mirror of
				https://github.com/f4exb/sdrangel.git
				synced 2025-10-31 13:00:26 -04:00 
			
		
		
		
	
		
			
				
	
	
		
			357 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			357 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////
 | |
| // Copyright (C) 2016-2017, 2019-2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
 | |
| // Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com>                     //
 | |
| //                                                                               //
 | |
| // This program is free software; you can redistribute it and/or modify          //
 | |
| // it under the terms of the GNU General Public License as published by          //
 | |
| // the Free Software Foundation as version 3 of the License, or                  //
 | |
| // (at your option) any later version.                                           //
 | |
| //                                                                               //
 | |
| // This program is distributed in the hope that it will be useful,               //
 | |
| // but WITHOUT ANY WARRANTY; without even the implied warranty of                //
 | |
| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the                  //
 | |
| // GNU General Public License V3 for more details.                               //
 | |
| //                                                                               //
 | |
| // You should have received a copy of the GNU General Public License             //
 | |
| // along with this program. If not, see <http://www.gnu.org/licenses/>.          //
 | |
| ///////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| #include <QOpenGLShaderProgram>
 | |
| #include <QOpenGLFunctions>
 | |
| #include <QOpenGLContext>
 | |
| #include <QImage>
 | |
| #include <QMatrix4x4>
 | |
| #include <QVector4D>
 | |
| #include <QDebug>
 | |
| 
 | |
| #ifdef ANDROID
 | |
| #include <GLES3/gl3.h>
 | |
| #endif
 | |
| 
 | |
| #include "gui/glshadertextured.h"
 | |
| 
 | |
| GLShaderTextured::GLShaderTextured() :
 | |
|     m_program(nullptr),
 | |
|     m_vao(nullptr),
 | |
|     m_verticesBuf(nullptr),
 | |
|     m_textureCoordsBuf(nullptr),
 | |
|     m_texture(nullptr),
 | |
|     m_textureId(0),
 | |
|     m_vertexLoc(0),
 | |
|     m_texCoordLoc(0),
 | |
|     m_matrixLoc(0),
 | |
|     m_textureLoc(0),
 | |
|     m_useImmutableStorage(true)
 | |
| { }
 | |
| 
 | |
| GLShaderTextured::~GLShaderTextured()
 | |
| {
 | |
|     cleanup();
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
 | |
| {
 | |
|     initializeOpenGLFunctions();
 | |
|     m_useImmutableStorage = useImmutableStorage();
 | |
|     qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
 | |
| 
 | |
|     m_program = new QOpenGLShaderProgram;
 | |
|     if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
 | |
|     {
 | |
|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
 | |
|             qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
 | |
|         }
 | |
|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) {
 | |
|             qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log();
 | |
|         }
 | |
| 
 | |
|         m_vao = new QOpenGLVertexArrayObject();
 | |
|         m_vao->create();
 | |
|         m_vao->bind();
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured2)) {
 | |
|             qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
 | |
|         }
 | |
|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured2)) {
 | |
|             qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log();
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     m_program->bindAttributeLocation("vertex", 0);
 | |
|     m_program->bindAttributeLocation("texCoord", 1);
 | |
| 
 | |
|     if (!m_program->link()) {
 | |
|         qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
 | |
|     }
 | |
| 
 | |
|     m_program->bind();
 | |
|     m_vertexLoc = m_program->attributeLocation("vertex");
 | |
|     m_texCoordLoc = m_program->attributeLocation("texCoord");
 | |
|     m_matrixLoc = m_program->uniformLocation("uMatrix");
 | |
|     m_textureLoc = m_program->uniformLocation("uTexture");
 | |
|     if (m_vao)
 | |
|     {
 | |
|         m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
 | |
|         m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
 | |
|         m_verticesBuf->create();
 | |
|         m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
 | |
|         m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
 | |
|         m_textureCoordsBuf->create();
 | |
|         m_vao->release();
 | |
|     }
 | |
|     m_program->release();
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
 | |
| {
 | |
|     if (m_useImmutableStorage) {
 | |
|         initTextureImmutable(image, wrapMode);
 | |
|     } else {
 | |
|         initTextureMutable(image, wrapMode);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
 | |
| {
 | |
|     if (m_texture) {
 | |
|         delete m_texture;
 | |
|     }
 | |
| 
 | |
|     m_texture = new QOpenGLTexture(image);
 | |
| 
 | |
|     m_texture->setMinificationFilter(QOpenGLTexture::Linear);
 | |
|     m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
 | |
|     m_texture->setWrapMode(wrapMode);
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
 | |
| {
 | |
|     if (m_textureId)
 | |
|     {
 | |
|         glDeleteTextures(1, &m_textureId);
 | |
|         m_textureId = 0;
 | |
|     }
 | |
| 
 | |
|     glGenTextures(1, &m_textureId);
 | |
|     glBindTexture(GL_TEXTURE_2D, m_textureId);
 | |
|     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
 | |
|         image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
 | |
| 
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
 | |
| {
 | |
|     if (m_useImmutableStorage) {
 | |
|         subTextureImmutable(xOffset, yOffset, width, height, pixels);
 | |
|     } else {
 | |
|         subTextureMutable(xOffset, yOffset, width, height, pixels);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
 | |
| {
 | |
|     if (!m_texture)
 | |
|     {
 | |
|         qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
 | |
|     m_texture->bind();
 | |
|     f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
 | |
| {
 | |
|     if (!m_textureId)
 | |
|     {
 | |
|         qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_2D, m_textureId);
 | |
|     glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
 | |
| {
 | |
|     if (m_useImmutableStorage) {
 | |
|         draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
 | |
|     } else {
 | |
|         drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
 | |
| {
 | |
|     if (!m_texture)
 | |
|     {
 | |
|         qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     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
 | |
|     if (m_vao)
 | |
|     {
 | |
|         m_vao->bind();
 | |
| 
 | |
|         m_verticesBuf->bind();
 | |
|         m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
 | |
|         m_program->enableAttributeArray(m_vertexLoc);
 | |
|         m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
 | |
| 
 | |
|         m_textureCoordsBuf->bind();
 | |
|         m_textureCoordsBuf->allocate(textureCoords, nbVertices * 2 * sizeof(GL_FLOAT));
 | |
|         m_program->enableAttributeArray(m_texCoordLoc);
 | |
|         m_program->setAttributeBuffer(m_texCoordLoc, GL_FLOAT, 0, 2);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         f->glEnableVertexAttribArray(m_vertexLoc); // vertex
 | |
|         f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
 | |
|         f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
 | |
|         f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
 | |
|     }
 | |
| 
 | |
|     f->glDrawArrays(mode, 0, nbVertices);
 | |
| 
 | |
|     if (m_vao)
 | |
|     {
 | |
|         m_vao->release();
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|        f->glDisableVertexAttribArray(m_vertexLoc);
 | |
|        f->glDisableVertexAttribArray(m_texCoordLoc);
 | |
|     }
 | |
|     m_program->release();
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
 | |
| {
 | |
|     if (!m_textureId)
 | |
|     {
 | |
|         qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_program->bind();
 | |
|     m_program->setUniformValue(m_matrixLoc, transformMatrix);
 | |
|     glBindTexture(GL_TEXTURE_2D, m_textureId);
 | |
|     m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
 | |
|     glEnableVertexAttribArray(m_vertexLoc); // vertex
 | |
|     glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
 | |
|     glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
 | |
|     glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
 | |
|     glDrawArrays(mode, 0, nbVertices);
 | |
|     glDisableVertexAttribArray(m_vertexLoc);
 | |
|     glDisableVertexAttribArray(m_texCoordLoc);
 | |
|     m_program->release();
 | |
| }
 | |
| 
 | |
| void GLShaderTextured::cleanup()
 | |
| {
 | |
|     delete m_program;
 | |
|     m_program = nullptr;
 | |
|     delete m_vao;
 | |
|     m_vao = nullptr;
 | |
|     delete m_verticesBuf;
 | |
|     m_verticesBuf = nullptr;
 | |
|     delete m_textureCoordsBuf;
 | |
|     m_textureCoordsBuf = nullptr;
 | |
|     delete m_texture;
 | |
|     m_texture = nullptr;
 | |
| 
 | |
|     if (!QOpenGLContext::currentContext()) {
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (m_textureId)
 | |
|     {
 | |
|         glDeleteTextures(1, &m_textureId);
 | |
|         m_textureId = 0;
 | |
|     }
 | |
| }
 | |
| 
 | |
| bool GLShaderTextured::useImmutableStorage()
 | |
| {
 | |
|     QOpenGLContext* ctx = QOpenGLContext::currentContext();
 | |
|     QSurfaceFormat sf = ctx->format();
 | |
| 
 | |
|     if (sf.version() >= qMakePair(4, 2)
 | |
|         || ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
 | |
|         || ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
 | |
|     {
 | |
|         void (QOPENGLF_APIENTRYP glTexStorage2D)(
 | |
|             GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
 | |
|         glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
 | |
|             GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
 | |
|         int data = 0;
 | |
|         GLuint textureId;
 | |
|         glGenTextures(1, &textureId);
 | |
|         glBindTexture(GL_TEXTURE_2D, textureId);
 | |
| #ifdef ANDROID
 | |
|         glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1);
 | |
| #else
 | |
|         glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
 | |
| #endif
 | |
|         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
 | |
|         GLenum err = glGetError();
 | |
|         glDeleteTextures(1, &textureId);
 | |
|         return err == GL_NO_ERROR;
 | |
|     }
 | |
| 
 | |
|     return false;
 | |
| }
 | |
| 
 | |
| const QString GLShaderTextured::m_vertexShaderSourceTextured2 = QString(
 | |
|         "uniform highp mat4 uMatrix;\n"
 | |
|         "attribute highp vec4 vertex;\n"
 | |
|         "attribute highp vec2 texCoord;\n"
 | |
|         "varying mediump vec2 texCoordVar;\n"
 | |
|         "void main() {\n"
 | |
|         "    gl_Position = uMatrix * vertex;\n"
 | |
|         "    texCoordVar = texCoord;\n"
 | |
|         "}\n"
 | |
|         );
 | |
| 
 | |
| const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
 | |
|         "#version 330\n"
 | |
|         "uniform highp mat4 uMatrix;\n"
 | |
|         "in highp vec4 vertex;\n"
 | |
|         "in highp vec2 texCoord;\n"
 | |
|         "out mediump vec2 texCoordVar;\n"
 | |
|         "void main() {\n"
 | |
|         "    gl_Position = uMatrix * vertex;\n"
 | |
|         "    texCoordVar = texCoord;\n"
 | |
|         "}\n"
 | |
|         );
 | |
| 
 | |
| const QString GLShaderTextured::m_fragmentShaderSourceTextured2 = QString(
 | |
|         "uniform lowp sampler2D uTexture;\n"
 | |
|         "varying mediump vec2 texCoordVar;\n"
 | |
|         "void main() {\n"
 | |
|         "    gl_FragColor = texture2D(uTexture, texCoordVar);\n"
 | |
|         "}\n"
 | |
|         );
 | |
| 
 | |
| const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
 | |
|         "#version 330\n"
 | |
|         "uniform lowp sampler2D uTexture;\n"
 | |
|         "in mediump vec2 texCoordVar;\n"
 | |
|         "out vec4 fragColor;\n"
 | |
|         "void main() {\n"
 | |
|         "    fragColor = texture(uTexture, texCoordVar);\n"
 | |
|         "}\n"
 | |
|         );
 |