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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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							|  |  |  | //                                                                               //
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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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							|  |  |  | #include "gui/glshadertextured.h"
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							|  |  |  | GLShaderTextured::GLShaderTextured() : | 
					
						
							|  |  |  | 	m_program(0), | 
					
						
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										 |  |  | 	m_texture(0), | 
					
						
							|  |  |  | 	m_matrixLoc(0), | 
					
						
							|  |  |  | 	m_textureLoc(0) | 
					
						
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										 |  |  | { } | 
					
						
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							|  |  |  | GLShaderTextured::~GLShaderTextured() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	cleanup(); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void GLShaderTextured::initializeGL() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	m_program = new QOpenGLShaderProgram; | 
					
						
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							|  |  |  | 	if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) { | 
					
						
							|  |  |  | 		qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log(); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) { | 
					
						
							|  |  |  | 		qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log(); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	m_program->bindAttributeLocation("vertex", 0); | 
					
						
							|  |  |  | 	m_program->bindAttributeLocation("texCoord", 1); | 
					
						
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							|  |  |  | 	if (!m_program->link()) { | 
					
						
							|  |  |  | 		qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log(); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	m_program->bind(); | 
					
						
							|  |  |  | 	m_matrixLoc = m_program->uniformLocation("uMatrix"); | 
					
						
							|  |  |  | 	m_textureLoc = m_program->uniformLocation("uTexture"); | 
					
						
							|  |  |  | 	m_program->release(); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	if (m_texture) { | 
					
						
							|  |  |  | 		delete m_texture; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	m_texture = new QOpenGLTexture(image); | 
					
						
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							|  |  |  | 	m_texture->setMinificationFilter(QOpenGLTexture::Linear); | 
					
						
							|  |  |  | 	m_texture->setMagnificationFilter(QOpenGLTexture::Linear); | 
					
						
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										 |  |  | 	m_texture->setWrapMode(wrapMode); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (!m_texture) { | 
					
						
							|  |  |  | 		qDebug("GLShaderTextured::subTexture: no texture defined. Doing nothing"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); | 
					
						
							|  |  |  | 	m_texture->bind(); | 
					
						
							|  |  |  | 	f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (!m_texture) { | 
					
						
							|  |  |  | 		qDebug("GLShaderTextured::draw: no texture defined. Doing nothing"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	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
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							|  |  |  | 	f->glEnableVertexAttribArray(0); // vertex
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							|  |  |  | 	f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices); | 
					
						
							|  |  |  | 	f->glEnableVertexAttribArray(1); // texture coordinates
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							|  |  |  | 	f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords); | 
					
						
							|  |  |  | 	f->glDrawArrays(mode, 0, nbVertices); | 
					
						
							|  |  |  | 	f->glDisableVertexAttribArray(0); | 
					
						
							|  |  |  | 	m_program->release(); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void GLShaderTextured::cleanup() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (m_program)	{ | 
					
						
							|  |  |  | 		delete m_program; | 
					
						
							|  |  |  | 		m_program = 0; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (m_texture) { | 
					
						
							|  |  |  | 		delete m_texture; | 
					
						
							|  |  |  | 		m_texture = 0; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | const QString GLShaderTextured::m_vertexShaderSourceTextured = QString( | 
					
						
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										 |  |  | 		"uniform highp mat4 uMatrix;\n" | 
					
						
							|  |  |  | 		"attribute highp vec4 vertex;\n" | 
					
						
							|  |  |  | 		"attribute highp vec2 texCoord;\n" | 
					
						
							|  |  |  | 		"varying mediump vec2 texCoordVar;\n" | 
					
						
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										 |  |  | 		"void main() {\n" | 
					
						
							|  |  |  | 		"    gl_Position = uMatrix * vertex;\n" | 
					
						
							|  |  |  | 		"    texCoordVar = texCoord;\n" | 
					
						
							|  |  |  | 		"}\n" | 
					
						
							|  |  |  | 		); | 
					
						
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							|  |  |  | const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString( | 
					
						
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										 |  |  | 		"uniform lowp sampler2D uTexture;\n" | 
					
						
							|  |  |  | 		"varying mediump vec2 texCoordVar;\n" | 
					
						
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										 |  |  | 		"void main() {\n" | 
					
						
							|  |  |  | 		"    gl_FragColor = texture2D(uTexture, texCoordVar);\n" | 
					
						
							|  |  |  | 		"}\n" | 
					
						
							|  |  |  | 		); |