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sdrangel/sdrgui/gui/glshadertextured.h

58 lines
2.6 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2016 F4EXB //
// written by Edouard Griffiths //
// //
// See: http://glslstudio.com/primer/#gl2frag //
// https://gitlab.com/pteam/korvins-qtbase/blob/5.4/examples/opengl/cube/mainwidget.cpp //
// //
// 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 //
// //
// 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/>. //
///////////////////////////////////////////////////////////////////////////////////
#ifndef INCLUDE_GUI_GLSHADERTEXTURED_H_
#define INCLUDE_GUI_GLSHADERTEXTURED_H_
#include <QString>
#include <QOpenGLTexture>
#include <QOpenGLFunctions>
#include "export.h"
class QOpenGLShaderProgram;
class QMatrix4x4;
class QImage;
class SDRGUI_API GLShaderTextured
{
public:
GLShaderTextured();
~GLShaderTextured();
void initializeGL();
void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices);
void cleanup();
private:
void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices);
QOpenGLShaderProgram *m_program;
QOpenGLTexture *m_texture;
int m_matrixLoc;
int m_textureLoc;
static const QString m_vertexShaderSourceTextured;
static const QString m_fragmentShaderSourceTextured;
};
#endif /* INCLUDE_GUI_GLSHADERTEXTURED_H_ */