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			265 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			265 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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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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// (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 <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() :
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	m_program(nullptr),
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	m_texture(nullptr),
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    m_textureId(0),
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	m_matrixLoc(0),
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	m_textureLoc(0),
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    m_useImmutableStorage(true)
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{ }
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GLShaderTextured::~GLShaderTextured()
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{
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	cleanup();
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}
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void GLShaderTextured::initializeGL()
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{
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    initializeOpenGLFunctions();
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    m_useImmutableStorage = useImmutableStorage();
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    qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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	m_program = new QOpenGLShaderProgram;
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	if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
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		qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log();
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	}
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	if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) {
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		qDebug() << "GLShaderTextured::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("texCoord", 1);
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	if (!m_program->link()) {
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		qDebug() << "GLShaderTextured::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_textureLoc = m_program->uniformLocation("uTexture");
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	m_program->release();
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}
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void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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    if (m_useImmutableStorage) {
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        initTextureImmutable(image, wrapMode);
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    } else {
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        initTextureMutable(image, wrapMode);
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    }
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}
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void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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	if (m_texture) {
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		delete m_texture;
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	}
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	m_texture = new QOpenGLTexture(image);
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	m_texture->setMinificationFilter(QOpenGLTexture::Linear);
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	m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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	m_texture->setWrapMode(wrapMode);
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}
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void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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	if (m_textureId)
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    {
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		glDeleteTextures(1, &m_textureId);
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		m_textureId = 0;
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	}
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	glGenTextures(1, &m_textureId);
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	glBindTexture(GL_TEXTURE_2D, m_textureId);
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	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
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		image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
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}
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void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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    if (m_useImmutableStorage) {
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        subTextureImmutable(xOffset, yOffset, width, height, pixels);
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    } else {
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        subTextureMutable(xOffset, yOffset, width, height, pixels);
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    }
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}
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void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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	if (!m_texture)
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    {
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		qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
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		return;
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	}
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	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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	m_texture->bind();
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	f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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	if (!m_textureId)
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    {
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		qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
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		return;
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	}
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	glBindTexture(GL_TEXTURE_2D, m_textureId);
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	glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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    if (m_useImmutableStorage) {
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	    draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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    } else {
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        drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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    }
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}
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void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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	if (!m_texture)
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    {
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		qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
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		return;
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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_texture->bind();
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	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);
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	f->glEnableVertexAttribArray(1); // texture coordinates
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	f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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	f->glDrawArrays(mode, 0, nbVertices);
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	f->glDisableVertexAttribArray(0);
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	m_program->release();
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}
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void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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	if (!m_textureId)
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    {
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		qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
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		return;
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	}
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	m_program->bind();
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	m_program->setUniformValue(m_matrixLoc, transformMatrix);
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	glBindTexture(GL_TEXTURE_2D, m_textureId);
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	m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
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	glEnableVertexAttribArray(0); // vertex
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	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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	glEnableVertexAttribArray(1); // texture coordinates
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	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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	glDrawArrays(mode, 0, nbVertices);
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	glDisableVertexAttribArray(0);
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	m_program->release();
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}
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void GLShaderTextured::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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	if (m_texture)
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    {
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		delete m_texture;
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		m_texture = nullptr;
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	}
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    if (m_textureId)
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    {
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        glDeleteTextures(1, &m_textureId);
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        m_textureId = 0;
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    }
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}
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bool GLShaderTextured::useImmutableStorage()
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{
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    QOpenGLContext* ctx = QOpenGLContext::currentContext();
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    QSurfaceFormat sf = ctx->format();
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    if (sf.version() >= qMakePair(4, 2)
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        || ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
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        || ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
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    {
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        void (QOPENGLF_APIENTRYP glTexStorage2D)(
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            GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
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        glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
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            GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
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        int data = 0;
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        GLuint textureId;
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        glGenTextures(1, &textureId);
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        glBindTexture(GL_TEXTURE_2D, textureId);
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        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
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        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
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        GLenum err = glGetError();
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        glDeleteTextures(1, &textureId);
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        return err == GL_NO_ERROR;
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    }
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    return false;
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}
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const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
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		"uniform highp mat4 uMatrix;\n"
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		"attribute highp vec4 vertex;\n"
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		"attribute highp vec2 texCoord;\n"
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		"varying mediump vec2 texCoordVar;\n"
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		"void main() {\n"
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		"    gl_Position = uMatrix * vertex;\n"
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		"    texCoordVar = texCoord;\n"
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		"}\n"
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		);
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const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
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		"uniform lowp sampler2D uTexture;\n"
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		"varying mediump vec2 texCoordVar;\n"
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		"void main() {\n"
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		"    gl_FragColor = texture2D(uTexture, texCoordVar);\n"
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		"}\n"
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		);
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