mirror of
https://github.com/f4exb/sdrangel.git
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265 lines
9.0 KiB
C++
265 lines
9.0 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2016 F4EXB //
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// written by Edouard Griffiths //
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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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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include <QOpenGLContext>
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#include <QImage>
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#include <QMatrix4x4>
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#include <QVector4D>
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#include <QDebug>
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#include "gui/glshadertextured.h"
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GLShaderTextured::GLShaderTextured() :
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m_program(nullptr),
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m_texture(nullptr),
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m_textureId(0),
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m_matrixLoc(0),
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m_textureLoc(0),
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m_useImmutableStorage(true)
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{ }
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GLShaderTextured::~GLShaderTextured()
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{
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cleanup();
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}
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void GLShaderTextured::initializeGL()
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{
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initializeOpenGLFunctions();
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m_useImmutableStorage = useImmutableStorage();
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qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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m_program = new QOpenGLShaderProgram;
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
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qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
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}
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) {
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qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log();
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}
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m_program->bindAttributeLocation("vertex", 0);
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m_program->bindAttributeLocation("texCoord", 1);
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if (!m_program->link()) {
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qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
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}
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m_program->bind();
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m_matrixLoc = m_program->uniformLocation("uMatrix");
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m_textureLoc = m_program->uniformLocation("uTexture");
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m_program->release();
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}
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void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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if (m_useImmutableStorage) {
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initTextureImmutable(image, wrapMode);
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} else {
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initTextureMutable(image, wrapMode);
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}
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}
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void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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if (m_texture) {
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delete m_texture;
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}
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m_texture = new QOpenGLTexture(image);
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m_texture->setMinificationFilter(QOpenGLTexture::Linear);
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m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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m_texture->setWrapMode(wrapMode);
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}
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void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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if (m_textureId)
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{
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glDeleteTextures(1, &m_textureId);
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m_textureId = 0;
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}
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glGenTextures(1, &m_textureId);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
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image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
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}
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void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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if (m_useImmutableStorage) {
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subTextureImmutable(xOffset, yOffset, width, height, pixels);
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} else {
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subTextureMutable(xOffset, yOffset, width, height, pixels);
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}
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}
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void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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if (!m_texture)
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{
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qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
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return;
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}
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_texture->bind();
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f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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if (!m_textureId)
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{
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qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
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return;
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}
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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if (m_useImmutableStorage) {
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draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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} else {
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drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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}
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}
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void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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if (!m_texture)
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{
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qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
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return;
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}
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_program->bind();
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m_program->setUniformValue(m_matrixLoc, transformMatrix);
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m_texture->bind();
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m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
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f->glEnableVertexAttribArray(0); // vertex
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f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glEnableVertexAttribArray(1); // texture coordinates
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f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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f->glDrawArrays(mode, 0, nbVertices);
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f->glDisableVertexAttribArray(0);
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m_program->release();
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}
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void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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if (!m_textureId)
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{
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qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
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return;
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}
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m_program->bind();
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m_program->setUniformValue(m_matrixLoc, transformMatrix);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
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glEnableVertexAttribArray(0); // vertex
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(1); // texture coordinates
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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glDrawArrays(mode, 0, nbVertices);
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glDisableVertexAttribArray(0);
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m_program->release();
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}
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void GLShaderTextured::cleanup()
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{
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if (m_program)
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{
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delete m_program;
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m_program = nullptr;
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}
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if (m_texture)
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{
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delete m_texture;
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m_texture = nullptr;
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}
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if (m_textureId)
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{
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glDeleteTextures(1, &m_textureId);
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m_textureId = 0;
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}
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}
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bool GLShaderTextured::useImmutableStorage()
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{
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QOpenGLContext* ctx = QOpenGLContext::currentContext();
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QSurfaceFormat sf = ctx->format();
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if (sf.version() >= qMakePair(4, 2)
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|| ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
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|| ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
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{
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void (QOPENGLF_APIENTRYP glTexStorage2D)(
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GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
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glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
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GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
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int data = 0;
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GLuint textureId;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
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GLenum err = glGetError();
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glDeleteTextures(1, &textureId);
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return err == GL_NO_ERROR;
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}
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return false;
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}
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const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"attribute highp vec2 texCoord;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" texCoordVar = texCoord;\n"
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"}\n"
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);
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const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
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"uniform lowp sampler2D uTexture;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
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"}\n"
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);
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