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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 //
// (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 <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLContext>
#include <QImage>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#include "gui/glshadertextured.h"
GLShaderTextured::GLShaderTextured() :
m_program(nullptr),
m_texture(nullptr),
m_textureId(0),
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m_matrixLoc(0),
m_textureLoc(0),
m_useImmutableStorage(true)
{ }
GLShaderTextured::~GLShaderTextured()
{
cleanup();
}
void GLShaderTextured::initializeGL()
{
initializeOpenGLFunctions();
m_useImmutableStorage = useImmutableStorage();
qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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_useImmutableStorage) {
initTextureImmutable(image, wrapMode);
} else {
initTextureMutable(image, wrapMode);
}
}
void GLShaderTextured::initTextureImmutable(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::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
}
void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (m_useImmutableStorage) {
subTextureImmutable(xOffset, yOffset, width, height, pixels);
} else {
subTextureMutable(xOffset, yOffset, width, height, pixels);
}
}
void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_texture)
{
qDebug("GLShaderTextured::subTextureImmutable: 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::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_textureId)
{
qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
return;
}
glBindTexture(GL_TEXTURE_2D, m_textureId);
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)
{
if (m_useImmutableStorage) {
draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
} else {
drawMutable(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::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
{
if (!m_textureId)
{
qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
return;
}
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
glBindTexture(GL_TEXTURE_2D, m_textureId);
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
glEnableVertexAttribArray(0); // vertex
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(1); // texture coordinates
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
glDrawArrays(mode, 0, nbVertices);
glDisableVertexAttribArray(0);
m_program->release();
}
void GLShaderTextured::cleanup()
{
if (m_program)
{
delete m_program;
m_program = nullptr;
}
if (m_texture)
{
delete m_texture;
m_texture = nullptr;
}
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
}
bool GLShaderTextured::useImmutableStorage()
{
QOpenGLContext* ctx = QOpenGLContext::currentContext();
QSurfaceFormat sf = ctx->format();
if (sf.version() >= qMakePair(4, 2)
|| ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
|| ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
{
void (QOPENGLF_APIENTRYP glTexStorage2D)(
GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
int data = 0;
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
GLenum err = glGetError();
glDeleteTextures(1, &textureId);
return err == GL_NO_ERROR;
}
return false;
}
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"
);