Tue, 14 Jun 2022 22:31:39 +0300
simplify settings further
69 | 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 | ||
70 | 19 | #include "axesprogram.h" |
69 | 20 | |
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21 | static constexpr char vertexShaderSource[] = R"( |
69 | 22 | #version 330 core |
23 | ||
24 | layout (location = 0) in vec3 in_position; | |
25 | layout (location = 1) in vec3 in_color; | |
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26 | uniform mat4 mvp; |
69 | 27 | smooth out vec3 ex_color; |
28 | ||
29 | void main() | |
30 | { | |
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31 | gl_Position = mvp * vec4(in_position, 1.0); |
70 | 32 | ex_color = in_color; |
69 | 33 | } |
34 | )"; | |
35 | ||
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36 | static constexpr char fragmentShaderSource[] = R"( |
69 | 37 | #version 330 core |
38 | ||
39 | out vec4 color; | |
40 | smooth in vec3 ex_color; | |
41 | ||
42 | void main(void) | |
43 | { | |
70 | 44 | color = vec4(ex_color, 1); |
69 | 45 | } |
46 | )"; | |
47 | ||
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48 | void AxesLayer::initializeGL() |
69 | 49 | { |
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50 | constexpr struct VertexType |
69 | 51 | { |
52 | glm::vec3 position; | |
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}}, |
69 | 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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parents:
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80 | { |
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parents:
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81 | .type = GL_FLOAT, |
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parents:
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82 | .offset = offsetof(VertexType, color), |
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parents:
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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]); |
69 | 88 | } |
89 | ||
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90 | void AxesLayer::paintGL() |
69 | 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); |
69 | 97 | } |
98 | ||
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99 | void AxesLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix) |
69 | 100 | { |
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101 | this->shader.setMvpMatrix(mvpMatrix); |
69 | 102 | } |