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1 #include "geometrypreview.h" |
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2 |
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3 const char vertexShaderSource[] = R"( |
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4 #version 330 core |
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5 |
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6 layout (location = 0) in vec3 in_position; |
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7 layout (location = 1) in vec3 in_color; |
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8 uniform mat4 view; |
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9 uniform mat4 projection; |
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10 uniform mat4 model; |
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11 smooth out vec3 ex_color; |
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12 |
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13 void main() |
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14 { |
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15 gl_Position = projection * view * model * vec4(in_position, 1.0); |
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16 ex_color = in_color; |
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17 } |
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18 )"; |
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19 |
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20 const char fragmentShaderSource[] = R"( |
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21 #version 330 core |
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22 |
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23 out vec4 color; |
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24 smooth in vec3 ex_color; |
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25 |
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26 void main(void) |
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27 { |
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28 color = vec4(ex_color, 1); |
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29 } |
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30 )"; |
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31 |
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32 constexpr std::size_t vertexSize = sizeof(GeometryPreview::Vertex); |
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33 |
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34 GeometryPreview::GeometryPreview(QObject *parent) : |
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35 AbstractShaderProgram{{ |
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36 {GL_LINES, vertexSize, QOpenGLBuffer::DynamicDraw}, |
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37 {GL_TRIANGLES, vertexSize, QOpenGLBuffer::DynamicDraw} |
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38 }, parent} |
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39 { |
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40 } |
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41 |
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42 GeometryPreview::~GeometryPreview() |
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43 { |
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44 } |
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45 |
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46 QVector<GeometryPreview::Vertex>& GeometryPreview::modifyLinesBuffer() |
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47 { |
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48 this->needRebuild = true; |
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49 return this->lines; |
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50 } |
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51 |
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52 QVector<GeometryPreview::Vertex>& GeometryPreview::modifyTrianglesBuffer() |
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53 { |
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54 this->needRebuild = true; |
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55 return this->triangles; |
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56 } |
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57 |
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58 void GeometryPreview::initialize() |
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59 { |
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60 if (not this->isInitialized) |
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61 { |
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62 this->isInitialized = true; |
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63 this->program.emplace(this); |
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64 gl::buildShaders(&*this->program, ::vertexShaderSource, ::fragmentShaderSource); |
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65 this->program->bind(); |
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66 for (QOpenGLBuffer* buffer : {&this->linesBuffer, &this->trianglesBuffer}) |
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67 { |
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68 buffer->create(); |
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69 buffer->bind(); |
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70 buffer->setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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71 } |
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72 this->vertexArrayObject.create(); |
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73 this->vertexArrayObject.bind(); |
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74 this->setupVertexArrays(); |
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75 this->vertexArrayObject.release(); |
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76 for (auto& buffer : {this->linesBuffer, this->trianglesBuffer}) |
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77 { |
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78 buffer->release(); |
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79 } |
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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 |
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85 void GeometryPreview::rebuildIfNecessary() |
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86 { |
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87 if (this->needRebuild) |
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88 { |
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89 this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize()); |
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90 this->needRebuild = false; |
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91 } |
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92 } |
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93 |
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94 void GeometryPreview::checkForGLErrors() |
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95 { |
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96 gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent())); |
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97 } |
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98 |
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99 void GeometryPreview::setupVertexArrays() |
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100 { |
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101 for (int i : {0, 1}) |
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102 { |
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103 this->program->enableAttributeArray(i); |
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104 } |
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105 const int stride = this->vertexSize(); |
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106 this->program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride); |
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107 this->program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride); |
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108 } |