mirror of
https://github.com/f4exb/sdrangel.git
synced 2024-11-25 09:18:54 -05:00
8b5a5b7f70
Frees memory allocated in TVScreenAnalog::initializeGL() /home/daniele/Programmazione/ham/sdrangel/sdrgui/gui/tvscreenanalog.cpp:232 in TVScreenAnalog::initializeTextures(TVScreenAnalogBuffer*) /home/daniele/Programmazione/ham/sdrangel/sdrgui/gui/tvscreenanalog.cpp:285 in TVScreenAnalog::initializeTextures(TVScreenAnalogBuffer*) /home/daniele/Programmazione/ham/sdrangel/sdrgui/gui/tvscreenanalog.cpp:286
420 lines
14 KiB
C++
420 lines
14 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
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// Copyright (C) 2020 Vort <vvort@yandex.ru> //
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// Copyright (C) 2022-2023 Jon Beniston, M7RCE <jon@beniston.com> //
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// Copyright (C) 2018 F4HKW //
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// for F4EXB / SDRAngel //
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// //
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// OpenGL interface modernization. //
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// //
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// This program is free software; you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation as version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License V3 for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#include "tvscreenanalog.h"
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static const char* vertexShaderSource2 =
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"attribute highp vec4 vertex;\n"
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"attribute highp vec2 texCoord;\n"
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"varying highp vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_Position = vertex;\n"
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" texCoordVar = texCoord;\n"
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"}\n";
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static const char* vertexShaderSource =
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"#version 330\n"
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"in highp vec4 vertex;\n"
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"in highp vec2 texCoord;\n"
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"out highp vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_Position = vertex;\n"
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" texCoordVar = texCoord;\n"
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"}\n";
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static const char* fragmentShaderSource2 =
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"uniform highp sampler2D tex1;\n"
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"uniform highp sampler2D tex2;\n"
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"uniform highp float imw;\n"
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"uniform highp float imh;\n"
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"uniform highp float tlw;\n"
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"uniform highp float tlh;\n"
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"varying highp vec2 texCoordVar;\n"
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"void main() {\n"
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" float tlhw = 0.5 * tlw;"
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" float tlhh = 0.5 * tlh;"
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" float tys = (texCoordVar.y + tlhh) * imh;\n"
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" float p1y = floor(tys) * tlh - tlhh;\n"
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" float p3y = p1y + tlh;\n"
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" float tshift1 = texture2D(tex2, vec2(0.0, p1y)).r;\n"
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" float tshift3 = texture2D(tex2, vec2(0.0, p3y)).r;\n"
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" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
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" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
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" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
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" float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
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" float p1x = floor(txs1) * tlw - tlhw;\n"
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" float p3x = floor(txs3) * tlw - tlhw;\n"
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" float p2x = p1x + tlw;\n"
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" float p4x = p3x + tlw;\n"
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" float p1 = texture2D(tex1, vec2(p1x, p1y)).r;\n"
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" float p2 = texture2D(tex1, vec2(p2x, p1y)).r;\n"
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" float p3 = texture2D(tex1, vec2(p3x, p3y)).r;\n"
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" float p4 = texture2D(tex1, vec2(p4x, p3y)).r;\n"
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" float p12 = mix(p1, p2, fract(txs1));\n"
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" float p34 = mix(p3, p4, fract(txs3));\n"
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" float p = mix(p12, p34, fract(tys));\n"
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" gl_FragColor = vec4(p);\n"
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"}\n";
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static const char* fragmentShaderSource =
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"#version 330\n"
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"uniform highp sampler2D tex1;\n"
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"uniform highp sampler2D tex2;\n"
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"uniform highp float imw;\n"
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"uniform highp float imh;\n"
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"uniform highp float tlw;\n"
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"uniform highp float tlh;\n"
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"in highp vec2 texCoordVar;\n"
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"out vec4 fragColor;\n"
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"void main() {\n"
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" float tlhw = 0.5 * tlw;"
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" float tlhh = 0.5 * tlh;"
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" float tys = (texCoordVar.y + tlhh) * imh;\n"
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" float p1y = floor(tys) * tlh - tlhh;\n"
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" float p3y = p1y + tlh;\n"
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" float tshift1 = texture(tex2, vec2(0.0, p1y)).r;\n"
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" float tshift3 = texture(tex2, vec2(0.0, p3y)).r;\n"
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" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
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" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
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" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
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" float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
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" float p1x = floor(txs1) * tlw - tlhw;\n"
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" float p3x = floor(txs3) * tlw - tlhw;\n"
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" float p2x = p1x + tlw;\n"
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" float p4x = p3x + tlw;\n"
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" float p1 = texture(tex1, vec2(p1x, p1y)).r;\n"
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" float p2 = texture(tex1, vec2(p2x, p1y)).r;\n"
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" float p3 = texture(tex1, vec2(p3x, p3y)).r;\n"
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" float p4 = texture(tex1, vec2(p4x, p3y)).r;\n"
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" float p12 = mix(p1, p2, fract(txs1));\n"
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" float p34 = mix(p3, p4, fract(txs3));\n"
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" float p = mix(p12, p34, fract(tys));\n"
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" fragColor = vec4(p);\n"
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"}\n";
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TVScreenAnalog::TVScreenAnalog(QWidget *parent) :
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QOpenGLWidget(parent),
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m_shader(nullptr),
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m_vao(nullptr),
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m_verticesBuf(nullptr),
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m_textureCoordsBuf(nullptr),
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m_imageTexture(nullptr),
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m_lineShiftsTexture(nullptr)
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{
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m_isDataChanged = false;
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m_frontBuffer = new TVScreenAnalogBuffer(5, 1);
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m_backBuffer = new TVScreenAnalogBuffer(5, 1);
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connect(&m_updateTimer, SIGNAL(timeout()), this, SLOT(tick()));
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m_updateTimer.start(40); // capped at 25 FPS
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}
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TVScreenAnalog::~TVScreenAnalog()
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{
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cleanup();
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delete m_backBuffer;
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delete m_frontBuffer;
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}
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void TVScreenAnalog::cleanup()
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{
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if (!QOpenGLContext::currentContext()) {
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return;
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}
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if (m_shader)
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{
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delete m_shader;
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m_shader = nullptr;
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}
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if (m_imageTexture)
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{
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delete m_imageTexture;
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m_imageTexture = nullptr;
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}
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if (m_lineShiftsTexture)
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{
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delete m_lineShiftsTexture;
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m_lineShiftsTexture = nullptr;
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}
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delete m_verticesBuf;
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m_verticesBuf = nullptr;
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delete m_textureCoordsBuf;
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m_textureCoordsBuf = nullptr;
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delete m_vao;
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m_vao = nullptr;
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}
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TVScreenAnalogBuffer *TVScreenAnalog::getBackBuffer()
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{
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return m_backBuffer;
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}
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void TVScreenAnalog::resizeTVScreen(int intCols, int intRows)
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{
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qDebug("TVScreenAnalog::resizeTVScreen: cols: %d, rows: %d", intCols, intRows);
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int colsAdj = intCols + 4;
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QMutexLocker lock(&m_buffersMutex);
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if (m_frontBuffer->getWidth() != colsAdj || m_frontBuffer->getHeight() != intRows)
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{
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delete m_backBuffer;
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delete m_frontBuffer;
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m_frontBuffer = new TVScreenAnalogBuffer(colsAdj, intRows);
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m_backBuffer = new TVScreenAnalogBuffer(colsAdj, intRows);
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}
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}
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void TVScreenAnalog::resizeGL(int intWidth, int intHeight)
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{
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glViewport(0, 0, intWidth, intHeight);
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}
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void TVScreenAnalog::initializeGL()
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{
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initializeOpenGLFunctions();
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connect(
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QOpenGLContext::currentContext(),
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&QOpenGLContext::aboutToBeDestroyed,
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this,
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&TVScreenAnalog::cleanup
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);
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m_shader = new QOpenGLShaderProgram(this);
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int majorVersion = 0, minorVersion = 0;
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if (QOpenGLContext::currentContext())
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{
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majorVersion = QOpenGLContext::currentContext()->format().majorVersion();
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minorVersion = QOpenGLContext::currentContext()->format().minorVersion();
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}
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if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
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{
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if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource))
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{
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qWarning()
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<< "TVScreenAnalog::initializeGL: error in vertex shader:"
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<< m_shader->log();
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return;
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}
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if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource))
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{
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qWarning()
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<< "TVScreenAnalog::initializeGL: error in fragment shader:"
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<< m_shader->log();
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return;
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}
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m_vao = new QOpenGLVertexArrayObject();
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m_vao->create();
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m_vao->bind();
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}
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else
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{
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if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource2))
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{
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qWarning()
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<< "TVScreenAnalog::initializeGL: error in vertex shader:"
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<< m_shader->log();
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return;
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}
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if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource2))
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{
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qWarning()
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<< "TVScreenAnalog::initializeGL: error in fragment shader:"
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<< m_shader->log();
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return;
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}
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}
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if (!m_shader->link())
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{
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qWarning()
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<< "TVScreenAnalog::initializeGL: error linking shader:"
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<< m_shader->log();
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return;
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}
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m_vertexAttribIndex = m_shader->attributeLocation("vertex");
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m_texCoordAttribIndex = m_shader->attributeLocation("texCoord");
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m_textureLoc1 = m_shader->uniformLocation("tex1");
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m_textureLoc2 = m_shader->uniformLocation("tex2");
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m_imageWidthLoc = m_shader->uniformLocation("imw");
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m_imageHeightLoc = m_shader->uniformLocation("imh");
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m_texelWidthLoc = m_shader->uniformLocation("tlw");
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m_texelHeightLoc = m_shader->uniformLocation("tlh");
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if (m_vao)
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{
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m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_verticesBuf->create();
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m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_textureCoordsBuf->create();
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m_vao->release();
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}
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}
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void TVScreenAnalog::initializeTextures(TVScreenAnalogBuffer *buffer)
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{
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m_imageTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_lineShiftsTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_imageTexture->setSize(buffer->getWidth(), buffer->getHeight());
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m_lineShiftsTexture->setSize(1, buffer->getHeight());
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m_imageTexture->setFormat(QOpenGLTexture::RGBA8_UNorm);
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m_lineShiftsTexture->setFormat(QOpenGLTexture::RGBA8_UNorm);
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m_imageTexture->setAutoMipMapGenerationEnabled(false);
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m_lineShiftsTexture->setAutoMipMapGenerationEnabled(false);
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m_imageTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
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m_lineShiftsTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
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m_imageTexture->setMinificationFilter(QOpenGLTexture::Nearest);
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m_imageTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
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m_lineShiftsTexture->setMinificationFilter(QOpenGLTexture::Nearest);
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m_lineShiftsTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
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m_imageTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::ClampToBorder);
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m_imageTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
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m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
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m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
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}
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TVScreenAnalogBuffer *TVScreenAnalog::swapBuffers()
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{
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QMutexLocker lock(&m_buffersMutex);
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std::swap(m_frontBuffer, m_backBuffer);
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m_isDataChanged = true;
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return m_backBuffer;
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}
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void TVScreenAnalog::tick()
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{
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if (m_isDataChanged)
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{
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update();
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}
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}
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void TVScreenAnalog::paintGL()
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{
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m_isDataChanged = false;
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if (!m_shader)
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{
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glClearColor(0.2f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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return;
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}
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TVScreenAnalogBuffer *buffer = m_frontBuffer;
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if (!m_imageTexture ||
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m_imageTexture->width() != buffer->getWidth() ||
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m_imageTexture->height() != buffer->getHeight())
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{
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initializeTextures(buffer);
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}
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float imageWidth = buffer->getWidth();
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float imageHeight = buffer->getHeight();
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float texelWidth = 1.0f / imageWidth;
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float texelHeight = 1.0f / imageHeight;
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m_shader->bind();
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m_shader->setUniformValue(m_textureLoc1, 0);
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m_shader->setUniformValue(m_textureLoc2, 1);
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m_shader->setUniformValue(m_imageWidthLoc, imageWidth);
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m_shader->setUniformValue(m_imageHeightLoc, imageHeight);
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m_shader->setUniformValue(m_texelWidthLoc, texelWidth);
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m_shader->setUniformValue(m_texelHeightLoc, texelHeight);
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glActiveTexture(GL_TEXTURE0);
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m_imageTexture->bind();
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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buffer->getWidth(), buffer->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, buffer->getImageData());
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glActiveTexture(GL_TEXTURE1);
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m_lineShiftsTexture->bind();
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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1, buffer->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, buffer->getLineShiftData());
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float rectHalfWidth = 1.0f + 4.0f / (imageWidth - 4.0f);
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GLfloat vertices[] =
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{
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-rectHalfWidth, -1.0f,
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-rectHalfWidth, 1.0f,
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rectHalfWidth, 1.0f,
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rectHalfWidth, -1.0f
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};
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static const GLfloat arrTextureCoords[] =
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{
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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};
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if (m_vao)
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{
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m_vao->bind();
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m_verticesBuf->bind();
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m_verticesBuf->allocate(vertices, 4 * 2 * sizeof(GL_FLOAT));
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m_shader->enableAttributeArray(m_vertexAttribIndex);
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m_shader->setAttributeBuffer(m_vertexAttribIndex, GL_FLOAT, 0, 2);
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// As these coords are constant, this could be moved into the init method
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m_textureCoordsBuf->bind();
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m_textureCoordsBuf->allocate(arrTextureCoords, 4 * 2 * sizeof(GL_FLOAT));
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m_shader->enableAttributeArray(m_texCoordAttribIndex);
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m_shader->setAttributeBuffer(m_texCoordAttribIndex, GL_FLOAT, 0, 2);
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}
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else
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{
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glVertexAttribPointer(m_vertexAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(m_vertexAttribIndex);
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glVertexAttribPointer(m_texCoordAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
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glEnableVertexAttribArray(m_texCoordAttribIndex);
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if (m_vao)
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{
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m_vao->release();
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}
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else
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{
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glDisableVertexAttribArray(m_vertexAttribIndex);
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glDisableVertexAttribArray(m_texCoordAttribIndex);
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}
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m_shader->release();
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}
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