src/gl/gridprogram.cpp

Mon, 20 Jun 2022 02:04:51 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Mon, 20 Jun 2022 02:04:51 +0300
changeset 232
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child 243
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permissions
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Add base code for circular primitives

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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 constexpr char vertexShaderSource[] = R"(
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22 #version 330 core
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23
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24 layout (location = 0) in vec2 in_position;
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25 uniform mat4 mvp;
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26 smooth out vec2 ex_uv;
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27 uniform mat4 grid;
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28
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29 void main()
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30 {
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31 gl_Position = mvp * grid * vec4(in_position, 0.0, 1.0);
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32 ex_uv = in_position;
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33 }
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34 )";
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35
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36 constexpr char fragmentShaderSource[] = R"(
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37 #version 330 core
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38
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39 out vec4 color;
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40 smooth in vec2 ex_uv;
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41 uniform vec4 gridColor;
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42
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43 void main(void)
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44 {
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45 float dx = fract(ex_uv.y);
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46 float dy = fract(ex_uv.x);
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47 /* fade the grid towards extreme co-ordinates */
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48 float d = (1.0f - 0.015 * max(abs(ex_uv.x), abs(ex_uv.y)));
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49 color = vec4(gridColor.xyz, gridColor.w * d);
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50 }
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51 )";
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52
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53 template<int extent>
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54 constexpr auto calcGridData()
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55 {
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56 std::array<glm::vec2, 8 * extent + 4> result;
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57 int ix = 0;
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58 for (int i = -extent; i <= extent; i += 1) {
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59 result[ix++] = {i, -extent};
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60 result[ix++] = {i, extent};
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61 }
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62 for (int i = -extent; i <= extent; i += 1) {
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63 result[ix++] = {-extent, i};
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64 result[ix++] = {extent, i};
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65 }
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66 return result;
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67 }
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68
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69 void GridLayer::setGridMatrix(const glm::mat4& newGridMatrix)
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70 {
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71 this->gridMatrix = newGridMatrix;
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72 if (this->isInitialized) {
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73 this->shader.setUniformMatrix("grid", newGridMatrix);
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74 }
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75 }
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76
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77 void GridLayer::setGridColor(const QColor& newGridColor)
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78 {
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79 this->gridColor = gl::colorToVector4(newGridColor);
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80 if (this->isInitialized) {
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81 this->shader.setUniformVector("gridColor", this->gridColor);
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82 }
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83 }
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84
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85 void GridLayer::initializeGL()
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86 {
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87 this->shader.initialize(
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88 ::vertexShaderSource,
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89 ::fragmentShaderSource,
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90 QOpenGLBuffer::StaticDraw,
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91 {
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92 GLAttributeSpec{
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93 .type = GL_FLOAT,
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94 .offset = 0,
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95 .tuplesize = 2,
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96 .stride = 0,
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97 },
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98 }
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99 );
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100 this->isInitialized = true;
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101 constexpr auto data = calcGridData<50>();
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102 this->shader.setUniformVector("gridColor", this->gridColor);
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103 this->setGridMatrix(this->gridMatrix);
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104 this->shader.bufferData(data.data(), data.size(), sizeof data[0]);
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105 }
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106
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107 void GridLayer::paintGL()
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108 {
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109 glLineWidth(1);
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110 glEnable(GL_BLEND);
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111 glLineStipple(1, 0x8888);
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112 glEnable(GL_LINE_STIPPLE);
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113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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114 this->shader.draw(GL_LINES);
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115 glDisable(GL_BLEND);
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116 glDisable(GL_LINE_STIPPLE);
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117 }
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118
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119 void GridLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix)
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120 {
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121 this->shader.setMvpMatrix(mvpMatrix);
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122 }

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