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			212 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			212 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////
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| // Copyright (C) 2016-2019, 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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| 
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| #include <QOpenGLShaderProgram>
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| #include <QOpenGLFunctions>
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| #include <QOpenGLContext>
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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 "glshadercolors.h"
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| 
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| GLShaderColors::GLShaderColors() :
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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_colorBuf(nullptr),
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|     m_matrixLoc(0),
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|     m_alphaLoc(0)
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| { }
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| 
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| GLShaderColors::~GLShaderColors()
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| {
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| 	cleanup();
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| }
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| 
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| void GLShaderColors::initializeGL(int majorVersion, int minorVersion)
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| {
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| 	m_program = new QOpenGLShaderProgram;
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| 
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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_vertexShaderSourceSimple)) {
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|             qDebug() << "GLShaderColors::initializeGL: error in vertex shader: " << m_program->log();
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|         }
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|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) {
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|             qDebug() << "GLShaderColors::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_vertexShaderSourceSimple2)) {
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|             qDebug() << "GLShaderColors::initializeGL: error in vertex shader: " << m_program->log();
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|         }
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|         if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored2)) {
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|             qDebug() << "GLShaderColors::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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| 	m_program->bindAttributeLocation("v_color", 1);
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| 
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| 	if (!m_program->link()) {
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| 		qDebug() << "GLShaderColors::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_alphaLoc = m_program->uniformLocation("uAlpha");
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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_colorBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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|         m_colorBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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|         m_colorBuf->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 GLShaderColors::drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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| {
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|     draw(GL_POINTS, transformMatrix, vertices, colors, alpha, nbVertices);
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| }
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| 
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| void GLShaderColors::drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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| {
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| 	draw(GL_LINE_STRIP, transformMatrix, vertices, colors, alpha, nbVertices);
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| }
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| 
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| void GLShaderColors::drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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| {
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| 	draw(GL_LINES, transformMatrix, vertices, colors, alpha, nbVertices);
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| }
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| 
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| void GLShaderColors::drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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| {
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| 	draw(GL_LINE_LOOP, transformMatrix, vertices, colors, alpha, nbVertices);
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| }
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| 
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| void GLShaderColors::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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| {
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| 	draw(GL_TRIANGLE_FAN, transformMatrix, vertices, colors, alpha, nbVertices);
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| }
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| 
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| void GLShaderColors::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
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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_program->setUniformValue(m_alphaLoc, alpha);
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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->glLineWidth(1.0f);
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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(0);
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|         m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2);
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| 
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|         m_colorBuf->bind();
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|         m_colorBuf->allocate(colors, nbVertices * 3 * sizeof(GL_FLOAT));
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|         m_program->enableAttributeArray(1);
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|         m_program->setAttributeBuffer(1, GL_FLOAT, 0, 3);
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|     }
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|     else
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|     {
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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); // colors
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|         f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors);
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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(0);
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|         f->glDisableVertexAttribArray(1);
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|     }
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| 	m_program->release();
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| }
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| 
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| void GLShaderColors::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_colorBuf;
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|     m_colorBuf = nullptr;
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| }
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| 
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| const QString GLShaderColors::m_vertexShaderSourceSimple2 = QString(
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| 		"uniform highp mat4 uMatrix;\n"
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| 		"attribute highp vec4 vertex;\n"
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|         "attribute vec3 v_color;\n"
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|         "varying vec3 f_color;\n"
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|         "void main() {\n"
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| 		"    gl_Position = uMatrix * vertex;\n"
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|         "    f_color = v_color;\n"
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| 		"}\n"
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| 		);
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| 
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| const QString GLShaderColors::m_vertexShaderSourceSimple = 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 vec3 v_color;\n"
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|         "out vec3 f_color;\n"
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|         "void main() {\n"
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| 		"    gl_Position = uMatrix * vertex;\n"
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|         "    f_color = v_color;\n"
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| 		"}\n"
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| 		);
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| 
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| const QString GLShaderColors::m_fragmentShaderSourceColored2 = QString(
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|         "uniform mediump float uAlpha;\n"
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|         "varying vec3 f_color;\n"
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| 		"void main() {\n"
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| 		"    gl_FragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n"
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| 		"}\n"
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| 		);
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| 
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| const QString GLShaderColors::m_fragmentShaderSourceColored = QString(
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|         "#version 330\n"
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|         "uniform mediump float uAlpha;\n"
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|         "in vec3 f_color;\n"
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|         "out vec4 fragColor;\n"
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| 		"void main() {\n"
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| 		"    fragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n"
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| 		"}\n"
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| 		);
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