Use VAOs for OpenGL 3 CoreProfile

pull/1291/head
Jon Beniston 2022-06-19 11:22:46 +01:00
rodzic e31880fc66
commit 74d61855e4
6 zmienionych plików z 224 dodań i 90 usunięć

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@ -26,7 +26,10 @@
#include "gui/glshadersimple.h"
GLShaderSimple::GLShaderSimple() :
m_program(0),
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_vertexLoc(0),
m_matrixLoc(0),
m_colorLoc(0)
{ }
@ -66,8 +69,19 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
}
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorLoc = m_program->uniformLocation("uColour");
if (m_vao)
{
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_vao->release();
}
m_program->release();
}
@ -102,23 +116,42 @@ void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_program->setUniformValue(m_colorLoc, color);
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
}
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glLineWidth(1.0f);
f->glEnableVertexAttribArray(0); // vertex
f->glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
if (m_vao) {
m_vao->release();
} else {
f->glDisableVertexAttribArray(m_vertexLoc);
}
m_program->release();
}
void GLShaderSimple::cleanup()
{
if (QOpenGLContext::currentContext() && m_program)
{
delete m_program;
m_program = nullptr;
}
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
}
const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(

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@ -21,6 +21,8 @@
#include <QString>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include "export.h"
@ -46,6 +48,9 @@ private:
void draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents);
QOpenGLShaderProgram *m_program;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_verticesBuf;
int m_vertexLoc;
int m_matrixLoc;
int m_colorLoc;
static const QString m_vertexShaderSourceSimple2;

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@ -18,6 +18,7 @@
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLContext>
#include <QtOpenGL>
#include <QImage>
@ -36,6 +37,7 @@ GLShaderSpectrogram::GLShaderSpectrogram() :
m_colorMapTexture(nullptr),
m_colorMapTextureId(0),
m_programForLocs(nullptr),
m_coord2dLoc(0),
m_textureTransformLoc(0),
m_vertexTransformLoc(0),
m_dataTextureLoc(0),
@ -45,9 +47,10 @@ GLShaderSpectrogram::GLShaderSpectrogram() :
m_lightDirLoc(0),
m_lightPosLoc(0),
m_useImmutableStorage(true),
m_vertexBuf(QOpenGLBuffer::VertexBuffer),
m_index0Buf(QOpenGLBuffer::IndexBuffer),
m_index1Buf(QOpenGLBuffer::IndexBuffer),
m_vao(nullptr),
m_vertexBuf(nullptr),
m_index0Buf(nullptr),
m_index1Buf(nullptr),
m_translateX(0.0),
m_translateY(0.0),
m_translateZ(0.0),
@ -107,6 +110,10 @@ void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
if (!m_programSimple->link()) {
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
}
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
}
else
{
@ -121,6 +128,20 @@ void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
}
}
m_vertexBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_vertexBuf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vertexBuf->create();
m_index0Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
m_index0Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index0Buf->create();
m_index1Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
m_index1Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index1Buf->create();
if (m_vao) {
m_vao->release();
}
}
void GLShaderSpectrogram::initGrid(int elements)
@ -141,17 +162,12 @@ void GLShaderSpectrogram::initGrid(int elements)
}
}
m_vertexBuf.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vertexBuf.create();
if (m_vao) {
m_vao->bind();
}
m_index0Buf.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index0Buf.create();
m_index1Buf.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index1Buf.create();
m_vertexBuf.bind();
m_vertexBuf.allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
m_vertexBuf->bind();
m_vertexBuf->allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
// Create an array of indices into the vertex array that traces both horizontal and vertical lines
std::vector<GLuint> indices(m_gridElements * m_gridElements * 6);
@ -171,8 +187,8 @@ void GLShaderSpectrogram::initGrid(int elements)
}
}
m_index0Buf.bind();
m_index0Buf.allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
m_index0Buf->bind();
m_index0Buf->allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
// Create another array of indices that describes all the triangles needed to create a completely filled surface
i = 0;
@ -189,12 +205,19 @@ void GLShaderSpectrogram::initGrid(int elements)
}
}
m_index1Buf.bind();
m_index1Buf.allocate(&indices[0], indices.size() * sizeof(GLuint));
m_index1Buf->bind();
m_index1Buf->allocate(&indices[0], indices.size() * sizeof(GLuint));
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (m_vao)
{
m_vao->release();
}
else
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
void GLShaderSpectrogram::initColorMapTexture(const QString &colorMapName)
@ -356,6 +379,7 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
if (program != m_programForLocs)
{
m_coord2dLoc = program->attributeLocation("coord2d");
m_textureTransformLoc = program->uniformLocation("textureTransform");
m_vertexTransformLoc = program->uniformLocation("vertexTransform");
m_dataTextureLoc = program->uniformLocation("dataTexture");
@ -414,17 +438,28 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3);
}
if (m_vao) {
m_vao->bind();
}
f->glEnable(GL_DEPTH_TEST);
f->glPolygonOffset(1, 0);
f->glEnable(GL_POLYGON_OFFSET_FILL);
int attribute_coord2d = program->attributeLocation("coord2d");
f->glEnableVertexAttribArray(attribute_coord2d);
m_vertexBuf.bind();
f->glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
m_vertexBuf->bind();
if (m_vao)
{
program->enableAttributeArray(m_coord2dLoc);
program->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_coord2dLoc);
f->glVertexAttribPointer(m_coord2dLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
m_index1Buf.bind();
m_index1Buf->bind();
switch (style)
{
case SpectrumSettings::Points:
@ -447,14 +482,29 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
{
// Draw the outline
program->setUniformValue(m_brightnessLoc, 1.5f);
m_index0Buf.bind();
m_index0Buf->bind();
f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0);
}
f->glDisableVertexAttribArray(attribute_coord2d);
// Need to do this, otherwise nothing else is drawn...
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (m_vao) {
program->disableAttributeArray(m_coord2dLoc);
} else {
f->glDisableVertexAttribArray(m_coord2dLoc);
}
if (m_vao)
{
m_vao->release();
m_vertexBuf->release();
m_index0Buf->release();
m_index1Buf->release();
}
else
{
// Need to do this, otherwise nothing else is drawn by other shaders
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// If this is left enabled, channel markers aren't drawn properly
f->glDisable(GL_DEPTH_TEST);
@ -464,30 +514,26 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
void GLShaderSpectrogram::cleanup()
{
delete m_programShaded;
m_programShaded = nullptr;
delete m_programSimple;
m_programSimple = nullptr;
m_programForLocs = nullptr;
delete m_texture;
m_texture = nullptr;
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
delete m_vertexBuf;
m_vertexBuf = nullptr;
delete m_index0Buf;
m_index0Buf = nullptr;
delete m_index1Buf;
m_index1Buf = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_programShaded)
{
delete m_programShaded;
m_programShaded = nullptr;
}
if (m_programSimple)
{
delete m_programSimple;
m_programSimple = nullptr;
}
m_programForLocs = nullptr;
if (m_texture)
{
delete m_texture;
m_texture = nullptr;
}
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
@ -499,12 +545,6 @@ void GLShaderSpectrogram::cleanup()
glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0;
}
if (m_colorMapTexture)
{
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
}
}
bool GLShaderSpectrogram::useImmutableStorage()

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@ -83,6 +83,7 @@ private:
unsigned int m_colorMapTextureId;
QOpenGLShaderProgram *m_programForLocs; // Which program the locations are for
int m_coord2dLoc;
int m_textureTransformLoc;
int m_vertexTransformLoc;
int m_dataTextureLoc;
@ -100,9 +101,10 @@ private:
static const QString m_fragmentShaderSimple2;
static const QString m_fragmentShaderSimple;
QOpenGLBuffer m_vertexBuf;
QOpenGLBuffer m_index0Buf;
QOpenGLBuffer m_index1Buf;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_vertexBuf;
QOpenGLBuffer *m_index0Buf;
QOpenGLBuffer *m_index1Buf;
float m_translateX;
float m_translateY;

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@ -28,7 +28,12 @@
GLShaderTextured::GLShaderTextured() :
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_textureCoordsBuf(nullptr),
m_texture(nullptr),
m_vertexLoc(0),
m_texCoordLoc(0),
m_textureId(0),
m_matrixLoc(0),
m_textureLoc(0),
@ -74,8 +79,23 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
}
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_texCoordLoc = m_program->attributeLocation("texCoord");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_textureLoc = m_program->uniformLocation("uTexture");
if (m_vao)
{
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_textureCoordsBuf->create();
m_vao->release();
}
m_program->release();
}
@ -176,12 +196,39 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_texture->bind();
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
f->glEnableVertexAttribArray(0); // vertex
f->glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glEnableVertexAttribArray(1); // texture coordinates
f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
m_textureCoordsBuf->bind();
m_textureCoordsBuf->allocate(textureCoords, nbVertices * 2 * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_texCoordLoc);
m_program->setAttributeBuffer(m_texCoordLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
}
f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
if (m_vao)
{
m_vao->release();
}
else
{
f->glDisableVertexAttribArray(m_vertexLoc);
f->glDisableVertexAttribArray(m_texCoordLoc);
}
m_program->release();
}
@ -197,33 +244,33 @@ void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transfor
m_program->setUniformValue(m_matrixLoc, transformMatrix);
glBindTexture(GL_TEXTURE_2D, m_textureId);
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
glEnableVertexAttribArray(0); // vertex
glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(1); // texture coordinates
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
glEnableVertexAttribArray(m_vertexLoc); // vertex
glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
glDrawArrays(mode, 0, nbVertices);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(m_vertexLoc);
glDisableVertexAttribArray(m_texCoordLoc);
m_program->release();
}
void GLShaderTextured::cleanup()
{
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
delete m_textureCoordsBuf;
m_textureCoordsBuf = nullptr;
delete m_texture;
m_texture = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_program)
{
delete m_program;
m_program = nullptr;
}
if (m_texture)
{
delete m_texture;
m_texture = nullptr;
}
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);

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@ -25,6 +25,8 @@
#include <QString>
#include <QOpenGLTexture>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include "export.h"
@ -54,8 +56,13 @@ private:
bool useImmutableStorage();
QOpenGLShaderProgram *m_program;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_verticesBuf;
QOpenGLBuffer *m_textureCoordsBuf;
QOpenGLTexture *m_texture;
unsigned int m_textureId;
int m_vertexLoc;
int m_texCoordLoc;
int m_matrixLoc;
int m_textureLoc;
bool m_useImmutableStorage;