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glutils.cpp
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glutils.cpp
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#include "glutils.h"
#include <QThread>
#include <QOpenGLTexture>
#include <QOpenGLShaderProgram>
#include "ccamera.h"
#include <assert.h>
#include <math.h>
#include "aogproperty.h"
//module-level symbols
QOpenGLShaderProgram *simpleColorShader = 0;
QOpenGLShaderProgram *texShader = 0;
QOpenGLShaderProgram *interpColorShader = 0;
QVector<QOpenGLTexture *> texture;
static int GlyphsPerLine = 16;
//static int GlyphLineCount = 16;
static int GlyphWidth = 16;
static int GlyphHeight = 32;
static int CharXSpacing = 14;
int textureWidth;
int textureHeight;
#ifdef LOCAL_QML
#define PREFIX "local:"
#else
#define PREFIX ":"
#endif
bool isFontOn = true;
bool texturesLoaded = false;
void initializeShaders() {
//GL context must be bound by caller, and this must be called from
//a QThread context
//All shader memory will be managed by the current QThread
if (!simpleColorShader) {
simpleColorShader = new QOpenGLShaderProgram(QThread::currentThread()); //memory managed by Qt
assert(simpleColorShader->addShaderFromSourceFile(QOpenGLShader::Vertex, PREFIX "/shaders/color_vshader.vsh"));
assert(simpleColorShader->addShaderFromSourceFile(QOpenGLShader::Fragment, PREFIX "/shaders/color_fshader.fsh"));
assert(simpleColorShader->link());
}
if (!texShader) {
texShader = new QOpenGLShaderProgram(QThread::currentThread()); //memory managed by Qt
assert(texShader->addShaderFromSourceFile(QOpenGLShader::Vertex, PREFIX "/shaders/colortex_vshader.vsh"));
assert(texShader->addShaderFromSourceFile(QOpenGLShader::Fragment, PREFIX "/shaders/colortex_fshader.fsh"));
assert(texShader->link());
}
if (!interpColorShader) {
interpColorShader = new QOpenGLShaderProgram(QThread::currentThread()); //memory managed by Qt
assert(interpColorShader->addShaderFromSourceFile(QOpenGLShader::Vertex, PREFIX "/shaders/colors_vshader.vsh"));
assert(interpColorShader->addShaderFromSourceFile(QOpenGLShader::Fragment, PREFIX "/shaders/colors_fshader.fsh"));
assert(interpColorShader->link());
}
}
void initializeTextures() {
QOpenGLTexture *t;
// Background
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Landscape.png"));
texture.append(t); //position 0 SKY?
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/floor.png"));
t->setMinMagFilters(QOpenGLTexture::Linear, QOpenGLTexture::Linear);
texture.append(t); //position 1 FLOOR
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Font.png"));
textureWidth = t->width();
textureHeight= t->height();
texture.append(t); //position 2 FONT
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Turn.png"));
texture.append(t); //position 3 TURN
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/TurnCancel.png"));
texture.append(t); //position 4 TURNCANCEL
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/TurnManual.png"));
texture.append(t); //position 5 TURNMANUAL
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Compass.png"));
texture.append(t); //position 6 COMPASS
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/speedo.png"));
texture.append(t); //position 7 SPEEDO
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/SpeedoNedle.png"));
texture.append(t); //position 8 SPEEDONEEDLE
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Lift.png"));
texture.append(t); //position 9 HYDIFT
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/LandscapeNight.png"));
texture.append(t); //position 10 SKYNIGHT
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_SteerPointer.png"));
texture.append(t); //position 11 STEER_POINTER
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_SteerDot.png"));
texture.append(t); //position 12 STEER_DOT
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_Tractor.png"));
texture.append(t); //position 13 TRACTOR
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_QuestionMark.png"));
texture.append(t); //position 14 QUESTION_MARK
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/FrontWheels.png"));
texture.append(t); //position 15 FRONT_WHEELS
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Tractor4WDFront.png"));
texture.append(t); //position 16 TRACTOR_4WD_FRONT
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Tractor4WDRear.png"));
texture.append(t); //position 17 TRACTOR_4WD_REAR
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/Harvester.png"));
texture.append(t); //position 18 HARVESTER
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_LateralManual.png"));
texture.append(t); //position 19 LATERAL_MANUAL
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/bingMap.png"));
texture.append(t); //position 20 BING_MAP
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_NoGPS.png"));
texture.append(t); //position 21 NOGPS
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/bingMap.png")); //unused I think
texture.append(t); //position 22 ZOOM_IN
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/bingMap.png"));
texture.append(t); //position 23 ZOOM_OUT
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/bingMap.png"));
texture.append(t); //position 24 PAN
t = new QOpenGLTexture(QImage(PREFIX "/images/textures/z_Tool.png"));
texture.append(t); //position 25 TOOLWHEELS
}
void destroyShaders() {
//OpenGL context must be bound by caller.
if(simpleColorShader) {
delete simpleColorShader;
simpleColorShader = 0;
}
if(texShader) {
delete texShader;
texShader = 0;
}
if(interpColorShader) {
delete interpColorShader;
interpColorShader = 0;
}
}
void destroyTextures() {
for(const QOpenGLTexture *t: texture) {
delete t;
}
texture.clear();
}
void glDrawArraysColor(QOpenGLFunctions *gl,
QMatrix4x4 mvp,
GLenum operation,
QColor color,
QOpenGLBuffer &vertexBuffer,
GLenum GL_type,
int count,
float pointSize)
{
//bind shader
assert(simpleColorShader->bind());
//set color
simpleColorShader->setUniformValue("color", color);
//set mvp matrix
simpleColorShader->setUniformValue("mvpMatrix", mvp);
simpleColorShader->setUniformValue("pointSize", pointSize);
vertexBuffer.bind();
//TODO: these require a VBA to be bound; we need to create them I suppose.
//enable the vertex attribute array in shader
simpleColorShader->enableAttributeArray("vertex");
//use attribute array from buffer, using non-normalized vertices
gl->glVertexAttribPointer(simpleColorShader->attributeLocation("vertex"),
3, //3D vertices
GL_type, //type of data GL_FLAOT or GL_DOUBLE
GL_FALSE, //not normalized vertices!
0, //no spaceing between vertices in data
0 //start at offset 0 in buffer
);
//draw primitive
gl->glDrawArrays(operation,0,count);
//release buffer
vertexBuffer.release();
//release shader
simpleColorShader->release();
}
//Buffer should be a list of 7D tuples. 3 values for x,y,z,
//and 4 values for color: r,g,b,a.
void glDrawArraysColors(QOpenGLFunctions *gl,
QMatrix4x4 mvp,
GLenum operation,
QOpenGLBuffer &vertexBuffer,
GLenum GL_type,
int count,
float pointSize)
{
//bind shader
assert(interpColorShader->bind());
//set mvp matrix
interpColorShader->setUniformValue("mvpMatrix", mvp);
interpColorShader->setUniformValue("pointSize", pointSize);
vertexBuffer.bind();
//enable the vertex attribute array in shader
interpColorShader->enableAttributeArray("vertex");
interpColorShader->enableAttributeArray("color");
//use attribute array from buffer, using non-normalized vertices
gl->glVertexAttribPointer(interpColorShader->attributeLocation("vertex"),
3, //3D vertices
GL_type, //type of data GL_FLAOT or GL_DOUBLE
GL_FALSE, //not normalized vertices!
7*sizeof(float), //vertex+color
0 //start at offset 0 in buffer
);
gl->glVertexAttribPointer(interpColorShader->attributeLocation("color"),
4, //4D color
GL_type, //type of data GL_FLAOT or GL_DOUBLE
GL_FALSE, //not normalized vertices!
7*sizeof(float), //vertex+color
(void *)(sizeof(float) * 3) //start at 3rd float in buffer
);
//draw primitive
gl->glDrawArrays(operation,0,count);
//release buffer
vertexBuffer.release();
//release shader
interpColorShader->release();
}
//Buffer should consist of 5D values. 3D for x,y,z, and 2D for
//texture x,y coordinate.
void glDrawArraysTexture(QOpenGLFunctions *gl,
QMatrix4x4 mvp,
GLenum operation,
QOpenGLBuffer &vertexBuffer,
GLenum GL_type,
int count,
bool useColor = false,
QColor color = QColor::fromRgbF(1,1,1))
{
gl->glEnable(GL_TEXTURE_2D);
//bind shader
assert(texShader->bind());
//set mvp matrix
texShader->setUniformValue("color", color);
texShader->setUniformValue("texture", 0);
texShader->setUniformValue("mvpMatrix", mvp);
texShader->setUniformValue("useColor", useColor);
vertexBuffer.bind();
//enable the vertex attribute array in shader
texShader->enableAttributeArray("vertex");
texShader->enableAttributeArray("texcoord_src");
//use attribute array from buffer, using non-normalized vertices
gl->glVertexAttribPointer(texShader->attributeLocation("vertex"),
3, //3D vertices
GL_type, //type of data GL_FLAOT or GL_DOUBLE
GL_FALSE, //not normalized vertices!
5*sizeof(float), //vertex+color
0 //start at offset 0 in buffer
);
gl->glVertexAttribPointer(texShader->attributeLocation("texcoord_src"),
2, //2D coordinate
GL_type, //type of data GL_FLAOT or GL_DOUBLE
GL_FALSE, //not normalized vertices!
5*sizeof(float), //vertex+color
(void *)(sizeof(float) * 3) //start at 3rd float in buffer
);
//draw primitive
gl->glDrawArrays(operation,0,count);
//release buffer
vertexBuffer.release();
//release shader
texShader->release();
gl->glDisable(GL_TEXTURE_2D);
}
void DrawPolygon(QOpenGLFunctions *gl, QMatrix4x4 mvp, QVector<Vec2> &polygon, float size, QColor color)
{
GLHelperOneColor gldraw;
if (polygon.count() > 2)
{
for (int i = 0; i < polygon.count() ; i++)
{
gldraw.append(QVector3D(polygon[i].easting, polygon[i].northing, 0));
}
gldraw.draw(gl, mvp, color, GL_LINE_LOOP, size);
}
}
void DrawPolygon(QOpenGLFunctions *gl, QMatrix4x4 mvp, QVector<Vec3> &polygon, float size, QColor color)
{
GLHelperOneColor gldraw;
if (polygon.count() > 2)
{
for (int i = 0; i < polygon.count() ; i++)
{
gldraw.append(QVector3D(polygon[i].easting, polygon[i].northing, 0));
}
gldraw.draw(gl, mvp, color, GL_LINE_LOOP, size);
}
}
void drawText(QOpenGLFunctions *gl, QMatrix4x4 mvp, double x, double y, QString text, double size, bool colorize, QColor color)
{
//GL.Color3(0.95f, 0.95f, 0.40f);
GLHelperTexture gldraw;
VertexTexcoord vt;
double u_step = (double)GlyphWidth / (double)textureWidth;
double v_step = (double)GlyphHeight / (double)textureHeight;
for (int n = 0; n < text.length(); n++)
{
gldraw.clear();
char idx = text.at(n).toLatin1();
double u = (double)(idx % GlyphsPerLine) * u_step;
double v = (double)(idx / GlyphsPerLine) * v_step;
//1
vt.texcoord = QVector2D(u, v + v_step);
vt.vertex = QVector3D(x, y + GlyphHeight * size, 0);
gldraw.append(vt);
//2
vt.texcoord = QVector2D(u + u_step, v + v_step);
vt.vertex = QVector3D(x + GlyphWidth * size, y + GlyphHeight * size, 0);
gldraw.append(vt);
//4
vt.texcoord = QVector2D(u, v);
vt.vertex = QVector3D(x, y, 0);
gldraw.append(vt);
//4
vt.texcoord = QVector2D(u, v);
vt.vertex = QVector3D(x, y, 0);
gldraw.append(vt);
//2
vt.texcoord = QVector2D(u + u_step, v + v_step);
vt.vertex = QVector3D(x + GlyphWidth * size, y + GlyphHeight * size, 0);
gldraw.append(vt);
//3
vt.texcoord = QVector2D(u + u_step, v);
vt.vertex = QVector3D(x + GlyphWidth * size, y, 0);
gldraw.append(vt);
x += CharXSpacing * size;
}
gldraw.draw(gl, mvp, Textures::FONT, GL_TRIANGLE_STRIP, colorize, color);
}
void drawText3D(const CCamera &camera, QOpenGLFunctions *gl,
QMatrix4x4 mvp, double x1, double y1, QString text,
double size, bool colorize, QColor color)
{
GLHelperTexture gldraw;
VertexTexcoord vt;
double x = 0, y = 0;
mvp.translate(x1, y1, 0);
if ((double)property_setDisplay_camPitch < -45)
{
mvp.rotate(90, 1, 0, 0);
if (camera.camFollowing) mvp.rotate(-camera.camHeading, 0, 1, 0);
size = -camera.camSetDistance;
size = pow(size, 0.8);
size /= 800;
}
else
{
if (camera.camFollowing) mvp.rotate(-camera.camHeading, 0, 0, 1);
size = -camera.camSetDistance;
size = pow(size, 0.85);
size /= 1000;
}
double u_step = (double)GlyphWidth / (double)textureWidth;
double v_step = (double)GlyphHeight / (double)textureHeight;
for (int n = 0; n < text.length(); n++)
{
char idx = text.at(n).toLatin1();
double u = (double)(idx % GlyphsPerLine) * u_step;
double v = (double)(idx / GlyphsPerLine) * v_step;
gldraw.clear();
//1
vt.texcoord = QVector2D(u, v + v_step);
vt.vertex = QVector3D(x, y, 0);
gldraw.append(vt);
//2
vt.texcoord = QVector2D(u + u_step, v + v_step);
vt.vertex = QVector3D(x + GlyphWidth * size, y, 0);
gldraw.append(vt);
//4
vt.texcoord = QVector2D(u, v);
vt.vertex = QVector3D(x, y + GlyphHeight * size, 0);
gldraw.append(vt);
//4
vt.texcoord = QVector2D(u, v);
vt.vertex = QVector3D(x, y + GlyphHeight * size, 0);
gldraw.append(vt);
//2
vt.texcoord = QVector2D(u + u_step, v + v_step);
vt.vertex = QVector3D(x + GlyphWidth * size, y, 0);
gldraw.append(vt);
//3
vt.texcoord = QVector2D(u + u_step, v);
vt.vertex = QVector3D(x + GlyphWidth * size, y + GlyphHeight * size, 0);
gldraw.append(vt);
x += CharXSpacing * size;
}
gldraw.draw(gl, mvp, Textures::FONT, GL_TRIANGLES, colorize, color);
}
void drawTextVehicle(const CCamera &camera, QOpenGLFunctions *gl, QMatrix4x4 mvp,
double x, double y, QString text, double size, bool colorize, QColor color)
{
GLHelperTexture gldraw;
VertexTexcoord vt;
size *= -camera.camSetDistance;
size = pow(size, 0.8)/800;
//2d
if ((double)property_setDisplay_camPitch > -58)
{
if (!camera.camFollowing)
{
mvp.rotate(camera.camHeading, 0, 0, 1);
y *= 1.2;
}
else
{
y *= 1.2;
mvp.translate(x, y, 0);
x = y = 0;
}
}
//3d
else
{
if (!camera.camFollowing)
{
mvp.rotate(90, 1, 0, 0);
mvp.rotate(camera.camHeading, 0, 1, 0);
y *= 0.3;
}
else
{
mvp.rotate(-(double)property_setDisplay_camPitch, 1, 0, 0);
y *= 0.3;
}
}
double u_step = (double)GlyphWidth / (double)textureWidth;
double v_step = (double)GlyphHeight / (double)textureHeight;
for (int n = 0; n < text.length(); n++)
{
char idx = text.at(n).toLatin1();
double u = (double)(idx % GlyphsPerLine) * u_step;
double v = (double)(idx / GlyphsPerLine) * v_step;
//1
vt.texcoord = QVector2D(u, v + v_step);
vt.vertex = QVector3D(x, y, 0);
gldraw.append(vt);
//2
vt.texcoord = QVector2D(u + u_step, v + v_step);
vt.vertex = QVector3D(x + GlyphWidth * size, y, 0);
gldraw.append(vt);
//4
vt.texcoord = QVector2D(u, v);
vt.vertex = QVector3D(x, y + GlyphHeight * size, 0);
gldraw.append(vt);
//4
vt.texcoord = QVector2D(u, v);
vt.vertex = QVector3D(x, y + GlyphHeight * size, 0);
gldraw.append(vt);
//2
vt.texcoord = QVector2D(u + u_step, v + v_step);
vt.vertex = QVector3D(x + GlyphWidth * size, y, 0);
gldraw.append(vt);
//3
vt.texcoord = QVector2D(u + u_step, v);
vt.vertex = QVector3D(x + GlyphWidth * size, y + GlyphHeight * size, 0);
gldraw.append(vt);
x += CharXSpacing * size;
}
gldraw.draw(gl, mvp, Textures::FONT, GL_TRIANGLES, colorize, color);
}
GLHelperOneColor::GLHelperOneColor() {
}
void GLHelperOneColor::draw(QOpenGLFunctions *gl, QMatrix4x4 mvp, QColor color, GLenum operation, float point_size) {
QOpenGLBuffer vertexBuffer;
vertexBuffer.create();
vertexBuffer.bind();
vertexBuffer.allocate(data(), size()*sizeof(QVector3D));
vertexBuffer.release();
glDrawArraysColor(gl, mvp,operation,
color, vertexBuffer, GL_FLOAT,
size(),point_size);
}
GLHelperColors::GLHelperColors() {
}
void GLHelperColors::draw(QOpenGLFunctions *gl, QMatrix4x4 mvp, GLenum operation, float point_size) {
QOpenGLBuffer vertexBuffer;
vertexBuffer.create();
vertexBuffer.bind();
vertexBuffer.allocate(data(), size()*sizeof(ColorVertex));
vertexBuffer.release();
glDrawArraysColors(gl, mvp,operation,
vertexBuffer, GL_FLOAT,
size(),point_size);
}
GLHelperTexture::GLHelperTexture() {
}
void GLHelperTexture::draw(QOpenGLFunctions *gl, QMatrix4x4 mvp, Textures textureno, GLenum operation, bool colorize, QColor color)
{
QOpenGLBuffer vertexBuffer;
vertexBuffer.create();
vertexBuffer.bind();
vertexBuffer.allocate(data(),size() * sizeof(VertexTexcoord));
vertexBuffer.release();
texture[textureno]->bind();
glDrawArraysTexture(gl, mvp, operation, vertexBuffer, GL_FLOAT,size(),
colorize, color);
texture[textureno]->release();
}