Tue, 28 Sep 2021 23:07:23 +0300
Use QSaveFile to save the file more safely
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; | |
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Teemu Piippo <teemu@hecknology.net>
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30 | const mat4 stretch = mat4(vec4(1000, 0, 0, 0), vec4(0, 1000, 0, 0), vec4(0, 0, 1000, 0), vec4(0, 0, 0, 1)); |
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31 | uniform mat4 grid; |
53 | 32 | |
33 | void main() | |
34 | { | |
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35 | gl_Position = projection * view * model * grid * stretch * vec4(in_position, 0.0, 1.0); |
53 | 36 | ex_uv = in_position; |
37 | } | |
38 | )"; | |
39 | ||
40 | const char fragmentShaderSource[] = R"( | |
41 | #version 330 core | |
42 | ||
43 | out vec4 color; | |
44 | smooth in vec2 ex_uv; | |
55 | 45 | uniform vec4 gridColor; |
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made the grid look nicer
Teemu Piippo <teemu@hecknology.net>
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46 | const float pi = 3.14159265f; |
53 | 47 | |
48 | void main(void) | |
49 | { | |
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Teemu Piippo <teemu@hecknology.net>
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50 | float dx = fract(ex_uv.y / 0.001f); |
7c27cda03747
stretch the grid quadrilateral less, hopefully this makes fragments small enough even on integrated
Teemu Piippo <teemu@hecknology.net>
parents:
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51 | float dy = fract(ex_uv.x / 0.001f); |
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Teemu Piippo <teemu@hecknology.net>
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52 | /* compute distance to nearest unit line */ |
a4055f67b9c7
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Teemu Piippo <teemu@hecknology.net>
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53 | float d = min(min(min(dy, dx), 1 - dy), 1 - dx); |
a4055f67b9c7
made the grid look nicer
Teemu Piippo <teemu@hecknology.net>
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54 | /* use an extreme sigmoid to bring out the grid shape */ |
a4055f67b9c7
made the grid look nicer
Teemu Piippo <teemu@hecknology.net>
parents:
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55 | d = pow(1 - d, 50); |
a4055f67b9c7
made the grid look nicer
Teemu Piippo <teemu@hecknology.net>
parents:
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56 | /* fade the grid towards extreme co-ordinates */ |
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Teemu Piippo <teemu@hecknology.net>
parents:
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57 | d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d; |
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Teemu Piippo <teemu@hecknology.net>
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58 | /* add dashes */ |
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Teemu Piippo <teemu@hecknology.net>
parents:
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59 | d *= (1 + cos(ex_uv.y / 0.0001f * pi)) * 0.5f; |
7c27cda03747
stretch the grid quadrilateral less, hopefully this makes fragments small enough even on integrated
Teemu Piippo <teemu@hecknology.net>
parents:
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changeset
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60 | d *= (1 + cos(ex_uv.x / 0.0001f * pi)) * 0.5f; |
55 | 61 | color = vec4(gridColor.xyz, gridColor.w * d); |
53 | 62 | } |
63 | )"; | |
64 | ||
65 | static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}}; | |
66 | ||
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67 | void GridProgram::setGridMatrix(const glm::mat4& newGridMatrix) |
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68 | { |
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parents:
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69 | this->setMatrix("grid", newGridMatrix); |
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Teemu Piippo <teemu@hecknology.net>
parents:
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70 | } |
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grid snapping now also works with transformed grids
Teemu Piippo <teemu@hecknology.net>
parents:
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71 | |
55 | 72 | void GridProgram::setGridColor(const QColor& newGridColor) |
73 | { | |
74 | const glm::vec4 vec = gl::colorToVector4(newGridColor); | |
75 | if (this->isInitialized) | |
76 | { | |
77 | this->program->bind(); | |
78 | this->program->setUniformVector("gridColor", vec); | |
79 | this->program->release(); | |
80 | this->checkForGLErrors(); | |
81 | } | |
82 | else | |
83 | { | |
84 | this->gridColor = vec; | |
85 | } | |
86 | } | |
87 | ||
70 | 88 | const char* GridProgram::vertexShaderSource() const |
89 | { | |
90 | return ::vertexShaderSource; | |
91 | } | |
92 | ||
93 | const char* GridProgram::fragmentShaderSource() const | |
53 | 94 | { |
70 | 95 | return ::fragmentShaderSource; |
96 | } | |
97 | ||
98 | const void* GridProgram::vertexData() const | |
99 | { | |
100 | return ::data; | |
53 | 101 | } |
102 | ||
70 | 103 | int GridProgram::vertexSize() const |
53 | 104 | { |
70 | 105 | return sizeof data[0]; |
106 | } | |
107 | ||
108 | int GridProgram::vertexCount() const | |
109 | { | |
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110 | return glm::countof(data); |
53 | 111 | } |
112 | ||
70 | 113 | void GridProgram::setupVertexArrays() |
53 | 114 | { |
70 | 115 | this->program->enableAttributeArray(0); |
116 | this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0); | |
117 | this->program->setUniformVector("gridColor", this->gridColor); | |
53 | 118 | } |
70 | 119 | |
120 | GLenum GridProgram::drawMode() const | |
121 | { | |
122 | return GL_QUADS; | |
123 | } | |
118 | 124 | |
125 | QOpenGLBuffer::UsagePattern GridProgram::usagePattern() const | |
126 | { | |
127 | return QOpenGLBuffer::StaticDraw; | |
128 | } |