/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany // // written by Christian Daniel // // Copyright (C) 2015-2020, 2022 Edouard Griffiths, F4EXB // // Copyright (C) 2020 Vort // // Copyright (C) 2022 Jon Beniston, M7RCE // // // // This program is free software; you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation as version 3 of the License, or // // (at your option) any later version. // // // // This program is distributed in the hope that it will be useful, // // but WITHOUT ANY WARRANTY; without even the implied warranty of // // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // // GNU General Public License V3 for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // /////////////////////////////////////////////////////////////////////////////////// #ifndef INCLUDE_GUI_GLTVSHADERARRAY_H_ #define INCLUDE_GUI_GLTVSHADERARRAY_H_ #include #include #if defined(ANDROID) #include #else #include #include #include #endif #include #include #include #include #include #include #include #include #include class QOpenGLShaderProgram; class QMatrix4x4; class QVector4D; class GLShaderTVArray { public: GLShaderTVArray(bool blnColor); ~GLShaderTVArray(); void setColor(bool blnColor) { m_blnColor = blnColor; } void setAlphaBlend(bool blnAlphaBlend) { m_blnAlphaBlend = blnAlphaBlend; } void setAlphaReset() { m_blnAlphaReset = true; } void initializeGL(int majorVersion, int minorVersion, int intCols, int intRows); void cleanup(); QRgb *GetRowBuffer(int intRow); void RenderPixels(unsigned char *chrData); void ResetPixels(); void ResetPixels(int alpha); bool SelectRow(int intLine); bool SetDataColor(int intCol,QRgb objColor); protected: QOpenGLShaderProgram *m_objProgram; QOpenGLVertexArrayObject *m_vao; QOpenGLBuffer *m_verticesBuf; QOpenGLBuffer *m_textureCoordsBuf; int m_matrixLoc; int m_textureLoc; //int m_objColorLoc; static const QString m_strVertexShaderSourceArray2; static const QString m_strVertexShaderSourceArray; static const QString m_strFragmentShaderSourceColored2; static const QString m_strFragmentShaderSourceColored; QImage *m_objImage; QOpenGLTexture *m_objTexture; int m_intCols; int m_intRows; QRgb *m_objCurrentRow; bool m_blnInitialized; bool m_blnColor; bool m_blnAlphaBlend; bool m_blnAlphaReset; }; #endif /* INCLUDE_GUI_GLTVSHADERARRAY_H_ */