bool GLSLWaveformRendererSignal::loadTexture() { TrackPointer trackInfo = m_waveformRenderer->getTrackInfo(); ConstWaveformPointer waveform; int dataSize = 0; const WaveformData* data = NULL; if (trackInfo) { waveform = trackInfo->getWaveform(); if (waveform) { dataSize = waveform->getDataSize(); if (dataSize > 1) { data = waveform->data(); } } } glEnable(GL_TEXTURE_2D); if (m_textureId == 0) { glGenTextures(1, &m_textureId); int error = glGetError(); if (error) qDebug() << "GLSLWaveformRendererSignal::loadTexture - m_textureId" << m_textureId << "error" << error; } glBindTexture(GL_TEXTURE_2D, m_textureId); int error = glGetError(); if (error) qDebug() << "GLSLWaveformRendererSignal::loadTexture - bind error" << error; glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); if (waveform != NULL && data != NULL) { // Waveform ensures that getTextureSize is a multiple of // getTextureStride so there is no rounding here. int textureWidth = waveform->getTextureStride(); int textureHeigth = waveform->getTextureSize() / waveform->getTextureStride(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeigth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); int error = glGetError(); if (error) qDebug() << "GLSLWaveformRendererSignal::loadTexture - glTexImage2D error" << error; } else { glDeleteTextures(1,&m_textureId); m_textureId = 0; } glDisable(GL_TEXTURE_2D); return true; }
void GLSLWaveformRendererSignal::draw(QPainter* painter, QPaintEvent* /*event*/) { if (!m_frameBuffersValid || !m_shadersValid) { return; } TrackPointer trackInfo = m_waveformRenderer->getTrackInfo(); if (!trackInfo) { return; } ConstWaveformPointer waveform = trackInfo->getWaveform(); if (waveform.isNull()) { return; } int dataSize = waveform->getDataSize(); if (dataSize <= 1) { return; } const WaveformData* data = waveform->data(); if (data == NULL) { return; } // save the GL state set for QPainter painter->beginNativePainting(); //NOTE: (vRince) completion can change during loadTexture //do not remove currenCompletion temp variable ! const int currentCompletion = waveform->getCompletion(); if (m_loadedWaveform < currentCompletion) { loadTexture(); m_loadedWaveform = currentCompletion; } // Per-band gain from the EQ knobs. float lowGain(1.0), midGain(1.0), highGain(1.0), allGain(1.0); getGains(&allGain, &lowGain, &midGain, &highGain); double firstVisualIndex = m_waveformRenderer->getFirstDisplayedPosition() * dataSize/2.0; double lastVisualIndex = m_waveformRenderer->getLastDisplayedPosition() * dataSize/2.0; // const int firstIndex = int(firstVisualIndex+0.5); // firstVisualIndex = firstIndex - firstIndex%2; // const int lastIndex = int(lastVisualIndex+0.5); // lastVisualIndex = lastIndex + lastIndex%2; //qDebug() << "GAIN" << allGain << lowGain << midGain << highGain; //paint into frame buffer { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(firstVisualIndex, lastVisualIndex, -1.0, 1.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(.0f,.0f,.0f); m_frameShaderProgram->bind(); glViewport(0, 0, m_framebuffer->width(), m_framebuffer->height()); m_frameShaderProgram->setUniformValue("framebufferSize", QVector2D( m_framebuffer->width(), m_framebuffer->height())); m_frameShaderProgram->setUniformValue("waveformLength", dataSize); m_frameShaderProgram->setUniformValue("textureSize", waveform->getTextureSize()); m_frameShaderProgram->setUniformValue("textureStride", waveform->getTextureStride()); m_frameShaderProgram->setUniformValue("firstVisualIndex", (float)firstVisualIndex); m_frameShaderProgram->setUniformValue("lastVisualIndex", (float)lastVisualIndex); m_frameShaderProgram->setUniformValue("allGain", allGain); m_frameShaderProgram->setUniformValue("lowGain", lowGain); m_frameShaderProgram->setUniformValue("midGain", midGain); m_frameShaderProgram->setUniformValue("highGain", highGain); m_frameShaderProgram->setUniformValue("axesColor", QVector4D(m_axesColor_r, m_axesColor_g, m_axesColor_b, m_axesColor_a)); QVector4D lowColor = m_rgbShader ? QVector4D(m_rgbLowColor_r, m_rgbLowColor_g, m_rgbLowColor_b, 1.0) : QVector4D(m_lowColor_r, m_lowColor_g, m_lowColor_b, 1.0); QVector4D midColor = m_rgbShader ? QVector4D(m_rgbMidColor_r, m_rgbMidColor_g, m_rgbMidColor_b, 1.0) : QVector4D(m_midColor_r, m_midColor_g, m_midColor_b, 1.0); QVector4D highColor = m_rgbShader ? QVector4D(m_rgbHighColor_r, m_rgbHighColor_g, m_rgbHighColor_b, 1.0) : QVector4D(m_highColor_r, m_highColor_g, m_highColor_b, 1.0); m_frameShaderProgram->setUniformValue("lowColor", lowColor); m_frameShaderProgram->setUniformValue("midColor", midColor); m_frameShaderProgram->setUniformValue("highColor", highColor); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); m_framebuffer->bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glCallList(m_unitQuadListId); glBegin(GL_QUADS); { glTexCoord2f(0.0,0.0); glVertex3f(firstVisualIndex, -1.0f, 0.0f); glTexCoord2f(1.0, 0.0); glVertex3f(lastVisualIndex, -1.0f, 0.0f); glTexCoord2f(1.0,1.0); glVertex3f(lastVisualIndex, 1.0f, 0.0f); glTexCoord2f(0.0,1.0); glVertex3f(firstVisualIndex, 1.0f, 0.0f); } glEnd(); m_framebuffer->release(); m_frameShaderProgram->release(); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); if (m_bDumpPng) { m_framebuffer->toImage().save("m_framebuffer.png"); m_bDumpPng = false; } } glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(0.0, 0.0, 0.0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); //paint buffer into viewport { glViewport(0, 0, m_waveformRenderer->getWidth(), m_waveformRenderer->getHeight()); glBindTexture(GL_TEXTURE_2D, m_framebuffer->texture()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBegin(GL_QUADS); { glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0, 0.0); glVertex3f(1.0f, -1.0f, 0.0f); glTexCoord2f(1.0, 1.0); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f, 1.0f, 0.0f); } glEnd(); } glDisable(GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); //DEBUG /* glBegin(GL_LINE_LOOP); { glColor4f(0.5,1.0,0.5,0.75); glVertex3f(-1.0f,-1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertex3f(1.0f,-1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f); } glEnd(); */ glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); painter->endNativePainting(); }