mirror of
https://github.com/f4exb/sdrangel.git
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87 lines
3.2 KiB
C++
87 lines
3.2 KiB
C++
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///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2016 F4EXB //
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// written by Edouard Griffiths //
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// //
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// This program is free software; you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation as version 3 of the License, or //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License V3 for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include <QOpenGLContext>
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#include <QMatrix4x4>
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#include <QVector4D>
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#include <gui/glshadersimplepolyline.h>
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GLShaderSimplePolyline::GLShaderSimplePolyline() :
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m_program(0)
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{ }
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GLShaderSimplePolyline::~GLShaderSimplePolyline()
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{
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cleanup();
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}
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void GLShaderSimplePolyline::initializeGL()
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{
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored);
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m_program->bindAttributeLocation("vertex", 0);
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m_program->link();
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m_program->bind();
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m_matrixLoc = m_program->uniformLocation("uMatrix");
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m_colorLoc = m_program->uniformLocation("uColour");
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m_program->release();
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}
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void GLShaderSimplePolyline::draw(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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{
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_program->bind();
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m_program->setUniformValue(m_matrixLoc, transformMatrix);
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m_program->setUniformValue(m_colorLoc, color);
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f->glEnable(GL_BLEND);
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f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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f->glLineWidth(1.0f);
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f->glEnableVertexAttribArray(0); // vertex
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f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glDrawArrays(GL_LINE_STRIP, 0, nbVertices);
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f->glDisableVertexAttribArray(0);
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m_program->release();
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}
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void GLShaderSimplePolyline::cleanup()
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{
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if (m_program)
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{
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delete m_program;
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m_program = 0;
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}
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}
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const QString GLShaderSimplePolyline::m_vertexShaderSourceSimple = QString(
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"uniform mat4 uMatrix;\n"
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"attribute vec4 vertex;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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"}\n"
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);
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const QString GLShaderSimplePolyline::m_fragmentShaderSourceColored = QString(
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"uniform mediump vec4 uColour;\n"
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"void main() {\n"
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" gl_FragColor = uColour;\n"
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"}\n"
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);
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