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imageplayer.cpp
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#include "imageplayer.h"
#include <QDateTime>
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
ImagePlayer::ImagePlayer(QWidget *parent) : QOpenGLWidget(parent),
_texture(QOpenGLTexture::Target2D) {
_texture.setAutoMipMapGenerationEnabled(false);
_timer.setSingleShot(true);
connect(&_timer, &QTimer::timeout, this, &ImagePlayer::_timeout);
connect(&_faderTimer, &QTimer::timeout, this, &ImagePlayer::_fade);
}
ImagePlayer::~ImagePlayer() {
makeCurrent();
_texture.destroy();
doneCurrent();
}
void ImagePlayer::open(const QString &filename, int duration) {
makeCurrent();
_duration = duration;
_texture.destroy();
_texture.setData(QImage(filename));
_fader = 1.0f;
_fade_dir = false;
_fade_start = QDateTime::currentMSecsSinceEpoch();
_faderTimer.start(1000 / 60);
doneCurrent();
}
void ImagePlayer::stop() {
}
void ImagePlayer::initializeGL() {
initializeOpenGLFunctions();
_makeObject();
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
const char *vsrc =
"attribute highp vec4 vertex;\n"
"attribute mediump vec4 texCoord;\n"
"varying mediump vec4 texc;\n"
"uniform mediump mat4 matrix;\n"
"void main(void)\n"
"{\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
vshader->compileSourceCode(vsrc);
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
const char *fsrc =
"uniform sampler2D texture;\n"
"uniform mediump float fader;\n"
"varying mediump vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = mix(texture2D(texture, texc.st), vec4(1.0, 1.0, 1.0, 1.0), fader);\n"
"}\n";
fshader->compileSourceCode(fsrc);
_program = std::unique_ptr<QOpenGLShaderProgram>(new QOpenGLShaderProgram);
_program->addShader(vshader);
_program->addShader(fshader);
_program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
_program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
_program->link();
_program->bind();
_program->setUniformValue("texture", 0);
_texture.setData(QImage());
}
void ImagePlayer::paintGL() {
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 m;
_program->setUniformValue("matrix", m);
_program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
_program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
_program->setAttributeBuffer(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, 0, 3, 5 * sizeof(GLfloat));
_program->setAttributeBuffer(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, 3 * sizeof(GLfloat), 2, 5 * sizeof(GLfloat));
_program->setUniformValue("fader", _fader);
_texture.bind();
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void ImagePlayer::resizeGL(int width, int height) {
glViewport(0, 0, width, height);
_makeObject();
}
void ImagePlayer::_makeObject() {
static const GLfloat coords[6][3] =
{ { -1.0f, -1.0f, 0.0f },
{ 1.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f, 0.0f },
{ 1.0f, -1.0f, 0.0f } };
QVector<GLfloat> vertData;
for (int i = 0; i < 6; i++) {
// vertex position
vertData.append(coords[i][0]);
vertData.append(coords[i][1]);
vertData.append(coords[i][2]);
// texture coordinate
vertData.append(coords[i][0] > 0 ? 1 : 0);
vertData.append(coords[i][1] > 0 ? 0 : 1);
}
if (! _vbo.isCreated()) {
_vbo.create();
}
_vbo.bind();
_vbo.allocate(vertData.constData(), vertData.count() * sizeof(GLfloat));
}
void ImagePlayer::_fade() {
float diff = QDateTime::currentMSecsSinceEpoch() - _fade_start;
if (_fade_dir) {
if (diff > _fade_time) {
_fader = 1.0f;
_faderTimer.stop();
emit timeout();
} else {
_fader = (diff / _fade_time);
}
} else {
if (diff > _fade_time) {
_fader = 0.0f;
_faderTimer.stop();
_timer.start(_duration);
} else {
_fader = 1.0f - (diff / _fade_time);
}
}
update();
}
void ImagePlayer::_timeout() {
_fader = 0.0f;
_fade_dir = true;
_fade_start = QDateTime::currentMSecsSinceEpoch();
_faderTimer.start(1000 / 60);
}