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#include "colormap.h"
#include <QOpenGLFunctions>
#include <QSGSimpleTextureNode>
class ColormapTexture
: public QSGDynamicTexture
{
public:
ColormapTexture(const std::vector<float> *cmap);
~ColormapTexture();
bool hasAlphaChannel() const { return false; }
bool hasMipmaps() const { return false; }
void bind();
bool updateTexture();
int textureId() const { return m_texture; }
QSize textureSize() const { return m_size; }
private:
QOpenGLFunctions gl;
QSize m_size;
GLuint m_texture;
const std::vector<float> *m_cmap;
};
ColormapTexture::ColormapTexture(const std::vector<float> *cmap)
: gl(QOpenGLContext::currentContext())
, m_size(Colormap::SAMPLES, 1)
, m_cmap(cmap)
{
// Setup OpenGL texture
gl.glGenTextures(1, &m_texture);
gl.glBindTexture(GL_TEXTURE_2D, m_texture);
gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_size.width(), m_size.height(),
0, GL_RGB, GL_FLOAT, 0);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
ColormapTexture::~ColormapTexture()
{
gl.glDeleteTextures(1, &m_texture);
}
void ColormapTexture::bind()
{
gl.glBindTexture(GL_TEXTURE_2D, m_texture);
}
bool ColormapTexture::updateTexture()
{
gl.glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.width(), m_size.height(),
GL_RGB, GL_FLOAT, m_cmap->data());
return true;
}
Colormap::Colormap(QQuickItem *parent)
: QQuickItem(parent)
, m_texture(0)
, m_shouldUpdateTexture(false)
, m_cmap(3*SAMPLES)
{
setFlag(QQuickItem::ItemHasContents);
}
Colormap::~Colormap()
{
if (m_texture) {
delete m_texture;
}
}
void Colormap::setColorScale(const ColorScale &scale)
{
scale.sample(SAMPLES, m_cmap.begin());
emit colorScaleChanged(scale);
m_shouldUpdateTexture = true;
update();
}
QSGNode *Colormap::newSceneGraph()
{
QSGSimpleTextureNode *node = new QSGSimpleTextureNode;
m_texture = new ColormapTexture(&m_cmap);
node->setTexture(m_texture);
node->setOwnsTexture(false);
const QSize &texSize = m_texture->textureSize();
node->setSourceRect(0, 0, texSize.width(), texSize.height());
return node;
}
QSGNode *Colormap::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
QSGNode *root = oldNode ? oldNode : newSceneGraph();
QSGSimpleTextureNode *node = static_cast<QSGSimpleTextureNode *>(root);
node->setRect(x(), y(), width(), height());
if (m_shouldUpdateTexture) {
m_texture->updateTexture();
m_shouldUpdateTexture = false;
}
return root;
}
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