mirror of
https://github.com/f4exb/sdrangel.git
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292 lines
10 KiB
C++
292 lines
10 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com> //
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// Copyright (C) 2016 Edouard Griffiths, F4EXB //
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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 <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include <QOpenGLContext>
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#include <QImage>
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#include <QMatrix4x4>
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#include <QVector4D>
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#include <QDebug>
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#ifdef ANDROID
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#include <GLES3/gl3.h>
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#endif
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#include "gui/glshadercolormap.h"
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#include "util/colormap.h"
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GLShaderColorMap::GLShaderColorMap() :
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m_program(nullptr),
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m_vao(nullptr),
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m_verticesBuf(nullptr),
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m_colorMapTexture(nullptr),
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m_colorMapTextureId(0),
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m_vertexLoc(0),
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m_matrixLoc(0),
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m_colorMapLoc(0),
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m_scaleLoc(0),
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m_alphaLoc(0),
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m_useImmutableStorage(true)
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{ }
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GLShaderColorMap::~GLShaderColorMap()
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{
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cleanup();
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}
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void GLShaderColorMap::initializeGL(int majorVersion, int minorVersion)
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{
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initializeOpenGLFunctions();
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m_useImmutableStorage = useImmutableStorage();
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qDebug() << "GLShaderColorMap::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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m_program = new QOpenGLShaderProgram;
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if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
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{
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap)) {
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qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
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}
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap)) {
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qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
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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_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap2)) {
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qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
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}
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap2)) {
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qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
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}
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}
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m_program->bindAttributeLocation("vertex", 0);
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if (!m_program->link()) {
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qDebug() << "GLShaderColorMap::initializeGL: error linking shader: " << m_program->log();
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}
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m_program->bind();
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m_vertexLoc = m_program->attributeLocation("vertex");
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m_matrixLoc = m_program->uniformLocation("uMatrix");
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m_colorMapLoc = m_program->uniformLocation("colorMap");
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m_scaleLoc = m_program->uniformLocation("scale");
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m_alphaLoc = m_program->uniformLocation("alpha");
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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_vao->release();
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}
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m_program->release();
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}
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void GLShaderColorMap::initColorMapTexture(const QString &colorMapName)
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{
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if (m_useImmutableStorage) {
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initColorMapTextureImmutable(colorMapName);
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} else {
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initColorMapTextureMutable(colorMapName);
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}
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}
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void GLShaderColorMap::initColorMapTextureImmutable(const QString &colorMapName)
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{
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if (!m_colorMapTexture)
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{
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m_colorMapTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_colorMapTexture->setFormat(QOpenGLTexture::RGB32F);
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m_colorMapTexture->setSize(256, 1);
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m_colorMapTexture->allocateStorage();
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m_colorMapTexture->setMinificationFilter(QOpenGLTexture::Linear);
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m_colorMapTexture->setMagnificationFilter(QOpenGLTexture::Linear);
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m_colorMapTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
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}
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GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
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if (colorMap) {
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m_colorMapTexture->setData(QOpenGLTexture::RGB, QOpenGLTexture::Float32, colorMap);
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} else {
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qDebug() << "GLShaderColorMap::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported";
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}
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}
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void GLShaderColorMap::initColorMapTextureMutable(const QString &colorMapName)
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{
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if (m_colorMapTextureId)
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{
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glDeleteTextures(1, &m_colorMapTextureId);
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m_colorMapTextureId = 0;
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}
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glGenTextures(1, &m_colorMapTextureId);
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glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId); // Use 2D texture as 1D not supported in OpenGL ES on ARM
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GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
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if (colorMap) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 1, 0, GL_RGB, GL_FLOAT, colorMap);
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} else {
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qDebug() << "GLShaderColorMap::initColorMapTextureMutable: colorMap " << colorMapName << " not supported";
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, QOpenGLTexture::Repeat);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat);
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}
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void GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLfloat *vertices, int nbVertices, float scale, float alpha)
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{
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_program->bind();
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m_program->setUniformValue(m_matrixLoc, transformMatrix);
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if (m_useImmutableStorage) {
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m_colorMapTexture->bind();
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} else {
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glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId);
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}
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m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
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m_program->setUniformValue(m_scaleLoc, scale);
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m_program->setUniformValue(m_alphaLoc, alpha);
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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, nbVertices * 2 * sizeof(GL_FLOAT));
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m_program->enableAttributeArray(m_vertexLoc);
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m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, 2);
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}
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else
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{
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f->glEnableVertexAttribArray(m_vertexLoc);
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f->glVertexAttribPointer(m_vertexLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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}
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f->glEnable(GL_BLEND);
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f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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f->glDrawArrays(GL_TRIANGLE_STRIP, 0, nbVertices);
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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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f->glDisableVertexAttribArray(m_vertexLoc);
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}
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m_program->release();
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}
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void GLShaderColorMap::cleanup()
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{
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delete m_program;
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m_program = nullptr;
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delete m_vao;
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m_vao = nullptr;
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delete m_verticesBuf;
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m_verticesBuf = nullptr;
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delete m_colorMapTexture;
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m_colorMapTexture = nullptr;
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if (!QOpenGLContext::currentContext()) {
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return;
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}
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if (m_colorMapTextureId)
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{
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glDeleteTextures(1, &m_colorMapTextureId);
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m_colorMapTextureId = 0;
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}
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}
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bool GLShaderColorMap::useImmutableStorage()
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{
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QOpenGLContext* ctx = QOpenGLContext::currentContext();
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QSurfaceFormat sf = ctx->format();
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if (sf.version() >= qMakePair(4, 2)
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|| ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
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|| ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
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{
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void (QOPENGLF_APIENTRYP glTexStorage2D)(
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GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
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glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
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GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
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int data = 0;
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GLuint textureId;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
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GLenum err = glGetError();
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glDeleteTextures(1, &textureId);
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return err == GL_NO_ERROR;
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}
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return false;
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}
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const QString GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"varying highp float y;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" y = vertex.y;\n"
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"}\n"
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);
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const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString(
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"#version 330\n"
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"uniform highp mat4 uMatrix;\n"
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"in highp vec4 vertex;\n"
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"out float y;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" y = vertex.y;\n"
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"}\n"
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);
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const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
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"uniform highp float alpha;\n"
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"uniform highp float scale;\n"
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"uniform highp sampler2D colorMap;\n"
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"varying highp float y;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
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"}\n"
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);
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const QString GLShaderColorMap::m_fragmentShaderSourceColorMap = QString(
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"#version 330\n"
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"uniform float alpha;\n"
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"uniform float scale;\n"
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"uniform sampler2D colorMap;\n"
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"in float y;\n"
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"out vec4 fragColor;\n"
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"void main() {\n"
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" fragColor = vec4(texture(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
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"}\n"
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);
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