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			357 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			357 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2016-2017, 2019-2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
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// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com>                     //
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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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#ifdef ANDROID
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#include <GLES3/gl3.h>
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#endif
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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_vao(nullptr),
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    m_verticesBuf(nullptr),
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    m_textureCoordsBuf(nullptr),
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    m_texture(nullptr),
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    m_textureId(0),
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    m_vertexLoc(0),
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    m_texCoordLoc(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(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() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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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_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_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_vertexShaderSourceTextured2)) {
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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_fragmentShaderSourceTextured2)) {
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            qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log();
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        }
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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_vertexLoc = m_program->attributeLocation("vertex");
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    m_texCoordLoc = m_program->attributeLocation("texCoord");
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    m_matrixLoc = m_program->uniformLocation("uMatrix");
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    m_textureLoc = m_program->uniformLocation("uTexture");
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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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    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, int nbComponents)
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{
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    if (m_useImmutableStorage) {
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        draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
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    } else {
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        drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
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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, int nbComponents)
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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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    if (m_vao)
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    {
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        m_vao->bind();
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        m_verticesBuf->bind();
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        m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
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        m_program->enableAttributeArray(m_vertexLoc);
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        m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
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        m_textureCoordsBuf->bind();
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        m_textureCoordsBuf->allocate(textureCoords, nbVertices * 2 * sizeof(GL_FLOAT));
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        m_program->enableAttributeArray(m_texCoordLoc);
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        m_program->setAttributeBuffer(m_texCoordLoc, 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); // vertex
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        f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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        f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
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        f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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    }
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    f->glDrawArrays(mode, 0, nbVertices);
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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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       f->glDisableVertexAttribArray(m_texCoordLoc);
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    }
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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, int nbComponents)
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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(m_vertexLoc); // vertex
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    glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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    glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
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    glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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    glDrawArrays(mode, 0, nbVertices);
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    glDisableVertexAttribArray(m_vertexLoc);
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    glDisableVertexAttribArray(m_texCoordLoc);
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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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    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_textureCoordsBuf;
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    m_textureCoordsBuf = nullptr;
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    delete m_texture;
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    m_texture = nullptr;
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    if (!QOpenGLContext::currentContext()) {
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        return;
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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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#ifdef ANDROID
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        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1);
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#else
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        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
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#endif
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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_vertexShaderSourceTextured2 = 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_vertexShaderSourceTextured = 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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        "in highp vec2 texCoord;\n"
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        "out 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_fragmentShaderSourceTextured2 = 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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const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
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        "#version 330\n"
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        "uniform lowp sampler2D uTexture;\n"
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        "in mediump vec2 texCoordVar;\n"
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        "out vec4 fragColor;\n"
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        "void main() {\n"
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        "    fragColor = texture(uTexture, texCoordVar);\n"
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        "}\n"
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        );
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