/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2016-2017, 2019-2020, 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 #ifdef ANDROID #include #endif #include "gui/glshadertextured.h" GLShaderTextured::GLShaderTextured() : m_program(nullptr), m_vao(nullptr), m_verticesBuf(nullptr), m_textureCoordsBuf(nullptr), m_texture(nullptr), m_textureId(0), m_vertexLoc(0), m_texCoordLoc(0), m_matrixLoc(0), m_textureLoc(0), m_useImmutableStorage(true) { } GLShaderTextured::~GLShaderTextured() { cleanup(); } void GLShaderTextured::initializeGL(int majorVersion, int minorVersion) { initializeOpenGLFunctions(); m_useImmutableStorage = useImmutableStorage(); qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage; m_program = new QOpenGLShaderProgram; if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3))) { if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) { qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured)) { qDebug() << "GLShaderTextured::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_vertexShaderSourceTextured2)) { qDebug() << "GLShaderTextured::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceTextured2)) { qDebug() << "GLShaderTextured::initializeGL: error in fragment shader: " << m_program->log(); } } m_program->bindAttributeLocation("vertex", 0); m_program->bindAttributeLocation("texCoord", 1); 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"); if (m_vao) { 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(); } void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode) { if (m_useImmutableStorage) { initTextureImmutable(image, wrapMode); } else { initTextureMutable(image, wrapMode); } } void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode) { if (m_texture) { delete m_texture; } m_texture = new QOpenGLTexture(image); 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) { 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)); 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) { if (m_useImmutableStorage) { subTextureImmutable(xOffset, yOffset, width, height, pixels); } else { subTextureMutable(xOffset, yOffset, width, height, pixels); } } void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels) { if (!m_texture) { 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); } void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels) { if (!m_textureId) { 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); } 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); } else { drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents); } } void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents) { if (!m_texture) { 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 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); if (m_vao) { m_vao->release(); } else { f->glDisableVertexAttribArray(m_vertexLoc); f->glDisableVertexAttribArray(m_texCoordLoc); } m_program->release(); } void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents) { if (!m_textureId) { 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(); } 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_textureId) { glDeleteTextures(1, &m_textureId); m_textureId = 0; } } bool GLShaderTextured::useImmutableStorage() { QOpenGLContext* ctx = QOpenGLContext::currentContext(); QSurfaceFormat sf = ctx->format(); if (sf.version() >= qMakePair(4, 2) || ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage")) || ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage"))) { void (QOPENGLF_APIENTRYP glTexStorage2D)( GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height); glTexStorage2D = reinterpret_cast(ctx->getProcAddress("glTexStorage2D")); int data = 0; GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); #ifdef ANDROID glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1); #else glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); #endif glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data); GLenum err = glGetError(); glDeleteTextures(1, &textureId); return err == GL_NO_ERROR; } return false; } 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" ); 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" ); 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" ); const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString( "#version 330\n" "uniform lowp sampler2D uTexture;\n" "in mediump vec2 texCoordVar;\n" "out vec4 fragColor;\n" "void main() {\n" " fragColor = texture(uTexture, texCoordVar);\n" "}\n" );