#include "stdafx.h" #include "texturewindow.h" #include "application.h" #include "gl/shader.h" #include "gl/vao.h" void texture_window_fb_resize(GLFWwindow *win, int w, int h) { texture_window *texwindow = (texture_window*)glfwGetWindowUserPointer(win); texwindow->notify_window_size(w, h); } texture_window::texture_window(texture_handle src) { opengl_texture &tex = GfxRenderer.Texture(src); tex.create(); m_source = tex.id; glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); GLFWwindow *root = Application.window(); m_window = glfwCreateWindow(m_win_w, m_win_h, ("EU07: texture " + std::to_string(m_source)).c_str(), nullptr, root); glfwSetWindowUserPointer(m_window, this); glfwSetFramebufferSizeCallback(m_window, texture_window_fb_resize); glfwFocusWindow(root); m_renderthread = std::make_unique(&texture_window::threadfunc, this); } texture_window::~texture_window() { m_exit = true; m_renderthread->join(); glfwDestroyWindow(m_window); } void texture_window::threadfunc() { glfwMakeContextCurrent(m_window); glfwSwapInterval(1); gl::shader vert("quad.vert"); gl::shader frag("texturewindow.frag"); gl::program shader(std::vector>({vert, frag})); gl::vao vao; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_source); shader.bind(); vao.bind(); while (!m_exit) { // if texture resized, update window size (maybe not necessary?) if (GLAD_GL_VERSION_3_3 || GLAD_GL_ES_VERSION_3_1) { int w, h; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); if (m_tex_w != w || m_tex_h != h) { m_tex_w = w; m_tex_h = h; m_win_w = w; m_win_h = h; glfwSetWindowSize(m_window, w, h); // eh, not thread-safe (but works?) } } glViewport(0, 0, m_win_w, m_win_h); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glfwSwapBuffers(m_window); } } void texture_window::notify_window_size(int w, int h) { m_win_w = w; m_win_h = h; }