mirror of
				https://github.com/f4exb/sdrangel.git
				synced 2025-11-03 21:20:31 -05:00 
			
		
		
		
	
		
			
				
	
	
		
			423 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			423 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
 | 
						|
// Copyright (C) 2017-2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com>    //
 | 
						|
// Copyright (C) 2020 Vort <vvort@yandex.ru>                                     //
 | 
						|
// 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 <QOpenGLContext>
 | 
						|
 | 
						|
#include "gui/glshadertvarray.h"
 | 
						|
 | 
						|
const QString GLShaderTVArray::m_strVertexShaderSourceArray2 = 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 GLShaderTVArray::m_strVertexShaderSourceArray = 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 GLShaderTVArray::m_strFragmentShaderSourceColored2 = QString(
 | 
						|
        "uniform lowp sampler2D uTexture;\n"
 | 
						|
        "varying mediump vec2 texCoordVar;\n"
 | 
						|
        "void main() {\n"
 | 
						|
        "    gl_FragColor = texture2D(uTexture, texCoordVar);\n"
 | 
						|
        "}\n");
 | 
						|
 | 
						|
const QString GLShaderTVArray::m_strFragmentShaderSourceColored = 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");
 | 
						|
 | 
						|
GLShaderTVArray::GLShaderTVArray(bool blnColor) :
 | 
						|
    m_objProgram(nullptr),
 | 
						|
    m_vao(nullptr),
 | 
						|
    m_verticesBuf(nullptr),
 | 
						|
    m_textureCoordsBuf(nullptr),
 | 
						|
    m_matrixLoc(0),
 | 
						|
    m_textureLoc(0),
 | 
						|
    m_objImage(nullptr),
 | 
						|
    m_objTexture(nullptr),
 | 
						|
    m_intCols(0),
 | 
						|
    m_intRows(0),
 | 
						|
    m_objCurrentRow(nullptr),
 | 
						|
    m_blnInitialized(false),
 | 
						|
    m_blnColor(blnColor),
 | 
						|
    m_blnAlphaBlend(false),
 | 
						|
    m_blnAlphaReset(false)
 | 
						|
{
 | 
						|
}
 | 
						|
 | 
						|
GLShaderTVArray::~GLShaderTVArray()
 | 
						|
{
 | 
						|
    qDebug("GLShaderTVArray::~GLShaderTVArray");
 | 
						|
    cleanup();
 | 
						|
}
 | 
						|
 | 
						|
void GLShaderTVArray::initializeGL(int majorVersion, int minorVersion, int intCols, int intRows)
 | 
						|
{
 | 
						|
    QMatrix4x4 objQMatrix;
 | 
						|
 | 
						|
    m_blnInitialized = false;
 | 
						|
 | 
						|
    m_intCols = 0;
 | 
						|
    m_intRows = 0;
 | 
						|
 | 
						|
    m_objCurrentRow = nullptr;
 | 
						|
 | 
						|
    if (!m_objProgram)
 | 
						|
    {
 | 
						|
        m_objProgram = new QOpenGLShaderProgram();
 | 
						|
        if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
 | 
						|
        {
 | 
						|
            if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
 | 
						|
                    m_strVertexShaderSourceArray))
 | 
						|
            {
 | 
						|
                qDebug() << "GLShaderArray::initializeGL: error in vertex shader: "
 | 
						|
                        << m_objProgram->log();
 | 
						|
            }
 | 
						|
 | 
						|
            if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
 | 
						|
                    m_strFragmentShaderSourceColored))
 | 
						|
            {
 | 
						|
                qDebug()
 | 
						|
                        << "GLShaderArray::initializeGL: error in fragment shader: "
 | 
						|
                        << m_objProgram->log();
 | 
						|
            }
 | 
						|
 | 
						|
            m_vao = new QOpenGLVertexArrayObject();
 | 
						|
            m_vao->create();
 | 
						|
            m_vao->bind();
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
 | 
						|
                    m_strVertexShaderSourceArray2))
 | 
						|
            {
 | 
						|
                qDebug() << "GLShaderArray::initializeGL: error in vertex shader: "
 | 
						|
                        << m_objProgram->log();
 | 
						|
            }
 | 
						|
 | 
						|
            if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
 | 
						|
                    m_strFragmentShaderSourceColored2))
 | 
						|
            {
 | 
						|
                qDebug()
 | 
						|
                        << "GLShaderArray::initializeGL: error in fragment shader: "
 | 
						|
                        << m_objProgram->log();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        m_objProgram->bindAttributeLocation("vertex", 0);
 | 
						|
 | 
						|
        if (!m_objProgram->link())
 | 
						|
        {
 | 
						|
            qDebug() << "GLShaderArray::initializeGL: error linking shader: "
 | 
						|
                    << m_objProgram->log();
 | 
						|
        }
 | 
						|
 | 
						|
        m_objProgram->bind();
 | 
						|
        m_objProgram->setUniformValue(m_matrixLoc, objQMatrix);
 | 
						|
        m_objProgram->setUniformValue(m_textureLoc, 0);
 | 
						|
        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_objProgram->release();
 | 
						|
    }
 | 
						|
 | 
						|
    m_matrixLoc = m_objProgram->uniformLocation("uMatrix");
 | 
						|
    m_textureLoc = m_objProgram->uniformLocation("uTexture");
 | 
						|
 | 
						|
    if (m_objTexture)
 | 
						|
    {
 | 
						|
        delete m_objTexture;
 | 
						|
        m_objTexture = nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    //Image container
 | 
						|
    m_objImage = new QImage(intCols, intRows, QImage::Format_RGBA8888);
 | 
						|
    m_objImage->fill(QColor(0, 0, 0));
 | 
						|
 | 
						|
    m_objTexture = new QOpenGLTexture(*m_objImage);
 | 
						|
    //m_objTexture->setFormat(QOpenGLTexture::RGBA8_UNorm); avoids OpenGL warning and in fact is useless
 | 
						|
    m_objTexture->setMinificationFilter(QOpenGLTexture::Linear);
 | 
						|
    m_objTexture->setMagnificationFilter(QOpenGLTexture::Linear);
 | 
						|
    m_objTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
 | 
						|
 | 
						|
    m_intCols = intCols;
 | 
						|
    m_intRows = intRows;
 | 
						|
 | 
						|
    m_blnInitialized = true;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
QRgb *GLShaderTVArray::GetRowBuffer(int intRow)
 | 
						|
{
 | 
						|
    if (!m_blnInitialized) {
 | 
						|
        return nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    if (!m_objImage) {
 | 
						|
        return nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    if (intRow > m_intRows) {
 | 
						|
        return nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    return (QRgb *) m_objImage->scanLine(intRow);
 | 
						|
}
 | 
						|
 | 
						|
void GLShaderTVArray::RenderPixels(unsigned char *chrData)
 | 
						|
{
 | 
						|
    QOpenGLFunctions *ptrF;
 | 
						|
    int intI;
 | 
						|
    int intJ;
 | 
						|
    int intNbVertices = 6;
 | 
						|
 | 
						|
    QMatrix4x4 objQMatrix;
 | 
						|
 | 
						|
    GLfloat arrVertices[] =
 | 
						|
    // 2 3
 | 
						|
    // 1 4
 | 
						|
    //1             2            3           3           4            1
 | 
						|
    { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
 | 
						|
 | 
						|
    GLfloat arrTextureCoords[] =
 | 
						|
    // 1 4
 | 
						|
    // 2 3
 | 
						|
    //1           2           3           3           4           1
 | 
						|
    { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
 | 
						|
 | 
						|
    QRgb *ptrLine;
 | 
						|
    int intVal;
 | 
						|
 | 
						|
    if (!m_blnInitialized) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (!m_objImage) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (chrData != 0)
 | 
						|
    {
 | 
						|
        for (intJ = 0; intJ < m_intRows; intJ++)
 | 
						|
        {
 | 
						|
            ptrLine = (QRgb *) m_objImage->scanLine(intJ);
 | 
						|
 | 
						|
            for (intI = 0; intI < m_intCols; intI++)
 | 
						|
            {
 | 
						|
                if (m_blnColor)
 | 
						|
                {
 | 
						|
                    *ptrLine = qRgb((int) (*(chrData+2)), (int) (*(chrData+1)), (int) (*chrData));
 | 
						|
                    chrData+=3;
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    intVal = (int) (*chrData);
 | 
						|
                    *ptrLine = qRgb(intVal, intVal, intVal);
 | 
						|
                    chrData++;
 | 
						|
                }
 | 
						|
 | 
						|
                ptrLine++;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    //Affichage
 | 
						|
    ptrF = QOpenGLContext::currentContext()->functions();
 | 
						|
 | 
						|
    m_objProgram->bind();
 | 
						|
 | 
						|
    m_objProgram->setUniformValue(m_matrixLoc, objQMatrix);
 | 
						|
    m_objProgram->setUniformValue(m_textureLoc, 0);
 | 
						|
 | 
						|
    if (m_blnAlphaReset)
 | 
						|
    {
 | 
						|
        ptrF->glClear(GL_COLOR_BUFFER_BIT);
 | 
						|
        m_blnAlphaReset = false;
 | 
						|
    }
 | 
						|
 | 
						|
    if (m_blnAlphaBlend)
 | 
						|
    {
 | 
						|
        ptrF->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
        ptrF->glEnable(GL_BLEND);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
    	ptrF->glDisable(GL_BLEND);
 | 
						|
    }
 | 
						|
 | 
						|
    m_objTexture->bind();
 | 
						|
 | 
						|
    ptrF->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_intCols, m_intRows, GL_RGBA,
 | 
						|
            GL_UNSIGNED_BYTE, m_objImage->bits());
 | 
						|
 | 
						|
    if (m_vao)
 | 
						|
    {
 | 
						|
        m_vao->bind();
 | 
						|
 | 
						|
        m_verticesBuf->bind();
 | 
						|
        m_verticesBuf->allocate(arrVertices, intNbVertices * 2 * sizeof(GL_FLOAT));
 | 
						|
        m_objProgram->enableAttributeArray(0);
 | 
						|
        m_objProgram->setAttributeBuffer(0, GL_FLOAT, 0, 2);
 | 
						|
 | 
						|
        m_textureCoordsBuf->bind();
 | 
						|
        m_textureCoordsBuf->allocate(arrTextureCoords, intNbVertices * 2 * sizeof(GL_FLOAT));
 | 
						|
        m_objProgram->enableAttributeArray(1);
 | 
						|
        m_objProgram->setAttributeBuffer(1, GL_FLOAT, 0, 2);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        ptrF->glEnableVertexAttribArray(0); // vertex
 | 
						|
        ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices);
 | 
						|
 | 
						|
        ptrF->glEnableVertexAttribArray(1); // texture coordinates
 | 
						|
        ptrF->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
 | 
						|
    }
 | 
						|
 | 
						|
    ptrF->glDrawArrays(GL_TRIANGLES, 0, intNbVertices);
 | 
						|
 | 
						|
    //cleanup
 | 
						|
    if (m_vao)
 | 
						|
    {
 | 
						|
        m_vao->release();
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        ptrF->glDisableVertexAttribArray(0);
 | 
						|
        ptrF->glDisableVertexAttribArray(1);
 | 
						|
    }
 | 
						|
 | 
						|
    //*********************//
 | 
						|
 | 
						|
    m_objTexture->release();
 | 
						|
    m_objProgram->release();
 | 
						|
}
 | 
						|
 | 
						|
void GLShaderTVArray::ResetPixels()
 | 
						|
{
 | 
						|
    if (m_objImage) {
 | 
						|
        m_objImage->fill(0);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void GLShaderTVArray::ResetPixels(int alpha)
 | 
						|
{
 | 
						|
    if (m_objImage) {
 | 
						|
        m_objImage->fill(qRgba(0, 0, 0, alpha));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void GLShaderTVArray::cleanup()
 | 
						|
{
 | 
						|
    m_blnInitialized = false;
 | 
						|
 | 
						|
    m_intCols = 0;
 | 
						|
    m_intRows = 0;
 | 
						|
 | 
						|
    m_objCurrentRow = nullptr;
 | 
						|
 | 
						|
	if (!QOpenGLContext::currentContext()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
    if (m_objProgram)
 | 
						|
    {
 | 
						|
        delete m_objProgram;
 | 
						|
        m_objProgram = nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    if (m_objTexture)
 | 
						|
    {
 | 
						|
        delete m_objTexture;
 | 
						|
        m_objTexture = nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    if (m_objImage)
 | 
						|
    {
 | 
						|
        delete m_objImage;
 | 
						|
        m_objImage = nullptr;
 | 
						|
    }
 | 
						|
 | 
						|
    delete m_verticesBuf;
 | 
						|
    m_verticesBuf = nullptr;
 | 
						|
    delete m_textureCoordsBuf;
 | 
						|
    m_textureCoordsBuf = nullptr;
 | 
						|
    delete m_vao;
 | 
						|
    m_vao = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
bool GLShaderTVArray::SelectRow(int intLine)
 | 
						|
{
 | 
						|
    bool blnRslt = false;
 | 
						|
 | 
						|
    if (m_blnInitialized)
 | 
						|
    {
 | 
						|
        if ((intLine < m_intRows) && (intLine >= 0))
 | 
						|
        {
 | 
						|
            m_objCurrentRow = (QRgb *) m_objImage->scanLine(intLine);
 | 
						|
            blnRslt = true;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            m_objCurrentRow = nullptr;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    return blnRslt;
 | 
						|
}
 | 
						|
 | 
						|
bool GLShaderTVArray::SetDataColor(int intCol, QRgb objColor)
 | 
						|
{
 | 
						|
    bool blnRslt = false;
 | 
						|
 | 
						|
    if (m_blnInitialized)
 | 
						|
    {
 | 
						|
        if ((intCol < m_intCols) && (intCol >= 0) && m_objCurrentRow)
 | 
						|
        {
 | 
						|
            m_objCurrentRow[intCol] = objColor;
 | 
						|
            blnRslt = true;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    return blnRslt;
 | 
						|
}
 | 
						|
 |