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sdrangel/sdrgui/gui/glshadercolormap.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

292 lines
10 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 <QOpenGLContext>
#include <QImage>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#ifdef ANDROID
#include <GLES3/gl3.h>
#endif
#include "gui/glshadercolormap.h"
#include "util/colormap.h"
GLShaderColorMap::GLShaderColorMap() :
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_colorMapTexture(nullptr),
m_colorMapTextureId(0),
m_vertexLoc(0),
m_matrixLoc(0),
m_colorMapLoc(0),
m_scaleLoc(0),
m_alphaLoc(0),
m_useImmutableStorage(true)
{ }
GLShaderColorMap::~GLShaderColorMap()
{
cleanup();
}
void GLShaderColorMap::initializeGL(int majorVersion, int minorVersion)
{
initializeOpenGLFunctions();
m_useImmutableStorage = useImmutableStorage();
qDebug() << "GLShaderColorMap::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
m_program = new QOpenGLShaderProgram;
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
{
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap)) {
qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap)) {
qDebug() << "GLShaderColorMap::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_vertexShaderSourceColorMap2)) {
qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap2)) {
qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
}
}
m_program->bindAttributeLocation("vertex", 0);
if (!m_program->link()) {
qDebug() << "GLShaderColorMap::initializeGL: error linking shader: " << m_program->log();
}
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorMapLoc = m_program->uniformLocation("colorMap");
m_scaleLoc = m_program->uniformLocation("scale");
m_alphaLoc = m_program->uniformLocation("alpha");
if (m_vao)
{
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_vao->release();
}
m_program->release();
}
void GLShaderColorMap::initColorMapTexture(const QString &colorMapName)
{
if (m_useImmutableStorage) {
initColorMapTextureImmutable(colorMapName);
} else {
initColorMapTextureMutable(colorMapName);
}
}
void GLShaderColorMap::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() << "GLShaderColorMap::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported";
}
}
void GLShaderColorMap::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() << "GLShaderColorMap::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 GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLfloat *vertices, int nbVertices, float scale, float alpha)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
if (m_useImmutableStorage) {
m_colorMapTexture->bind();
} else {
glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId);
}
m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
m_program->setUniformValue(m_scaleLoc, scale);
m_program->setUniformValue(m_alphaLoc, alpha);
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * 2 * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc);
f->glVertexAttribPointer(m_vertexLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
}
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glDrawArrays(GL_TRIANGLE_STRIP, 0, nbVertices);
if (m_vao)
{
m_vao->release();
}
else
{
f->glDisableVertexAttribArray(m_vertexLoc);
}
m_program->release();
}
void GLShaderColorMap::cleanup()
{
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_colorMapTextureId)
{
glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0;
}
}
bool GLShaderColorMap::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;
}
const QString GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"varying highp float y;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" y = vertex.y;\n"
"}\n"
);
const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString(
"#version 330\n"
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"out float y;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" y = vertex.y;\n"
"}\n"
);
const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
"uniform highp float alpha;\n"
"uniform highp float scale;\n"
"uniform highp sampler2D colorMap;\n"
"varying highp float y;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
"}\n"
);
const QString GLShaderColorMap::m_fragmentShaderSourceColorMap = QString(
"#version 330\n"
"uniform float alpha;\n"
"uniform float scale;\n"
"uniform sampler2D colorMap;\n"
"in float y;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = vec4(texture(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
"}\n"
);