SVG5/qglslshader.cpp
2025-10-12 13:55:56 +09:00

260 lines
6.6 KiB
C++

#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<QVector3D> QGLSLShader::GetVertices()
{
return m_Vertices;
}
QVector<QVector3D> 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;
}