mirror of
https://github.com/f4exb/sdrangel.git
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133 lines
4.9 KiB
C++
133 lines
4.9 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2016 Edouard Griffiths, F4EXB. //
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// Copyright (C) 2022 Jon Beniston, M7RCE //
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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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#ifndef INCLUDE_GUI_GLSHADERSPECTROGRAM_H_
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#define INCLUDE_GUI_GLSHADERSPECTROGRAM_H_
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#include <QString>
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#include <QOpenGLTexture>
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#include <QOpenGLFunctions>
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#include "export.h"
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#include "dsp/spectrumsettings.h"
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class QOpenGLShaderProgram;
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class QMatrix4x4;
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class QImage;
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class SDRGUI_API GLShaderSpectrogram : protected QOpenGLFunctions
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{
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public:
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GLShaderSpectrogram();
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~GLShaderSpectrogram();
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void initializeGL(int majorVersion, int minorVersion);
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void initColorMapTexture(const QString &colorMapName);
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void initTexture(const QImage& image);
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void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
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void drawSurface(SpectrumSettings::SpectrogramStyle style, const QMatrix4x4& vertexTransform, float textureOffset, bool invert);
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void cleanup();
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void translateX(float distance);
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void translateY(float distance);
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void translateZ(float distance);
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void rotateX(float degrees);
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void rotateY(float degrees);
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void rotateZ(float degrees);
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void setScaleX(float factor);
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void setScaleY(float factor);
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void setScaleZ(float factor);
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void userScaleZ(float factor);
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void reset();
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void setAspectRatio(float aspectRatio);
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void verticalAngle(float degrees);
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void lightTranslateX(float distance);
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void lightTranslateY(float distance);
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void lightTranslateZ(float distance);
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void lightRotateX(float degrees);
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void lightRotateY(float degrees);
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void lightRotateZ(float degrees);
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void applyTransform(QMatrix4x4 &matrix);
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void applyPerspective(QMatrix4x4 &matrix);
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private:
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void initColorMapTextureMutable(const QString &colorMapName);
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void initColorMapTextureImmutable(const QString &colorMapName);
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void initTextureImmutable(const QImage& image);
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void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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void initTextureMutable(const QImage& image);
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void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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bool useImmutableStorage();
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void initGrid(int elements);
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void setPerspective();
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QOpenGLShaderProgram *m_programShaded;
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QOpenGLShaderProgram *m_programSimple;
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QOpenGLTexture *m_texture;
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unsigned int m_textureId;
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QOpenGLTexture *m_colorMapTexture;
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unsigned int m_colorMapTextureId;
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QOpenGLShaderProgram *m_programForLocs; // Which program the locations are for
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int m_coord2dLoc;
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int m_textureTransformLoc;
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int m_vertexTransformLoc;
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int m_dataTextureLoc;
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int m_limitLoc;
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int m_brightnessLoc;
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int m_colorMapLoc;
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int m_lightDirLoc;
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int m_lightPosLoc;
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bool m_useImmutableStorage;
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static const QString m_vertexShader2;
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static const QString m_vertexShader;
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static const QString m_geometryShader;
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static const QString m_fragmentShaderShaded;
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static const QString m_fragmentShaderSimple2;
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static const QString m_fragmentShaderSimple;
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QOpenGLVertexArrayObject *m_vao;
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QOpenGLBuffer *m_vertexBuf;
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QOpenGLBuffer *m_index0Buf;
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QOpenGLBuffer *m_index1Buf;
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float m_translateX;
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float m_translateY;
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float m_translateZ;
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float m_rotX;
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float m_rotY;
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float m_rotZ;
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float m_scaleX;
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float m_scaleY;
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float m_scaleZ;
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float m_userScaleZ;
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float m_verticalAngle;
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float m_aspectRatio;
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float m_lightTranslateX;
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float m_lightTranslateY;
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float m_lightTranslateZ;
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float m_lightRotX;
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float m_lightRotY;
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float m_lightRotZ;
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QMatrix4x4 m_perspective;
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int m_gridElements;
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};
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#endif /* INCLUDE_GUI_GLSHADERSPECTROGRAM_H_ */
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