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			292 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			292 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////
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| // Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com>                     //
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| // Copyright (C) 2016 Edouard Griffiths, F4EXB                                   //
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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 <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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| 
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| #ifdef ANDROID
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| #include <GLES3/gl3.h>
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| #endif
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| 
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| #include "gui/glshadercolormap.h"
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| #include "util/colormap.h"
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| 
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| GLShaderColorMap::GLShaderColorMap() :
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|     m_program(nullptr),
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|     m_vao(nullptr),
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|     m_verticesBuf(nullptr),
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|     m_colorMapTexture(nullptr),
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|     m_colorMapTextureId(0),
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|     m_vertexLoc(0),
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|     m_matrixLoc(0),
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|     m_colorMapLoc(0),
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|     m_scaleLoc(0),
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|     m_alphaLoc(0),
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|     m_useImmutableStorage(true)
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| { }
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| 
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| GLShaderColorMap::~GLShaderColorMap()
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| {
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|     cleanup();
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| }
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| 
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| void GLShaderColorMap::initializeGL(int majorVersion, int minorVersion)
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| {
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|     initializeOpenGLFunctions();
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|     m_useImmutableStorage = useImmutableStorage();
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|     qDebug() << "GLShaderColorMap::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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| 
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|     m_program = new QOpenGLShaderProgram;
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|     if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
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|     {
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|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap)) {
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|             qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
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|         }
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|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap)) {
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|             qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
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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_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap2)) {
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|             qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
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|         }
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|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap2)) {
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|             qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
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|         }
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|     }
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| 
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|     m_program->bindAttributeLocation("vertex", 0);
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| 
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|     if (!m_program->link()) {
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|         qDebug() << "GLShaderColorMap::initializeGL: error linking shader: " << m_program->log();
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|     }
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| 
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|     m_program->bind();
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|     m_vertexLoc = m_program->attributeLocation("vertex");
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|     m_matrixLoc = m_program->uniformLocation("uMatrix");
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|     m_colorMapLoc = m_program->uniformLocation("colorMap");
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|     m_scaleLoc = m_program->uniformLocation("scale");
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|     m_alphaLoc = m_program->uniformLocation("alpha");
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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_vao->release();
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|     }
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|     m_program->release();
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| }
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| 
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| void GLShaderColorMap::initColorMapTexture(const QString &colorMapName)
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| {
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|     if (m_useImmutableStorage) {
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|         initColorMapTextureImmutable(colorMapName);
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|     } else {
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|         initColorMapTextureMutable(colorMapName);
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|     }
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| }
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| 
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| void GLShaderColorMap::initColorMapTextureImmutable(const QString &colorMapName)
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| {
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|     if (!m_colorMapTexture)
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|     {
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|         m_colorMapTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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|         m_colorMapTexture->setFormat(QOpenGLTexture::RGB32F);
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|         m_colorMapTexture->setSize(256, 1);
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|         m_colorMapTexture->allocateStorage();
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|         m_colorMapTexture->setMinificationFilter(QOpenGLTexture::Linear);
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|         m_colorMapTexture->setMagnificationFilter(QOpenGLTexture::Linear);
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|         m_colorMapTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
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|     }
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| 
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|     GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
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|     if (colorMap) {
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|         m_colorMapTexture->setData(QOpenGLTexture::RGB, QOpenGLTexture::Float32, colorMap);
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|     } else {
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|         qDebug() << "GLShaderColorMap::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported";
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|     }
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| }
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| 
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| void GLShaderColorMap::initColorMapTextureMutable(const QString &colorMapName)
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| {
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|     if (m_colorMapTextureId)
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|     {
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|         glDeleteTextures(1, &m_colorMapTextureId);
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|         m_colorMapTextureId = 0;
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|     }
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| 
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|     glGenTextures(1, &m_colorMapTextureId);
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|     glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId); // Use 2D texture as 1D not supported in OpenGL ES on ARM
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|     GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
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|     if (colorMap) {
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|         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 1, 0, GL_RGB, GL_FLOAT, colorMap);
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|     } else {
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|         qDebug() << "GLShaderColorMap::initColorMapTextureMutable: colorMap " << colorMapName << " not supported";
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|     }
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| 
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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, QOpenGLTexture::Repeat);
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|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat);
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| }
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| 
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| void GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLfloat *vertices, int nbVertices, float scale, float alpha)
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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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|     if (m_useImmutableStorage) {
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|         m_colorMapTexture->bind();
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|     } else {
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|         glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId);
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|     }
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|     m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
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|     m_program->setUniformValue(m_scaleLoc, scale);
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|     m_program->setUniformValue(m_alphaLoc, alpha);
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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, nbVertices * 2 * sizeof(GL_FLOAT));
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|         m_program->enableAttributeArray(m_vertexLoc);
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|         m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, 2);
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|     }
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|     else
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|     {
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|         f->glEnableVertexAttribArray(m_vertexLoc);
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|         f->glVertexAttribPointer(m_vertexLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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|     }
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| 
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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->glDrawArrays(GL_TRIANGLE_STRIP, 0, nbVertices);
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| 
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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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|        f->glDisableVertexAttribArray(m_vertexLoc);
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|     }
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|     m_program->release();
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| }
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| 
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| void GLShaderColorMap::cleanup()
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| {
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|     delete m_program;
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|     m_program = nullptr;
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|     delete m_vao;
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|     m_vao = nullptr;
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|     delete m_verticesBuf;
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|     m_verticesBuf = nullptr;
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|     delete m_colorMapTexture;
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|     m_colorMapTexture = nullptr;
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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_colorMapTextureId)
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|     {
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|         glDeleteTextures(1, &m_colorMapTextureId);
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|         m_colorMapTextureId = 0;
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|     }
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| }
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| 
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| bool GLShaderColorMap::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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| 
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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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| 
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|     return false;
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| }
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| 
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| const QString GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
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|         "uniform highp mat4 uMatrix;\n"
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|         "attribute highp vec4 vertex;\n"
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|         "varying highp float y;\n"
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|         "void main() {\n"
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|         "    gl_Position = uMatrix * vertex;\n"
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|         "    y = vertex.y;\n"
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|         "}\n"
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|         );
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| 
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| const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString(
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|         "#version 330\n"
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|         "uniform highp mat4 uMatrix;\n"
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|         "in highp vec4 vertex;\n"
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|         "out float y;\n"
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|         "void main() {\n"
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|         "    gl_Position = uMatrix * vertex;\n"
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|         "    y = vertex.y;\n"
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|         "}\n"
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|         );
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| 
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| const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
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|         "uniform highp float alpha;\n"
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|         "uniform highp float scale;\n"
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|         "uniform highp sampler2D colorMap;\n"
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|         "varying highp float y;\n"
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|         "void main() {\n"
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|         "    gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
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|         "}\n"
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|         );
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| 
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| const QString GLShaderColorMap::m_fragmentShaderSourceColorMap = QString(
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|         "#version 330\n"
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|         "uniform float alpha;\n"
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|         "uniform float scale;\n"
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|         "uniform sampler2D colorMap;\n"
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|         "in float y;\n"
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|         "out vec4 fragColor;\n"
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|         "void main() {\n"
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|         "   fragColor = vec4(texture(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
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|         "}\n"
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|         );
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