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			135 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			135 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|  | ///////////////////////////////////////////////////////////////////////////////////
 | ||
|  | // Copyright (C) 2019 F4EXB                                                      //
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|  | // written by Edouard Griffiths                                                  //
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|  | //                                                                               //
 | ||
|  | // This program is free software; you can redistribute it and/or modify          //
 | ||
|  | // it under the terms of the GNU General Public License as published by          //
 | ||
|  | // the Free Software Foundation as version 3 of the License, or                  //
 | ||
|  | // (at your option) any later version.                                           //
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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             //
 | ||
|  | // along with this program. If not, see <http://www.gnu.org/licenses/>.          //
 | ||
|  | ///////////////////////////////////////////////////////////////////////////////////
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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 <QDebug>
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|  | 
 | ||
|  | #include "glshadercolors.h"
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|  | 
 | ||
|  | GLShaderColors::GLShaderColors() : | ||
|  | 	m_program(nullptr), | ||
|  |     m_matrixLoc(0), | ||
|  |     m_alphaLoc(0) | ||
|  | { } | ||
|  | 
 | ||
|  | GLShaderColors::~GLShaderColors() | ||
|  | { | ||
|  | 	cleanup(); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::initializeGL() | ||
|  | { | ||
|  | 	m_program = new QOpenGLShaderProgram; | ||
|  | 
 | ||
|  | 	if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple)) { | ||
|  | 		qDebug() << "GLShaderColors::initializeGL: error in vertex shader: " << m_program->log(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) { | ||
|  | 		qDebug() << "GLShaderColors::initializeGL: error in fragment shader: " << m_program->log(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	m_program->bindAttributeLocation("vertex", 0); | ||
|  | 	m_program->bindAttributeLocation("v_color", 1); | ||
|  | 
 | ||
|  | 	if (!m_program->link()) { | ||
|  | 		qDebug() << "GLShaderColors::initializeGL: error linking shader: " << m_program->log(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	m_program->bind(); | ||
|  | 	m_matrixLoc = m_program->uniformLocation("uMatrix"); | ||
|  |     m_alphaLoc = m_program->uniformLocation("uAlpha"); | ||
|  | 	m_program->release(); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) | ||
|  | { | ||
|  |     draw(GL_POINTS, transformMatrix, vertices, colors, alpha, nbVertices); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) | ||
|  | { | ||
|  | 	draw(GL_LINE_STRIP, transformMatrix, vertices, colors, alpha, nbVertices); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) | ||
|  | { | ||
|  | 	draw(GL_LINES, transformMatrix, vertices, colors, alpha, nbVertices); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) | ||
|  | { | ||
|  | 	draw(GL_LINE_LOOP, transformMatrix, vertices, colors, alpha, nbVertices); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) | ||
|  | { | ||
|  | 	draw(GL_TRIANGLE_FAN, transformMatrix, vertices, colors, alpha, nbVertices); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) | ||
|  | { | ||
|  | 	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | ||
|  | 	m_program->bind(); | ||
|  | 	m_program->setUniformValue(m_matrixLoc, transformMatrix); | ||
|  |     m_program->setUniformValue(m_alphaLoc, alpha); | ||
|  | 	f->glEnable(GL_BLEND); | ||
|  | 	f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||
|  | 	f->glLineWidth(1.0f); | ||
|  | 	f->glEnableVertexAttribArray(0); // vertex
 | ||
|  | 	f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices); | ||
|  |     f->glEnableVertexAttribArray(1); // colors
 | ||
|  |     f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors); | ||
|  | 	f->glDrawArrays(mode, 0, nbVertices); | ||
|  | 	f->glDisableVertexAttribArray(0); | ||
|  |     f->glDisableVertexAttribArray(1); | ||
|  | 	m_program->release(); | ||
|  | } | ||
|  | 
 | ||
|  | void GLShaderColors::cleanup() | ||
|  | { | ||
|  | 	if (m_program) | ||
|  | 	{ | ||
|  | 		delete m_program; | ||
|  | 		m_program = nullptr; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | const QString GLShaderColors::m_vertexShaderSourceSimple = QString( | ||
|  | 		"uniform highp mat4 uMatrix;\n" | ||
|  | 		"attribute highp vec4 vertex;\n" | ||
|  |         "attribute vec3 v_color;\n" | ||
|  |         "varying vec3 f_color;\n" | ||
|  |         "void main() {\n" | ||
|  | 		"    gl_Position = uMatrix * vertex;\n" | ||
|  |         "    f_color = v_color;\n" | ||
|  | 		"}\n" | ||
|  | 		); | ||
|  | 
 | ||
|  | const QString GLShaderColors::m_fragmentShaderSourceColored = QString( | ||
|  |         "uniform mediump float uAlpha;\n" | ||
|  |         "varying vec3 f_color;\n" | ||
|  | 		"void main() {\n" | ||
|  | 		"    gl_FragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n" | ||
|  | 		"}\n" | ||
|  | 		); |