kopia lustrzana https://github.com/f4exb/sdrangel
195 wiersze
7.2 KiB
C++
195 wiersze
7.2 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 <QMatrix4x4>
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#include <QVector4D>
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#include <QDebug>
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#include "gui/glshadersimple.h"
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GLShaderSimple::GLShaderSimple() :
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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_vertexLoc(0),
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m_matrixLoc(0),
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m_colorLoc(0)
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{ }
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GLShaderSimple::~GLShaderSimple()
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{
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cleanup();
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}
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void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
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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_vertexShaderSourceSimple)) {
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qDebug() << "GLShaderSimple::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() << "GLShaderSimple::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_vertexShaderSourceSimple2)) {
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qDebug() << "GLShaderSimple::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() << "GLShaderSimple::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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if (!m_program->link()) {
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qDebug() << "GLShaderSimple::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_matrixLoc = m_program->uniformLocation("uMatrix");
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m_colorLoc = m_program->uniformLocation("uColour");
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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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void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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{
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draw(GL_POINTS, transformMatrix, color, vertices, nbVertices, nbComponents);
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}
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void GLShaderSimple::drawPolyline(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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{
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draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
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}
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void GLShaderSimple::drawSegments(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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{
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draw(GL_LINES, transformMatrix, color, vertices, nbVertices, nbComponents);
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}
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void GLShaderSimple::drawContour(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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{
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draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices, nbComponents);
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}
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void GLShaderSimple::drawSurface(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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{
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draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices, nbComponents);
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}
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void GLShaderSimple::drawSurfaceStrip(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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{
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draw(GL_TRIANGLE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
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}
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void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
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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_colorLoc, color);
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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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}
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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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}
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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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f->glDrawArrays(mode, 0, nbVertices);
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if (m_vao) {
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m_vao->release();
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} else {
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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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void GLShaderSimple::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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}
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const QString GLShaderSimple::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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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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"}\n"
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);
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const QString GLShaderSimple::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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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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"}\n"
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);
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const QString GLShaderSimple::m_fragmentShaderSourceColored2 = QString(
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"uniform mediump vec4 uColour;\n"
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"void main() {\n"
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" gl_FragColor = uColour;\n"
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"}\n"
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);
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const QString GLShaderSimple::m_fragmentShaderSourceColored = QString(
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"#version 330\n"
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"out vec4 fragColor;\n"
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"uniform mediump vec4 uColour;\n"
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"void main() {\n"
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" fragColor = uColour;\n"
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"}\n"
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);
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