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mirror of https://github.com/f4exb/sdrangel.git synced 2024-11-29 19:28:47 -05:00
sdrangel/sdrgui/gui/tvscreenanalog.cpp

419 lines
14 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
// Copyright (C) 2020 Vort <vvort@yandex.ru> //
// Copyright (C) 2022-2023 Jon Beniston, M7RCE <jon@beniston.com> //
// Copyright (C) 2018 F4HKW //
// for F4EXB / SDRAngel //
// //
// OpenGL interface modernization. //
// //
// 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 "tvscreenanalog.h"
static const char* vertexShaderSource2 =
"attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n"
"varying highp vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = vertex;\n"
" texCoordVar = texCoord;\n"
"}\n";
static const char* vertexShaderSource =
"#version 330\n"
"in highp vec4 vertex;\n"
"in highp vec2 texCoord;\n"
"out highp vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = vertex;\n"
" texCoordVar = texCoord;\n"
"}\n";
static const char* fragmentShaderSource2 =
"uniform highp sampler2D tex1;\n"
"uniform highp sampler2D tex2;\n"
"uniform highp float imw;\n"
"uniform highp float imh;\n"
"uniform highp float tlw;\n"
"uniform highp float tlh;\n"
"varying highp vec2 texCoordVar;\n"
"void main() {\n"
" float tlhw = 0.5 * tlw;"
" float tlhh = 0.5 * tlh;"
" float tys = (texCoordVar.y + tlhh) * imh;\n"
" float p1y = floor(tys) * tlh - tlhh;\n"
" float p3y = p1y + tlh;\n"
" float tshift1 = texture2D(tex2, vec2(0.0, p1y)).r;\n"
" float tshift3 = texture2D(tex2, vec2(0.0, p3y)).r;\n"
" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
" float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
" float p1x = floor(txs1) * tlw - tlhw;\n"
" float p3x = floor(txs3) * tlw - tlhw;\n"
" float p2x = p1x + tlw;\n"
" float p4x = p3x + tlw;\n"
" float p1 = texture2D(tex1, vec2(p1x, p1y)).r;\n"
" float p2 = texture2D(tex1, vec2(p2x, p1y)).r;\n"
" float p3 = texture2D(tex1, vec2(p3x, p3y)).r;\n"
" float p4 = texture2D(tex1, vec2(p4x, p3y)).r;\n"
" float p12 = mix(p1, p2, fract(txs1));\n"
" float p34 = mix(p3, p4, fract(txs3));\n"
" float p = mix(p12, p34, fract(tys));\n"
" gl_FragColor = vec4(p);\n"
"}\n";
static const char* fragmentShaderSource =
"#version 330\n"
"uniform highp sampler2D tex1;\n"
"uniform highp sampler2D tex2;\n"
"uniform highp float imw;\n"
"uniform highp float imh;\n"
"uniform highp float tlw;\n"
"uniform highp float tlh;\n"
"in highp vec2 texCoordVar;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" float tlhw = 0.5 * tlw;"
" float tlhh = 0.5 * tlh;"
" float tys = (texCoordVar.y + tlhh) * imh;\n"
" float p1y = floor(tys) * tlh - tlhh;\n"
" float p3y = p1y + tlh;\n"
" float tshift1 = texture(tex2, vec2(0.0, p1y)).r;\n"
" float tshift3 = texture(tex2, vec2(0.0, p3y)).r;\n"
" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
" float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
" float p1x = floor(txs1) * tlw - tlhw;\n"
" float p3x = floor(txs3) * tlw - tlhw;\n"
" float p2x = p1x + tlw;\n"
" float p4x = p3x + tlw;\n"
" float p1 = texture(tex1, vec2(p1x, p1y)).r;\n"
" float p2 = texture(tex1, vec2(p2x, p1y)).r;\n"
" float p3 = texture(tex1, vec2(p3x, p3y)).r;\n"
" float p4 = texture(tex1, vec2(p4x, p3y)).r;\n"
" float p12 = mix(p1, p2, fract(txs1));\n"
" float p34 = mix(p3, p4, fract(txs3));\n"
" float p = mix(p12, p34, fract(tys));\n"
" fragColor = vec4(p);\n"
"}\n";
TVScreenAnalog::TVScreenAnalog(QWidget *parent) :
QOpenGLWidget(parent),
m_shader(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_textureCoordsBuf(nullptr),
m_imageTexture(nullptr),
m_lineShiftsTexture(nullptr)
{
m_isDataChanged = false;
m_frontBuffer = new TVScreenAnalogBuffer(5, 1);
m_backBuffer = new TVScreenAnalogBuffer(5, 1);
connect(&m_updateTimer, SIGNAL(timeout()), this, SLOT(tick()));
m_updateTimer.start(40); // capped at 25 FPS
}
TVScreenAnalog::~TVScreenAnalog()
{
delete m_backBuffer;
delete m_frontBuffer;
}
void TVScreenAnalog::cleanup()
{
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_shader)
{
delete m_shader;
m_shader = nullptr;
}
if (m_imageTexture)
{
delete m_imageTexture;
m_imageTexture = nullptr;
}
if (m_lineShiftsTexture)
{
delete m_lineShiftsTexture;
m_lineShiftsTexture = nullptr;
}
delete m_verticesBuf;
m_verticesBuf = nullptr;
delete m_textureCoordsBuf;
m_textureCoordsBuf = nullptr;
delete m_vao;
m_vao = nullptr;
}
TVScreenAnalogBuffer *TVScreenAnalog::getBackBuffer()
{
return m_backBuffer;
}
void TVScreenAnalog::resizeTVScreen(int intCols, int intRows)
{
qDebug("TVScreenAnalog::resizeTVScreen: cols: %d, rows: %d", intCols, intRows);
int colsAdj = intCols + 4;
QMutexLocker lock(&m_buffersMutex);
if (m_frontBuffer->getWidth() != colsAdj || m_frontBuffer->getHeight() != intRows)
{
delete m_backBuffer;
delete m_frontBuffer;
m_frontBuffer = new TVScreenAnalogBuffer(colsAdj, intRows);
m_backBuffer = new TVScreenAnalogBuffer(colsAdj, intRows);
}
}
void TVScreenAnalog::resizeGL(int intWidth, int intHeight)
{
glViewport(0, 0, intWidth, intHeight);
}
void TVScreenAnalog::initializeGL()
{
initializeOpenGLFunctions();
connect(
QOpenGLContext::currentContext(),
&QOpenGLContext::aboutToBeDestroyed,
this,
&TVScreenAnalog::cleanup
);
m_shader = new QOpenGLShaderProgram(this);
int majorVersion = 0, minorVersion = 0;
if (QOpenGLContext::currentContext())
{
majorVersion = QOpenGLContext::currentContext()->format().majorVersion();
minorVersion = QOpenGLContext::currentContext()->format().minorVersion();
}
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
{
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource))
{
qWarning()
<< "TVScreenAnalog::initializeGL: error in vertex shader:"
<< m_shader->log();
return;
}
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource))
{
qWarning()
<< "TVScreenAnalog::initializeGL: error in fragment shader:"
<< m_shader->log();
return;
}
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
}
else
{
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource2))
{
qWarning()
<< "TVScreenAnalog::initializeGL: error in vertex shader:"
<< m_shader->log();
return;
}
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource2))
{
qWarning()
<< "TVScreenAnalog::initializeGL: error in fragment shader:"
<< m_shader->log();
return;
}
}
if (!m_shader->link())
{
qWarning()
<< "TVScreenAnalog::initializeGL: error linking shader:"
<< m_shader->log();
return;
}
m_vertexAttribIndex = m_shader->attributeLocation("vertex");
m_texCoordAttribIndex = m_shader->attributeLocation("texCoord");
m_textureLoc1 = m_shader->uniformLocation("tex1");
m_textureLoc2 = m_shader->uniformLocation("tex2");
m_imageWidthLoc = m_shader->uniformLocation("imw");
m_imageHeightLoc = m_shader->uniformLocation("imh");
m_texelWidthLoc = m_shader->uniformLocation("tlw");
m_texelHeightLoc = m_shader->uniformLocation("tlh");
if (m_vao)
{
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_textureCoordsBuf->create();
m_vao->release();
}
}
void TVScreenAnalog::initializeTextures(TVScreenAnalogBuffer *buffer)
{
m_imageTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_lineShiftsTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_imageTexture->setSize(buffer->getWidth(), buffer->getHeight());
m_lineShiftsTexture->setSize(1, buffer->getHeight());
m_imageTexture->setFormat(QOpenGLTexture::RGBA8_UNorm);
m_lineShiftsTexture->setFormat(QOpenGLTexture::RGBA8_UNorm);
m_imageTexture->setAutoMipMapGenerationEnabled(false);
m_lineShiftsTexture->setAutoMipMapGenerationEnabled(false);
m_imageTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
m_lineShiftsTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
m_imageTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_imageTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
m_lineShiftsTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_lineShiftsTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
m_imageTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::ClampToBorder);
m_imageTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
}
TVScreenAnalogBuffer *TVScreenAnalog::swapBuffers()
{
QMutexLocker lock(&m_buffersMutex);
std::swap(m_frontBuffer, m_backBuffer);
m_isDataChanged = true;
return m_backBuffer;
}
void TVScreenAnalog::tick()
{
if (m_isDataChanged)
{
update();
}
}
void TVScreenAnalog::paintGL()
{
m_isDataChanged = false;
if (!m_shader)
{
glClearColor(0.2f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
TVScreenAnalogBuffer *buffer = m_frontBuffer;
if (!m_imageTexture ||
m_imageTexture->width() != buffer->getWidth() ||
m_imageTexture->height() != buffer->getHeight())
{
initializeTextures(buffer);
}
float imageWidth = buffer->getWidth();
float imageHeight = buffer->getHeight();
float texelWidth = 1.0f / imageWidth;
float texelHeight = 1.0f / imageHeight;
m_shader->bind();
m_shader->setUniformValue(m_textureLoc1, 0);
m_shader->setUniformValue(m_textureLoc2, 1);
m_shader->setUniformValue(m_imageWidthLoc, imageWidth);
m_shader->setUniformValue(m_imageHeightLoc, imageHeight);
m_shader->setUniformValue(m_texelWidthLoc, texelWidth);
m_shader->setUniformValue(m_texelHeightLoc, texelHeight);
glActiveTexture(GL_TEXTURE0);
m_imageTexture->bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
buffer->getWidth(), buffer->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, buffer->getImageData());
glActiveTexture(GL_TEXTURE1);
m_lineShiftsTexture->bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
1, buffer->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, buffer->getLineShiftData());
float rectHalfWidth = 1.0f + 4.0f / (imageWidth - 4.0f);
GLfloat vertices[] =
{
-rectHalfWidth, -1.0f,
-rectHalfWidth, 1.0f,
rectHalfWidth, 1.0f,
rectHalfWidth, -1.0f
};
static const GLfloat arrTextureCoords[] =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, 4 * 2 * sizeof(GL_FLOAT));
m_shader->enableAttributeArray(m_vertexAttribIndex);
m_shader->setAttributeBuffer(m_vertexAttribIndex, GL_FLOAT, 0, 2);
// As these coords are constant, this could be moved into the init method
m_textureCoordsBuf->bind();
m_textureCoordsBuf->allocate(arrTextureCoords, 4 * 2 * sizeof(GL_FLOAT));
m_shader->enableAttributeArray(m_texCoordAttribIndex);
m_shader->setAttributeBuffer(m_texCoordAttribIndex, GL_FLOAT, 0, 2);
}
else
{
glVertexAttribPointer(m_vertexAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(m_vertexAttribIndex);
glVertexAttribPointer(m_texCoordAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
glEnableVertexAttribArray(m_texCoordAttribIndex);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (m_vao)
{
m_vao->release();
}
else
{
glDisableVertexAttribArray(m_vertexAttribIndex);
glDisableVertexAttribArray(m_texCoordAttribIndex);
}
m_shader->release();
}