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95 lines
3.5 KiB
C++
95 lines
3.5 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany //
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// written by Christian Daniel //
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// Copyright (C) 2015-2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
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// Copyright (C) 2020 Vort <vvort@yandex.ru> //
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// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com> //
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// //
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// This program is free software; you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation as version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License V3 for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDE_GUI_GLTVSHADERARRAY_H_
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#define INCLUDE_GUI_GLTVSHADERARRAY_H_
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#include <QString>
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#include <QOpenGLFunctions>
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#if defined(ANDROID)
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#include <QOpenGLFunctions_ES2>
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#else
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#include <QOpenGLFunctions_2_0>
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#include <QOpenGLFunctions_2_1>
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#include <QOpenGLFunctions_3_0>
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#endif
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#include <QOpenGLTexture>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QMatrix4x4>
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#include <QVector4D>
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#include <QDebug>
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#include <QColor>
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#include <math.h>
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class QOpenGLShaderProgram;
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class QMatrix4x4;
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class QVector4D;
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class GLShaderTVArray
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{
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public:
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GLShaderTVArray(bool blnColor);
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~GLShaderTVArray();
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void setColor(bool blnColor) { m_blnColor = blnColor; }
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void setAlphaBlend(bool blnAlphaBlend) { m_blnAlphaBlend = blnAlphaBlend; }
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void setAlphaReset() { m_blnAlphaReset = true; }
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void initializeGL(int majorVersion, int minorVersion, int intCols, int intRows);
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void cleanup();
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QRgb *GetRowBuffer(int intRow);
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void RenderPixels(unsigned char *chrData);
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void ResetPixels();
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void ResetPixels(int alpha);
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bool SelectRow(int intLine);
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bool SetDataColor(int intCol,QRgb objColor);
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protected:
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QOpenGLShaderProgram *m_objProgram;
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QOpenGLVertexArrayObject *m_vao;
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QOpenGLBuffer *m_verticesBuf;
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QOpenGLBuffer *m_textureCoordsBuf;
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int m_matrixLoc;
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int m_textureLoc;
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//int m_objColorLoc;
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static const QString m_strVertexShaderSourceArray2;
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static const QString m_strVertexShaderSourceArray;
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static const QString m_strFragmentShaderSourceColored2;
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static const QString m_strFragmentShaderSourceColored;
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QImage *m_objImage;
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QOpenGLTexture *m_objTexture;
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int m_intCols;
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int m_intRows;
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QRgb *m_objCurrentRow;
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bool m_blnInitialized;
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bool m_blnColor;
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bool m_blnAlphaBlend;
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bool m_blnAlphaReset;
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};
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#endif /* INCLUDE_GUI_GLTVSHADERARRAY_H_ */
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