/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2016-2019, 2022 Edouard Griffiths, F4EXB // // Copyright (C) 2022 Jon Beniston, M7RCE // // // // This program is free software; you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation as version 3 of the License, or // // (at your option) any later version. // // // // This program is distributed in the hope that it will be useful, // // but WITHOUT ANY WARRANTY; without even the implied warranty of // // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // // GNU General Public License V3 for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // /////////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include "glshadercolors.h" GLShaderColors::GLShaderColors() : m_program(nullptr), m_vao(nullptr), m_verticesBuf(nullptr), m_colorBuf(nullptr), m_matrixLoc(0), m_alphaLoc(0) { } GLShaderColors::~GLShaderColors() { cleanup(); } void GLShaderColors::initializeGL(int majorVersion, int minorVersion) { m_program = new QOpenGLShaderProgram; if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3))) { if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple)) { qDebug() << "GLShaderColors::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) { qDebug() << "GLShaderColors::initializeGL: error in fragment shader: " << m_program->log(); } m_vao = new QOpenGLVertexArrayObject(); m_vao->create(); m_vao->bind(); } else { if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple2)) { qDebug() << "GLShaderColors::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored2)) { qDebug() << "GLShaderColors::initializeGL: error in fragment shader: " << m_program->log(); } } m_program->bindAttributeLocation("vertex", 0); m_program->bindAttributeLocation("v_color", 1); if (!m_program->link()) { qDebug() << "GLShaderColors::initializeGL: error linking shader: " << m_program->log(); } m_program->bind(); m_matrixLoc = m_program->uniformLocation("uMatrix"); m_alphaLoc = m_program->uniformLocation("uAlpha"); if (m_vao) { m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw); m_verticesBuf->create(); m_colorBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); m_colorBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw); m_colorBuf->create(); m_vao->release(); } m_program->release(); } void GLShaderColors::drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) { draw(GL_POINTS, transformMatrix, vertices, colors, alpha, nbVertices); } void GLShaderColors::drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) { draw(GL_LINE_STRIP, transformMatrix, vertices, colors, alpha, nbVertices); } void GLShaderColors::drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) { draw(GL_LINES, transformMatrix, vertices, colors, alpha, nbVertices); } void GLShaderColors::drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) { draw(GL_LINE_LOOP, transformMatrix, vertices, colors, alpha, nbVertices); } void GLShaderColors::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) { draw(GL_TRIANGLE_FAN, transformMatrix, vertices, colors, alpha, nbVertices); } void GLShaderColors::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices) { QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); m_program->bind(); m_program->setUniformValue(m_matrixLoc, transformMatrix); m_program->setUniformValue(m_alphaLoc, alpha); f->glEnable(GL_BLEND); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f->glLineWidth(1.0f); if (m_vao) { m_vao->bind(); m_verticesBuf->bind(); m_verticesBuf->allocate(vertices, nbVertices * 2 * sizeof(GL_FLOAT)); m_program->enableAttributeArray(0); m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2); m_colorBuf->bind(); m_colorBuf->allocate(colors, nbVertices * 3 * sizeof(GL_FLOAT)); m_program->enableAttributeArray(1); m_program->setAttributeBuffer(1, GL_FLOAT, 0, 3); } else { f->glEnableVertexAttribArray(0); // vertex f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices); f->glEnableVertexAttribArray(1); // colors f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors); } f->glDrawArrays(mode, 0, nbVertices); if (m_vao) { m_vao->release(); } else { f->glDisableVertexAttribArray(0); f->glDisableVertexAttribArray(1); } m_program->release(); } void GLShaderColors::cleanup() { delete m_program; m_program = nullptr; delete m_vao; m_vao = nullptr; delete m_verticesBuf; m_verticesBuf = nullptr; delete m_colorBuf; m_colorBuf = nullptr; } const QString GLShaderColors::m_vertexShaderSourceSimple2 = QString( "uniform highp mat4 uMatrix;\n" "attribute highp vec4 vertex;\n" "attribute vec3 v_color;\n" "varying vec3 f_color;\n" "void main() {\n" " gl_Position = uMatrix * vertex;\n" " f_color = v_color;\n" "}\n" ); const QString GLShaderColors::m_vertexShaderSourceSimple = QString( "#version 330\n" "uniform highp mat4 uMatrix;\n" "in highp vec4 vertex;\n" "in vec3 v_color;\n" "out vec3 f_color;\n" "void main() {\n" " gl_Position = uMatrix * vertex;\n" " f_color = v_color;\n" "}\n" ); const QString GLShaderColors::m_fragmentShaderSourceColored2 = QString( "uniform mediump float uAlpha;\n" "varying vec3 f_color;\n" "void main() {\n" " gl_FragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n" "}\n" ); const QString GLShaderColors::m_fragmentShaderSourceColored = QString( "#version 330\n" "uniform mediump float uAlpha;\n" "in vec3 f_color;\n" "out vec4 fragColor;\n" "void main() {\n" " fragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n" "}\n" );