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