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sdrangel/sdrgui/gui/glshadertvarray.h
2024-09-05 13:37:51 +03:00

95 lines
3.5 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany //
// written by Christian Daniel //
// Copyright (C) 2015-2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
// Copyright (C) 2020 Vort <vvort@yandex.ru> //
// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com> //
// //
// 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/>. //
///////////////////////////////////////////////////////////////////////////////////
#ifndef INCLUDE_GUI_GLTVSHADERARRAY_H_
#define INCLUDE_GUI_GLTVSHADERARRAY_H_
#include <QString>
#include <QOpenGLFunctions>
#if defined(ANDROID)
#include <QOpenGLFunctions_ES2>
#else
#include <QOpenGLFunctions_2_0>
#include <QOpenGLFunctions_2_1>
#include <QOpenGLFunctions_3_0>
#endif
#include <QOpenGLTexture>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#include <QColor>
#include <math.h>
class QOpenGLShaderProgram;
class QMatrix4x4;
class QVector4D;
class GLShaderTVArray
{
public:
GLShaderTVArray(bool blnColor);
~GLShaderTVArray();
void setColor(bool blnColor) { m_blnColor = blnColor; }
void setAlphaBlend(bool blnAlphaBlend) { m_blnAlphaBlend = blnAlphaBlend; }
void setAlphaReset() { m_blnAlphaReset = true; }
void initializeGL(int majorVersion, int minorVersion, int intCols, int intRows);
void cleanup();
QRgb *GetRowBuffer(int intRow);
void RenderPixels(unsigned char *chrData);
void ResetPixels();
void ResetPixels(int alpha);
bool SelectRow(int intLine);
bool SetDataColor(int intCol,QRgb objColor);
protected:
QOpenGLShaderProgram *m_objProgram;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_verticesBuf;
QOpenGLBuffer *m_textureCoordsBuf;
int m_matrixLoc;
int m_textureLoc;
//int m_objColorLoc;
static const QString m_strVertexShaderSourceArray2;
static const QString m_strVertexShaderSourceArray;
static const QString m_strFragmentShaderSourceColored2;
static const QString m_strFragmentShaderSourceColored;
QImage *m_objImage;
QOpenGLTexture *m_objTexture;
int m_intCols;
int m_intRows;
QRgb *m_objCurrentRow;
bool m_blnInitialized;
bool m_blnColor;
bool m_blnAlphaBlend;
bool m_blnAlphaReset;
};
#endif /* INCLUDE_GUI_GLTVSHADERARRAY_H_ */