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			284 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			284 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2016 Edouard Griffiths, F4EXB                                   //
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// Copyright (C) 2022 Jon Beniston, M7RCE                                        //
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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/glshadercolormap.h"
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#include "util/colormap.h"
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GLShaderColorMap::GLShaderColorMap() :
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    m_program(nullptr),
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    m_vao(nullptr),
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    m_verticesBuf(nullptr),
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    m_colorMapTexture(nullptr),
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    m_colorMapTextureId(0),
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    m_vertexLoc(0),
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    m_matrixLoc(0),
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    m_colorMapLoc(0),
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    m_scaleLoc(0),
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    m_alphaLoc(0),
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    m_useImmutableStorage(true)
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{ }
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GLShaderColorMap::~GLShaderColorMap()
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{
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    cleanup();
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}
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void GLShaderColorMap::initializeGL(int majorVersion, int minorVersion)
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{
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    initializeOpenGLFunctions();
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    m_useImmutableStorage = useImmutableStorage();
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    qDebug() << "GLShaderColorMap::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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    m_program = new QOpenGLShaderProgram;
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    if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
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    {
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        if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap)) {
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            qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
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        }
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        if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap)) {
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            qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
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        }
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        m_vao = new QOpenGLVertexArrayObject();
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        m_vao->create();
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        m_vao->bind();
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    }
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    else
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    {
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        if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap2)) {
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            qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
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        }
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        if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap2)) {
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            qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
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        }
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    }
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    m_program->bindAttributeLocation("vertex", 0);
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    if (!m_program->link()) {
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        qDebug() << "GLShaderColorMap::initializeGL: error linking shader: " << m_program->log();
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    }
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    m_program->bind();
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    m_vertexLoc = m_program->attributeLocation("vertex");
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    m_matrixLoc = m_program->uniformLocation("uMatrix");
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    m_colorMapLoc = m_program->uniformLocation("colorMap");
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    m_scaleLoc = m_program->uniformLocation("scale");
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    m_alphaLoc = m_program->uniformLocation("alpha");
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    if (m_vao)
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    {
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        m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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        m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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        m_verticesBuf->create();
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        m_vao->release();
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    }
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    m_program->release();
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}
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void GLShaderColorMap::initColorMapTexture(const QString &colorMapName)
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{
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    if (m_useImmutableStorage) {
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        initColorMapTextureImmutable(colorMapName);
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    } else {
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        initColorMapTextureMutable(colorMapName);
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    }
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}
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void GLShaderColorMap::initColorMapTextureImmutable(const QString &colorMapName)
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{
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    if (!m_colorMapTexture)
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    {
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        m_colorMapTexture = new QOpenGLTexture(QOpenGLTexture::Target1D);
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        m_colorMapTexture->setFormat(QOpenGLTexture::RGB32F);
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        m_colorMapTexture->setSize(256);
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        m_colorMapTexture->allocateStorage();
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        m_colorMapTexture->setMinificationFilter(QOpenGLTexture::Linear);
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        m_colorMapTexture->setMagnificationFilter(QOpenGLTexture::Linear);
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        m_colorMapTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
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    }
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    GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
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    if (colorMap) {
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        m_colorMapTexture->setData(QOpenGLTexture::RGB, QOpenGLTexture::Float32, colorMap);
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    } else {
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        qDebug() << "GLShaderColorMap::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported";
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    }
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}
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void GLShaderColorMap::initColorMapTextureMutable(const QString &colorMapName)
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{
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    if (m_colorMapTextureId)
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    {
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        glDeleteTextures(1, &m_colorMapTextureId);
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        m_colorMapTextureId = 0;
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    }
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    glGenTextures(1, &m_colorMapTextureId);
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    glBindTexture(GL_TEXTURE_1D, m_colorMapTextureId);
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    GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
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    if (colorMap) {
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        glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_RGB, GL_FLOAT, colorMap);
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    } else {
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        qDebug() << "GLShaderColorMap::initColorMapTextureMutable: colorMap " << colorMapName << " not supported";
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    }
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, QOpenGLTexture::Repeat);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat);
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}
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void GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLfloat *vertices, int nbVertices, float scale, float alpha)
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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_colorMapTexture->bind();
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    m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
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    m_program->setUniformValue(m_scaleLoc, scale);
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    m_program->setUniformValue(m_alphaLoc, alpha);
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    if (m_vao)
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    {
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        m_vao->bind();
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        m_verticesBuf->bind();
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        m_verticesBuf->allocate(vertices, nbVertices * 2 * sizeof(GL_FLOAT));
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        m_program->enableAttributeArray(m_vertexLoc);
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        m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, 2);
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    }
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    else
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    {
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        f->glEnableVertexAttribArray(m_vertexLoc);
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        f->glVertexAttribPointer(m_vertexLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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    }
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    f->glEnable(GL_BLEND);
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    f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    f->glDrawArrays(GL_TRIANGLE_STRIP, 0, nbVertices);
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    if (m_vao)
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    {
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        m_vao->release();
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    }
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    else
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    {
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       f->glDisableVertexAttribArray(m_vertexLoc);
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    }
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    m_program->release();
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}
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void GLShaderColorMap::cleanup()
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{
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    delete m_program;
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    m_program = nullptr;
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    delete m_vao;
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    m_vao = nullptr;
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    delete m_verticesBuf;
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    m_verticesBuf = nullptr;
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    delete m_colorMapTexture;
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    m_colorMapTexture = nullptr;
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    if (!QOpenGLContext::currentContext()) {
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        return;
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    }
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    if (m_colorMapTextureId)
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    {
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        glDeleteTextures(1, &m_colorMapTextureId);
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        m_colorMapTextureId = 0;
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    }
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}
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bool GLShaderColorMap::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 GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
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        "uniform highp mat4 uMatrix;\n"
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        "attribute highp vec4 vertex;\n"
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        "varying float y;\n"
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        "void main() {\n"
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        "    gl_Position = uMatrix * vertex;\n"
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        "    y = vertex.y;\n"
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        "}\n"
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        );
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const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString(
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        "#version 330\n"
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        "uniform highp mat4 uMatrix;\n"
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        "in highp vec4 vertex;\n"
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        "out float y;\n"
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        "void main() {\n"
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        "    gl_Position = uMatrix * vertex;\n"
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        "    y = vertex.y;\n"
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        "}\n"
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        );
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const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
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        "uniform float alpha;\n"
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        "uniform float scale;\n"
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        "uniform highp sampler1D colorMap;\n"
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        "varying float y;\n"
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        "void main() {\n"
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        "    gl_FragColor = vec4(texture1D(colorMap, 1.0-(y/scale)).rgb, alpha);\n"
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        "}\n"
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        );
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const QString GLShaderColorMap::m_fragmentShaderSourceColorMap = QString(
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        "#version 330\n"
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        "uniform float alpha;\n"
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        "uniform float scale;\n"
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        "uniform sampler1D colorMap;\n"
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        "in float y;\n"
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        "out vec4 fragColor;\n"
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        "void main() {\n"
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        "   fragColor = vec4(texture(colorMap, 1.0-(y/scale)).rgb, alpha);\n"
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        "}\n"
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        );
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