src/gl/axesprogram.cpp

Mon, 13 Jun 2022 02:18:25 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Mon, 13 Jun 2022 02:18:25 +0300
changeset 216
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parent 215
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child 234
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permissions
-rw-r--r--

Reworked grid program into a render layer

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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 "axesprogram.h"
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20
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21 static 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 vec3 in_position;
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25 layout (location = 1) in vec3 in_color;
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26 uniform mat4 mvp;
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27 smooth out vec3 ex_color;
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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 * vec4(in_position, 1.0);
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32 ex_color = in_color;
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33 }
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34 )";
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35
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36 static 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 vec3 ex_color;
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41
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42 void main(void)
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43 {
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44 color = vec4(ex_color, 1);
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45 }
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46 )";
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47
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48 void AxesLayer::initializeGL()
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49 {
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50 constexpr struct VertexType
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51 {
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52 glm::vec3 position;
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53 glm::vec3 color;
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54 } data[] = {
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55 {{10000, 0, 0}, {1, 0, 0}},
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56 {{0, 0, 0}, {1, 0, 0}},
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57 {{-10000, 0, 0}, {0.5, 0, 0}},
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58 {{0, 0, 0}, {0.5, 0, 0}},
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59 {{0, 10000, 0}, {0, 1, 0}},
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60 {{0, 0, 0}, {0, 1, 0}},
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61 {{0, -10000, 0}, {0, 0.5, 0}},
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62 {{0, 0, 0}, {0, 0.5, 0}},
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63 {{0, 0, 10000}, {0, 0, 1}},
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64 {{0, 0, 0}, {0, 0, 1}},
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65 {{0, 0, -10000}, {0, 0, 0.5}},
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66 {{0, 0, 0}, {0, 0, 0.5}},
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67 };
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68 constexpr int stride = sizeof(VertexType);
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69 this->shader.initialize(
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70 ::vertexShaderSource,
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71 ::fragmentShaderSource,
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72 QOpenGLBuffer::StaticDraw,
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73 {
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74 GLAttributeSpec{
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75 .type = GL_FLOAT,
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76 .offset = offsetof(VertexType, position),
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77 .tuplesize = 3,
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78 .stride = stride,
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79 },
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80 {
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81 .type = GL_FLOAT,
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82 .offset = offsetof(VertexType, color),
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83 .tuplesize = 3,
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84 .stride = stride,
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85 },
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86 });
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87 this->shader.bufferData(&data[0], countof(data), sizeof data[0]);
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88 }
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89
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90 void AxesLayer::paintGL()
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91 {
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92 glLineWidth(5);
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93 glEnable(GL_LINE_SMOOTH);
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94 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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95 this->shader.draw(GL_LINES);
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96 glDisable(GL_LINE_SMOOTH);
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97 }
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98
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99 void AxesLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix)
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100 {
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101 this->shader.setMvpMatrix(mvpMatrix);
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102 }

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