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https://github.com/f4exb/sdrangel.git
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Fix shaders so they don't crash when OpenGL 2.0 ES is used
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08cc6d02f5
commit
7ba8540dd4
@ -156,7 +156,11 @@ void GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLflo
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_program->bind();
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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_matrixLoc, transformMatrix);
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m_colorMapTexture->bind();
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if (m_useImmutableStorage) {
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m_colorMapTexture->bind();
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} else {
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glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId);
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}
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m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
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m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
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m_program->setUniformValue(m_scaleLoc, scale);
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m_program->setUniformValue(m_scaleLoc, scale);
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m_program->setUniformValue(m_alphaLoc, alpha);
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m_program->setUniformValue(m_alphaLoc, alpha);
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@ -242,7 +246,7 @@ bool GLShaderColorMap::useImmutableStorage()
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const QString GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
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const QString GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
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"uniform highp mat4 uMatrix;\n"
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"attribute highp vec4 vertex;\n"
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"varying float y;\n"
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"varying highp float y;\n"
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"void main() {\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" gl_Position = uMatrix * vertex;\n"
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" y = vertex.y;\n"
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" y = vertex.y;\n"
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@ -261,10 +265,10 @@ const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString(
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);
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);
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const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
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const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
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"uniform float alpha;\n"
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"uniform highp float alpha;\n"
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"uniform float scale;\n"
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"uniform highp float scale;\n"
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"uniform highp sampler2D colorMap;\n"
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"uniform highp sampler2D colorMap;\n"
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"varying float y;\n"
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"varying highp float y;\n"
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"void main() {\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
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" gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
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"}\n"
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"}\n"
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@ -288,6 +288,7 @@ void GLShaderSpectrogram::initTexture(const QImage& image)
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initTextureMutable(image);
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initTextureMutable(image);
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}
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}
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initGrid(image.width());
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initGrid(image.width());
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m_limit = 1.4f*1.0f/(float)image.height();
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}
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}
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void GLShaderSpectrogram::initTextureImmutable(const QImage& image)
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void GLShaderSpectrogram::initTextureImmutable(const QImage& image)
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@ -419,7 +420,7 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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program->setUniformValue(m_dataTextureLoc, 0); // set uniform to texture unit?
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program->setUniformValue(m_dataTextureLoc, 0); // set uniform to texture unit?
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program->setUniformValue(m_colorMapLoc, 1);
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program->setUniformValue(m_colorMapLoc, 1);
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program->setUniformValue(m_limitLoc, 1.4f*1.0f/(float)(m_texture->height()));
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program->setUniformValue(m_limitLoc, m_limit);
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if (style == SpectrumSettings::Outline)
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if (style == SpectrumSettings::Outline)
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{
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{
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@ -721,11 +722,11 @@ void GLShaderSpectrogram::applyPerspective(QMatrix4x4 &matrix)
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const QString GLShaderSpectrogram::m_vertexShader2 = QString(
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const QString GLShaderSpectrogram::m_vertexShader2 = QString(
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"attribute vec2 coord2d;\n"
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"attribute vec2 coord2d;\n"
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"varying vec4 coord;\n"
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"varying vec4 coord;\n"
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"varying float lightDistance;\n"
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"varying highp float lightDistance;\n"
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"uniform mat4 textureTransform;\n"
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"uniform mat4 textureTransform;\n"
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"uniform mat4 vertexTransform;\n"
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"uniform mat4 vertexTransform;\n"
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"uniform sampler2D dataTexture;\n"
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"uniform sampler2D dataTexture;\n"
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"uniform float limit;\n"
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"uniform highp float limit;\n"
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"uniform vec3 lightPos;\n"
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"uniform vec3 lightPos;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" coord = textureTransform * vec4(clamp(coord2d, limit, 1.0-limit), 0, 1);\n"
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" coord = textureTransform * vec4(clamp(coord2d, limit, 1.0-limit), 0, 1);\n"
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@ -810,11 +811,11 @@ const QString GLShaderSpectrogram::m_fragmentShaderShaded = QString(
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);
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);
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const QString GLShaderSpectrogram::m_fragmentShaderSimple2 = QString(
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const QString GLShaderSpectrogram::m_fragmentShaderSimple2 = QString(
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"varying vec4 coord;\n"
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"varying highp vec4 coord;\n"
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"uniform float brightness;\n"
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"uniform highp float brightness;\n"
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"uniform sampler2D colorMap;\n"
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"uniform sampler2D colorMap;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" float factor;\n"
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" highp float factor;\n"
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" if (gl_FrontFacing)\n"
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" if (gl_FrontFacing)\n"
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" factor = 1.0;\n"
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" factor = 1.0;\n"
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" else\n"
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" else\n"
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@ -81,6 +81,7 @@ private:
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unsigned int m_textureId;
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unsigned int m_textureId;
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QOpenGLTexture *m_colorMapTexture;
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QOpenGLTexture *m_colorMapTexture;
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unsigned int m_colorMapTextureId;
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unsigned int m_colorMapTextureId;
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float m_limit;
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QOpenGLShaderProgram *m_programForLocs; // Which program the locations are for
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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_coord2dLoc;
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