src/gl/vertexprogram.cpp

changeset 296
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parent 295
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child 297
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equal deleted inserted replaced
295:4241d948af28 296:38f6fad61bad
1 #include "vertexprogram.h"
2 #include "document.h"
3
4 static const char vertexShaderSource[] = R"(
5 #version 330 core
6 const int FRAGSTYLE_Normal = 0;
7 const int FRAGSTYLE_Id = 1;
8 layout (location = 0) in vec3 in_position;
9 layout (location = 1) in vec3 in_color;
10 uniform mat4 view;
11 uniform mat4 projection;
12 uniform mat4 model;
13 smooth out vec3 ex_color;
14
15 void main()
16 {
17 gl_Position = projection * view * model * vec4(in_position, 1.0);
18 ex_color = in_color;
19 }
20 )";
21
22 static const char fragmentShaderSource[] = R"(
23 #version 330 core
24
25 out vec4 color;
26 smooth in vec3 ex_color;
27
28 void main(void)
29 {
30 color = vec4(ex_color, 1);
31 }
32 )";
33
34 std::vector<glm::vec3> sphere(const int d2)
35 {
36 std::vector<glm::vec3> result;
37 result.reserve(12 * d2 * d2);
38 for (int i = 0; i < d2; ++i)
39 {
40 const float alpha = i * pi<> / d2;
41 const float alpha_2 = (i + 1) * pi<> / d2;
42 for (int j = -d2; j < d2; ++j)
43 {
44 const float beta = j * pi<> / d2;
45 const float beta_2 = (j + 1) * pi<> / d2;
46 const float x1 = cos(beta) * sin(alpha);
47 const float x2 = cos(beta) * sin(alpha_2);
48 const float x3 = cos(beta_2) * sin(alpha_2);
49 const float x4 = cos(beta_2) * sin(alpha);
50 const float z1 = sin(beta) * sin(alpha);
51 const float z2 = sin(beta) * sin(alpha_2);
52 const float z3 = sin(beta_2) * sin(alpha_2);
53 const float z4 = sin(beta_2) * sin(alpha);
54 const float y1 = cos(alpha);
55 const float y2 = cos(alpha_2);
56 result.push_back({x1, y1, z1});
57 result.push_back({x2, y2, z2});
58 result.push_back({x3, y2, z3});
59 result.push_back({x1, y1, z1});
60 result.push_back({x3, y2, z3});
61 result.push_back({x4, y1, z4});
62 }
63 }
64 return result;
65 }
66
67 VertexProgram::VertexProgram(QObject *parent) :
68 AbstractBasicShaderProgram{parent}
69 {
70 }
71
72 const char *VertexProgram::vertexShaderSource() const
73 {
74 return ::vertexShaderSource;
75 }
76
77 const char *VertexProgram::fragmentShaderSource() const
78 {
79 return ::fragmentShaderSource;
80 }
81
82 const void *VertexProgram::vertexData() const
83 {
84 return this->data.data();
85 }
86
87 int VertexProgram::vertexSize() const
88 {
89 return sizeof(Vertex);
90 }
91
92 int VertexProgram::vertexCount() const
93 {
94 return this->data.size();
95 }
96
97 void VertexProgram::setupVertexArrays()
98 {
99 for (int i : {0, 1})
100 {
101 this->program->enableAttributeArray(i);
102 }
103 const int stride = this->vertexSize();
104 this->program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride);
105 this->program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 3, stride);
106 }
107
108 GLenum VertexProgram::drawMode() const
109 {
110 return GL_TRIANGLES;
111 }
112
113 QOpenGLBuffer::UsagePattern VertexProgram::usagePattern() const
114 {
115 return QOpenGLBuffer::DynamicDraw;
116 }
117
118 void VertexProgram::setFragmentStyle(const FragmentStyle newFragmentStyle)
119 {
120 this->fragmentStyle = newFragmentStyle;
121 }
122
123 void VertexProgram::build(const VertexMap* vertexMap)
124 {
125 constexpr glm::vec3 color = {0.0, 1.0, 1.0};
126 this->data.clear();
127 const std::vector<glm::vec3> sphere = ::sphere(8 / 2);
128 vertexMap->apply([&](const glm::vec3&, const VertexMap::VertexInfo& info)
129 {
130 reserveMore(this->data, sphere.size());
131 for (const glm::vec3& point : sphere)
132 {
133 const glm::vec3 transformed = glm::scale(info.transform, glm::vec3{0.5, 0.5, 0.5}) * glm::vec4{point, 1};
134 this->data.push_back({transformed, color});
135 }
136 });
137 this->buffer.bind();
138 this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
139 this->buffer.release();
140 }

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