src/gl/gridprogram.cpp

Mon, 09 Mar 2020 22:12:50 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Mon, 09 Mar 2020 22:12:50 +0200
changeset 76
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parent 72
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child 90
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permissions
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finished splitQuadrilateral theoretically (untested)

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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 "gridprogram.h"
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20
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21 // Based on https://stackoverflow.com/q/30842755
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22 const char vertexShaderSource[] = R"(
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23 #version 330 core
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24
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25 layout (location = 0) in vec2 in_position;
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26 uniform mat4 view;
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27 uniform mat4 projection;
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28 uniform mat4 model;
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29 smooth out vec2 ex_uv;
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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;
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32
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33 void main()
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34 {
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35 gl_Position = projection * view * model * grid * stretch * vec4(in_position, 0.0, 1.0);
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36 ex_uv = in_position;
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37 }
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38 )";
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39
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40 const char fragmentShaderSource[] = R"(
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41 #version 330 core
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42
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43 out vec4 color;
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44 smooth in vec2 ex_uv;
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45 uniform vec4 gridColor;
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46 const float pi = 3.14159265f;
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47
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48 void main(void)
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49 {
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50 float dx = fract(ex_uv.y / 0.001f);
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51 float dy = fract(ex_uv.x / 0.001f);
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52 /* compute distance to nearest unit line */
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53 float d = min(min(min(dy, dx), 1 - dy), 1 - dx);
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54 /* use an extreme sigmoid to bring out the grid shape */
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55 d = pow(1 - d, 50);
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56 /* fade the grid towards extreme co-ordinates */
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57 d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d;
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58 /* add dashes */
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59 d *= (1 + cos(ex_uv.y / 0.0001f * pi)) * 0.5f;
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60 d *= (1 + cos(ex_uv.x / 0.0001f * pi)) * 0.5f;
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61 color = vec4(gridColor.xyz, gridColor.w * d);
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62 }
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63 )";
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64
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65 static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}};
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66
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67 void GridProgram::setGridMatrix(const glm::mat4& newGridMatrix)
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68 {
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69 this->setMatrix("grid", newGridMatrix);
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70 }
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71
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72 void GridProgram::setGridColor(const QColor& newGridColor)
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73 {
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74 const glm::vec4 vec = gl::colorToVector4(newGridColor);
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75 if (this->isInitialized)
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76 {
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77 this->program->bind();
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78 this->program->setUniformVector("gridColor", vec);
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79 this->program->release();
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80 this->checkForGLErrors();
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81 }
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82 else
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83 {
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84 this->gridColor = vec;
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85 }
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86 }
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87
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88 const char* GridProgram::vertexShaderSource() const
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89 {
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90 return ::vertexShaderSource;
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91 }
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92
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93 const char* GridProgram::fragmentShaderSource() const
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94 {
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95 return ::fragmentShaderSource;
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96 }
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97
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98 const void* GridProgram::vertexData() const
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99 {
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100 return ::data;
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101 }
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102
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103 int GridProgram::vertexSize() const
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104 {
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105 return sizeof data[0];
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106 }
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107
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108 int GridProgram::vertexCount() const
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109 {
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110 return countof(data);
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111 }
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112
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113 void GridProgram::setupVertexArrays()
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114 {
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115 this->program->enableAttributeArray(0);
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116 this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0);
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117 this->program->setUniformVector("gridColor", this->gridColor);
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118 }
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119
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120 GLenum GridProgram::drawMode() const
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121 {
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122 return GL_QUADS;
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123 }

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