Thu, 13 Feb 2020 12:51:27 +0200
added grid program
53 | 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 | ||
19 | #include "gridprogram.h" | |
20 | ||
21 | // Based on https://stackoverflow.com/q/30842755 | |
22 | const char vertexShaderSource[] = R"( | |
23 | #version 330 core | |
24 | ||
25 | layout (location = 0) in vec2 in_position; | |
26 | uniform mat4 view; | |
27 | uniform mat4 projection; | |
28 | uniform mat4 model; | |
29 | smooth out vec2 ex_uv; | |
30 | const mat4 stretch = mat4(vec4(10000, 0, 0, 0), vec4(0, 10000, 0, 0), vec4(0, 0, 10000, 0), vec4(0, 0, 0, 1)); | |
31 | ||
32 | void main() | |
33 | { | |
34 | gl_Position = projection * view * model * stretch * vec4(in_position, 0.0, 1.0); | |
35 | ex_uv = in_position; | |
36 | } | |
37 | )"; | |
38 | ||
39 | const char fragmentShaderSource[] = R"( | |
40 | #version 330 core | |
41 | ||
42 | out vec4 color; | |
43 | smooth in vec2 ex_uv; | |
44 | const vec4 lineColor = vec4(1.0, 1.0, 1.0, 0.75); | |
45 | ||
46 | void main(void) | |
47 | { | |
48 | if(fract(ex_uv.x / 0.001f) < 0.01f || fract(ex_uv.y / 0.001f) < 0.01f) | |
49 | color = lineColor; | |
50 | else | |
51 | color = vec4(0); | |
52 | } | |
53 | )"; | |
54 | ||
55 | static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}}; | |
56 | ||
57 | GridProgram::GridProgram(QObject* parent) : | |
58 | QObject{parent}, | |
59 | buffer{QOpenGLBuffer::VertexBuffer}, | |
60 | vertexShader{QOpenGLShader::Vertex}, | |
61 | fragmentShader{QOpenGLShader::Fragment} | |
62 | { | |
63 | } | |
64 | ||
65 | void GridProgram::initialize() | |
66 | { | |
67 | if (not isInitialized) | |
68 | { | |
69 | this->initializeOpenGLFunctions(); | |
70 | this->isInitialized = true; | |
71 | this->program.emplace(this); | |
72 | gl::buildShaders(&*this->program, ::vertexShaderSource, ::fragmentShaderSource); | |
73 | this->program->bind(); | |
74 | this->buffer.create(); | |
75 | this->buffer.bind(); | |
76 | this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw); | |
77 | this->buffer.allocate(data, countof(data) * sizeof data[0]); | |
78 | this->vertexArrayObject.create(); | |
79 | this->vertexArrayObject.bind(); | |
80 | this->program->enableAttributeArray(0); | |
81 | this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0); | |
82 | this->vertexArrayObject.release(); | |
83 | this->buffer.release(); | |
84 | this->program->release(); | |
85 | this->checkForGLErrors(); | |
86 | } | |
87 | } | |
88 | ||
89 | void GridProgram::setViewMatrix(const glm::mat4& newViewMatrix) | |
90 | { | |
91 | Q_ASSERT(this->isInitialized); | |
92 | this->program->bind(); | |
93 | this->program->setUniformMatrix("view", newViewMatrix); | |
94 | this->program->release(); | |
95 | this->checkForGLErrors(); | |
96 | } | |
97 | ||
98 | void GridProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix) | |
99 | { | |
100 | Q_ASSERT(this->isInitialized); | |
101 | this->program->bind(); | |
102 | this->program->setUniformMatrix("projection", newProjectionMatrix); | |
103 | this->program->release(); | |
104 | this->checkForGLErrors(); | |
105 | } | |
106 | ||
107 | void GridProgram::setModelMatrix(const glm::mat4& newModelMatrix) | |
108 | { | |
109 | Q_ASSERT(this->isInitialized); | |
110 | this->program->bind(); | |
111 | this->program->setUniformMatrix("model", newModelMatrix); | |
112 | this->program->release(); | |
113 | this->checkForGLErrors(); | |
114 | } | |
115 | ||
116 | void GridProgram::draw() | |
117 | { | |
118 | this->program->bind(); | |
119 | this->vertexArrayObject.bind(); | |
120 | glDrawArrays(GL_QUADS, 0, countof(data)); | |
121 | this->vertexArrayObject.release(); | |
122 | this->program->release(); | |
123 | this->checkForGLErrors(); | |
124 | } | |
125 | ||
126 | void GridProgram::teardown() | |
127 | { | |
128 | this->vertexArrayObject.destroy(); | |
129 | this->buffer.destroy(); | |
130 | this->program.reset(); | |
131 | } | |
132 | ||
133 | void GridProgram::checkForGLErrors() | |
134 | { | |
135 | gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent())); | |
136 | } |