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sdrangel/sdrgui/gui/glshaderspectrogram.cpp
Jon Beniston 1c9cc7a989 GLSpectrum touchscreen updates
Add "show all controls" button, that allows most of the "set once"
controls to be hidden on small screens. Please feel free to make a
better icon! Could also be hidden if !ANDROID, if you don't like it.
Add pinch and pan gestures, for frequency scrolling and zooming in to
spectrum.
Queue frequencies requested by scrolling, so intermediate frequencies
can be omitted, if device is slow to update its frequency.
Support non-integer pixel ratios.
Add popup sliders for dials.
Add DialogPositioner for dialogs.
Add layout to spectrum markers dialog, so that it can be resized, to fit
on smaller screens.
2022-12-20 14:39:39 +00:00

852 lines
28 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2016 Edouard Griffiths, F4EXB. //
// 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 <http://www.gnu.org/licenses/>. //
///////////////////////////////////////////////////////////////////////////////////
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLContext>
#include <QtOpenGL>
#include <QImage>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#ifdef ANDROID
#include <GLES3/gl3.h>
#endif
#include "gui/glshaderspectrogram.h"
#include "util/colormap.h"
GLShaderSpectrogram::GLShaderSpectrogram() :
m_programShaded(nullptr),
m_programSimple(nullptr),
m_texture(nullptr),
m_textureId(0),
m_colorMapTexture(nullptr),
m_colorMapTextureId(0),
m_programForLocs(nullptr),
m_coord2dLoc(0),
m_textureTransformLoc(0),
m_vertexTransformLoc(0),
m_dataTextureLoc(0),
m_limitLoc(0),
m_brightnessLoc(0),
m_colorMapLoc(0),
m_lightDirLoc(0),
m_lightPosLoc(0),
m_useImmutableStorage(true),
m_vao(nullptr),
m_vertexBuf(nullptr),
m_index0Buf(nullptr),
m_index1Buf(nullptr),
m_translateX(0.0),
m_translateY(0.0),
m_translateZ(0.0),
m_rotX(-45.0),
m_rotY(0.0),
m_rotZ(0.0),
m_scaleX(1.0),
m_scaleY(1.0),
m_scaleZ(1.0),
m_userScaleZ(1.0),
m_verticalAngle(45.0f),
m_aspectRatio(1600.0/1200.0),
m_lightTranslateX(0.0),
m_lightTranslateY(0.0),
m_lightTranslateZ(0.0),
m_lightRotX(0.0),
m_lightRotY(0.0),
m_lightRotZ(0.0),
m_gridElements(1024)
{
}
GLShaderSpectrogram::~GLShaderSpectrogram()
{
cleanup();
}
void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
{
initializeOpenGLFunctions();
m_useImmutableStorage = useImmutableStorage();
qDebug() << "GLShaderSpectrogram::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
{
m_programShaded = new QOpenGLShaderProgram;
if (!m_programShaded->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShader)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in vertex shader: " << m_programShaded->log();
}
if (!m_programShaded->addShaderFromSourceCode(QOpenGLShader::Geometry, m_geometryShader)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in geometry shader: " << m_programShaded->log();
}
if (!m_programShaded->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderShaded)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in fragment shader: " << m_programShaded->log();
}
if (!m_programShaded->link()) {
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programShaded->log();
}
m_programSimple = new QOpenGLShaderProgram;
if (!m_programSimple->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShader)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in vertex shader: " << m_programSimple->log();
}
if (!m_programSimple->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSimple)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in fragment shader: " << m_programSimple->log();
}
if (!m_programSimple->link()) {
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
}
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
}
else
{
m_programSimple = new QOpenGLShaderProgram;
if (!m_programSimple->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShader2)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in vertex shader: " << m_programSimple->log();
}
if (!m_programSimple->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSimple2)) {
qDebug() << "GLShaderSpectrogram::initializeGL: error in fragment shader: " << m_programSimple->log();
}
if (!m_programSimple->link()) {
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
}
}
m_vertexBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_vertexBuf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vertexBuf->create();
m_index0Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
m_index0Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index0Buf->create();
m_index1Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
m_index1Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index1Buf->create();
if (m_vao) {
m_vao->release();
}
}
void GLShaderSpectrogram::initGrid(int elements)
{
m_gridElements = std::min(elements, 4096); // Limit to keep memory requirements realistic
qDebug() << "GLShaderSpectrogram::initGrid: requested: " << elements << " actual: " << m_gridElements;
int e1 = m_gridElements+1;
// Grid vertices
std::vector<QVector2D> vertices(e1 * e1);
for (int i = 0; i < e1; i++)
{
for (int j = 0; j < e1; j++)
{
vertices[i*e1+j].setX(j / (float)m_gridElements);
vertices[i*e1+j].setY(i / (float)m_gridElements);
}
}
if (m_vao) {
m_vao->bind();
}
m_vertexBuf->bind();
m_vertexBuf->allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
if (m_vao)
{
m_programShaded->enableAttributeArray(m_coord2dLoc);
m_programShaded->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
m_programSimple->enableAttributeArray(m_coord2dLoc);
m_programSimple->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
m_vao->release();
}
std::vector<GLuint> indices(m_gridElements * m_gridElements * 6);
int i;
// Create an array of indices into the vertex array that traces both horizontal and vertical lines
i = 0;
for (int y = 0; y < e1; y++) {
for (int x = 0; x < m_gridElements; x++) {
indices[i++] = y * (e1) + x;
indices[i++] = y * (e1) + x + 1;
}
}
for (int x = 0; x < e1; x++) {
for (int y = 0; y < m_gridElements; y++) {
indices[i++] = y * (e1) + x;
indices[i++] = (y + 1) * (e1) + x;
}
}
m_index0Buf->bind();
m_index0Buf->allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
// Create an array of indices that describes all the triangles needed to create a completely filled surface
i = 0;
for (int y = 0; y < m_gridElements; y++) {
for (int x = 0; x < m_gridElements; x++) {
indices[i++] = y * (e1) + x;
indices[i++] = y * (e1) + x + 1;
indices[i++] = (y + 1) * (e1) + x + 1;
indices[i++] = y * (e1) + x;
indices[i++] = (y + 1) * (e1) + x + 1;
indices[i++] = (y + 1) * (e1) + x;
}
}
m_index1Buf->bind();
m_index1Buf->allocate(&indices[0], indices.size() * sizeof(GLuint));
if (!m_vao)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
void GLShaderSpectrogram::initColorMapTexture(const QString &colorMapName)
{
if (m_useImmutableStorage) {
initColorMapTextureImmutable(colorMapName);
} else {
initColorMapTextureMutable(colorMapName);
}
}
void GLShaderSpectrogram::initColorMapTextureImmutable(const QString &colorMapName)
{
if (!m_colorMapTexture)
{
m_colorMapTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_colorMapTexture->setFormat(QOpenGLTexture::RGB32F);
m_colorMapTexture->setSize(256, 1);
m_colorMapTexture->allocateStorage();
m_colorMapTexture->setMinificationFilter(QOpenGLTexture::Linear);
m_colorMapTexture->setMagnificationFilter(QOpenGLTexture::Linear);
m_colorMapTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
}
GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
if (colorMap) {
m_colorMapTexture->setData(QOpenGLTexture::RGB, QOpenGLTexture::Float32, colorMap);
} else {
qDebug() << "GLShaderSpectrogram::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported";
}
}
void GLShaderSpectrogram::initColorMapTextureMutable(const QString &colorMapName)
{
if (m_colorMapTextureId)
{
glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0;
}
glGenTextures(1, &m_colorMapTextureId);
glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId); // Use 2D texture as 1D not supported in OpenGL ES on ARM
GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
if (colorMap) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 1, 0, GL_RGB, GL_FLOAT, colorMap);
} else {
qDebug() << "GLShaderSpectrogram::initColorMapTextureMutable: colorMap " << colorMapName << " not supported";
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, QOpenGLTexture::Repeat);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat);
}
void GLShaderSpectrogram::initTexture(const QImage& image)
{
if (m_useImmutableStorage) {
initTextureImmutable(image);
} else {
initTextureMutable(image);
}
initGrid(image.width());
m_limit = 1.4f*1.0f/(float)image.height();
}
void GLShaderSpectrogram::initTextureImmutable(const QImage& image)
{
if (m_texture) {
delete m_texture;
}
m_texture = new QOpenGLTexture(image);
m_texture->setMinificationFilter(QOpenGLTexture::Linear);
m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
m_texture->setWrapMode(QOpenGLTexture::Repeat);
}
void GLShaderSpectrogram::initTextureMutable(const QImage& image)
{
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
image.width(), image.height(), 0, GL_RED, GL_UNSIGNED_BYTE, image.constScanLine(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, QOpenGLTexture::Repeat);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat);
}
void GLShaderSpectrogram::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (m_useImmutableStorage) {
subTextureImmutable(xOffset, yOffset, width, height, pixels);
} else {
subTextureMutable(xOffset, yOffset, width, height, pixels);
}
}
void GLShaderSpectrogram::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_texture)
{
qDebug("GLShaderSpectrogram::subTextureImmutable: 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_RED, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderSpectrogram::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_textureId)
{
qDebug("GLShaderSpectrogram::subTextureMutable: no texture defined. Doing nothing");
return;
}
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RED, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style, const QMatrix4x4& vertexTransform, float textureOffset, bool invert)
{
if ((m_useImmutableStorage && !m_texture) || (!m_useImmutableStorage && !m_textureId))
{
qDebug("GLShaderSpectrogram::drawSurface: no texture defined. Doing nothing");
return;
}
QOpenGLShaderProgram *program;
if (style == SpectrumSettings::Shaded) {
program = m_programShaded;
} else {
program = m_programSimple;
}
if (!program) {
return;
}
float rot = invert ? 1.0 : -1.0;
QMatrix4x4 textureTransform(
1.0, 0.0, 0.0, 0.0,
0.0, rot, 0.0, textureOffset,
0.0, 0.0, rot, 0.0,
0.0, 0.0, 0.0, 1.0); // Use this to move texture for each row of data
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
program->bind();
if (program != m_programForLocs)
{
m_coord2dLoc = program->attributeLocation("coord2d");
m_textureTransformLoc = program->uniformLocation("textureTransform");
m_vertexTransformLoc = program->uniformLocation("vertexTransform");
m_dataTextureLoc = program->uniformLocation("dataTexture");
m_limitLoc = program->uniformLocation("limit");
m_brightnessLoc = program->uniformLocation("brightness");
m_colorMapLoc = program->uniformLocation("colorMap");
m_lightDirLoc = program->uniformLocation("lightDir");
m_lightPosLoc = program->uniformLocation("lightPos");
m_programForLocs = program;
}
program->setUniformValue(m_vertexTransformLoc, vertexTransform);
program->setUniformValue(m_textureTransformLoc, textureTransform);
if (m_useImmutableStorage)
{
m_texture->bind();
glActiveTexture(GL_TEXTURE1);
m_colorMapTexture->bind();
glActiveTexture(GL_TEXTURE0);
}
else
{
glBindTexture(GL_TEXTURE_2D, m_textureId);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId);
glActiveTexture(GL_TEXTURE0);
}
program->setUniformValue(m_dataTextureLoc, 0); // set uniform to texture unit?
program->setUniformValue(m_colorMapLoc, 1);
program->setUniformValue(m_limitLoc, m_limit);
if (style == SpectrumSettings::Outline)
{
// When drawing the outline, slightly darken the triangles
// so grid is a bit more visible
program->setUniformValue(m_brightnessLoc, 0.85f);
}
else
{
program->setUniformValue(m_brightnessLoc, 1.0f);
}
if (style == SpectrumSettings::Shaded)
{
QMatrix4x4 matrix;
matrix.rotate(m_lightRotX, 1.0f, 0.0f, 0.0f);
matrix.rotate(m_lightRotY, 0.0f, 1.0f, 0.0f);
matrix.rotate(m_lightRotZ, 0.0f, 0.0f, 1.0f);
QVector3D vector = matrix * QVector3D(0.0f, 0.0f, -1.0f);
GLfloat lightDir[3] = {vector.x(), vector.y(), vector.z()};
GLfloat lightPos[3] = {m_lightTranslateX, m_lightTranslateY, m_lightTranslateZ};
program->setUniformValueArray(m_lightDirLoc, lightDir, 1, 3);
program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3);
}
f->glEnable(GL_DEPTH_TEST);
f->glPolygonOffset(1, 0);
f->glEnable(GL_POLYGON_OFFSET_FILL);
if (m_vao)
{
m_vao->bind();
}
else
{
m_vertexBuf->bind();
f->glEnableVertexAttribArray(m_coord2dLoc);
f->glVertexAttribPointer(m_coord2dLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
m_index1Buf->bind();
switch (style)
{
case SpectrumSettings::Points:
f->glDrawElements(GL_POINTS, m_gridElements * m_gridElements * 6, GL_UNSIGNED_INT, 0);
break;
case SpectrumSettings::Lines:
f->glDrawElements(GL_LINES, m_gridElements * m_gridElements * 6, GL_UNSIGNED_INT, 0);
break;
case SpectrumSettings::Solid:
case SpectrumSettings::Outline:
case SpectrumSettings::Shaded:
f->glDrawElements(GL_TRIANGLES, m_gridElements * m_gridElements * 6, GL_UNSIGNED_INT, 0);
break;
}
f->glPolygonOffset(0, 0);
f->glDisable(GL_POLYGON_OFFSET_FILL);
if (style == SpectrumSettings::Outline)
{
// Draw the outline
program->setUniformValue(m_brightnessLoc, 1.5f);
m_index0Buf->bind();
f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0);
}
if (m_vao)
{
m_vao->release();
m_index0Buf->release();
}
else
{
f->glDisableVertexAttribArray(m_coord2dLoc);
// Need to do this, otherwise nothing else is drawn by other shaders
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// If this is left enabled, channel markers aren't drawn properly
f->glDisable(GL_DEPTH_TEST);
program->release();
}
void GLShaderSpectrogram::cleanup()
{
delete m_programShaded;
m_programShaded = nullptr;
delete m_programSimple;
m_programSimple = nullptr;
m_programForLocs = nullptr;
delete m_texture;
m_texture = nullptr;
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
delete m_vertexBuf;
m_vertexBuf = nullptr;
delete m_index0Buf;
m_index0Buf = nullptr;
delete m_index1Buf;
m_index1Buf = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
if (m_colorMapTextureId)
{
glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0;
}
}
bool GLShaderSpectrogram::useImmutableStorage()
{
QOpenGLContext* ctx = QOpenGLContext::currentContext();
QSurfaceFormat sf = ctx->format();
if (sf.version() >= qMakePair(4, 2)
|| ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
|| ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
{
void (QOPENGLF_APIENTRYP glTexStorage2D)(
GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
int data = 0;
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
GLenum err = glGetError();
glDeleteTextures(1, &textureId);
return err == GL_NO_ERROR;
}
return false;
}
void GLShaderSpectrogram::translateX(float distance)
{
m_translateX += distance;
}
void GLShaderSpectrogram::translateY(float distance)
{
m_translateY += distance;
}
void GLShaderSpectrogram::translateZ(float distance)
{
m_translateZ += distance;
}
void GLShaderSpectrogram::rotateX(float degrees)
{
m_rotX += degrees;
}
void GLShaderSpectrogram::rotateY(float degrees)
{
m_rotY += degrees;
}
void GLShaderSpectrogram::rotateZ(float degrees)
{
m_rotZ += degrees;
}
void GLShaderSpectrogram::setScaleX(float factor)
{
m_scaleX = factor;
}
void GLShaderSpectrogram::setScaleY(float factor)
{
m_scaleY = factor;
}
void GLShaderSpectrogram::setScaleZ(float factor)
{
m_scaleZ = factor;
}
void GLShaderSpectrogram::userScaleZ(float factor)
{
m_userScaleZ *= factor;
if ((m_userScaleZ < 0.1) && (factor < 1.0)) {
m_userScaleZ = 0.0;
} else if ((m_userScaleZ == 0.0) && (factor > 1.0)) {
m_userScaleZ = 0.1;
}
}
void GLShaderSpectrogram::reset()
{
// Don't reset m_scaleX, m_scaleY and m_scaleZ, m_aspectRatio
// as they are not set directly by user, but depend on window size
m_translateX = 0.0f;
m_translateY = 0.0f;
m_translateZ = 0.0f;
m_rotX = -45.0f;
m_rotY = 0.0f;
m_rotZ = 0.0f;
m_userScaleZ = 1.0f;
m_verticalAngle = 45.0f;
m_lightTranslateX = 0.0f;
m_lightTranslateY = 0.0f;
m_lightTranslateZ = 0.0f;
m_lightRotX = 0.0f;
m_lightRotY = 0.0f;
m_lightRotZ = 0.0f;
setPerspective();
}
void GLShaderSpectrogram::setAspectRatio(float aspectRatio)
{
m_aspectRatio = aspectRatio;
setPerspective();
}
void GLShaderSpectrogram::verticalAngle(float degrees)
{
m_verticalAngle += degrees;
m_verticalAngle = std::max(1.0f, m_verticalAngle);
m_verticalAngle = std::min(179.0f, m_verticalAngle);
setPerspective();
}
void GLShaderSpectrogram::setPerspective()
{
m_perspective.setToIdentity();
m_perspective.perspective(m_verticalAngle, m_aspectRatio, 0.1, 7.0);
}
void GLShaderSpectrogram::lightTranslateX(float distance)
{
m_lightTranslateX += distance;
}
void GLShaderSpectrogram::lightTranslateY(float distance)
{
m_lightTranslateY += distance;
}
void GLShaderSpectrogram::lightTranslateZ(float distance)
{
m_lightTranslateZ += distance;
}
void GLShaderSpectrogram::lightRotateX(float degrees)
{
m_lightRotX += degrees;
}
void GLShaderSpectrogram::lightRotateY(float degrees)
{
m_lightRotY += degrees;
}
void GLShaderSpectrogram::lightRotateZ(float degrees)
{
m_lightRotZ += degrees;
}
void GLShaderSpectrogram::applyTransform(QMatrix4x4 &matrix)
{
// Note that translation to the origin and rotation
// needs to be performed in reverse order to what you
// might normally expect
// See: https://bugreports.qt.io/browse/QTBUG-20752
matrix.translate(0.0f, 0.0f, -1.65f); // Camera position
matrix.translate(m_translateX, m_translateY, m_translateZ); // User camera position adjustment
matrix.rotate(m_rotX, 1.0f, 0.0f, 0.0f); // User rotation
matrix.rotate(m_rotY, 0.0f, 1.0f, 0.0f);
matrix.rotate(m_rotZ, 0.0f, 0.0f, 1.0f);
matrix.scale(m_scaleX, m_scaleY, m_scaleZ * m_userScaleZ); // Scaling
matrix.translate(-0.5f, -0.5f, 0.0f); // Centre at origin for correct rotation
applyPerspective(matrix);
}
void GLShaderSpectrogram::applyPerspective(QMatrix4x4 &matrix)
{
matrix = m_perspective * matrix;
}
// The clamp is to prevent old data affecting new data (And vice versa),
// which can happen where the texture repeats - might be a better way to do it
const QString GLShaderSpectrogram::m_vertexShader2 = QString(
"attribute vec2 coord2d;\n"
"varying vec4 coord;\n"
"varying highp float lightDistance;\n"
"uniform mat4 textureTransform;\n"
"uniform mat4 vertexTransform;\n"
"uniform sampler2D dataTexture;\n"
"uniform highp float limit;\n"
"uniform vec3 lightPos;\n"
"void main(void) {\n"
" coord = textureTransform * vec4(clamp(coord2d, limit, 1.0-limit), 0, 1);\n"
" coord.z = (texture2D(dataTexture, coord.xy).r);\n"
" gl_Position = vertexTransform * vec4(coord2d, coord.z, 1);\n"
" lightDistance = length(lightPos - gl_Position.xyz);\n"
"}\n"
);
const QString GLShaderSpectrogram::m_vertexShader = QString(
"#version 330\n"
"in vec2 coord2d;\n"
"out vec4 coord;\n"
"out float lightDistance;\n"
"uniform mat4 textureTransform;\n"
"uniform mat4 vertexTransform;\n"
"uniform sampler2D dataTexture;\n"
"uniform float limit;\n"
"uniform vec3 lightPos;\n"
"void main(void) {\n"
" coord = textureTransform * vec4(clamp(coord2d, limit, 1.0-limit), 0, 1);\n"
" coord.z = (texture(dataTexture, coord.xy).r);\n"
" gl_Position = vertexTransform * vec4(coord2d, coord.z, 1);\n"
" lightDistance = length(lightPos - gl_Position.xyz);\n"
"}\n"
);
// We need to use a geometry shader to calculate the normals, as they are only
// determined after z has been calculated for the verticies in the vertex shader
const QString GLShaderSpectrogram::m_geometryShader = QString(
"#version 330\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices=3) out;\n"
"in vec4 coord[];\n"
"in float lightDistance[];\n"
"out vec4 coord2;\n"
"out vec3 normal;\n"
"out float lightDistance2;\n"
"void main(void) {\n"
" vec3 a = (gl_in[1].gl_Position - gl_in[0].gl_Position).xyz;\n"
" vec3 b = (gl_in[2].gl_Position - gl_in[0].gl_Position).xyz;\n"
" vec3 N = normalize(cross(b, a));\n"
" for(int i=0; i < gl_in.length(); ++i)\n"
" {\n"
" gl_Position = gl_in[i].gl_Position;\n"
" normal = N;\n"
" coord2 = coord[i];\n"
" lightDistance2 = lightDistance[i];\n"
" EmitVertex( );\n"
" }\n"
" EndPrimitive( );\n"
"}\n"
);
const QString GLShaderSpectrogram::m_fragmentShaderShaded = QString(
"#version 330\n"
"in vec4 coord2;\n"
"in vec3 normal;\n"
"in float lightDistance2;\n"
"out vec4 fragColor;\n"
"uniform sampler2D colorMap;\n"
"uniform vec3 lightDir;\n"
"void main(void) {\n"
" float factor;\n"
" if (gl_FrontFacing)\n"
" factor = 1.0;\n"
" else\n"
" factor = 0.5;\n"
" float ambient = 0.4;\n"
" vec3 color;\n"
" color.r = texture(colorMap, vec2(coord2.z, 0)).r;\n"
" color.g = texture(colorMap, vec2(coord2.z, 0)).g;\n"
" color.b = texture(colorMap, vec2(coord2.z, 0)).b;\n"
" float cosTheta = max(0.0, dot(normal, lightDir));\n"
" float d2 = max(1.0, lightDistance2*lightDistance2);\n"
" vec3 relection = (ambient * color + color * cosTheta / d2) * factor;\n"
" fragColor[0] = relection.r;\n"
" fragColor[1] = relection.g;\n"
" fragColor[2] = relection.b;\n"
" fragColor[3] = 1.0;\n"
"}\n"
);
const QString GLShaderSpectrogram::m_fragmentShaderSimple2 = QString(
"varying highp vec4 coord;\n"
"uniform highp float brightness;\n"
"uniform sampler2D colorMap;\n"
"void main(void) {\n"
" highp float factor;\n"
" if (gl_FrontFacing)\n"
" factor = 1.0;\n"
" else\n"
" factor = 0.5;\n"
" gl_FragColor[0] = texture2D(colorMap, vec2(coord.z, 0)).r * brightness * factor;\n"
" gl_FragColor[1] = texture2D(colorMap, vec2(coord.z, 0)).g * brightness * factor;\n"
" gl_FragColor[2] = texture2D(colorMap, vec2(coord.z, 0)).b * brightness * factor;\n"
" gl_FragColor[3] = 1.0;\n"
"}\n"
);
const QString GLShaderSpectrogram::m_fragmentShaderSimple = QString(
"#version 330\n"
"in vec4 coord;\n"
"out vec4 fragColor;\n"
"uniform float brightness;\n"
"uniform sampler2D colorMap;\n"
"void main(void) {\n"
" float factor;\n"
" if (gl_FrontFacing)\n"
" factor = 1.0;\n"
" else\n"
" factor = 0.5;\n"
" fragColor[0] = texture(colorMap, vec2(coord.z, 0)).r * brightness * factor;\n"
" fragColor[1] = texture(colorMap, vec2(coord.z, 0)).g * brightness * factor;\n"
" fragColor[2] = texture(colorMap, vec2(coord.z, 0)).b * brightness * factor;\n"
" fragColor[3] = 1.0;\n"
"}\n"
);