ATV demod: GLShaderArray cosmetic reformatting

This commit is contained in:
f4exb 2017-02-25 07:00:56 +01:00
parent 6636fc75fa
commit 848a4007c1
1 changed files with 89 additions and 97 deletions

View File

@ -19,32 +19,34 @@
const QString GLShaderArray::m_strVertexShaderSourceArray = 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"
);
"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 GLShaderArray::m_strFragmentShaderSourceColored = QString(
"uniform lowp sampler2D uTexture;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n"
);
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n");
GLShaderArray::GLShaderArray()
{
m_objProgram=NULL;
m_objImage = NULL;
m_objTexture = NULL;
m_intCols=0;
m_intRows=0;
m_blnInitialized=false;
m_objCurrentRow=NULL;
m_objProgram = 0;
m_objImage = 0;
m_objTexture = 0;
m_intCols = 0;
m_intRows = 0;
m_blnInitialized = false;
m_objCurrentRow = 0;
m_objTextureLoc = 0;
m_objColorLoc = 0;
m_objMatrixLoc = 0;
}
GLShaderArray::~GLShaderArray()
@ -56,32 +58,38 @@ void GLShaderArray::InitializeGL(int intCols, int intRows)
{
QMatrix4x4 objQMatrix;
m_blnInitialized=false;
m_blnInitialized = false;
m_intCols=0;
m_intRows=0;
m_intCols = 0;
m_intRows = 0;
m_objCurrentRow=NULL;
m_objCurrentRow = 0;
if(m_objProgram==NULL)
if (m_objProgram == 0)
{
m_objProgram = new QOpenGLShaderProgram();
if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, m_strVertexShaderSourceArray))
if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
m_strVertexShaderSourceArray))
{
qDebug() << "GLShaderArray::initializeGL: error in vertex shader: " << m_objProgram->log();
qDebug() << "GLShaderArray::initializeGL: error in vertex shader: "
<< m_objProgram->log();
}
if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, m_strFragmentShaderSourceColored))
if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
m_strFragmentShaderSourceColored))
{
qDebug() << "GLShaderArray::initializeGL: error in fragment shader: " << m_objProgram->log();
qDebug()
<< "GLShaderArray::initializeGL: error in fragment shader: "
<< m_objProgram->log();
}
m_objProgram->bindAttributeLocation("vertex", 0);
if (!m_objProgram->link())
{
qDebug() << "GLShaderArray::initializeGL: error linking shader: " << m_objProgram->log();
qDebug() << "GLShaderArray::initializeGL: error linking shader: "
<< m_objProgram->log();
}
m_objProgram->bind();
@ -94,15 +102,15 @@ void GLShaderArray::InitializeGL(int intCols, int intRows)
m_objTextureLoc = m_objProgram->uniformLocation("uTexture");
m_objColorLoc = m_objProgram->uniformLocation("uColour");
if(m_objTexture!=NULL)
if (m_objTexture != 0)
{
delete m_objTexture;
m_objTexture=NULL;
m_objTexture = 0;
}
//Image container
m_objImage = new QImage(intCols,intRows,QImage::Format_RGBA8888);
m_objImage->fill(QColor(0,0,0));
m_objImage = new QImage(intCols, intRows, QImage::Format_RGBA8888);
m_objImage->fill(QColor(0, 0, 0));
m_objTexture = new QOpenGLTexture(*m_objImage);
m_objTexture->setMinificationFilter(QOpenGLTexture::Linear);
@ -112,83 +120,72 @@ void GLShaderArray::InitializeGL(int intCols, int intRows)
m_intCols = intCols;
m_intRows = intRows;
m_blnInitialized=true;
m_blnInitialized = true;
}
QRgb * GLShaderArray::GetRowBuffer(int intRow)
{
if(m_blnInitialized==false)
if (m_blnInitialized == false)
{
return NULL;
return 0;
}
if(m_objImage==NULL)
if (m_objImage == 0)
{
return NULL;
return 0;
}
if(intRow>m_intRows)
if (intRow > m_intRows)
{
return NULL;
return 0;
}
return (QRgb *)m_objImage->scanLine(intRow);
return (QRgb *) m_objImage->scanLine(intRow);
}
void GLShaderArray::RenderPixels(unsigned char *chrData)
{
{
QOpenGLFunctions *ptrF;
int intI;
int intJ;
int intNbVertices=4;
int intNbVertices = 4;
QMatrix4x4 objQMatrix;
GLfloat arrVertices[] =
{
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f, -1.0f
};
{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f };
GLfloat arrTextureCoords[] =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
{ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
QRgb *ptrLine;
int intVal;
if(m_blnInitialized==false)
if (m_blnInitialized == false)
{
return;
}
if(m_objImage==NULL)
if (m_objImage == 0)
{
return ;
return;
}
if(chrData!=NULL)
if (chrData != 0)
{
for(intJ=0; intJ<m_intRows; intJ++)
for (intJ = 0; intJ < m_intRows; intJ++)
{
ptrLine = (QRgb *)m_objImage->scanLine(intJ);
ptrLine = (QRgb *) m_objImage->scanLine(intJ);
for(intI=0; intI<m_intCols; intI ++)
for (intI = 0; intI < m_intCols; intI++)
{
intVal = (int)(*chrData);
*ptrLine = qRgb(intVal,intVal,intVal);
ptrLine ++;
intVal = (int) (*chrData);
*ptrLine = qRgb(intVal, intVal, intVal);
ptrLine++;
chrData ++;
chrData++;
}
}
}
@ -203,7 +200,8 @@ void GLShaderArray::RenderPixels(unsigned char *chrData)
m_objTexture->bind();
ptrF->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_intCols, m_intRows, GL_RGBA, GL_UNSIGNED_BYTE, m_objImage->bits());
ptrF->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_intCols, m_intRows, GL_RGBA,
GL_UNSIGNED_BYTE, m_objImage->bits());
ptrF->glEnableVertexAttribArray(0); // vertex
ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices);
@ -225,7 +223,7 @@ void GLShaderArray::RenderPixels(unsigned char *chrData)
void GLShaderArray::ResetPixels()
{
if(m_objImage!=NULL)
if (m_objImage != 0)
{
m_objImage->fill(0);
}
@ -233,71 +231,65 @@ void GLShaderArray::ResetPixels()
void GLShaderArray::Cleanup()
{
m_blnInitialized=false;
m_blnInitialized = false;
m_intCols=0;
m_intRows=0;
m_intCols = 0;
m_intRows = 0;
m_objCurrentRow=NULL;
m_objCurrentRow = 0;
if (m_objProgram)
{
delete m_objProgram;
m_objProgram = NULL;
m_objProgram = 0;
}
if(m_objTexture!=NULL)
if (m_objTexture != 0)
{
delete m_objTexture;
m_objTexture=NULL;
m_objTexture = 0;
}
if (m_objImage!=NULL)
if (m_objImage != 0)
{
delete m_objImage;
m_objImage = NULL;
m_objImage = 0;
}
}
bool GLShaderArray::SelectRow(int intLine)
{
bool blnRslt=false;
bool blnRslt = false;
if(m_blnInitialized)
if (m_blnInitialized)
{
if((intLine<m_intRows)
&&(intLine>=0))
if ((intLine < m_intRows) && (intLine >= 0))
{
m_objCurrentRow=(QRgb *)m_objImage->scanLine(intLine);
blnRslt=true;
m_objCurrentRow = (QRgb *) m_objImage->scanLine(intLine);
blnRslt = true;
}
else
{
m_objCurrentRow=NULL;
m_objCurrentRow = 0;
}
}
return blnRslt;
}
bool GLShaderArray::SetDataColor(int intCol,QRgb objColor)
bool GLShaderArray::SetDataColor(int intCol, QRgb objColor)
{
bool blnRslt=false;
bool blnRslt = false;
if(m_blnInitialized)
if (m_blnInitialized)
{
if((intCol<m_intCols)
&&(intCol>=0)
&&(m_objCurrentRow!=NULL))
if ((intCol < m_intCols) && (intCol >= 0) && (m_objCurrentRow != 0))
{
m_objCurrentRow[intCol]=objColor;
blnRslt=true;
m_objCurrentRow[intCol] = objColor;
blnRslt = true;
}
}
return blnRslt;
}