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			419 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			419 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////
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| // Copyright (C) 2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com>         //
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| // Copyright (C) 2020 Vort <vvort@yandex.ru>                                     //
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| // Copyright (C) 2022-2023 Jon Beniston, M7RCE <jon@beniston.com>                //
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| // Copyright (C) 2018 F4HKW                                                      //
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| // for F4EXB / SDRAngel                                                          //
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| //                                                                               //
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| // OpenGL interface modernization.                                               //
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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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| 
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| #include "tvscreenanalog.h"
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| 
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| static const char* vertexShaderSource2 =
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|     "attribute highp vec4 vertex;\n"
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|     "attribute highp vec2 texCoord;\n"
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|     "varying highp vec2 texCoordVar;\n"
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|     "void main() {\n"
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|     "    gl_Position = vertex;\n"
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|     "    texCoordVar = texCoord;\n"
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|     "}\n";
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| 
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| static const char* vertexShaderSource =
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|     "#version 330\n"
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|     "in highp vec4 vertex;\n"
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|     "in highp vec2 texCoord;\n"
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|     "out highp vec2 texCoordVar;\n"
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|     "void main() {\n"
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|     "    gl_Position = vertex;\n"
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|     "    texCoordVar = texCoord;\n"
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|     "}\n";
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| 
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| static const char* fragmentShaderSource2 =
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|     "uniform highp sampler2D tex1;\n"
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|     "uniform highp sampler2D tex2;\n"
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|     "uniform highp float imw;\n"
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|     "uniform highp float imh;\n"
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|     "uniform highp float tlw;\n"
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|     "uniform highp float tlh;\n"
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|     "varying highp vec2 texCoordVar;\n"
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|     "void main() {\n"
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|     "    float tlhw = 0.5 * tlw;"
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|     "    float tlhh = 0.5 * tlh;"
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|     "    float tys = (texCoordVar.y + tlhh) * imh;\n"
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|     "    float p1y = floor(tys) * tlh - tlhh;\n"
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|     "    float p3y = p1y + tlh;\n"
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|     "    float tshift1 = texture2D(tex2, vec2(0.0, p1y)).r;\n"
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|     "    float tshift3 = texture2D(tex2, vec2(0.0, p3y)).r;\n"
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|     "    float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
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|     "    float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
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|     "    float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
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|     "    float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
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|     "    float p1x = floor(txs1) * tlw - tlhw;\n"
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|     "    float p3x = floor(txs3) * tlw - tlhw;\n"
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|     "    float p2x = p1x + tlw;\n"
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|     "    float p4x = p3x + tlw;\n"
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|     "    float p1 = texture2D(tex1, vec2(p1x, p1y)).r;\n"
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|     "    float p2 = texture2D(tex1, vec2(p2x, p1y)).r;\n"
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|     "    float p3 = texture2D(tex1, vec2(p3x, p3y)).r;\n"
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|     "    float p4 = texture2D(tex1, vec2(p4x, p3y)).r;\n"
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|     "    float p12 = mix(p1, p2, fract(txs1));\n"
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|     "    float p34 = mix(p3, p4, fract(txs3));\n"
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|     "    float p = mix(p12, p34, fract(tys));\n"
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|     "    gl_FragColor = vec4(p);\n"
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|     "}\n";
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| 
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| static const char* fragmentShaderSource =
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|     "#version 330\n"
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|     "uniform highp sampler2D tex1;\n"
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|     "uniform highp sampler2D tex2;\n"
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|     "uniform highp float imw;\n"
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|     "uniform highp float imh;\n"
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|     "uniform highp float tlw;\n"
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|     "uniform highp float tlh;\n"
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|     "in highp vec2 texCoordVar;\n"
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|     "out vec4 fragColor;\n"
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|     "void main() {\n"
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|     "    float tlhw = 0.5 * tlw;"
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|     "    float tlhh = 0.5 * tlh;"
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|     "    float tys = (texCoordVar.y + tlhh) * imh;\n"
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|     "    float p1y = floor(tys) * tlh - tlhh;\n"
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|     "    float p3y = p1y + tlh;\n"
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|     "    float tshift1 = texture(tex2, vec2(0.0, p1y)).r;\n"
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|     "    float tshift3 = texture(tex2, vec2(0.0, p3y)).r;\n"
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|     "    float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
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|     "    float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
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|     "    float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
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|     "    float txs3 = (texCoordVar.x + shift3 + tlhw) * imw;\n"
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|     "    float p1x = floor(txs1) * tlw - tlhw;\n"
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|     "    float p3x = floor(txs3) * tlw - tlhw;\n"
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|     "    float p2x = p1x + tlw;\n"
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|     "    float p4x = p3x + tlw;\n"
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|     "    float p1 = texture(tex1, vec2(p1x, p1y)).r;\n"
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|     "    float p2 = texture(tex1, vec2(p2x, p1y)).r;\n"
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|     "    float p3 = texture(tex1, vec2(p3x, p3y)).r;\n"
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|     "    float p4 = texture(tex1, vec2(p4x, p3y)).r;\n"
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|     "    float p12 = mix(p1, p2, fract(txs1));\n"
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|     "    float p34 = mix(p3, p4, fract(txs3));\n"
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|     "    float p = mix(p12, p34, fract(tys));\n"
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|     "    fragColor = vec4(p);\n"
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|     "}\n";
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| 
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| TVScreenAnalog::TVScreenAnalog(QWidget *parent)	:
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| 	QOpenGLWidget(parent),
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| 	m_shader(nullptr),
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|     m_vao(nullptr),
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|     m_verticesBuf(nullptr),
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|     m_textureCoordsBuf(nullptr),
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| 	m_imageTexture(nullptr),
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| 	m_lineShiftsTexture(nullptr)
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| {
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| 	m_isDataChanged = false;
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| 	m_frontBuffer = new TVScreenAnalogBuffer(5, 1);
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| 	m_backBuffer = new TVScreenAnalogBuffer(5, 1);
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| 
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| 	connect(&m_updateTimer, SIGNAL(timeout()), this, SLOT(tick()));
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| 	m_updateTimer.start(40); // capped at 25 FPS
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| }
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| 
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| TVScreenAnalog::~TVScreenAnalog()
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| {
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| 	delete m_backBuffer;
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| 	delete m_frontBuffer;
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| }
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| 
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| void TVScreenAnalog::cleanup()
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| {
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| 	if (!QOpenGLContext::currentContext()) {
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| 		return;
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| 	}
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| 
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| 	if (m_shader)
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| 	{
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| 		delete m_shader;
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| 		m_shader = nullptr;
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| 	}
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| 
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| 	if (m_imageTexture)
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| 	{
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| 		delete m_imageTexture;
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| 		m_imageTexture = nullptr;
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| 	}
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| 
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| 	if (m_lineShiftsTexture)
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| 	{
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| 		delete m_lineShiftsTexture;
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| 		m_lineShiftsTexture = nullptr;
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| 	}
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| 
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|     delete m_verticesBuf;
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|     m_verticesBuf = nullptr;
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|     delete m_textureCoordsBuf;
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|     m_textureCoordsBuf = nullptr;
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|     delete m_vao;
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|     m_vao = nullptr;
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|  }
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| 
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| TVScreenAnalogBuffer *TVScreenAnalog::getBackBuffer()
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| {
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| 	return m_backBuffer;
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| }
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| 
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| void TVScreenAnalog::resizeTVScreen(int intCols, int intRows)
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| {
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| 	qDebug("TVScreenAnalog::resizeTVScreen: cols: %d, rows: %d", intCols, intRows);
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| 
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| 	int colsAdj = intCols + 4;
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| 	QMutexLocker lock(&m_buffersMutex);
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| 	if (m_frontBuffer->getWidth() != colsAdj || m_frontBuffer->getHeight() != intRows)
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| 	{
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| 		delete m_backBuffer;
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| 		delete m_frontBuffer;
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| 		m_frontBuffer = new TVScreenAnalogBuffer(colsAdj, intRows);
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| 		m_backBuffer = new TVScreenAnalogBuffer(colsAdj, intRows);
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| 	}
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| }
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| 
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| void TVScreenAnalog::resizeGL(int intWidth, int intHeight)
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| {
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| 	glViewport(0, 0, intWidth, intHeight);
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| }
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| 
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| void TVScreenAnalog::initializeGL()
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| {
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| 	initializeOpenGLFunctions();
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| 
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| 	connect(
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| 		QOpenGLContext::currentContext(),
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| 		&QOpenGLContext::aboutToBeDestroyed,
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| 		this,
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| 		&TVScreenAnalog::cleanup
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| 	);
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| 
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| 	m_shader = new QOpenGLShaderProgram(this);
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| 
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|     int majorVersion = 0, minorVersion = 0;
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|     if (QOpenGLContext::currentContext())
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|     {
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|         majorVersion = QOpenGLContext::currentContext()->format().majorVersion();
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|         minorVersion = QOpenGLContext::currentContext()->format().minorVersion();
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|     }
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|     if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
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|     {
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|         if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource))
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|         {
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|             qWarning()
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|                 << "TVScreenAnalog::initializeGL: error in vertex shader:"
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|                 << m_shader->log();
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|             return;
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|         }
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| 
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|         if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource))
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|         {
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|             qWarning()
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|                 << "TVScreenAnalog::initializeGL: error in fragment shader:"
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|                 << m_shader->log();
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|             return;
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|         }
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| 
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|         m_vao = new QOpenGLVertexArrayObject();
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|         m_vao->create();
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|         m_vao->bind();
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|     }
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|     else
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|     {
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|         if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource2))
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|         {
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|             qWarning()
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|                 << "TVScreenAnalog::initializeGL: error in vertex shader:"
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|                 << m_shader->log();
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|             return;
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|         }
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| 
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|         if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource2))
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|         {
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|             qWarning()
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|                 << "TVScreenAnalog::initializeGL: error in fragment shader:"
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|                 << m_shader->log();
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|             return;
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|         }
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|     }
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| 
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| 	if (!m_shader->link())
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| 	{
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| 		qWarning()
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| 			<< "TVScreenAnalog::initializeGL: error linking shader:"
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| 			<< m_shader->log();
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| 		return;
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| 	}
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| 
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| 	m_vertexAttribIndex = m_shader->attributeLocation("vertex");
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| 	m_texCoordAttribIndex = m_shader->attributeLocation("texCoord");
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| 	m_textureLoc1 = m_shader->uniformLocation("tex1");
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| 	m_textureLoc2 = m_shader->uniformLocation("tex2");
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| 	m_imageWidthLoc = m_shader->uniformLocation("imw");
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| 	m_imageHeightLoc = m_shader->uniformLocation("imh");
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| 	m_texelWidthLoc = m_shader->uniformLocation("tlw");
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| 	m_texelHeightLoc = m_shader->uniformLocation("tlh");
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|     if (m_vao)
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|     {
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|         m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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|         m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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|         m_verticesBuf->create();
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|         m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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|         m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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|         m_textureCoordsBuf->create();
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|         m_vao->release();
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|     }
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| }
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| 
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| void TVScreenAnalog::initializeTextures(TVScreenAnalogBuffer *buffer)
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| {
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| 	m_imageTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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| 	m_lineShiftsTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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| 	m_imageTexture->setSize(buffer->getWidth(), buffer->getHeight());
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| 	m_lineShiftsTexture->setSize(1, buffer->getHeight());
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| 	m_imageTexture->setFormat(QOpenGLTexture::RGBA8_UNorm);
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| 	m_lineShiftsTexture->setFormat(QOpenGLTexture::RGBA8_UNorm);
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| 	m_imageTexture->setAutoMipMapGenerationEnabled(false);
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| 	m_lineShiftsTexture->setAutoMipMapGenerationEnabled(false);
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| 	m_imageTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
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| 	m_lineShiftsTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
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| 
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| 	m_imageTexture->setMinificationFilter(QOpenGLTexture::Nearest);
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| 	m_imageTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
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| 	m_lineShiftsTexture->setMinificationFilter(QOpenGLTexture::Nearest);
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| 	m_lineShiftsTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
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| 	m_imageTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::ClampToBorder);
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| 	m_imageTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
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| 	m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
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| 	m_lineShiftsTexture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
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| }
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| 
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| TVScreenAnalogBuffer *TVScreenAnalog::swapBuffers()
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| {
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| 	QMutexLocker lock(&m_buffersMutex);
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| 	std::swap(m_frontBuffer, m_backBuffer);
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| 	m_isDataChanged = true;
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| 	return m_backBuffer;
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| }
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| 
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| void TVScreenAnalog::tick()
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| {
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| 	if (m_isDataChanged)
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| 	{
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| 		update();
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| 	}
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| }
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| 
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| void TVScreenAnalog::paintGL()
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| {
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| 	m_isDataChanged = false;
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| 
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| 	if (!m_shader)
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| 	{
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| 		glClearColor(0.2f, 0.0f, 0.0f, 1.0f);
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| 		glClear(GL_COLOR_BUFFER_BIT);
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| 		return;
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| 	}
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| 
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| 	TVScreenAnalogBuffer *buffer = m_frontBuffer;
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| 
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| 	if (!m_imageTexture ||
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| 		m_imageTexture->width() != buffer->getWidth() ||
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| 		m_imageTexture->height() != buffer->getHeight())
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| 	{
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| 		initializeTextures(buffer);
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| 	}
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| 
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| 	float imageWidth = buffer->getWidth();
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| 	float imageHeight = buffer->getHeight();
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| 	float texelWidth = 1.0f / imageWidth;
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| 	float texelHeight = 1.0f / imageHeight;
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| 
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| 	m_shader->bind();
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| 	m_shader->setUniformValue(m_textureLoc1, 0);
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| 	m_shader->setUniformValue(m_textureLoc2, 1);
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| 	m_shader->setUniformValue(m_imageWidthLoc, imageWidth);
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| 	m_shader->setUniformValue(m_imageHeightLoc, imageHeight);
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| 	m_shader->setUniformValue(m_texelWidthLoc, texelWidth);
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| 	m_shader->setUniformValue(m_texelHeightLoc, texelHeight);
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| 
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| 	glActiveTexture(GL_TEXTURE0);
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| 	m_imageTexture->bind();
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| 	glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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| 		buffer->getWidth(), buffer->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, buffer->getImageData());
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| 
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| 	glActiveTexture(GL_TEXTURE1);
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| 	m_lineShiftsTexture->bind();
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| 	glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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| 		1, buffer->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, buffer->getLineShiftData());
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| 
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| 	float rectHalfWidth = 1.0f + 4.0f / (imageWidth - 4.0f);
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| 	GLfloat vertices[] =
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| 	{
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| 		-rectHalfWidth, -1.0f,
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| 		-rectHalfWidth,  1.0f,
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| 		 rectHalfWidth,  1.0f,
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| 		 rectHalfWidth, -1.0f
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| 	};
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| 
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| 	static const GLfloat arrTextureCoords[] =
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| 	{
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| 		0.0f, 1.0f,
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| 		0.0f, 0.0f,
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| 		1.0f, 0.0f,
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| 		1.0f, 1.0f
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| 	};
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| 
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|     if (m_vao)
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|     {
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|         m_vao->bind();
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| 
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|         m_verticesBuf->bind();
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|         m_verticesBuf->allocate(vertices, 4 * 2 * sizeof(GL_FLOAT));
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|         m_shader->enableAttributeArray(m_vertexAttribIndex);
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|         m_shader->setAttributeBuffer(m_vertexAttribIndex, GL_FLOAT, 0, 2);
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| 
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|         // As these coords are constant, this could be moved into the init method
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|         m_textureCoordsBuf->bind();
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|         m_textureCoordsBuf->allocate(arrTextureCoords, 4 * 2 * sizeof(GL_FLOAT));
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|         m_shader->enableAttributeArray(m_texCoordAttribIndex);
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|         m_shader->setAttributeBuffer(m_texCoordAttribIndex, GL_FLOAT, 0, 2);
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|     }
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|     else
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|     {
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|         glVertexAttribPointer(m_vertexAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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|         glEnableVertexAttribArray(m_vertexAttribIndex);
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|         glVertexAttribPointer(m_texCoordAttribIndex, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
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|         glEnableVertexAttribArray(m_texCoordAttribIndex);
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|     }
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| 
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| 	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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| 
 | |
|     if (m_vao)
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|     {
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|         m_vao->release();
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|     }
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|     else
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|     {
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| 	   glDisableVertexAttribArray(m_vertexAttribIndex);
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| 	   glDisableVertexAttribArray(m_texCoordAttribIndex);
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|     }
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| 
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| 	m_shader->release();
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| }
 |