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			147 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
		
			5.0 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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| //                                                                               //
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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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| #include "gui/glshadertextured.h"
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| 
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| GLShaderTextured::GLShaderTextured() :
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| 	m_program(0),
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| 	m_texture(0),
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| 	m_matrixLoc(0),
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| 	m_textureLoc(0)
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| { }
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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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| 
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| void GLShaderTextured::initializeGL()
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| {
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| 	m_program = new QOpenGLShaderProgram;
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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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| 
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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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| 
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| 	m_program->bindAttributeLocation("vertex", 0);
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| 	m_program->bindAttributeLocation("texCoord", 1);
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| 
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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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| 
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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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| 
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| void GLShaderTextured::initTexture(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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| 
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| 	m_texture = new QOpenGLTexture(image);
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| 
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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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| 
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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_texture) {
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| 		qDebug("GLShaderTextured::subTexture: no texture defined. Doing nothing");
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| 		return;
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| 	}
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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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| 
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| void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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| {
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| 	draw(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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| 		qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
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| 		return;
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| 	}
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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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| 
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| void GLShaderTextured::cleanup()
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| {
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| 	if (m_program)	{
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| 		delete m_program;
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| 		m_program = 0;
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| 	}
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| 
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| 	if (m_texture) {
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| 		delete m_texture;
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| 		m_texture = 0;
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| 	}
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| }
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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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| 
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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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