pull/1291/head
Jon Beniston 2022-06-20 08:50:28 +01:00
rodzic 94f93ee9ad
commit 8c500cf0c6
3 zmienionych plików z 185 dodań i 185 usunięć

Wyświetl plik

@ -26,22 +26,22 @@
#include "gui/glshadersimple.h"
GLShaderSimple::GLShaderSimple() :
m_program(nullptr),
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_vertexLoc(0),
m_matrixLoc(0),
m_colorLoc(0)
m_colorLoc(0)
{ }
GLShaderSimple::~GLShaderSimple()
{
cleanup();
cleanup();
}
void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
{
m_program = new QOpenGLShaderProgram;
m_program = new QOpenGLShaderProgram;
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
{
@ -66,16 +66,16 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
}
}
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("vertex", 0);
if (!m_program->link()) {
qDebug() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log();
}
if (!m_program->link()) {
qDebug() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log();
}
m_program->bind();
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorLoc = m_program->uniformLocation("uColour");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorLoc = m_program->uniformLocation("uColour");
if (m_vao)
{
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
@ -83,7 +83,7 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
m_verticesBuf->create();
m_vao->release();
}
m_program->release();
m_program->release();
}
void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
@ -93,30 +93,30 @@ void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector
void GLShaderSimple::drawPolyline(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
{
draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
}
void GLShaderSimple::drawSegments(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
{
draw(GL_LINES, transformMatrix, color, vertices, nbVertices, nbComponents);
draw(GL_LINES, transformMatrix, color, vertices, nbVertices, nbComponents);
}
void GLShaderSimple::drawContour(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
{
draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices, nbComponents);
draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices, nbComponents);
}
void GLShaderSimple::drawSurface(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
{
draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices, nbComponents);
draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices, nbComponents);
}
void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_program->setUniformValue(m_colorLoc, color);
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_program->setUniformValue(m_colorLoc, color);
if (m_vao)
{
m_vao->bind();
@ -128,21 +128,21 @@ void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
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->glDrawArrays(mode, 0, nbVertices);
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glLineWidth(1.0f);
f->glDrawArrays(mode, 0, nbVertices);
if (m_vao) {
m_vao->release();
} else {
f->glDisableVertexAttribArray(m_vertexLoc);
f->glDisableVertexAttribArray(m_vertexLoc);
}
m_program->release();
m_program->release();
}
void GLShaderSimple::cleanup()
@ -156,34 +156,34 @@ void GLShaderSimple::cleanup()
}
const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
"}\n"
);
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
"}\n"
);
const QString GLShaderSimple::m_vertexShaderSourceSimple = QString(
"#version 330\n"
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
"}\n"
);
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
"}\n"
);
const QString GLShaderSimple::m_fragmentShaderSourceColored2 = QString(
"uniform mediump vec4 uColour;\n"
"void main() {\n"
" gl_FragColor = uColour;\n"
"}\n"
);
"uniform mediump vec4 uColour;\n"
"void main() {\n"
" gl_FragColor = uColour;\n"
"}\n"
);
const QString GLShaderSimple::m_fragmentShaderSourceColored = QString(
"#version 330\n"
"out vec4 fragColor;\n"
"uniform mediump vec4 uColour;\n"
"void main() {\n"
" fragColor = uColour;\n"
"}\n"
);
"uniform mediump vec4 uColour;\n"
"void main() {\n"
" fragColor = uColour;\n"
"}\n"
);

Wyświetl plik

@ -27,22 +27,22 @@
#include "gui/glshadertextured.h"
GLShaderTextured::GLShaderTextured() :
m_program(nullptr),
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_textureCoordsBuf(nullptr),
m_texture(nullptr),
m_texture(nullptr),
m_textureId(0),
m_vertexLoc(0),
m_texCoordLoc(0),
m_matrixLoc(0),
m_textureLoc(0),
m_matrixLoc(0),
m_textureLoc(0),
m_useImmutableStorage(true)
{ }
GLShaderTextured::~GLShaderTextured()
{
cleanup();
cleanup();
}
void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
@ -75,18 +75,18 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
}
}
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("texCoord", 1);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("texCoord", 1);
if (!m_program->link()) {
qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
}
if (!m_program->link()) {
qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
}
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");
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_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
@ -97,7 +97,7 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
m_textureCoordsBuf->create();
m_vao->release();
}
m_program->release();
m_program->release();
}
void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
@ -111,34 +111,34 @@ void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode
void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_texture) {
delete m_texture;
}
if (m_texture) {
delete m_texture;
}
m_texture = new QOpenGLTexture(image);
m_texture = new QOpenGLTexture(image);
m_texture->setMinificationFilter(QOpenGLTexture::Linear);
m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
m_texture->setWrapMode(wrapMode);
m_texture->setMinificationFilter(QOpenGLTexture::Linear);
m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
m_texture->setWrapMode(wrapMode);
}
void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
{
if (m_textureId)
if (m_textureId)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
}
void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
@ -152,33 +152,33 @@ void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int heigh
void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_texture)
if (!m_texture)
{
qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
return;
}
qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
return;
}
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_texture->bind();
f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_texture->bind();
f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
{
if (!m_textureId)
if (!m_textureId)
{
qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
return;
}
qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
return;
}
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
{
if (m_useImmutableStorage) {
draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
} else {
drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
}
@ -186,17 +186,17 @@ void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *t
void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
{
if (!m_texture)
if (!m_texture)
{
qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
return;
}
qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
return;
}
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_texture->bind();
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_texture->bind();
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
if (m_vao)
{
m_vao->bind();
@ -213,13 +213,13 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
}
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->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->glDrawArrays(mode, 0, nbVertices);
if (m_vao)
{
@ -227,32 +227,32 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
}
else
{
f->glDisableVertexAttribArray(m_vertexLoc);
f->glDisableVertexAttribArray(m_texCoordLoc);
f->glDisableVertexAttribArray(m_vertexLoc);
f->glDisableVertexAttribArray(m_texCoordLoc);
}
m_program->release();
m_program->release();
}
void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
{
if (!m_textureId)
if (!m_textureId)
{
qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
return;
}
qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
return;
}
m_program->bind();
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(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(m_vertexLoc);
glDisableVertexAttribArray(m_texCoordLoc);
m_program->release();
m_program->bind();
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(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(m_vertexLoc);
glDisableVertexAttribArray(m_texCoordLoc);
m_program->release();
}
void GLShaderTextured::cleanup()
@ -268,9 +268,9 @@ void GLShaderTextured::cleanup()
delete m_texture;
m_texture = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_textureId)
{
@ -307,42 +307,42 @@ bool GLShaderTextured::useImmutableStorage()
}
const QString GLShaderTextured::m_vertexShaderSourceTextured2 = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"attribute highp vec2 texCoord;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
"#version 330\n"
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"in highp vec2 texCoord;\n"
"out mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"in highp vec2 texCoord;\n"
"out mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" texCoordVar = texCoord;\n"
"}\n"
);
const QString GLShaderTextured::m_fragmentShaderSourceTextured2 = QString(
"uniform lowp sampler2D uTexture;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n"
);
"uniform lowp sampler2D uTexture;\n"
"varying mediump vec2 texCoordVar;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
"}\n"
);
const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
"#version 330\n"
"uniform lowp sampler2D uTexture;\n"
"in mediump vec2 texCoordVar;\n"
"uniform lowp sampler2D uTexture;\n"
"in mediump vec2 texCoordVar;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = texture(uTexture, texCoordVar);\n"
"}\n"
);
"void main() {\n"
" fragColor = texture(uTexture, texCoordVar);\n"
"}\n"
);

Wyświetl plik

@ -37,39 +37,39 @@ class QImage;
class SDRGUI_API GLShaderTextured : protected QOpenGLFunctions
{
public:
GLShaderTextured();
~GLShaderTextured();
GLShaderTextured();
~GLShaderTextured();
void initializeGL(int majorVersion, int minorVersion);
void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices, int nbComponents=2);
void cleanup();
void initializeGL(int majorVersion, int minorVersion);
void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices, int nbComponents=2);
void cleanup();
private:
void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
void drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
void initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
void initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
void initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
void initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
bool useImmutableStorage();
QOpenGLShaderProgram *m_program;
QOpenGLShaderProgram *m_program;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_verticesBuf;
QOpenGLBuffer *m_textureCoordsBuf;
QOpenGLTexture *m_texture;
QOpenGLTexture *m_texture;
unsigned int m_textureId;
int m_vertexLoc;
int m_texCoordLoc;
int m_matrixLoc;
int m_textureLoc;
int m_matrixLoc;
int m_textureLoc;
bool m_useImmutableStorage;
static const QString m_vertexShaderSourceTextured2;
static const QString m_vertexShaderSourceTextured;
static const QString m_fragmentShaderSourceTextured2;
static const QString m_fragmentShaderSourceTextured;
static const QString m_vertexShaderSourceTextured2;
static const QString m_vertexShaderSourceTextured;
static const QString m_fragmentShaderSourceTextured2;
static const QString m_fragmentShaderSourceTextured;
};
#endif /* INCLUDE_GUI_GLSHADERTEXTURED_H_ */