sdrangel/sdrgui/gui/glshadercolors.cpp

212 wiersze
7.5 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2016-2019, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com> //
// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com> //
// //
// 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 <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#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"
);