mirror of
https://github.com/f4exb/sdrangel.git
synced 2024-11-15 21:01:45 -05:00
302 lines
7.8 KiB
C++
302 lines
7.8 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2017 F4HKW //
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// for F4EXB / SDRAngel //
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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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// //
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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 "glshaderarray.h"
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const QString GLShaderArray::m_strVertexShaderSourceArray = QString(
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"attribute highp vec2 texCoord;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" texCoordVar = texCoord;\n"
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"}\n");
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const QString GLShaderArray::m_strFragmentShaderSourceColored = QString(
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"uniform lowp sampler2D uTexture;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
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"}\n");
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GLShaderArray::GLShaderArray()
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{
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m_objProgram = 0;
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m_objImage = 0;
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m_objTexture = 0;
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m_intCols = 0;
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m_intRows = 0;
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m_blnInitialized = false;
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m_objCurrentRow = 0;
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m_objTextureLoc = 0;
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m_objColorLoc = 0;
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m_objMatrixLoc = 0;
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}
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GLShaderArray::~GLShaderArray()
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{
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Cleanup();
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}
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void GLShaderArray::InitializeGL(int intCols, int intRows)
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{
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QMatrix4x4 objQMatrix;
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m_blnInitialized = false;
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m_intCols = 0;
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m_intRows = 0;
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m_objCurrentRow = 0;
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if (m_objProgram == 0)
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{
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m_objProgram = new QOpenGLShaderProgram();
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if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
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m_strVertexShaderSourceArray))
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{
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qDebug() << "GLShaderArray::initializeGL: error in vertex shader: "
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<< m_objProgram->log();
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}
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if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
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m_strFragmentShaderSourceColored))
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{
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qDebug()
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<< "GLShaderArray::initializeGL: error in fragment shader: "
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<< m_objProgram->log();
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}
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m_objProgram->bindAttributeLocation("vertex", 0);
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if (!m_objProgram->link())
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{
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qDebug() << "GLShaderArray::initializeGL: error linking shader: "
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<< m_objProgram->log();
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}
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m_objProgram->bind();
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m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
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m_objProgram->setUniformValue(m_objTextureLoc, 0);
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m_objProgram->release();
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}
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m_objMatrixLoc = m_objProgram->uniformLocation("uMatrix");
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m_objTextureLoc = m_objProgram->uniformLocation("uTexture");
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m_objColorLoc = m_objProgram->uniformLocation("uColour");
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if (m_objTexture != 0)
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{
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delete m_objTexture;
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m_objTexture = 0;
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}
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//Image container
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m_objImage = new QImage(intCols, intRows, QImage::Format_RGBA8888);
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m_objImage->fill(QColor(0, 0, 0));
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m_objTexture = new QOpenGLTexture(*m_objImage);
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m_objTexture->setMinificationFilter(QOpenGLTexture::Linear);
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m_objTexture->setMagnificationFilter(QOpenGLTexture::Linear);
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m_objTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
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m_intCols = intCols;
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m_intRows = intRows;
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m_blnInitialized = true;
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}
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QRgb * GLShaderArray::GetRowBuffer(int intRow)
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{
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if (m_blnInitialized == false)
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{
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return 0;
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}
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if (m_objImage == 0)
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{
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return 0;
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}
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if (intRow > m_intRows)
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{
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return 0;
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}
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return (QRgb *) m_objImage->scanLine(intRow);
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}
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void GLShaderArray::RenderPixels(unsigned char *chrData)
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{
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QOpenGLFunctions *ptrF;
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int intI;
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int intJ;
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int intNbVertices = 6;
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QMatrix4x4 objQMatrix;
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GLfloat arrVertices[] =
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// 2 3
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// 1 4
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//1 2 3 3 4 1
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{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
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GLfloat arrTextureCoords[] =
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// 1 4
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// 2 3
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//1 2 3 3 4 1
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{ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
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QRgb *ptrLine;
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if (m_blnInitialized == false)
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{
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return;
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}
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if (m_objImage == 0)
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{
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return;
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}
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if (chrData != 0)
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{
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for (intJ = 0; intJ < m_intRows; intJ++)
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{
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ptrLine = (QRgb *) m_objImage->scanLine(intJ);
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for (intI = 0; intI < m_intCols; intI++)
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{
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*ptrLine = qRgb((int) (*(chrData+2)), (int) (*(chrData+1)), (int) (*chrData));
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ptrLine++;
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chrData+=3;
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}
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}
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}
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//Affichage
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ptrF = QOpenGLContext::currentContext()->functions();
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m_objProgram->bind();
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m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
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m_objProgram->setUniformValue(m_objTextureLoc, 0);
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m_objTexture->bind();
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ptrF->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_intCols, m_intRows, GL_RGBA,
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GL_UNSIGNED_BYTE, m_objImage->bits());
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ptrF->glEnableVertexAttribArray(0); // vertex
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ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices);
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ptrF->glEnableVertexAttribArray(1); // texture coordinates
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ptrF->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
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ptrF->glDrawArrays(GL_TRIANGLES, 0, intNbVertices);
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//cleanup
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ptrF->glDisableVertexAttribArray(0);
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ptrF->glDisableVertexAttribArray(1);
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//*********************//
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m_objTexture->release();
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m_objProgram->release();
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}
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void GLShaderArray::ResetPixels()
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{
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if (m_objImage != 0)
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{
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m_objImage->fill(0);
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}
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}
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void GLShaderArray::Cleanup()
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{
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m_blnInitialized = false;
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m_intCols = 0;
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m_intRows = 0;
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m_objCurrentRow = 0;
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if (m_objProgram)
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{
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delete m_objProgram;
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m_objProgram = 0;
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}
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if (m_objTexture != 0)
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{
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delete m_objTexture;
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m_objTexture = 0;
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}
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if (m_objImage != 0)
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{
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delete m_objImage;
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m_objImage = 0;
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}
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}
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bool GLShaderArray::SelectRow(int intLine)
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{
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bool blnRslt = false;
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if (m_blnInitialized)
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{
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if ((intLine < m_intRows) && (intLine >= 0))
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{
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m_objCurrentRow = (QRgb *) m_objImage->scanLine(intLine);
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blnRslt = true;
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}
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else
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{
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m_objCurrentRow = 0;
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}
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}
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return blnRslt;
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}
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bool GLShaderArray::SetDataColor(int intCol, QRgb objColor)
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{
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bool blnRslt = false;
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if (m_blnInitialized)
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{
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if ((intCol < m_intCols) && (intCol >= 0) && (m_objCurrentRow != 0))
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{
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m_objCurrentRow[intCol] = objColor;
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blnRslt = true;
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}
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}
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return blnRslt;
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}
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