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OpenGL modernization: draw the spectrum line in the new way. New object GLShaderSimplePolyline
This commit is contained in:
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79c717862c
commit
691a34cb16
@ -117,7 +117,7 @@ set(sdrbase_SOURCES
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sdrbase/gui/colormapper.cpp
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sdrbase/gui/glscope.cpp
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sdrbase/gui/glscopegui.cpp
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sdrbase/gui/glshadersources.cpp
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sdrbase/gui/glshadersimplepolyline.cpp
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sdrbase/gui/glspectrum.cpp
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sdrbase/gui/glspectrumgui.cpp
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sdrbase/gui/indicator.cpp
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@ -200,7 +200,7 @@ set(sdrbase_HEADERS
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include/gui/colormapper.h
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include/gui/glscope.h
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include/gui/glscopegui.h
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include/gui/glshadersources.h
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include/gui/glshadersimplepolyline.h
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include/gui/glspectrum.h
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include/gui/glspectrumgui.h
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include/gui/indicator.h
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@ -15,19 +15,31 @@
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDE_GUI_GLSHADERSOURCES_H_
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#define INCLUDE_GUI_GLSHADERSOURCES_H_
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#ifndef INCLUDE_GUI_GLSHADERSIMPLEPOLYLINE_H_
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#define INCLUDE_GUI_GLSHADERSIMPLEPOLYLINE_H_
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#include <QString>
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class GLShaderSources
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class QOpenGLShaderProgram;
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class QMatrix4x4;
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class QVector4D;
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class GLShaderSimplePolyline
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{
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public:
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static const QString& getVertexShaderSourceSimple() { return m_vertexShaderSourceSimple; }
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static const QString& getFragmentShaderSourceColored() { return m_fragmentShaderSourceColored; }
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GLShaderSimplePolyline();
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~GLShaderSimplePolyline();
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void initializeGL();
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void draw(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices);
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void cleanup();
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private:
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QOpenGLShaderProgram *m_program;
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int m_matrixLoc;
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int m_colorLoc;
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static const QString m_vertexShaderSourceSimple;
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static const QString m_fragmentShaderSourceColored;
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};
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#endif /* INCLUDE_GUI_GLSHADERSOURCES_H_ */
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#endif /* INCLUDE_GUI_GLSHADERSIMPLEPOLYLINE_H_ */
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@ -26,6 +26,7 @@
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#include <QMatrix4x4>
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#include "dsp/dsptypes.h"
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#include "gui/scaleengine.h"
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#include "gui/glshadersimplepolyline.h"
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#include "dsp/channelmarker.h"
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#include "util/export.h"
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@ -152,6 +153,7 @@ private:
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int m_histogramStroke;
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QRectF m_glHistogramRect;
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QMatrix4x4 m_glHistogramMatrix;
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GLShaderSimplePolyline m_glShaderSimplePolyline;
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bool m_displayHistogram;
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bool m_displayChanged;
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86
sdrbase/gui/glshadersimplepolyline.cpp
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86
sdrbase/gui/glshadersimplepolyline.cpp
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@ -0,0 +1,86 @@
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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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@ -1,33 +0,0 @@
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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 "gui/glshadersources.h"
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const QString GLShaderSources::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 GLShaderSources::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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@ -23,7 +23,7 @@
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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include "gui/glspectrum.h"
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#include "gui/glshadersources.h"
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#include <gui/glshadersimplepolyline.h>
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#include <QDebug>
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@ -507,16 +507,7 @@ void GLSpectrum::initializeGL()
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connect(glCurrentContext, &QOpenGLContext::aboutToBeDestroyed, this, &GLSpectrum::cleanup); // TODO: when migrating to QOpenGLWidget
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glDisable(GL_DEPTH_TEST);
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, GLShaderSources::getVertexShaderSourceSimple());
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, GLShaderSources::getFragmentShaderSourceColored());
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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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m_glShaderSimplePolyline.initializeGL();
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}
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void GLSpectrum::resizeGL(int width, int height)
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@ -1241,20 +1232,8 @@ void GLSpectrum::paintGL()
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q3[2*i+1] = v;
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}
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_program->bind();
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QVector4D color(1.0f, 1.0f, 0.25f, (float) m_displayTraceIntensity / 100.0f);
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m_program->setUniformValue(m_matrixLoc, m_glHistogramMatrix);
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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, q3);
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f->glDrawArrays(GL_LINE_STRIP, 0, m_fftSize);
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f->glDisableVertexAttribArray(0);
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m_program->release();
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//QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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m_glShaderSimplePolyline.draw(m_glHistogramMatrix, color, q3, m_fftSize);
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}
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#endif
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}
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@ -2109,9 +2088,6 @@ void GLSpectrum::connectTimer(const QTimer& timer)
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void GLSpectrum::cleanup()
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{
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makeCurrent();
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if (m_program) {
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delete m_program;
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m_program = 0;
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}
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m_glShaderSimplePolyline.cleanup();
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doneCurrent();
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}
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