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sdrangel/sdrgui/gui/glshadertextured.cpp

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///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2016 F4EXB //
// written by Edouard Griffiths //
// //
// 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 //
// //
// 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 <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLContext>
#include <QImage>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#include "gui/glshadertextured.h"
GLShaderTextured::GLShaderTextured() :
m_program(0),
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m_texture(0),
m_matrixLoc(0),
m_textureLoc(0)
{ }
GLShaderTextured::~GLShaderTextured()
{
cleanup();
}
void GLShaderTextured::initializeGL()
{
m_program = new QOpenGLShaderProgram;
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) {
qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log();
}
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("texCoord", 1);
if (!m_program->link()) {
qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
}
m_program->bind();
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_textureLoc = m_program->uniformLocation("uTexture");
m_program->release();
}
void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_texture) {
delete m_texture;
}
m_texture = new QOpenGLTexture(image);
m_texture->setMinificationFilter(QOpenGLTexture::Linear);
m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
m_texture->setWrapMode(wrapMode);
}
void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_texture) {
qDebug("GLShaderTextured::subTexture: no texture defined. Doing nothing");
return;
}
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_texture->bind();
f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
{
draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
}
void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
{
if (!m_texture) {
qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
return;
}
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_texture->bind();
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
f->glEnableVertexAttribArray(0); // vertex
f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
f->glEnableVertexAttribArray(1); // texture coordinates
f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
m_program->release();
}
void GLShaderTextured::cleanup()
{
if (m_program) {
delete m_program;
m_program = 0;
}
if (m_texture) {
delete m_texture;
m_texture = 0;
}
}
const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
"uniform lowp sampler2D uTexture;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n"
);