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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 "abstractshaderprogram.h" |
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20 |
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21 AbstractShaderProgram::AbstractBasicShaderProgram(const QVector<ArraySpecification>& arraySpecifications, QObject* parent) : |
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22 QObject{parent}, |
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23 buffer{QOpenGLBuffer::VertexBuffer}, |
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24 vertexShader{QOpenGLShader::Vertex}, |
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25 fragmentShader{QOpenGLShader::Fragment} |
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26 { |
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27 this->arrays.reserve(arraySpecifications.size()); |
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28 for (const ArraySpecification& arraySpecification : arraySpecifications) |
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29 { |
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30 this->arrays.emplace_back({arraySpecification}); |
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31 } |
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32 } |
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33 |
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34 void AbstractShaderProgram::initialize() |
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35 { |
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36 if (not this->isInitialized) |
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37 { |
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38 this->initializeOpenGLFunctions(); |
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39 this->isInitialized = true; |
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40 this->program.emplace(this); |
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41 gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource()); |
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42 this->program->bind(); |
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43 for (auto& array : this->arrays) |
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44 { |
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45 array.buffer.create(); |
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46 array.buffer.bind(); |
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47 array.buffer.setUsagePattern(array.specification.bufferUsagePattern); |
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48 array.vertexArrayObject.create(); |
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49 array.vertexArrayObject.bind(); |
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50 } |
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51 this->setupVertexArrays(); |
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52 this->vertexArrayObject.release(); |
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53 this->releaseBuffers(); |
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54 this->buffer.release(); |
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55 this->program->release(); |
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56 this->checkForGLErrors(); |
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57 } |
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58 } |
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59 |
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60 void AbstractShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix) |
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61 { |
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62 this->setMatrix("view", newViewMatrix); |
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63 } |
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64 |
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65 void AbstractShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix) |
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66 { |
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67 this->setMatrix("projection", newProjectionMatrix); |
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68 } |
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69 |
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70 void AbstractShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix) |
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71 { |
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72 this->setMatrix("model", newModelMatrix); |
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73 } |
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74 |
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75 void AbstractShaderProgram::setMatrix(const char* name, const glm::mat4& matrix) |
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76 { |
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77 Q_ASSERT(this->isInitialized); |
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78 this->program->bind(); |
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79 this->program->setUniformMatrix(name, matrix); |
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80 this->program->release(); |
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81 this->checkForGLErrors(); |
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82 } |
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83 |
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84 void AbstractShaderProgram::draw() |
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85 { |
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86 this->program->bind(); |
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87 for (Array& array : this->arrays) |
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88 { |
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89 array.vertexArrayObject.bind(); |
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90 glDrawArrays(array.specification.drawMode, 0, array.count); |
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91 this->vertexArrayObject.release(); |
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92 } |
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93 this->program->release(); |
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94 this->checkForGLErrors(); |
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95 } |
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96 |
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97 void AbstractShaderProgram::teardown() |
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98 { |
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99 this->vertexArrayObject.destroy(); |
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100 this->buffer.destroy(); |
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101 this->program.reset(); |
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102 } |
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103 |
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104 void AbstractShaderProgram::checkForGLErrors() |
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105 { |
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106 gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent())); |
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107 } |
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108 |
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109 void AbstractShaderProgram::upload(Array* array, const void* data, int count) |
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110 { |
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111 array->count = count; |
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112 array->buffer->buffer.allocate(data, count * array->specification.vertexSize); |
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113 } |