Thu, 09 Jun 2022 13:32:55 +0300
more refactoring, dosn't build yet
118 | 1 | #include "vertexprogram.h" |
2 | #include "document.h" | |
3 | ||
4 | static const char vertexShaderSource[] = R"( | |
5 | #version 330 core | |
119 | 6 | const int FRAGSTYLE_Normal = 0; |
7 | const int FRAGSTYLE_Id = 1; | |
118 | 8 | layout (location = 0) in vec3 in_position; |
9 | layout (location = 1) in vec3 in_color; | |
10 | uniform mat4 view; | |
11 | uniform mat4 projection; | |
12 | uniform mat4 model; | |
13 | smooth out vec3 ex_color; | |
14 | ||
15 | void main() | |
16 | { | |
17 | gl_Position = projection * view * model * vec4(in_position, 1.0); | |
18 | ex_color = in_color; | |
19 | } | |
20 | )"; | |
21 | ||
22 | static const char fragmentShaderSource[] = R"( | |
23 | #version 330 core | |
24 | ||
25 | out vec4 color; | |
26 | smooth in vec3 ex_color; | |
27 | ||
28 | void main(void) | |
29 | { | |
30 | color = vec4(ex_color, 1); | |
31 | } | |
32 | )"; | |
33 | ||
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34 | std::vector<glm::vec3> sphere(const int d2) |
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35 | { |
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36 | std::vector<glm::vec3> result; |
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37 | result.reserve(12 * d2 * d2); |
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38 | for (int i = 0; i < d2; ++i) |
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39 | { |
196 | 40 | const float alpha = i * pi<> / d2; |
41 | const float alpha_2 = (i + 1) * pi<> / d2; | |
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42 | for (int j = -d2; j < d2; ++j) |
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43 | { |
196 | 44 | const float beta = j * pi<> / d2; |
45 | const float beta_2 = (j + 1) * pi<> / d2; | |
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46 | const float x1 = cos(beta) * sin(alpha); |
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47 | const float x2 = cos(beta) * sin(alpha_2); |
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48 | const float x3 = cos(beta_2) * sin(alpha_2); |
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49 | const float x4 = cos(beta_2) * sin(alpha); |
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50 | const float z1 = sin(beta) * sin(alpha); |
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51 | const float z2 = sin(beta) * sin(alpha_2); |
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52 | const float z3 = sin(beta_2) * sin(alpha_2); |
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53 | const float z4 = sin(beta_2) * sin(alpha); |
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54 | const float y1 = cos(alpha); |
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55 | const float y2 = cos(alpha_2); |
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56 | result.push_back({x1, y1, z1}); |
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57 | result.push_back({x2, y2, z2}); |
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58 | result.push_back({x3, y2, z3}); |
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59 | result.push_back({x1, y1, z1}); |
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60 | result.push_back({x3, y2, z3}); |
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61 | result.push_back({x4, y1, z4}); |
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62 | } |
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63 | } |
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64 | return result; |
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65 | } |
118 | 66 | |
67 | VertexProgram::VertexProgram(QObject *parent) : | |
68 | AbstractBasicShaderProgram{parent} | |
69 | { | |
70 | } | |
71 | ||
72 | const char *VertexProgram::vertexShaderSource() const | |
73 | { | |
74 | return ::vertexShaderSource; | |
75 | } | |
76 | ||
77 | const char *VertexProgram::fragmentShaderSource() const | |
78 | { | |
79 | return ::fragmentShaderSource; | |
80 | } | |
81 | ||
82 | const void *VertexProgram::vertexData() const | |
83 | { | |
84 | return this->data.data(); | |
85 | } | |
86 | ||
87 | int VertexProgram::vertexSize() const | |
88 | { | |
89 | return sizeof(Vertex); | |
90 | } | |
91 | ||
92 | int VertexProgram::vertexCount() const | |
93 | { | |
94 | return this->data.size(); | |
95 | } | |
96 | ||
97 | void VertexProgram::setupVertexArrays() | |
98 | { | |
99 | for (int i : {0, 1}) | |
100 | { | |
101 | this->program->enableAttributeArray(i); | |
102 | } | |
103 | const int stride = this->vertexSize(); | |
104 | this->program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride); | |
105 | this->program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 3, stride); | |
106 | } | |
107 | ||
108 | GLenum VertexProgram::drawMode() const | |
109 | { | |
119 | 110 | return GL_TRIANGLES; |
118 | 111 | } |
112 | ||
113 | QOpenGLBuffer::UsagePattern VertexProgram::usagePattern() const | |
114 | { | |
115 | return QOpenGLBuffer::DynamicDraw; | |
116 | } | |
117 | ||
119 | 118 | void VertexProgram::setFragmentStyle(const FragmentStyle newFragmentStyle) |
119 | { | |
120 | this->fragmentStyle = newFragmentStyle; | |
121 | } | |
122 | ||
200 | 123 | void VertexProgram::build(const EditorTabWidget *document) |
118 | 124 | { |
125 | constexpr glm::vec3 color = {0.0, 1.0, 1.0}; | |
126 | this->data.clear(); | |
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127 | const std::vector<glm::vec3> sphere = ::sphere(8 / 2); |
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128 | document->applyToVertices([&](const glm::vec3&, const VertexMap::VertexInfo& info) |
118 | 129 | { |
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130 | reserveMore(this->data, sphere.size()); |
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131 | for (const glm::vec3& point : sphere) |
119 | 132 | { |
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133 | const glm::vec3 transformed = glm::scale(info.transform, glm::vec3{0.5, 0.5, 0.5}) * glm::vec4{point, 1}; |
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134 | this->data.push_back({transformed, color}); |
119 | 135 | } |
118 | 136 | }); |
137 | this->buffer.bind(); | |
138 | this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize()); | |
139 | this->buffer.release(); | |
140 | } |