/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2016 F4EXB // // written by Edouard Griffiths // // // // 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 #include #include #include #include #include #include #include "gui/glshadertextured.h" GLShaderTextured::GLShaderTextured() : m_program(0), m_texture(0), m_matrixLoc(0), m_textureLoc(0) { } GLShaderTextured::~GLShaderTextured() { cleanup(); } void GLShaderTextured::initializeGL() { m_program = new QOpenGLShaderProgram; if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) { qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) { qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log(); } m_program->bindAttributeLocation("vertex", 0); m_program->bindAttributeLocation("texCoord", 1); if (!m_program->link()) { qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log(); } m_program->bind(); m_matrixLoc = m_program->uniformLocation("uMatrix"); m_textureLoc = m_program->uniformLocation("uTexture"); m_program->release(); } void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode) { if (m_texture) { delete m_texture; } m_texture = new QOpenGLTexture(image); m_texture->setMinificationFilter(QOpenGLTexture::Linear); m_texture->setMagnificationFilter(QOpenGLTexture::Linear); m_texture->setWrapMode(wrapMode); } void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels) { if (!m_texture) { qDebug("GLShaderTextured::subTexture: no texture defined. Doing nothing"); return; } QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); m_texture->bind(); f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); } void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices) { draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices); } void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices) { if (!m_texture) { qDebug("GLShaderTextured::draw: no texture defined. Doing nothing"); return; } QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); m_program->bind(); m_program->setUniformValue(m_matrixLoc, transformMatrix); m_texture->bind(); m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture f->glEnableVertexAttribArray(0); // vertex f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices); f->glEnableVertexAttribArray(1); // texture coordinates f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords); f->glDrawArrays(mode, 0, nbVertices); f->glDisableVertexAttribArray(0); m_program->release(); } void GLShaderTextured::cleanup() { if (m_program) { delete m_program; m_program = 0; } if (m_texture) { delete m_texture; m_texture = 0; } } const QString GLShaderTextured::m_vertexShaderSourceTextured = 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 GLShaderTextured::m_fragmentShaderSourceTextured = QString( "uniform lowp sampler2D uTexture;\n" "varying mediump vec2 texCoordVar;\n" "void main() {\n" " gl_FragColor = texture2D(uTexture, texCoordVar);\n" "}\n" );