///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2017 F4HKW //
// for F4EXB / SDRAngel //
// //
// 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 //
// //
// 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 . //
///////////////////////////////////////////////////////////////////////////////////
#include "glshaderarray.h"
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"
);
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"
);
GLShaderArray::GLShaderArray()
{
m_objProgram=NULL;
m_objImage = NULL;
m_objTexture = NULL;
m_intCols=0;
m_intRows=0;
m_blnInitialized=false;
m_objCurrentRow=NULL;
}
GLShaderArray::~GLShaderArray()
{
Cleanup();
}
void GLShaderArray::InitializeGL(int intCols, int intRows)
{
QMatrix4x4 objQMatrix;
m_blnInitialized=false;
m_intCols=0;
m_intRows=0;
m_objCurrentRow=NULL;
if(m_objProgram==NULL)
{
m_objProgram = new QOpenGLShaderProgram();
if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, m_strVertexShaderSourceArray))
{
qDebug() << "GLShaderArray::initializeGL: error in vertex shader: " << m_objProgram->log();
}
if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, m_strFragmentShaderSourceColored))
{
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();
}
m_objProgram->bind();
m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
m_objProgram->setUniformValue(m_objTextureLoc, 0);
m_objProgram->release();
}
m_objMatrixLoc = m_objProgram->uniformLocation("uMatrix");
m_objTextureLoc = m_objProgram->uniformLocation("uTexture");
m_objColorLoc = m_objProgram->uniformLocation("uColour");
if(m_objTexture!=NULL)
{
delete m_objTexture;
m_objTexture=NULL;
}
//Image container
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);
m_objTexture->setMagnificationFilter(QOpenGLTexture::Linear);
m_objTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
m_intCols = intCols;
m_intRows = intRows;
m_blnInitialized=true;
}
QRgb * GLShaderArray::GetRowBuffer(int intRow)
{
if(m_blnInitialized==false)
{
return NULL;
}
if(m_objImage==NULL)
{
return NULL;
}
if(intRow>m_intRows)
{
return NULL;
}
return (QRgb *)m_objImage->scanLine(intRow);
}
void GLShaderArray::RenderPixels(unsigned char *chrData)
{
QOpenGLFunctions *ptrF;
int intI;
int intJ;
int intNbVertices=4;
QMatrix4x4 objQMatrix;
GLfloat arrVertices[] =
{
-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
};
QRgb *ptrLine;
int intVal;
if(m_blnInitialized==false)
{
return;
}
if(m_objImage==NULL)
{
return ;
}
if(chrData!=NULL)
{
for(intJ=0; intJscanLine(intJ);
for(intI=0; intIfunctions();
m_objProgram->bind();
m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
m_objProgram->setUniformValue(m_objTextureLoc, 0);
m_objTexture->bind();
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);
ptrF->glEnableVertexAttribArray(1); // texture coordinates
ptrF->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
ptrF->glDrawArrays(GL_POLYGON, 0, intNbVertices);
//cleanup
ptrF->glDisableVertexAttribArray(0);
ptrF->glDisableVertexAttribArray(1);
//*********************//
m_objTexture->release();
m_objProgram->release();
}
void GLShaderArray::ResetPixels()
{
if(m_objImage!=NULL)
{
m_objImage->fill(0);
}
}
void GLShaderArray::Cleanup()
{
m_blnInitialized=false;
m_intCols=0;
m_intRows=0;
m_objCurrentRow=NULL;
if (m_objProgram)
{
delete m_objProgram;
m_objProgram = NULL;
}
if(m_objTexture!=NULL)
{
delete m_objTexture;
m_objTexture=NULL;
}
if (m_objImage!=NULL)
{
delete m_objImage;
m_objImage = NULL;
}
}
bool GLShaderArray::SelectRow(int intLine)
{
bool blnRslt=false;
if(m_blnInitialized)
{
if((intLine=0))
{
m_objCurrentRow=(QRgb *)m_objImage->scanLine(intLine);
blnRslt=true;
}
else
{
m_objCurrentRow=NULL;
}
}
return blnRslt;
}
bool GLShaderArray::SetDataColor(int intCol,QRgb objColor)
{
bool blnRslt=false;
if(m_blnInitialized)
{
if((intCol=0)
&&(m_objCurrentRow!=NULL))
{
m_objCurrentRow[intCol]=objColor;
blnRslt=true;
}
}
return blnRslt;
}