src/gl/vertexprogram.cpp

Wed, 09 Mar 2022 13:14:40 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Wed, 09 Mar 2022 13:14:40 +0200
changeset 174
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parent 172
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child 196
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1 #include "vertexprogram.h"
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2 #include "document.h"
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3
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4 static const char vertexShaderSource[] = R"(
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5 #version 330 core
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6 const int FRAGSTYLE_Normal = 0;
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7 const int FRAGSTYLE_Id = 1;
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8 layout (location = 0) in vec3 in_position;
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9 layout (location = 1) in vec3 in_color;
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10 uniform mat4 view;
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11 uniform mat4 projection;
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12 uniform mat4 model;
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13 smooth out vec3 ex_color;
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14
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15 void main()
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16 {
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17 gl_Position = projection * view * model * vec4(in_position, 1.0);
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18 ex_color = in_color;
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19 }
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20 )";
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21
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22 static const char fragmentShaderSource[] = R"(
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23 #version 330 core
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24
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25 out vec4 color;
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26 smooth in vec3 ex_color;
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27
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28 void main(void)
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29 {
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30 color = vec4(ex_color, 1);
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31 }
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32 )";
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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 {
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40 const float alpha = i * math::pi / d2;
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41 const float alpha_2 = (i + 1) * math::pi / d2;
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42 for (int j = -d2; j < d2; ++j)
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43 {
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44 const float beta = j * math::pi / d2;
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45 const float beta_2 = (j + 1) * math::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 }
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66
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67 VertexProgram::VertexProgram(QObject *parent) :
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68 AbstractBasicShaderProgram{parent}
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69 {
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70 }
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71
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72 const char *VertexProgram::vertexShaderSource() const
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73 {
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74 return ::vertexShaderSource;
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75 }
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76
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77 const char *VertexProgram::fragmentShaderSource() const
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78 {
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79 return ::fragmentShaderSource;
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80 }
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81
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82 const void *VertexProgram::vertexData() const
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83 {
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84 return this->data.data();
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85 }
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86
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87 int VertexProgram::vertexSize() const
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88 {
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89 return sizeof(Vertex);
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90 }
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91
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92 int VertexProgram::vertexCount() const
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93 {
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94 return this->data.size();
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95 }
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96
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97 void VertexProgram::setupVertexArrays()
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98 {
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99 for (int i : {0, 1})
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100 {
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101 this->program->enableAttributeArray(i);
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102 }
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103 const int stride = this->vertexSize();
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104 this->program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride);
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105 this->program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 3, stride);
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106 }
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107
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108 GLenum VertexProgram::drawMode() const
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109 {
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110 return GL_TRIANGLES;
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111 }
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112
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113 QOpenGLBuffer::UsagePattern VertexProgram::usagePattern() const
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114 {
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115 return QOpenGLBuffer::DynamicDraw;
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116 }
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117
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118 void VertexProgram::setFragmentStyle(const FragmentStyle newFragmentStyle)
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119 {
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120 this->fragmentStyle = newFragmentStyle;
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121 }
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122
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123 void VertexProgram::build(const Document *document)
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124 {
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125 constexpr glm::vec3 color = {0.0, 1.0, 1.0};
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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)
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129 {
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130 reserveMore(this->data, sphere.size());
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131 for (const glm::vec3& point : sphere)
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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});
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135 }
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136 });
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137 this->buffer.bind();
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138 this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
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139 this->buffer.release();
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140 }

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