
- rotMat.m[3][2] = 0.0f;
- rotMat.m[3][3] = 1.0f;
-
- gst_gl_matrix_multiply (matrix, &rotMat, matrix);
- }
-}
-
-static void
gst_gl_matrix_frustum (GstGLMatrix * matrix, GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top, GLfloat nearZ, GLfloat farZ)
{
@@ -281,11 +227,34 @@ gst_gl_matrix_perspective (GstGLMatrix * matrix, GLfloat fovy, GLfloat aspect,
static const gchar *cube_v_src =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
- "uniform mat4 u_matrix; \n"
+ "uniform float u_rotx; \n"
+ "uniform float u_roty; \n"
+ "uniform float u_rotz; \n"
+ "uniform mat4 u_modelview; \n"
+ "uniform mat4 u_projection; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
- " gl_Position = u_matrix * a_position; \n"
+ " float PI = 3.14159265; \n"
+ " float xrot = u_rotx*2.0*PI/360.0; \n"
+ " float yrot = u_roty*2.0*PI/360.0; \n"
+ " float zrot = u_rotz*2.0*PI/360.0; \n"
+ " mat4 matX = mat4 ( \n"
+ " 1.0, 0.0, 0.0, 0.0, \n"
+ " 0.0, cos(xrot), sin(xrot), 0.0, \n"
+ " 0.0, -sin(xrot), cos(xrot), 0.0, \n"
+ " 0.0, 0.0, 0.0, 1.0 ); \n"
+ " mat4 matY = mat4 ( \n"
+ " cos(yrot), 0.0, -sin(yrot), 0.0, \n"
+ " 0.0, 1.0, 0.0, 0.0, \n"
+ " sin(yrot), 0.0, cos(yrot), 0.0, \n"
+ " 0.0, 0.0, 0.0, 1.0 ); \n"
+ " mat4 matZ = mat4 ( \n"
+ " cos(zrot), sin(zrot), 0.0, 0.0, \n"
+ " -sin(zrot), cos(zrot), 0.0, 0.0, \n"
+ " 0.0, 0.0, 1.0, 0.0, \n"
+ " 0.0, 0.0, 0.0, 1.0 ); \n"
+ " gl_Position = u_projection * u_modelview * matZ * matY * matX * a_position;\n"
" v_texCoord = a_texCoord; \n"
"} \n";
@@ -323,8 +292,12 @@ typedef struct
GLint fshader;
GLint program;
- GLint u_modelviewprojectionmatrix;
+ GLint u_modelviewmatrix;
+ GLint u_projectionmatrix;
GLint s_texture;
+ GLint u_rotx;
+ GLint u_roty;
+ GLint u_rotz;
GstGLMatrix modelview;
GstGLMatrix projection;
@@ -558,8 +531,15 @@ init_model_proj (APP_STATE_T * state)
glUseProgram (state->program);
- state->u_modelviewprojectionmatrix =
- glGetUniformLocation (state->program, "u_matrix");
+ state->u_rotx = glGetUniformLocation (state->program, "u_rotx");
+ state->u_roty = glGetUniformLocation (state->program, "u_roty");
+ state->u_rotz = glGetUniformLocation (state->program, "u_rotz");
+
+ state->u_modelviewmatrix =
+ glGetUniformLocation (state->program, "u_modelview");
+
+ state->u_projectionmatrix =
+ glGetUniformLocation (state->program, "u_projection");
state->s_texture = glGetUniformLocation (state->program, "s_texture");
@@ -670,9 +650,6 @@ inc_and_wrap_angle (GLfloat angle, GLfloat angle_inc)
static void
redraw_scene (APP_STATE_T * state)
{
- GstGLMatrix modelview;
- GstGLMatrix modelviewprojection;
-
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glEnable (GL_CULL_FACE);
@@ -694,16 +671,15 @@ redraw_scene (APP_STATE_T * state)
glBindTexture (GL_TEXTURE_2D, state->tex);
glUniform1i (state->s_texture, 0);
- memcpy (&modelview, &state->modelview, sizeof (GstGLMatrix));
- gst_gl_matrix_rotate (&modelview, state->rot_angle_x, 1.0f, 0.0f, 0.0f);
- gst_gl_matrix_rotate (&modelview, state->rot_angle_y, 0.0f, 1.0f, 0.0f);
- gst_gl_matrix_rotate (&modelview, state->rot_angle_z, 0.0f, 0.0f, 1.0f);
+ glUniform1f (state->u_rotx, state->rot_angle_x);
+ glUniform1f (state->u_roty, state->rot_angle_y);
+ glUniform1f (state->u_rotz, state->rot_angle_z);
- gst_gl_matrix_load_identity (&modelviewprojection);
- gst_gl_matrix_multiply (&modelviewprojection, &modelview, &state->projection);
+ glUniformMatrix4fv (state->u_modelviewmatrix, 1, GL_FALSE,
+ &state->modelview.m[0][0]);
- glUniformMatrix4fv (state->u_modelviewprojectionmatrix, 1, GL_FALSE,
- &modelviewprojection.m[0][0]);
+ glUniformMatrix4fv (state->u_projectionmatrix, 1, GL_FALSE,
+ &state->projection.m[0][0]);
/* draw first 4 vertices */
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);