sdrangel/sdrgui/gui/glshadercolormap.cpp

292 wiersze
10 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com> //
// Copyright (C) 2016 Edouard Griffiths, F4EXB //
// //
// 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 <http://www.gnu.org/licenses/>. //
///////////////////////////////////////////////////////////////////////////////////
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLContext>
#include <QImage>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#ifdef ANDROID
#include <GLES3/gl3.h>
#endif
#include "gui/glshadercolormap.h"
#include "util/colormap.h"
GLShaderColorMap::GLShaderColorMap() :
m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_colorMapTexture(nullptr),
m_colorMapTextureId(0),
m_vertexLoc(0),
m_matrixLoc(0),
m_colorMapLoc(0),
m_scaleLoc(0),
m_alphaLoc(0),
m_useImmutableStorage(true)
{ }
GLShaderColorMap::~GLShaderColorMap()
{
cleanup();
}
void GLShaderColorMap::initializeGL(int majorVersion, int minorVersion)
{
initializeOpenGLFunctions();
m_useImmutableStorage = useImmutableStorage();
qDebug() << "GLShaderColorMap::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
m_program = new QOpenGLShaderProgram;
if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
{
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap)) {
qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap)) {
qDebug() << "GLShaderColorMap::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_vertexShaderSourceColorMap2)) {
qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap2)) {
qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log();
}
}
m_program->bindAttributeLocation("vertex", 0);
if (!m_program->link()) {
qDebug() << "GLShaderColorMap::initializeGL: error linking shader: " << m_program->log();
}
m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorMapLoc = m_program->uniformLocation("colorMap");
m_scaleLoc = m_program->uniformLocation("scale");
m_alphaLoc = m_program->uniformLocation("alpha");
if (m_vao)
{
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_vao->release();
}
m_program->release();
}
void GLShaderColorMap::initColorMapTexture(const QString &colorMapName)
{
if (m_useImmutableStorage) {
initColorMapTextureImmutable(colorMapName);
} else {
initColorMapTextureMutable(colorMapName);
}
}
void GLShaderColorMap::initColorMapTextureImmutable(const QString &colorMapName)
{
if (!m_colorMapTexture)
{
m_colorMapTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_colorMapTexture->setFormat(QOpenGLTexture::RGB32F);
m_colorMapTexture->setSize(256, 1);
m_colorMapTexture->allocateStorage();
m_colorMapTexture->setMinificationFilter(QOpenGLTexture::Linear);
m_colorMapTexture->setMagnificationFilter(QOpenGLTexture::Linear);
m_colorMapTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
}
GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
if (colorMap) {
m_colorMapTexture->setData(QOpenGLTexture::RGB, QOpenGLTexture::Float32, colorMap);
} else {
qDebug() << "GLShaderColorMap::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported";
}
}
void GLShaderColorMap::initColorMapTextureMutable(const QString &colorMapName)
{
if (m_colorMapTextureId)
{
glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0;
}
glGenTextures(1, &m_colorMapTextureId);
glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId); // Use 2D texture as 1D not supported in OpenGL ES on ARM
GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName);
if (colorMap) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 1, 0, GL_RGB, GL_FLOAT, colorMap);
} else {
qDebug() << "GLShaderColorMap::initColorMapTextureMutable: colorMap " << colorMapName << " not supported";
}
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, QOpenGLTexture::Repeat);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat);
}
void GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLfloat *vertices, int nbVertices, float scale, float alpha)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
if (m_useImmutableStorage) {
m_colorMapTexture->bind();
} else {
glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId);
}
m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map
m_program->setUniformValue(m_scaleLoc, scale);
m_program->setUniformValue(m_alphaLoc, alpha);
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * 2 * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc);
f->glVertexAttribPointer(m_vertexLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
}
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glDrawArrays(GL_TRIANGLE_STRIP, 0, nbVertices);
if (m_vao)
{
m_vao->release();
}
else
{
f->glDisableVertexAttribArray(m_vertexLoc);
}
m_program->release();
}
void GLShaderColorMap::cleanup()
{
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
if (!QOpenGLContext::currentContext()) {
return;
}
if (m_colorMapTextureId)
{
glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0;
}
}
bool GLShaderColorMap::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<void (QOPENGLF_APIENTRYP)(
GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
int data = 0;
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
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 GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"varying highp float y;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" y = vertex.y;\n"
"}\n"
);
const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString(
"#version 330\n"
"uniform highp mat4 uMatrix;\n"
"in highp vec4 vertex;\n"
"out float y;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" y = vertex.y;\n"
"}\n"
);
const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString(
"uniform highp float alpha;\n"
"uniform highp float scale;\n"
"uniform highp sampler2D colorMap;\n"
"varying highp float y;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
"}\n"
);
const QString GLShaderColorMap::m_fragmentShaderSourceColorMap = QString(
"#version 330\n"
"uniform float alpha;\n"
"uniform float scale;\n"
"uniform sampler2D colorMap;\n"
"in float y;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = vec4(texture(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n"
"}\n"
);