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( const QString GLShaderArray::m_strVertexShaderSourceArray = QString(
"uniform highp mat4 uMatrix;\n" "uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n" "attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n" "attribute highp vec2 texCoord;\n"
"varying mediump vec2 texCoordVar;\n" "varying mediump vec2 texCoordVar;\n"
"void main() {\n" "void main() {\n"
" gl_Position = uMatrix * vertex;\n" " gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n" " texCoordVar = texCoord;\n"
"}\n" "}\n");
);
const QString GLShaderArray::m_strFragmentShaderSourceColored = QString( const QString GLShaderArray::m_strFragmentShaderSourceColored = QString(
"uniform lowp sampler2D uTexture;\n" "uniform lowp sampler2D uTexture;\n"
"varying mediump vec2 texCoordVar;\n" "varying mediump vec2 texCoordVar;\n"
"void main() {\n" "void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n" " gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n" "}\n");
);
GLShaderArray::GLShaderArray() GLShaderArray::GLShaderArray()
{ {
m_objProgram=NULL; m_objProgram = 0;
m_objImage = NULL; m_objImage = 0;
m_objTexture = NULL; m_objTexture = 0;
m_intCols=0; m_intCols = 0;
m_intRows=0; m_intRows = 0;
m_blnInitialized=false; m_blnInitialized = false;
m_objCurrentRow=NULL; m_objCurrentRow = 0;
m_objTextureLoc = 0;
m_objColorLoc = 0;
m_objMatrixLoc = 0;
} }
GLShaderArray::~GLShaderArray() GLShaderArray::~GLShaderArray()
@ -56,32 +58,38 @@ void GLShaderArray::InitializeGL(int intCols, int intRows)
{ {
QMatrix4x4 objQMatrix; QMatrix4x4 objQMatrix;
m_blnInitialized=false; m_blnInitialized = false;
m_intCols=0; m_intCols = 0;
m_intRows=0; m_intRows = 0;
m_objCurrentRow=NULL; m_objCurrentRow = 0;
if(m_objProgram==NULL) if (m_objProgram == 0)
{ {
m_objProgram = new QOpenGLShaderProgram(); 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); m_objProgram->bindAttributeLocation("vertex", 0);
if (!m_objProgram->link()) 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(); m_objProgram->bind();
@ -94,15 +102,15 @@ void GLShaderArray::InitializeGL(int intCols, int intRows)
m_objTextureLoc = m_objProgram->uniformLocation("uTexture"); m_objTextureLoc = m_objProgram->uniformLocation("uTexture");
m_objColorLoc = m_objProgram->uniformLocation("uColour"); m_objColorLoc = m_objProgram->uniformLocation("uColour");
if(m_objTexture!=NULL) if (m_objTexture != 0)
{ {
delete m_objTexture; delete m_objTexture;
m_objTexture=NULL; m_objTexture = 0;
} }
//Image container //Image container
m_objImage = new QImage(intCols,intRows,QImage::Format_RGBA8888); m_objImage = new QImage(intCols, intRows, QImage::Format_RGBA8888);
m_objImage->fill(QColor(0,0,0)); m_objImage->fill(QColor(0, 0, 0));
m_objTexture = new QOpenGLTexture(*m_objImage); m_objTexture = new QOpenGLTexture(*m_objImage);
m_objTexture->setMinificationFilter(QOpenGLTexture::Linear); m_objTexture->setMinificationFilter(QOpenGLTexture::Linear);
@ -112,83 +120,72 @@ void GLShaderArray::InitializeGL(int intCols, int intRows)
m_intCols = intCols; m_intCols = intCols;
m_intRows = intRows; m_intRows = intRows;
m_blnInitialized=true; m_blnInitialized = true;
} }
QRgb * GLShaderArray::GetRowBuffer(int intRow) 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) void GLShaderArray::RenderPixels(unsigned char *chrData)
{ {
QOpenGLFunctions *ptrF; QOpenGLFunctions *ptrF;
int intI; int intI;
int intJ; int intJ;
int intNbVertices=4; int intNbVertices = 4;
QMatrix4x4 objQMatrix; QMatrix4x4 objQMatrix;
GLfloat arrVertices[] = 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[] = 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; QRgb *ptrLine;
int intVal; int intVal;
if(m_blnInitialized==false) if (m_blnInitialized == false)
{ {
return; 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); intVal = (int) (*chrData);
*ptrLine = qRgb(intVal,intVal,intVal); *ptrLine = qRgb(intVal, intVal, intVal);
ptrLine ++; ptrLine++;
chrData ++; chrData++;
} }
} }
} }
@ -203,7 +200,8 @@ void GLShaderArray::RenderPixels(unsigned char *chrData)
m_objTexture->bind(); 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->glEnableVertexAttribArray(0); // vertex
ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices); ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices);
@ -225,7 +223,7 @@ void GLShaderArray::RenderPixels(unsigned char *chrData)
void GLShaderArray::ResetPixels() void GLShaderArray::ResetPixels()
{ {
if(m_objImage!=NULL) if (m_objImage != 0)
{ {
m_objImage->fill(0); m_objImage->fill(0);
} }
@ -233,71 +231,65 @@ void GLShaderArray::ResetPixels()
void GLShaderArray::Cleanup() void GLShaderArray::Cleanup()
{ {
m_blnInitialized=false; m_blnInitialized = false;
m_intCols=0; m_intCols = 0;
m_intRows=0; m_intRows = 0;
m_objCurrentRow=NULL; m_objCurrentRow = 0;
if (m_objProgram) if (m_objProgram)
{ {
delete m_objProgram; delete m_objProgram;
m_objProgram = NULL; m_objProgram = 0;
} }
if(m_objTexture!=NULL) if (m_objTexture != 0)
{ {
delete m_objTexture; delete m_objTexture;
m_objTexture=NULL; m_objTexture = 0;
} }
if (m_objImage!=NULL) if (m_objImage != 0)
{ {
delete m_objImage; delete m_objImage;
m_objImage = NULL; m_objImage = 0;
} }
} }
bool GLShaderArray::SelectRow(int intLine) bool GLShaderArray::SelectRow(int intLine)
{ {
bool blnRslt=false; bool blnRslt = false;
if(m_blnInitialized) if (m_blnInitialized)
{ {
if((intLine<m_intRows) if ((intLine < m_intRows) && (intLine >= 0))
&&(intLine>=0))
{ {
m_objCurrentRow=(QRgb *)m_objImage->scanLine(intLine); m_objCurrentRow = (QRgb *) m_objImage->scanLine(intLine);
blnRslt=true; blnRslt = true;
} }
else else
{ {
m_objCurrentRow=NULL; m_objCurrentRow = 0;
} }
} }
return blnRslt; 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) if ((intCol < m_intCols) && (intCol >= 0) && (m_objCurrentRow != 0))
&&(intCol>=0)
&&(m_objCurrentRow!=NULL))
{ {
m_objCurrentRow[intCol]=objColor; m_objCurrentRow[intCol] = objColor;
blnRslt=true; blnRslt = true;
} }
} }
return blnRslt; return blnRslt;
} }