Wed, 15 Jun 2022 12:33:16 +0300
remove old todo
70 | 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 "basicshaderprogram.h" | |
20 | ||
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21 | BasicShader::BasicShader() : |
70 | 22 | buffer{QOpenGLBuffer::VertexBuffer}, |
23 | vertexShader{QOpenGLShader::Vertex}, | |
24 | fragmentShader{QOpenGLShader::Fragment} | |
25 | { | |
26 | } | |
27 | ||
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28 | BasicShader::~BasicShader() |
70 | 29 | { |
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30 | if (this->isInitialized) { |
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31 | this->teardown(); |
70 | 32 | } |
33 | } | |
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) |
70 | 40 | { |
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41 | if (not this->isInitialized) |
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42 | { |
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43 | this->initializeOpenGLFunctions(); |
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44 | this->isInitialized = true; |
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45 | this->program = std::make_unique<gl::ShaderProgram>(); |
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46 | gl::buildShaders(this->program.get(), vertexShaderSource, fragmentShaderSource); |
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47 | this->program->bind(); |
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48 | this->buffer.create(); |
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49 | this->buffer.bind(); |
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50 | this->buffer.setUsagePattern(usagePattern); |
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51 | this->vertexArrayObject.create(); |
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52 | this->vertexArrayObject.bind(); |
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53 | for (std::size_t i = 0; i < attributeSpecs.size(); ++i) { |
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54 | const auto& spec = attributeSpecs[i]; |
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55 | this->program->enableAttributeArray(i); |
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56 | this->program->setAttributeBuffer(i, 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 | } |
70 | 63 | } |
64 | ||
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65 | void BasicShader::setMvpMatrix(const glm::mat4& newMvpMatrix) |
70 | 66 | { |
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67 | this->setUniformMatrix("mvp", newMvpMatrix); |
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68 | } |
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69 | |
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70 | void BasicShader::setUniformMatrix(const char* name, const glm::mat4& value) |
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71 | { |
70 | 72 | Q_ASSERT(this->isInitialized); |
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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78 | |
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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); |
70 | 84 | this->program->release(); |
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85 | gl::checkForGLErrors(nullptr); |
70 | 86 | } |
87 | ||
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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, count * size); |
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92 | this->buffer.release(); |
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93 | this->vertexCount = count; |
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94 | } |
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95 | |
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96 | void BasicShader::draw(GLenum drawMode) |
70 | 97 | { |
98 | this->program->bind(); | |
99 | this->vertexArrayObject.bind(); | |
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100 | glDrawArrays(drawMode, 0, this->vertexCount); |
70 | 101 | this->vertexArrayObject.release(); |
102 | this->program->release(); | |
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103 | gl::checkForGLErrors(nullptr); |
70 | 104 | } |
105 | ||
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106 | void BasicShader::teardown() |
70 | 107 | { |
108 | this->vertexArrayObject.destroy(); | |
109 | this->buffer.destroy(); | |
110 | this->program.reset(); | |
111 | } |