25 layout (location = 0) in vec2 in_position; |
25 layout (location = 0) in vec2 in_position; |
26 uniform mat4 view; |
26 uniform mat4 view; |
27 uniform mat4 projection; |
27 uniform mat4 projection; |
28 uniform mat4 model; |
28 uniform mat4 model; |
29 smooth out vec2 ex_uv; |
29 smooth out vec2 ex_uv; |
30 const mat4 stretch = mat4(vec4(1000, 0, 0, 0), vec4(0, 1000, 0, 0), vec4(0, 0, 1000, 0), vec4(0, 0, 0, 1)); |
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31 uniform mat4 grid; |
30 uniform mat4 grid; |
32 |
31 |
33 void main() |
32 void main() |
34 { |
33 { |
35 gl_Position = projection * view * model * grid * stretch * vec4(in_position, 0.0, 1.0); |
34 gl_Position = projection * view * model * grid * vec4(in_position, 0.0, 1.0); |
36 ex_uv = in_position; |
35 ex_uv = in_position; |
37 } |
36 } |
38 )"; |
37 )"; |
39 |
38 |
40 const char fragmentShaderSource[] = R"( |
39 const char fragmentShaderSource[] = R"( |
41 #version 330 core |
40 #version 330 core |
42 |
41 |
43 out vec4 color; |
42 out vec4 color; |
44 smooth in vec2 ex_uv; |
43 smooth in vec2 ex_uv; |
45 uniform vec4 gridColor; |
44 uniform vec4 gridColor; |
46 const float pi = 3.14159265f; |
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47 |
45 |
48 void main(void) |
46 void main(void) |
49 { |
47 { |
50 float dx = fract(ex_uv.y / 0.001f); |
48 float dx = fract(ex_uv.y); |
51 float dy = fract(ex_uv.x / 0.001f); |
49 float dy = fract(ex_uv.x); |
52 /* compute distance to nearest unit line */ |
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53 float d = min(min(min(dy, dx), 1 - dy), 1 - dx); |
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54 /* use an extreme sigmoid to bring out the grid shape */ |
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55 d = pow(1.02 - d, 100); |
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56 /* fade the grid towards extreme co-ordinates */ |
50 /* fade the grid towards extreme co-ordinates */ |
57 d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d; |
51 float d = (1.0f - 0.015 * max(abs(ex_uv.x), abs(ex_uv.y))); |
58 /* add dashes */ |
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59 d *= (1 + pow(cos((ex_uv.y / 0.0001f) * pi), 10)) * 0.5f; |
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60 d *= (1 + pow(cos((ex_uv.x / 0.0001f) * pi), 10)) * 0.5f; |
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61 color = vec4(gridColor.xyz, gridColor.w * d); |
52 color = vec4(gridColor.xyz, gridColor.w * d); |
62 } |
53 } |
63 )"; |
54 )"; |
64 |
55 |
65 static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}}; |
56 GridProgram::GridProgram(QObject *parent) : |
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57 AbstractBasicShaderProgram{parent} |
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58 { |
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59 this->gridData.reserve(8004); |
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60 for (int i = -1000; i < 1000; i += 1) |
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61 { |
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62 this->gridData.push_back({i, -1000}); |
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63 this->gridData.push_back({i, 1000}); |
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64 } |
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65 for (int i = -1000; i < 1000; i += 1) |
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66 { |
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67 this->gridData.push_back({-1000, i}); |
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68 this->gridData.push_back({1000, i}); |
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69 } |
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70 } |
66 |
71 |
67 void GridProgram::setGridMatrix(const glm::mat4& newGridMatrix) |
72 void GridProgram::setGridMatrix(const glm::mat4& newGridMatrix) |
68 { |
73 { |
69 this->setMatrix("grid", newGridMatrix); |
74 this->setMatrix("grid", newGridMatrix); |
70 } |
75 } |
95 return ::fragmentShaderSource; |
100 return ::fragmentShaderSource; |
96 } |
101 } |
97 |
102 |
98 const void* GridProgram::vertexData() const |
103 const void* GridProgram::vertexData() const |
99 { |
104 { |
100 return ::data; |
105 return this->gridData.data(); |
101 } |
106 } |
102 |
107 |
103 int GridProgram::vertexSize() const |
108 int GridProgram::vertexSize() const |
104 { |
109 { |
105 return sizeof data[0]; |
110 return sizeof this->gridData[0]; |
106 } |
111 } |
107 |
112 |
108 int GridProgram::vertexCount() const |
113 int GridProgram::vertexCount() const |
109 { |
114 { |
110 return glm::countof(data); |
115 return this->gridData.size(); |
111 } |
116 } |
112 |
117 |
113 void GridProgram::setupVertexArrays() |
118 void GridProgram::setupVertexArrays() |
114 { |
119 { |
115 this->program->enableAttributeArray(0); |
120 this->program->enableAttributeArray(0); |