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58 lines
2.6 KiB
C++
58 lines
2.6 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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// See: http://glslstudio.com/primer/#gl2frag //
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// https://gitlab.com/pteam/korvins-qtbase/blob/5.4/examples/opengl/cube/mainwidget.cpp //
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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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// //
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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_GLSHADERTEXTURED_H_
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#define INCLUDE_GUI_GLSHADERTEXTURED_H_
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#include <QString>
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#include <QOpenGLTexture>
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#include <QOpenGLFunctions>
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#include "export.h"
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class QOpenGLShaderProgram;
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class QMatrix4x4;
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class QImage;
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class SDRGUI_API GLShaderTextured
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{
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public:
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GLShaderTextured();
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~GLShaderTextured();
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void initializeGL();
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void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
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void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices);
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void cleanup();
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private:
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void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices);
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QOpenGLShaderProgram *m_program;
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QOpenGLTexture *m_texture;
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int m_matrixLoc;
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int m_textureLoc;
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static const QString m_vertexShaderSourceTextured;
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static const QString m_fragmentShaderSourceTextured;
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};
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#endif /* INCLUDE_GUI_GLSHADERTEXTURED_H_ */
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