/////////////////////////////////////////////////////////////////////////////////// // 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 "gui/glshadersimple.h" GLShaderSimple::GLShaderSimple() : m_program(nullptr), m_vao(nullptr), m_verticesBuf(nullptr), m_vertexLoc(0), m_matrixLoc(0), m_colorLoc(0) { } GLShaderSimple::~GLShaderSimple() { cleanup(); } void GLShaderSimple::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() << "GLShaderSimple::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) { qDebug() << "GLShaderSimple::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() << "GLShaderSimple::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored2)) { qDebug() << "GLShaderSimple::initializeGL: error in fragment shader: " << m_program->log(); } } m_program->bindAttributeLocation("vertex", 0); if (!m_program->link()) { qDebug() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log(); } 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_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw); m_verticesBuf->create(); m_vao->release(); } m_program->release(); } void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents) { draw(GL_POINTS, transformMatrix, color, vertices, nbVertices, nbComponents); } void GLShaderSimple::drawPolyline(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int 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); } void GLShaderSimple::drawContour(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int 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); } void GLShaderSimple::drawSurfaceStrip(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents) { draw(GL_TRIANGLE_STRIP, 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); 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->glDrawArrays(mode, 0, nbVertices); if (m_vao) { m_vao->release(); } else { f->glDisableVertexAttribArray(m_vertexLoc); } m_program->release(); } void GLShaderSimple::cleanup() { delete m_program; m_program = nullptr; delete m_vao; m_vao = nullptr; delete m_verticesBuf; m_verticesBuf = nullptr; } 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" ); 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" ); const QString GLShaderSimple::m_fragmentShaderSourceColored2 = QString( "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" );