src/gl/basicshaderprogram.cpp

Fri, 06 Mar 2020 23:45:44 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Fri, 06 Mar 2020 23:45:44 +0200
changeset 72
7c27cda03747
parent 70
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child 118
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permissions
-rw-r--r--

stretch the grid quadrilateral less, hopefully this makes fragments small enough even on integrated

70
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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 "basicshaderprogram.h"
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20
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21 AbstractBasicShaderProgram::AbstractBasicShaderProgram(QObject* parent) :
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22 QObject{parent},
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23 buffer{QOpenGLBuffer::VertexBuffer},
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24 vertexShader{QOpenGLShader::Vertex},
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25 fragmentShader{QOpenGLShader::Fragment}
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26 {
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27 }
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28
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29 void AbstractBasicShaderProgram::initialize()
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30 {
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31 if (not isInitialized)
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32 {
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33 this->initializeOpenGLFunctions();
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34 this->isInitialized = true;
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35 this->program.emplace(this);
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36 gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource());
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37 this->program->bind();
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38 this->buffer.create();
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39 this->buffer.bind();
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40 this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
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41 this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
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42 this->vertexArrayObject.create();
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43 this->vertexArrayObject.bind();
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44 this->setupVertexArrays();
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45 this->vertexArrayObject.release();
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46 this->buffer.release();
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47 this->program->release();
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48 this->checkForGLErrors();
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49 }
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50 }
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51
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52 void AbstractBasicShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix)
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53 {
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54 this->setMatrix("view", newViewMatrix);
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55 }
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56
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57 void AbstractBasicShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
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58 {
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59 this->setMatrix("projection", newProjectionMatrix);
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60 }
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61
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62 void AbstractBasicShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix)
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63 {
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64 this->setMatrix("model", newModelMatrix);
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65 }
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66
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67 void AbstractBasicShaderProgram::setMatrix(const char* name, const glm::mat4& matrix)
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68 {
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69 Q_ASSERT(this->isInitialized);
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70 this->program->bind();
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71 this->program->setUniformMatrix(name, matrix);
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72 this->program->release();
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73 this->checkForGLErrors();
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74 }
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75
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76 void AbstractBasicShaderProgram::draw()
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77 {
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78 this->program->bind();
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79 this->vertexArrayObject.bind();
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80 glDrawArrays(this->drawMode(), 0, this->vertexCount());
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81 this->vertexArrayObject.release();
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82 this->program->release();
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83 this->checkForGLErrors();
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84 }
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85
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86 void AbstractBasicShaderProgram::teardown()
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87 {
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88 this->vertexArrayObject.destroy();
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89 this->buffer.destroy();
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90 this->program.reset();
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91 }
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92
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93 void AbstractBasicShaderProgram::checkForGLErrors()
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94 {
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95 gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent()));
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96 }

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