mirror of
https://github.com/f4exb/sdrangel.git
synced 2024-11-05 16:31:15 -05:00
190 lines
6.8 KiB
C++
190 lines
6.8 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
|
|
// Copyright (C) 2016 F4EXB //
|
|
// written by Edouard Griffiths //
|
|
// //
|
|
// 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 <QOpenGLContext>
|
|
#include <QMatrix4x4>
|
|
#include <QVector4D>
|
|
#include <QDebug>
|
|
|
|
#include "gui/glshadersimple.h"
|
|
|
|
GLShaderSimple::GLShaderSimple() :
|
|
m_program(nullptr),
|
|
m_vao(nullptr),
|
|
m_verticesBuf(nullptr),
|
|
m_vertexLoc(0),
|
|
m_matrixLoc(0),
|
|
m_colorLoc(0)
|
|
{ }
|
|
|
|
GLShaderSimple::~GLShaderSimple()
|
|
{
|
|
cleanup();
|
|
}
|
|
|
|
void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
|
|
{
|
|
m_program = new QOpenGLShaderProgram;
|
|
|
|
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
|
|
{
|
|
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple)) {
|
|
qDebug() << "GLShaderSimple::initializeGL: error in vertex shader: " << m_program->log();
|
|
}
|
|
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) {
|
|
qDebug() << "GLShaderSimple::initializeGL: error in fragment shader: " << m_program->log();
|
|
}
|
|
|
|
m_vao = new QOpenGLVertexArrayObject();
|
|
m_vao->create();
|
|
m_vao->bind();
|
|
}
|
|
else
|
|
{
|
|
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple2)) {
|
|
qDebug() << "GLShaderSimple::initializeGL: error in vertex shader: " << m_program->log();
|
|
}
|
|
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored2)) {
|
|
qDebug() << "GLShaderSimple::initializeGL: error in fragment shader: " << m_program->log();
|
|
}
|
|
}
|
|
|
|
m_program->bindAttributeLocation("vertex", 0);
|
|
|
|
if (!m_program->link()) {
|
|
qDebug() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log();
|
|
}
|
|
|
|
m_program->bind();
|
|
m_vertexLoc = m_program->attributeLocation("vertex");
|
|
m_matrixLoc = m_program->uniformLocation("uMatrix");
|
|
m_colorLoc = m_program->uniformLocation("uColour");
|
|
if (m_vao)
|
|
{
|
|
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
|
|
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
|
|
m_verticesBuf->create();
|
|
m_vao->release();
|
|
}
|
|
m_program->release();
|
|
}
|
|
|
|
void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
|
|
{
|
|
draw(GL_POINTS, transformMatrix, color, vertices, nbVertices, nbComponents);
|
|
}
|
|
|
|
void GLShaderSimple::drawPolyline(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
|
|
{
|
|
draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
|
|
}
|
|
|
|
void GLShaderSimple::drawSegments(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
|
|
{
|
|
draw(GL_LINES, transformMatrix, color, vertices, nbVertices, nbComponents);
|
|
}
|
|
|
|
void GLShaderSimple::drawContour(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
|
|
{
|
|
draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices, nbComponents);
|
|
}
|
|
|
|
void GLShaderSimple::drawSurface(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
|
|
{
|
|
draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices, nbComponents);
|
|
}
|
|
|
|
void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
|
|
{
|
|
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
|
|
m_program->bind();
|
|
m_program->setUniformValue(m_matrixLoc, transformMatrix);
|
|
m_program->setUniformValue(m_colorLoc, color);
|
|
if (m_vao)
|
|
{
|
|
m_vao->bind();
|
|
|
|
m_verticesBuf->bind();
|
|
m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
|
|
m_program->enableAttributeArray(m_vertexLoc);
|
|
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
|
|
}
|
|
else
|
|
{
|
|
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
|
|
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
}
|
|
|
|
f->glEnable(GL_BLEND);
|
|
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
f->glLineWidth(1.0f);
|
|
f->glDrawArrays(mode, 0, nbVertices);
|
|
|
|
if (m_vao) {
|
|
m_vao->release();
|
|
} else {
|
|
f->glDisableVertexAttribArray(m_vertexLoc);
|
|
}
|
|
m_program->release();
|
|
}
|
|
|
|
void GLShaderSimple::cleanup()
|
|
{
|
|
delete m_program;
|
|
m_program = nullptr;
|
|
delete m_vao;
|
|
m_vao = nullptr;
|
|
delete m_verticesBuf;
|
|
m_verticesBuf = nullptr;
|
|
}
|
|
|
|
const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(
|
|
"uniform highp mat4 uMatrix;\n"
|
|
"attribute highp vec4 vertex;\n"
|
|
"void main() {\n"
|
|
" gl_Position = uMatrix * vertex;\n"
|
|
"}\n"
|
|
);
|
|
|
|
const QString GLShaderSimple::m_vertexShaderSourceSimple = QString(
|
|
"#version 330\n"
|
|
"uniform highp mat4 uMatrix;\n"
|
|
"in highp vec4 vertex;\n"
|
|
"void main() {\n"
|
|
" gl_Position = uMatrix * vertex;\n"
|
|
"}\n"
|
|
);
|
|
|
|
const QString GLShaderSimple::m_fragmentShaderSourceColored2 = QString(
|
|
"uniform mediump vec4 uColour;\n"
|
|
"void main() {\n"
|
|
" gl_FragColor = uColour;\n"
|
|
"}\n"
|
|
);
|
|
|
|
const QString GLShaderSimple::m_fragmentShaderSourceColored = QString(
|
|
"#version 330\n"
|
|
"out vec4 fragColor;\n"
|
|
"uniform mediump vec4 uColour;\n"
|
|
"void main() {\n"
|
|
" fragColor = uColour;\n"
|
|
"}\n"
|
|
);
|