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								///////////////////////////////////////////////////////////////////////////////////
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								// Copyright (C) 2016 F4EXB                                                      //
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								// written by Edouard Griffiths                                                  //
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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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											2019-04-11 14:43:33 +02:00
										 
									 
								 
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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 <QMatrix4x4>
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								#include <QVector4D>
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								#include <QDebug>
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								#include "gui/glshadersimple.h"
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								GLShaderSimple::GLShaderSimple() :
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									m_program(0),
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								    m_matrixLoc(0),
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									m_colorLoc(0)
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								{ }
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								GLShaderSimple::~GLShaderSimple()
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								{
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									cleanup();
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								}
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								void GLShaderSimple::initializeGL()
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								{
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									m_program = new QOpenGLShaderProgram;
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									if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple)) {
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										qDebug() << "GLShaderSimple::initializeGL: error in vertex shader: " << m_program->log();
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									}
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									if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) {
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										qDebug() << "GLShaderSimple::initializeGL: error in fragment shader: " << m_program->log();
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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() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log();
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									}
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									m_program->bind();
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									m_matrixLoc = m_program->uniformLocation("uMatrix");
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									m_colorLoc = m_program->uniformLocation("uColour");
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									m_program->release();
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								}
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								void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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								{
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								    draw(GL_POINTS, transformMatrix, color, vertices, nbVertices);
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								}
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								void GLShaderSimple::drawPolyline(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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								{
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									draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices);
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								}
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								void GLShaderSimple::drawSegments(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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								{
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									draw(GL_LINES, transformMatrix, color, vertices, nbVertices);
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								}
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								void GLShaderSimple::drawContour(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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								{
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									draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices);
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								}
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								void GLShaderSimple::drawSurface(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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								{
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									draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices);
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								}
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								void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices)
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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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									m_program->setUniformValue(m_colorLoc, color);
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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->glLineWidth(1.0f);
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									f->glEnableVertexAttribArray(0); // vertex
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									f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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									f->glDrawArrays(mode, 0, nbVertices);
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									f->glDisableVertexAttribArray(0);
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									m_program->release();
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								}
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								void GLShaderSimple::cleanup()
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								{
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									if (m_program)
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									{
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										delete m_program;
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										m_program = 0;
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									}
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								}
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								const QString GLShaderSimple::m_vertexShaderSourceSimple = QString(
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										"uniform highp mat4 uMatrix;\n"
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										"attribute highp vec4 vertex;\n"
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										"void main() {\n"
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										"    gl_Position = uMatrix * vertex;\n"
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										"}\n"
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										);
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								const QString GLShaderSimple::m_fragmentShaderSourceColored = QString(
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										"uniform mediump vec4 uColour;\n"
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										"void main() {\n"
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										"    gl_FragColor = uColour;\n"
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										"}\n"
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										);
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