src/gl/basicshaderprogram.cpp

Sat, 08 Apr 2023 12:55:11 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Sat, 08 Apr 2023 12:55:11 +0300
changeset 343
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parent 264
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child 377
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permissions
-rw-r--r--

Fix BFC formatting not working due to being evaluated after comment format

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2020 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include "src/gl/basicshaderprogram.h"
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20
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21 BasicShader::BasicShader() :
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22 buffer{QOpenGLBuffer::VertexBuffer},
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23 vertexShader{QOpenGLShader::Vertex},
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24 fragmentShader{QOpenGLShader::Fragment}
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25 {
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26 }
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27
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28 BasicShader::~BasicShader()
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29 {
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30 if (this->isInitialized) {
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31 this->teardown();
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32 }
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33 }
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34
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35 void BasicShader::initialize(
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36 const char* vertexShaderSource,
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37 const char* fragmentShaderSource,
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38 QOpenGLBuffer::UsagePattern usagePattern,
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39 const std::vector<GLAttributeSpec>& attributeSpecs)
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40 {
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41 if (not this->isInitialized)
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42 {
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43 this->isInitialized = true;
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44 this->program = std::make_unique<gl::ShaderProgram>();
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45 gl::buildShaders(this->program.get(), vertexShaderSource, fragmentShaderSource);
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46 this->program->bind();
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47 this->buffer.create();
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48 this->buffer.bind();
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49 this->buffer.setUsagePattern(usagePattern);
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50 this->vertexArrayObject.create();
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51 this->vertexArrayObject.bind();
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52 for (std::size_t i = 0; i < attributeSpecs.size(); ++i) {
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53 const auto& spec = attributeSpecs[i];
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54 const int attr = narrow<int>(signed_cast(i));
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55 this->program->enableAttributeArray(attr);
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56 this->program->setAttributeBuffer(attr, spec.type, spec.offset, spec.tuplesize, spec.stride);
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57 }
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58 this->vertexArrayObject.release();
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59 this->buffer.release();
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60 this->program->release();
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61 gl::checkForGLErrors(nullptr);
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62 }
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63 }
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65 void BasicShader::setMvpMatrix(const glm::mat4& newMvpMatrix)
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66 {
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67 this->setUniformMatrix("mvp", newMvpMatrix);
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68 }
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70 void BasicShader::setUniformMatrix(const char* name, const glm::mat4& value)
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71 {
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72 Q_ASSERT(this->isInitialized);
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73 this->program->bind();
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74 this->program->setUniformMatrix(name, value);
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75 this->program->release();
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76 gl::checkForGLErrors(nullptr);
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77 }
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79 void BasicShader::setUniformVector(const char* name, const glm::vec4& value)
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80 {
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81 Q_ASSERT(this->isInitialized);
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82 this->program->bind();
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83 this->program->setUniformVector(name, value);
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84 this->program->release();
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85 gl::checkForGLErrors(nullptr);
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86 }
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88 void BasicShader::bufferData(const void* data, std::size_t count, std::size_t size)
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89 {
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90 this->buffer.bind();
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91 this->buffer.allocate(data, narrow<int>(signed_cast(count * size)));
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92 this->buffer.release();
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93 this->vertexCount = narrow<int>(signed_cast(count));
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94 }
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96 void BasicShader::draw(GLenum drawMode)
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97 {
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98 this->program->bind();
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99 this->vertexArrayObject.bind();
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100 glDrawArrays(drawMode, 0, this->vertexCount);
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101 this->vertexArrayObject.release();
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102 this->program->release();
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103 gl::checkForGLErrors(nullptr);
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104 }
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105
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106 void BasicShader::teardown()
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107 {
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108 this->vertexArrayObject.destroy();
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109 this->buffer.destroy();
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110 this->program.reset();
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111 }

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