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sdrangel/sdrgui/gui/glshadertextured.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

357 lines
13 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 <QImage>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#ifdef ANDROID
#include <GLES3/gl3.h>
#endif
#include "gui/glshadertextured.h"
GLShaderTextured::GLShaderTextured() :
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_textureCoordsBuf(nullptr),
m_texture(nullptr),
m_textureId(0),
m_vertexLoc(0),
m_texCoordLoc(0),
m_matrixLoc(0),
m_textureLoc(0),
m_useImmutableStorage(true)
{ }
GLShaderTextured::~GLShaderTextured()
{
cleanup();
}
void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
{
initializeOpenGLFunctions();
m_useImmutableStorage = useImmutableStorage();
qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
m_program = new QOpenGLShaderProgram;
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
{
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) {
qDebug() << "GLShaderTextured::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_vertexShaderSourceTextured2)) {
qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured2)) {
qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log();
}
}
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("texCoord", 1);
if (!m_program->link()) {
qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
}
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_texCoordLoc = m_program->attributeLocation("texCoord");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_textureLoc = m_program->uniformLocation("uTexture");
if (m_vao)
{
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_textureCoordsBuf->create();
m_vao->release();
}
m_program->release();
}
void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_useImmutableStorage) {
initTextureImmutable(image, wrapMode);
} else {
initTextureMutable(image, wrapMode);
}
}
void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_texture) {
delete m_texture;
}
m_texture = new QOpenGLTexture(image);
m_texture->setMinificationFilter(QOpenGLTexture::Linear);
m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
m_texture->setWrapMode(wrapMode);
}
void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
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, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
}
void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (m_useImmutableStorage) {
subTextureImmutable(xOffset, yOffset, width, height, pixels);
} else {
subTextureMutable(xOffset, yOffset, width, height, pixels);
}
}
void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_texture)
{
qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
return;
}
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_texture->bind();
f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_textureId)
{
qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
return;
}
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
{
if (m_useImmutableStorage) {
draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
} else {
drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
}
}
void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
{
if (!m_texture)
{
qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
return;
}
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_texture->bind();
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
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);
m_textureCoordsBuf->bind();
m_textureCoordsBuf->allocate(textureCoords, nbVertices * 2 * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_texCoordLoc);
m_program->setAttributeBuffer(m_texCoordLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
}
f->glDrawArrays(mode, 0, nbVertices);
if (m_vao)
{
m_vao->release();
}
else
{
f->glDisableVertexAttribArray(m_vertexLoc);
f->glDisableVertexAttribArray(m_texCoordLoc);
}
m_program->release();
}
void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
{
if (!m_textureId)
{
qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
return;
}
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
glBindTexture(GL_TEXTURE_2D, m_textureId);
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
glEnableVertexAttribArray(m_vertexLoc); // vertex
glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
glDrawArrays(mode, 0, nbVertices);
glDisableVertexAttribArray(m_vertexLoc);
glDisableVertexAttribArray(m_texCoordLoc);
m_program->release();
}
void GLShaderTextured::cleanup()
{
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
delete m_textureCoordsBuf;
m_textureCoordsBuf = nullptr;
delete m_texture;
m_texture = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
}
bool GLShaderTextured::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);
#ifdef ANDROID
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1);
#else
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
#endif
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 GLShaderTextured::m_vertexShaderSourceTextured2 = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
"#version 330\n"
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"in highp vec2 texCoord;\n"
"out mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
const QString GLShaderTextured::m_fragmentShaderSourceTextured2 = QString(
"uniform lowp sampler2D uTexture;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n"
);
const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
"#version 330\n"
"uniform lowp sampler2D uTexture;\n"
"in mediump vec2 texCoordVar;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = texture(uTexture, texCoordVar);\n"
"}\n"
);