sdrangel/sdrgui/gui/glshadersimple.cpp

195 wiersze
7.2 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2016 F4EXB //
// written by Edouard Griffiths //
// //
// 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 "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"
);