mirror of
https://github.com/f4exb/sdrangel.git
synced 2025-02-03 09:44:01 -05:00
Use VAOs for OpenGL 3 CoreProfile
This commit is contained in:
parent
e31880fc66
commit
74d61855e4
@ -26,7 +26,10 @@
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#include "gui/glshadersimple.h"
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GLShaderSimple::GLShaderSimple() :
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m_program(0),
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m_program(nullptr),
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m_vao(nullptr),
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m_verticesBuf(nullptr),
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m_vertexLoc(0),
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m_matrixLoc(0),
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m_colorLoc(0)
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{ }
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@ -66,8 +69,19 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
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}
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m_program->bind();
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m_vertexLoc = m_program->attributeLocation("vertex");
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m_matrixLoc = m_program->uniformLocation("uMatrix");
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m_colorLoc = m_program->uniformLocation("uColour");
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if (m_vao)
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{
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m_vao = new QOpenGLVertexArrayObject();
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m_vao->create();
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m_vao->bind();
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m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_verticesBuf->create();
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m_vao->release();
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}
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m_program->release();
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}
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@ -102,23 +116,42 @@ void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
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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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if (m_vao)
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{
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m_vao->bind();
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m_verticesBuf->bind();
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m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
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m_program->enableAttributeArray(m_vertexLoc);
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m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
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}
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else
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{
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f->glEnableVertexAttribArray(m_vertexLoc); // vertex
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f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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}
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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, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glDrawArrays(mode, 0, nbVertices);
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f->glDisableVertexAttribArray(0);
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if (m_vao) {
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m_vao->release();
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} else {
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f->glDisableVertexAttribArray(m_vertexLoc);
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}
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m_program->release();
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}
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void GLShaderSimple::cleanup()
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{
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if (QOpenGLContext::currentContext() && m_program)
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{
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delete m_program;
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m_program = nullptr;
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}
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delete m_program;
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m_program = nullptr;
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delete m_vao;
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m_vao = nullptr;
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delete m_verticesBuf;
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m_verticesBuf = nullptr;
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}
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const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(
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@ -21,6 +21,8 @@
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#include <QString>
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#include <QOpenGLFunctions>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include "export.h"
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@ -46,6 +48,9 @@ private:
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void draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents);
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QOpenGLShaderProgram *m_program;
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QOpenGLVertexArrayObject *m_vao;
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QOpenGLBuffer *m_verticesBuf;
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int m_vertexLoc;
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int m_matrixLoc;
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int m_colorLoc;
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static const QString m_vertexShaderSourceSimple2;
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@ -18,6 +18,7 @@
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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include <QOpenGLFunctions_3_3_Core>
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#include <QOpenGLContext>
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#include <QtOpenGL>
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#include <QImage>
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@ -36,6 +37,7 @@ GLShaderSpectrogram::GLShaderSpectrogram() :
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m_colorMapTexture(nullptr),
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m_colorMapTextureId(0),
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m_programForLocs(nullptr),
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m_coord2dLoc(0),
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m_textureTransformLoc(0),
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m_vertexTransformLoc(0),
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m_dataTextureLoc(0),
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@ -45,9 +47,10 @@ GLShaderSpectrogram::GLShaderSpectrogram() :
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m_lightDirLoc(0),
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m_lightPosLoc(0),
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m_useImmutableStorage(true),
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m_vertexBuf(QOpenGLBuffer::VertexBuffer),
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m_index0Buf(QOpenGLBuffer::IndexBuffer),
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m_index1Buf(QOpenGLBuffer::IndexBuffer),
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m_vao(nullptr),
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m_vertexBuf(nullptr),
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m_index0Buf(nullptr),
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m_index1Buf(nullptr),
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m_translateX(0.0),
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m_translateY(0.0),
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m_translateZ(0.0),
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@ -107,6 +110,10 @@ void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
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if (!m_programSimple->link()) {
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qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
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}
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m_vao = new QOpenGLVertexArrayObject();
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m_vao->create();
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m_vao->bind();
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}
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else
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{
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@ -121,6 +128,20 @@ void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
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qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
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}
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}
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m_vertexBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_vertexBuf->setUsagePattern(QOpenGLBuffer::StaticDraw);
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m_vertexBuf->create();
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m_index0Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
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m_index0Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
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m_index0Buf->create();
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m_index1Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
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m_index1Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
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m_index1Buf->create();
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if (m_vao) {
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m_vao->release();
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}
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}
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void GLShaderSpectrogram::initGrid(int elements)
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@ -141,17 +162,12 @@ void GLShaderSpectrogram::initGrid(int elements)
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}
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}
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m_vertexBuf.setUsagePattern(QOpenGLBuffer::StaticDraw);
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m_vertexBuf.create();
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if (m_vao) {
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m_vao->bind();
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}
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m_index0Buf.setUsagePattern(QOpenGLBuffer::StaticDraw);
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m_index0Buf.create();
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m_index1Buf.setUsagePattern(QOpenGLBuffer::StaticDraw);
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m_index1Buf.create();
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m_vertexBuf.bind();
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m_vertexBuf.allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
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m_vertexBuf->bind();
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m_vertexBuf->allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
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// Create an array of indices into the vertex array that traces both horizontal and vertical lines
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std::vector<GLuint> indices(m_gridElements * m_gridElements * 6);
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@ -171,8 +187,8 @@ void GLShaderSpectrogram::initGrid(int elements)
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}
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}
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m_index0Buf.bind();
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m_index0Buf.allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
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m_index0Buf->bind();
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m_index0Buf->allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
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// Create another array of indices that describes all the triangles needed to create a completely filled surface
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i = 0;
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@ -189,12 +205,19 @@ void GLShaderSpectrogram::initGrid(int elements)
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}
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}
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m_index1Buf.bind();
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m_index1Buf.allocate(&indices[0], indices.size() * sizeof(GLuint));
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m_index1Buf->bind();
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m_index1Buf->allocate(&indices[0], indices.size() * sizeof(GLuint));
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glBindBuffer(GL_ARRAY_BUFFER, 0);
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f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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if (m_vao)
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{
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m_vao->release();
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}
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else
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{
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glBindBuffer(GL_ARRAY_BUFFER, 0);
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f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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void GLShaderSpectrogram::initColorMapTexture(const QString &colorMapName)
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@ -356,6 +379,7 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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if (program != m_programForLocs)
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{
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m_coord2dLoc = program->attributeLocation("coord2d");
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m_textureTransformLoc = program->uniformLocation("textureTransform");
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m_vertexTransformLoc = program->uniformLocation("vertexTransform");
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m_dataTextureLoc = program->uniformLocation("dataTexture");
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@ -414,17 +438,28 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3);
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}
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if (m_vao) {
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m_vao->bind();
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}
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f->glEnable(GL_DEPTH_TEST);
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f->glPolygonOffset(1, 0);
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f->glEnable(GL_POLYGON_OFFSET_FILL);
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int attribute_coord2d = program->attributeLocation("coord2d");
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f->glEnableVertexAttribArray(attribute_coord2d);
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m_vertexBuf.bind();
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f->glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
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m_vertexBuf->bind();
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if (m_vao)
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{
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program->enableAttributeArray(m_coord2dLoc);
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program->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
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}
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else
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{
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f->glEnableVertexAttribArray(m_coord2dLoc);
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f->glVertexAttribPointer(m_coord2dLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
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}
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m_index1Buf.bind();
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m_index1Buf->bind();
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switch (style)
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{
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case SpectrumSettings::Points:
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@ -447,14 +482,29 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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{
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// Draw the outline
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program->setUniformValue(m_brightnessLoc, 1.5f);
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m_index0Buf.bind();
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m_index0Buf->bind();
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f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0);
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}
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f->glDisableVertexAttribArray(attribute_coord2d);
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// Need to do this, otherwise nothing else is drawn...
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f->glBindBuffer(GL_ARRAY_BUFFER, 0);
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f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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if (m_vao) {
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program->disableAttributeArray(m_coord2dLoc);
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} else {
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f->glDisableVertexAttribArray(m_coord2dLoc);
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}
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if (m_vao)
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{
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m_vao->release();
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m_vertexBuf->release();
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m_index0Buf->release();
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m_index1Buf->release();
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}
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else
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{
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// Need to do this, otherwise nothing else is drawn by other shaders
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f->glBindBuffer(GL_ARRAY_BUFFER, 0);
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f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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// If this is left enabled, channel markers aren't drawn properly
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f->glDisable(GL_DEPTH_TEST);
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@ -464,30 +514,26 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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void GLShaderSpectrogram::cleanup()
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{
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delete m_programShaded;
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m_programShaded = nullptr;
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delete m_programSimple;
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m_programSimple = nullptr;
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m_programForLocs = nullptr;
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delete m_texture;
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m_texture = nullptr;
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delete m_colorMapTexture;
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m_colorMapTexture = nullptr;
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delete m_vertexBuf;
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m_vertexBuf = nullptr;
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delete m_index0Buf;
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m_index0Buf = nullptr;
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delete m_index1Buf;
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m_index1Buf = nullptr;
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if (!QOpenGLContext::currentContext()) {
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return;
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}
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if (m_programShaded)
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{
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delete m_programShaded;
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m_programShaded = nullptr;
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}
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if (m_programSimple)
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{
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delete m_programSimple;
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m_programSimple = nullptr;
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}
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m_programForLocs = nullptr;
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if (m_texture)
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{
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delete m_texture;
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m_texture = nullptr;
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}
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if (m_textureId)
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{
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glDeleteTextures(1, &m_textureId);
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@ -499,12 +545,6 @@ void GLShaderSpectrogram::cleanup()
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glDeleteTextures(1, &m_colorMapTextureId);
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m_colorMapTextureId = 0;
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}
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if (m_colorMapTexture)
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{
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delete m_colorMapTexture;
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m_colorMapTexture = nullptr;
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}
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}
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bool GLShaderSpectrogram::useImmutableStorage()
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@ -83,6 +83,7 @@ private:
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unsigned int m_colorMapTextureId;
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QOpenGLShaderProgram *m_programForLocs; // Which program the locations are for
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int m_coord2dLoc;
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int m_textureTransformLoc;
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int m_vertexTransformLoc;
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int m_dataTextureLoc;
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@ -100,9 +101,10 @@ private:
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static const QString m_fragmentShaderSimple2;
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static const QString m_fragmentShaderSimple;
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QOpenGLBuffer m_vertexBuf;
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QOpenGLBuffer m_index0Buf;
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QOpenGLBuffer m_index1Buf;
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QOpenGLVertexArrayObject *m_vao;
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QOpenGLBuffer *m_vertexBuf;
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QOpenGLBuffer *m_index0Buf;
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QOpenGLBuffer *m_index1Buf;
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float m_translateX;
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float m_translateY;
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@ -28,7 +28,12 @@
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GLShaderTextured::GLShaderTextured() :
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m_program(nullptr),
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m_vao(nullptr),
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m_verticesBuf(nullptr),
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m_textureCoordsBuf(nullptr),
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m_texture(nullptr),
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m_vertexLoc(0),
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m_texCoordLoc(0),
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m_textureId(0),
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m_matrixLoc(0),
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m_textureLoc(0),
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@ -74,8 +79,23 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
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}
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m_program->bind();
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m_vertexLoc = m_program->attributeLocation("vertex");
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m_texCoordLoc = m_program->attributeLocation("texCoord");
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m_matrixLoc = m_program->uniformLocation("uMatrix");
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m_textureLoc = m_program->uniformLocation("uTexture");
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if (m_vao)
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{
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m_vao = new QOpenGLVertexArrayObject();
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m_vao->create();
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m_vao->bind();
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m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_verticesBuf->create();
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m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_textureCoordsBuf->create();
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m_vao->release();
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}
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m_program->release();
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}
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@ -176,12 +196,39 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
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m_program->setUniformValue(m_matrixLoc, transformMatrix);
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m_texture->bind();
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m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
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f->glEnableVertexAttribArray(0); // vertex
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f->glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glEnableVertexAttribArray(1); // texture coordinates
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f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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if (m_vao)
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{
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m_vao->bind();
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m_verticesBuf->bind();
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m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
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m_program->enableAttributeArray(m_vertexLoc);
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m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
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m_textureCoordsBuf->bind();
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m_textureCoordsBuf->allocate(textureCoords, nbVertices * 2 * sizeof(GL_FLOAT));
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m_program->enableAttributeArray(m_texCoordLoc);
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m_program->setAttributeBuffer(m_texCoordLoc, GL_FLOAT, 0, 2);
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}
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else
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{
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f->glEnableVertexAttribArray(m_vertexLoc); // vertex
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f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
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f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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}
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f->glDrawArrays(mode, 0, nbVertices);
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f->glDisableVertexAttribArray(0);
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if (m_vao)
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{
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m_vao->release();
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}
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else
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{
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||||
f->glDisableVertexAttribArray(m_vertexLoc);
|
||||
f->glDisableVertexAttribArray(m_texCoordLoc);
|
||||
}
|
||||
m_program->release();
|
||||
}
|
||||
|
||||
@ -197,33 +244,33 @@ void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transfor
|
||||
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, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
glEnableVertexAttribArray(1); // texture coordinates
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
|
||||
glEnableVertexAttribArray(m_vertexLoc); // vertex
|
||||
glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
|
||||
glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
|
||||
glDrawArrays(mode, 0, nbVertices);
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(m_vertexLoc);
|
||||
glDisableVertexAttribArray(m_texCoordLoc);
|
||||
m_program->release();
|
||||
}
|
||||
|
||||
void GLShaderTextured::cleanup()
|
||||
{
|
||||
delete m_program;
|
||||
m_program = nullptr;
|
||||
delete m_vao;
|
||||
m_vao = nullptr;
|
||||
delete m_verticesBuf;
|
||||
m_verticesBuf = nullptr;
|
||||
delete m_textureCoordsBuf;
|
||||
m_textureCoordsBuf = nullptr;
|
||||
delete m_texture;
|
||||
m_texture = nullptr;
|
||||
|
||||
if (!QOpenGLContext::currentContext()) {
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
|
@ -25,6 +25,8 @@
|
||||
#include <QString>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QOpenGLBuffer>
|
||||
|
||||
#include "export.h"
|
||||
|
||||
@ -54,8 +56,13 @@ private:
|
||||
bool useImmutableStorage();
|
||||
|
||||
QOpenGLShaderProgram *m_program;
|
||||
QOpenGLVertexArrayObject *m_vao;
|
||||
QOpenGLBuffer *m_verticesBuf;
|
||||
QOpenGLBuffer *m_textureCoordsBuf;
|
||||
QOpenGLTexture *m_texture;
|
||||
unsigned int m_textureId;
|
||||
int m_vertexLoc;
|
||||
int m_texCoordLoc;
|
||||
int m_matrixLoc;
|
||||
int m_textureLoc;
|
||||
bool m_useImmutableStorage;
|
||||
|
Loading…
Reference in New Issue
Block a user