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			135 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2019 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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// (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 "glshadercolors.h"
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GLShaderColors::GLShaderColors() :
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	m_program(nullptr),
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    m_matrixLoc(0),
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    m_alphaLoc(0)
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{ }
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GLShaderColors::~GLShaderColors()
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{
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	cleanup();
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}
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void GLShaderColors::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() << "GLShaderColors::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() << "GLShaderColors::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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	m_program->bindAttributeLocation("v_color", 1);
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	if (!m_program->link()) {
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		qDebug() << "GLShaderColors::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_alphaLoc = m_program->uniformLocation("uAlpha");
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	m_program->release();
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}
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void GLShaderColors::drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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{
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    draw(GL_POINTS, transformMatrix, vertices, colors, alpha, nbVertices);
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}
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void GLShaderColors::drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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{
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	draw(GL_LINE_STRIP, transformMatrix, vertices, colors, alpha, nbVertices);
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}
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void GLShaderColors::drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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{
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	draw(GL_LINES, transformMatrix, vertices, colors, alpha, nbVertices);
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}
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void GLShaderColors::drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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{
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	draw(GL_LINE_LOOP, transformMatrix, vertices, colors, alpha, nbVertices);
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}
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void GLShaderColors::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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{
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	draw(GL_TRIANGLE_FAN, transformMatrix, vertices, colors, alpha, nbVertices);
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}
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void GLShaderColors::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, 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_alphaLoc, alpha);
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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->glEnableVertexAttribArray(1); // colors
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    f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors);
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	f->glDrawArrays(mode, 0, nbVertices);
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	f->glDisableVertexAttribArray(0);
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    f->glDisableVertexAttribArray(1);
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	m_program->release();
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}
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void GLShaderColors::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 = nullptr;
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	}
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}
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const QString GLShaderColors::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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        "attribute vec3 v_color;\n"
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        "varying vec3 f_color;\n"
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        "void main() {\n"
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		"    gl_Position = uMatrix * vertex;\n"
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        "    f_color = v_color;\n"
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		"}\n"
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		);
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const QString GLShaderColors::m_fragmentShaderSourceColored = QString(
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        "uniform mediump float uAlpha;\n"
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        "varying vec3 f_color;\n"
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		"void main() {\n"
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		"    gl_FragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n"
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		"}\n"
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		);
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