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Use QFileInfo to represent paths
70 | 1 | /* |
2 | * LDForge: LDraw parts authoring CAD | |
3 | * Copyright (C) 2020 Teemu Piippo | |
4 | * | |
5 | * This program is free software: you can redistribute it and/or modify | |
6 | * it under the terms of the GNU General Public License as published by | |
7 | * the Free Software Foundation, either version 3 of the License, or | |
8 | * (at your option) any later version. | |
9 | * | |
10 | * This program is distributed in the hope that it will be useful, | |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 | * GNU General Public License for more details. | |
14 | * | |
15 | * You should have received a copy of the GNU General Public License | |
16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
17 | */ | |
18 | ||
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19 | #include "src/gl/basicshaderprogram.h" |
70 | 20 | |
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21 | void gl::initialize_basic_shader( |
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22 | gl::basic_shader* shader, |
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23 | const char* vertexShaderSource, |
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24 | const char* fragmentShaderSource, |
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25 | QOpenGLBuffer::UsagePattern usagePattern, |
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26 | const std::vector<GLAttributeSpec>& attributeSpecs) |
70 | 27 | { |
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28 | shader->program = std::make_unique<gl::ShaderProgram>(); |
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29 | gl::buildShaders(shader->program.get(), vertexShaderSource, fragmentShaderSource); |
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30 | shader->program->bind(); |
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31 | shader->buffer.create(); |
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32 | shader->buffer.bind(); |
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33 | shader->buffer.setUsagePattern(usagePattern); |
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34 | shader->vertexArrayObject.create(); |
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35 | shader->vertexArrayObject.bind(); |
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36 | for (std::size_t i = 0; i < attributeSpecs.size(); ++i) { |
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37 | const auto& spec = attributeSpecs[i]; |
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38 | const int attr = narrow<int>(signed_cast(i)); |
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39 | shader->program->enableAttributeArray(attr); |
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40 | shader->program->setAttributeBuffer(attr, spec.type, spec.offset, spec.tuplesize, spec.stride); |
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41 | } |
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42 | shader->vertexArrayObject.release(); |
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43 | shader->buffer.release(); |
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44 | shader->program->release(); |
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45 | gl::checkForGLErrors(nullptr); |
70 | 46 | } |
47 | ||
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48 | void gl::set_shader_matrix_uniform( |
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49 | gl::basic_shader* shader, |
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50 | const char* name, |
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51 | const glm::mat4& value) |
70 | 52 | { |
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53 | Q_ASSERT(shader->program != nullptr); |
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54 | shader->program->bind(); |
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55 | shader->program->setUniformMatrix(name, value); |
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56 | shader->program->release(); |
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57 | gl::checkForGLErrors(nullptr); |
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58 | } |
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59 | |
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60 | void gl::set_shader_vector_uniform( |
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61 | gl::basic_shader* shader, |
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62 | const char* name, |
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63 | const glm::vec4& value) |
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64 | { |
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65 | Q_ASSERT(shader->program != nullptr); |
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66 | shader->program->bind(); |
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67 | shader->program->setUniformVector(name, value); |
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68 | shader->program->release(); |
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69 | gl::checkForGLErrors(nullptr); |
70 | 70 | } |
71 | ||
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72 | void gl::buffer_shader_data( |
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73 | gl::basic_shader* shader, |
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74 | const void* data, |
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75 | std::size_t count, |
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76 | std::size_t size) |
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77 | { |
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78 | shader->buffer.bind(); |
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79 | shader->buffer.allocate(data, narrow<int>(signed_cast(count * size))); |
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80 | shader->buffer.release(); |
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81 | shader->vertexCount = narrow<int>(signed_cast(count)); |
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82 | } |
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83 | |
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84 | void gl::draw_shader( |
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85 | gl::basic_shader* shader, |
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86 | GLenum drawMode) |
70 | 87 | { |
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88 | shader->program->bind(); |
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89 | shader->vertexArrayObject.bind(); |
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90 | glDrawArrays(drawMode, 0, shader->vertexCount); |
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91 | shader->vertexArrayObject.release(); |
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92 | shader->program->release(); |
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93 | gl::checkForGLErrors(nullptr); |
70 | 94 | } |