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mirror of https://github.com/f4exb/sdrangel.git synced 2026-08-14 15:33:34 -04:00

Use VAOs for OpenGL 3 CoreProfile

This commit is contained in:
Jon Beniston
2022-06-19 11:22:46 +01:00
parent e31880fc66
commit 74d61855e4
6 changed files with 224 additions and 90 deletions
+42 -9
View File
@@ -26,7 +26,10 @@
#include "gui/glshadersimple.h"
GLShaderSimple::GLShaderSimple() :
m_program(0),
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_vertexLoc(0),
m_matrixLoc(0),
m_colorLoc(0)
{ }
@@ -66,8 +69,19 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
}
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorLoc = m_program->uniformLocation("uColour");
if (m_vao)
{
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_vao->release();
}
m_program->release();
}
@@ -102,23 +116,42 @@ void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_program->setUniformValue(m_colorLoc, color);
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
}
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glLineWidth(1.0f);
f->glEnableVertexAttribArray(0); // vertex
f->glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
if (m_vao) {
m_vao->release();
} else {
f->glDisableVertexAttribArray(m_vertexLoc);
}
m_program->release();
}
void GLShaderSimple::cleanup()
{
if (QOpenGLContext::currentContext() && m_program)
{
delete m_program;
m_program = nullptr;
}
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
}
const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(