#include "qglslshader.h" using namespace SOPENGL; #include "common.h" QGLSLShader::QGLSLShader() { m_pVShader = NULL; m_pFShader = NULL; m_pProgram = NULL; m_pVideoTexture = NULL; m_fAngle = 0.0f; m_fScale = 1.0f; } QGLSLShader::~QGLSLShader() { SAFE_DELETE(m_pVShader); SAFE_DELETE(m_pFShader); SAFE_DELETE(m_pProgram); } qreal QGLSLShader::GetAngle() { return m_fAngle; } qreal QGLSLShader::GetScale() { return m_fScale; } QVector QGLSLShader::GetVertices() { return m_Vertices; } QVector QGLSLShader::GetNormals() { return m_Normals; } void QGLSLShader::CreateShader(const char *pSrcVShader, const char *pSrcFShader) { m_pVShader = new QOpenGLShader(QOpenGLShader::Vertex); m_pVShader->compileSourceCode(pSrcVShader); qDebug() << m_pVShader->log(); m_pFShader = new QOpenGLShader(QOpenGLShader::Fragment); m_pFShader->compileSourceCode(pSrcFShader); qDebug() << m_pFShader->log(); m_pProgram = new QOpenGLShaderProgram; m_pProgram->addShader(m_pVShader); m_pProgram->addShader(m_pFShader); m_pProgram->link(); m_AttrVertex = m_pProgram->attributeLocation("vertex"); m_AttrNormal = m_pProgram->attributeLocation("normal"); m_AttrTexCoord = m_pProgram->attributeLocation("texCoord"); m_UniformMatrix = m_pProgram->uniformLocation("matrix"); m_UniformVideoTexture = m_pProgram->uniformLocation("tex"); //m_ImageWidth = m_pProgram->uniformLocation("nImageWidth"); //m_ImageHeight = m_pProgram->uniformLocation("nImageHeight"); //m_nDisplayType = m_pProgram->uniformLocation("nDisplayType"); } void QGLSLShader::CreateTexture(int nWidth, int nHeight, QOpenGLTexture::Target target, QOpenGLTexture::TextureFormat format) { m_nTextureWidth = nWidth; m_nTextureHeight = nHeight; m_pVideoTexture = new QOpenGLTexture(target); m_pVideoTexture->create(); m_pVideoTexture->setFormat(format); m_pVideoTexture->setSize(nWidth, nHeight); m_pVideoTexture->allocateStorage(); //m_pVideoTexture->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::LinearMipMapLinear); } void QGLSLShader::Bind() { //m_pVideoTexture->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::LinearMipMapLinear); m_pProgram->bind(); } void QGLSLShader::Release() { m_pProgram->release(); } void QGLSLShader::SetUniformValue() { QMatrix4x4 modelview; //modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f); modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f); //modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f); modelview.scale(m_fScale); modelview.translate(0.0f, 0.0f, 0.0f); m_pProgram->setUniformValue(m_UniformMatrix, modelview); } void QGLSLShader::EnableAttributeArray() { //int nTextureID = m_pVideoTexture->textureId(); //m_pProgram->setUniformValue(m_UniformVideoTexture, m_pVideoTexture->textureId()); // use texture unit 0 m_pProgram->setUniformValue(m_UniformVideoTexture, 0); // use texture unit 0 m_pProgram->enableAttributeArray(m_AttrVertex); m_pProgram->enableAttributeArray(m_AttrNormal); m_pProgram->enableAttributeArray(m_AttrTexCoord); } void QGLSLShader::SetAttributeBuffer() { m_pProgram->setAttributeBuffer(m_AttrVertex, GL_FLOAT, 0, 3); m_pProgram->setAttributeBuffer(m_AttrTexCoord, GL_FLOAT, 6 * 3 * sizeof(GLfloat), 2); //m_pProgram->setAttributeBuffer(m_AttrNormal, GL_FLOAT, 6 * 5 * sizeof(GLfloat), 3); } void QGLSLShader::DisableAttributeArray() { m_pProgram->disableAttributeArray(m_AttrVertex); m_pProgram->disableAttributeArray(m_AttrNormal); m_pProgram->disableAttributeArray(m_AttrTexCoord); } void QGLSLShader::BindTexture() { m_pVideoTexture->bind(); } void QGLSLShader::ReleaseTexture() { m_pVideoTexture->release(); } void QGLSLShader::Translate(float fX, float fY, float fZ) { QMatrix4x4 modelview; //modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f); modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f); //modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f); modelview.scale(m_fScale); modelview.translate(fX, fY, fZ); m_pProgram->setUniformValue(m_UniformMatrix, modelview); } QOpenGLTexture *QGLSLShader::GetTexture() { return m_pVideoTexture; } void QGLSLShader::CreateGeometry() { m_Vertices.clear(); m_Normals.clear(); /* qreal x1 = +0.06f; qreal y1 = -0.14f; qreal x2 = +0.14f; qreal y2 = -0.06f; qreal x3 = +0.08f; qreal y3 = +0.00f; qreal x4 = +0.30f; qreal y4 = +0.22f; quad(x1, y1, x2, y2, y2, x2, y1, x1); quad(x3, y3, x4, y4, y4, x4, y3, x3); extrude(x1, y1, x2, y2); extrude(x2, y2, y2, x2); extrude(y2, x2, y1, x1); extrude(y1, x1, x1, y1); extrude(x3, y3, x4, y4); extrude(x4, y4, y4, x4); extrude(y4, x4, y3, x3); const qreal Pi = 3.14159f; const int NumSectors = 100; for (int i = 0; i < NumSectors; ++i) { qreal angle1 = (i * 2 * Pi) / NumSectors; qreal x5 = 0.30 * sin(angle1); qreal y5 = 0.30 * cos(angle1); qreal x6 = 0.20 * sin(angle1); qreal y6 = 0.20 * cos(angle1); qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; qreal x7 = 0.20 * sin(angle2); qreal y7 = 0.20 * cos(angle2); qreal x8 = 0.30 * sin(angle2); qreal y8 = 0.30 * cos(angle2); quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } for (int i = 0;i < m_vertices.size();i++) m_vertices[i] *= 2.0f; */ } void QGLSLShader::Quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) { m_Vertices << QVector3D(x1, y1, -0.05f); m_Vertices << QVector3D(x2, y2, -0.05f); m_Vertices << QVector3D(x4, y4, -0.05f); m_Vertices << QVector3D(x3, y3, -0.05f); m_Vertices << QVector3D(x4, y4, -0.05f); m_Vertices << QVector3D(x2, y2, -0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); m_Normals << n; m_Normals << n; m_Normals << n; m_Normals << n; m_Normals << n; m_Normals << n; m_Vertices << QVector3D(x4, y4, 0.05f); m_Vertices << QVector3D(x2, y2, 0.05f); m_Vertices << QVector3D(x1, y1, 0.05f); m_Vertices << QVector3D(x2, y2, 0.05f); m_Vertices << QVector3D(x4, y4, 0.05f); m_Vertices << QVector3D(x3, y3, 0.05f); n = QVector3D::normal (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); m_Normals << n; m_Normals << n; m_Normals << n; m_Normals << n; m_Normals << n; m_Normals << n; }