src/layers/gridlayer.cpp

Sun, 09 Apr 2023 16:27:22 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Sun, 09 Apr 2023 16:27:22 +0300
changeset 366
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parent 264
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child 377
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permissions
-rw-r--r--

Also connect up "Select all"

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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 "src/gl/partrenderer.h"
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20 #include "src/layers/gridlayer.h"
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21
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22 constexpr 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 mvp;
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27 smooth out vec2 ex_uv;
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28 uniform mat4 grid;
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29
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30 void main()
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31 {
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32 gl_Position = mvp * grid * vec4(in_position, 0.0, 1.0);
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33 ex_uv = in_position;
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34 }
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35 )";
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36
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37 constexpr char fragmentShaderSource[] = R"(
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38 #version 330 core
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39
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40 out vec4 color;
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41 smooth in vec2 ex_uv;
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42 uniform vec4 gridColor;
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43
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44 void main(void)
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45 {
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46 float dx = fract(ex_uv.y);
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47 float dy = fract(ex_uv.x);
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48 /* fade the grid towards extreme co-ordinates */
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49 float d = (1.0f - 0.015 * max(abs(ex_uv.x), abs(ex_uv.y)));
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50 color = vec4(gridColor.xyz, gridColor.w * d);
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51 }
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52 )";
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53
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54 template<int extent>
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55 constexpr auto calcGridData()
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56 {
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57 std::array<glm::vec2, 8 * extent + 4> result;
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58 std::size_t ix = 0;
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59 for (int i = -extent; i <= extent; i += 1) {
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60 result[ix++] = {i, -extent};
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61 result[ix++] = {i, extent};
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62 }
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63 for (int i = -extent; i <= extent; i += 1) {
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64 result[ix++] = {-extent, i};
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65 result[ix++] = {extent, i};
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66 }
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67 return result;
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68 }
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69
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70 void GridLayer::setGridMatrix(const glm::mat4& newGridMatrix)
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71 {
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72 this->gridMatrix = newGridMatrix;
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73 if (this->isInitialized) {
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74 this->shader.setUniformMatrix("grid", newGridMatrix);
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75 }
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76 }
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77
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78 void GridLayer::setGridColor(const QColor& newGridColor)
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79 {
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80 this->gridColor = gl::colorToVector4(newGridColor);
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81 if (this->isInitialized) {
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82 this->shader.setUniformVector("gridColor", this->gridColor);
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83 }
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84 }
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85
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86 void GridLayer::settingsChanged()
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87 {
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88 this->setGridColor(this->renderer->isDark() ? Qt::white : Qt::black);
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89 }
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90
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91 void GridLayer::initializeGL()
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92 {
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93 this->shader.initialize(
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94 ::vertexShaderSource,
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95 ::fragmentShaderSource,
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96 QOpenGLBuffer::StaticDraw,
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97 {
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98 GLAttributeSpec{
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99 .type = GL_FLOAT,
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100 .offset = 0,
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101 .tuplesize = 2,
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102 .stride = 0,
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103 },
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104 }
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105 );
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106 this->isInitialized = true;
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107 constexpr auto data = calcGridData<50>();
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108 this->shader.setUniformVector("gridColor", this->gridColor);
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109 this->setGridMatrix(this->gridMatrix);
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110 this->settingsChanged();
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111 this->shader.bufferData(data.data(), data.size(), sizeof data[0]);
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112 }
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113
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114 void GridLayer::paintGL()
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115 {
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116 glLineWidth(1);
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117 glEnable(GL_BLEND);
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118 glLineStipple(1, 0x8888);
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119 glEnable(GL_LINE_STIPPLE);
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120 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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121 this->shader.draw(GL_LINES);
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122 glDisable(GL_BLEND);
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123 glDisable(GL_LINE_STIPPLE);
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124 }
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125
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126 void GridLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix)
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127 {
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128 this->shader.setMvpMatrix(mvpMatrix);
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129 }

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