sdrangel/sdrgui/gui/tvscreenanalog.cpp

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///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2020 Vort //
// Copyright (C) 2018 F4HKW //
// for F4EXB / SDRAngel //
// //
// OpenGL interface modernization. //
// //
// 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. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License V3 for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
///////////////////////////////////////////////////////////////////////////////////
#include "tvscreenanalog.h"
static const char* vertexShaderSource =
"attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n"
"varying highp vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = vertex;\n"
" texCoordVar = texCoord;\n"
"}\n";
static const char* fragmentShaderSource =
"uniform highp sampler2D uTexture1;\n"
"uniform highp sampler2D uTexture2;\n"
"uniform highp float imw;\n"
"uniform highp float imh;\n"
"uniform highp float tlw;\n"
"uniform highp float tlh;\n"
"varying highp vec2 texCoordVar;\n"
"void main() {\n"
" float tlhw = 0.5 * tlw;"
" float tlhh = 0.5 * tlh;"
" float tys = (texCoordVar.y + tlhh) * imh;\n"
" float p1y = floor(tys) * tlh - tlhh;\n"
" float p3y = p1y + tlh;\n"
" float tshift1 = texture2D(uTexture2, vec2(0.0, p1y)).r;\n"
" float tshift3 = texture2D(uTexture2, vec2(0.0, p3y)).r;\n"
" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
" float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
" float p1x = floor(txs1) * tlw - tlhw;\n"
" float p3x = floor(txs3) * tlw - tlhw;\n"
" float p2x = p1x + tlw;\n"
" float p4x = p3x + tlw;\n"
" float p1 = texture2D(uTexture1, vec2(p1x, p1y)).r;\n"
" float p2 = texture2D(uTexture1, vec2(p2x, p1y)).r;\n"
" float p3 = texture2D(uTexture1, vec2(p3x, p3y)).r;\n"
" float p4 = texture2D(uTexture1, vec2(p4x, p3y)).r;\n"
" float p12 = mix(p1, p2, fract(txs1));\n"
" float p34 = mix(p3, p4, fract(txs3));\n"
" float p = mix(p12, p34, fract(tys));\n"
" gl_FragColor = vec4(p);\n"
"}\n";
TVScreenAnalog::TVScreenAnalog(QWidget *parent)
: QGLWidget(parent)
{
m_objCurrentRow = nullptr;
m_isDataChanged = false;
m_time = 0.0f;
m_cols = 1;
m_rows = 1;
connect(&m_objTimer, SIGNAL(timeout()), this, SLOT(tick()));
m_objTimer.start(40); // capped at 25 FPS
}
void TVScreenAnalog::cleanup()
{
m_shader = nullptr;
m_imageTexture = nullptr;
m_objCurrentRow = nullptr;
m_lineShiftsTexture = nullptr;
}
void TVScreenAnalog::resizeTVScreen(int intCols, int intRows)
{
qDebug("TVScreen::resizeTVScreen: cols: %d, rows: %d", intCols, intRows);
m_cols = intCols + 4;
m_rows = intRows;
}
void TVScreenAnalog::resizeGL(int intWidth, int intHeight)
{
glViewport(0, 0, intWidth, intHeight);
}
void TVScreenAnalog::initializeGL()
{
m_objMutex.lock();
initializeOpenGLFunctions();
m_shader = std::make_shared<QOpenGLShaderProgram>(this);
m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_shader->link();
m_vertexAttribIndex = m_shader->attributeLocation("vertex");
m_texCoordAttribIndex = m_shader->attributeLocation("texCoord");
m_objTextureLoc1 = m_shader->uniformLocation("uTexture1");
m_objTextureLoc2 = m_shader->uniformLocation("uTexture2");
m_objImageWidthLoc = m_shader->uniformLocation("imw");
m_objImageHeightLoc = m_shader->uniformLocation("imh");
m_objTexelWidthLoc = m_shader->uniformLocation("tlw");
m_objTexelHeightLoc = m_shader->uniformLocation("tlh");
initializeTextures();
connect(QOpenGLContext::currentContext(), &QOpenGLContext::aboutToBeDestroyed,
this, &TVScreenAnalog::cleanup); // TODO: when migrating to QOpenGLWidget
m_objMutex.unlock();
}
void TVScreenAnalog::initializeTextures()
{
m_image = std::make_shared<QImage>(m_cols, m_rows, QImage::Format_ARGB32);
m_lineShifts = std::make_shared<QImage>(1, m_rows, QImage::Format_ARGB32);
m_image->fill(0);
m_lineShifts->fill(127);
m_imageTexture = std::make_shared<QOpenGLTexture>(*m_image, QOpenGLTexture::DontGenerateMipMaps);
m_lineShiftsTexture = std::make_shared<QOpenGLTexture>(*m_lineShifts, QOpenGLTexture::DontGenerateMipMaps);
m_imageTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_imageTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
m_lineShiftsTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_lineShiftsTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
m_imageTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::ClampToBorder);
m_imageTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
}
void TVScreenAnalog::renderImage()
{
m_isDataChanged = true;
}
void TVScreenAnalog::tick()
{
if (m_isDataChanged) {
update();
}
}
void TVScreenAnalog::selectRow(int intLine, float shift)
{
if (!m_image || m_image->height() != m_rows)
return;
if ((intLine < m_rows) && (intLine >= 0))
{
m_objCurrentRow = (int*)m_image->scanLine(intLine);
m_lineShifts->setPixel(0, intLine, (1.0f + shift) * 127.5f);
}
else
{
m_objCurrentRow = nullptr;
}
}
void TVScreenAnalog::setDataColor(int intCol, int objColor)
{
if ((intCol < m_cols - 2) &&
(intCol >= -2) &&
(m_objCurrentRow != nullptr))
{
m_objCurrentRow[intCol + 2] = objColor;
}
}
void TVScreenAnalog::paintGL()
{
if (!m_objMutex.tryLock(2))
return;
m_isDataChanged = false;
if (m_image->width() != m_cols || m_image->height() != m_rows)
initializeTextures();
float imageWidth = m_image->width();
float imageHeight = m_image->height();
float texelWidth = 1.0f / imageWidth;
float texelHeight = 1.0f / imageHeight;
m_shader->bind();
m_shader->setUniformValue(m_objTextureLoc1, 0);
m_shader->setUniformValue(m_objTextureLoc2, 1);
m_shader->setUniformValue(m_objImageWidthLoc, imageWidth);
m_shader->setUniformValue(m_objImageHeightLoc, imageHeight);
m_shader->setUniformValue(m_objTexelWidthLoc, texelWidth);
m_shader->setUniformValue(m_objTexelHeightLoc, texelHeight);
glActiveTexture(GL_TEXTURE0);
m_imageTexture->bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
m_image->width(), m_image->height(), GL_RGBA, GL_UNSIGNED_BYTE, m_image->constScanLine(0));
glActiveTexture(GL_TEXTURE1);
m_lineShiftsTexture->bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
1, m_image->height(), GL_RGBA, GL_UNSIGNED_BYTE, m_lineShifts->constScanLine(0));
float rectHalfWidth = 1.0f + 4 * texelWidth;
GLfloat vertices[] =
{
-rectHalfWidth, -1.0f,
-rectHalfWidth, 1.0f,
rectHalfWidth, 1.0f,
rectHalfWidth, -1.0f
};
static const GLfloat arrTextureCoords[] =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
glVertexAttribPointer(m_vertexAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(m_vertexAttribIndex);
glVertexAttribPointer(m_texCoordAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
glEnableVertexAttribArray(m_texCoordAttribIndex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(m_vertexAttribIndex);
glDisableVertexAttribArray(m_texCoordAttribIndex);
m_shader->release();
m_objMutex.unlock();
}