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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 "gridprogram.h" |
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20 |
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21 // Based on https://stackoverflow.com/q/30842755 |
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22 const 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 vec3 in_position; |
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26 layout (location = 1) in vec3 in_color; |
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27 uniform mat4 view; |
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28 uniform mat4 projection; |
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29 uniform mat4 model; |
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30 smooth out vec3 ex_color; |
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31 |
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32 void main() |
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33 { |
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34 gl_Position = projection * view * model * vec4(in_position, 0.0, 1.0); |
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35 ex_uv = ex_color; |
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36 } |
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37 )"; |
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38 |
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39 const char fragmentShaderSource[] = R"( |
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40 #version 330 core |
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41 |
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42 out vec4 color; |
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43 smooth in vec3 ex_color; |
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44 |
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45 void main(void) |
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46 { |
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47 color = vec4(ex_color, 1) |
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48 } |
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49 )"; |
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50 |
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51 namespace |
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52 { |
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53 struct AxesVertex |
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54 { |
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55 glm::vec3 position; |
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56 glm::vec3 color; |
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57 }; |
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58 } |
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59 |
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60 static AxesVertex data[] = |
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61 { |
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62 AxesVertex{{-10000, 0, 0}, {1, 0, 0}}, |
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63 AxesVertex{{10000, 0, 0}, {1, 0, 0}}, |
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64 AxesVertex{{0, -10000, 0}, {0, 1, 0}}, |
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65 AxesVertex{{0, 10000, 0}, {0, 1, 0}}, |
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66 AxesVertex{{0, 0, -10000}, {0, 0, 1}}, |
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67 AxesVertex{{0, 0, 10000}, {0, 0, 1}}, |
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68 }; |
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69 |
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70 AxesProgram::AxesProgram(QObject* parent) : |
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71 QObject{parent}, |
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72 buffer{QOpenGLBuffer::VertexBuffer}, |
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73 vertexShader{QOpenGLShader::Vertex}, |
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74 fragmentShader{QOpenGLShader::Fragment} |
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75 { |
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76 } |
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77 |
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78 void AxesProgram::initialize() |
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79 { |
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80 if (not isInitialized) |
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81 { |
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82 this->initializeOpenGLFunctions(); |
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83 this->isInitialized = true; |
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84 this->program.emplace(this); |
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85 gl::buildShaders(&*this->program, ::vertexShaderSource, ::fragmentShaderSource); |
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86 this->program->bind(); |
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87 this->buffer.create(); |
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88 this->buffer.bind(); |
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89 this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw); |
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90 this->buffer.allocate(data, countof(data) * sizeof data[0]); |
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91 this->vertexArrayObject.create(); |
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92 this->vertexArrayObject.bind(); |
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93 this->program->enableAttributeArray(0); |
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94 this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0); |
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95 this->program->setUniformVector("gridColor", this->gridColor); |
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96 this->vertexArrayObject.release(); |
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97 this->buffer.release(); |
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98 this->program->release(); |
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99 this->checkForGLErrors(); |
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100 } |
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101 } |
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102 |
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103 void AxesProgram::setViewMatrix(const glm::mat4& newViewMatrix) |
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104 { |
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105 this->setMatrix("view", newViewMatrix); |
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106 } |
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107 |
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108 void AxesProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix) |
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109 { |
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110 this->setMatrix("projection", newProjectionMatrix); |
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111 } |
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112 |
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113 void AxesProgram::setModelMatrix(const glm::mat4& newModelMatrix) |
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114 { |
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115 this->setMatrix("model", newModelMatrix); |
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116 } |
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117 |
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118 void AxesProgram::setGridMatrix(const glm::mat4& newGridMatrix) |
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119 { |
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120 this->setMatrix("grid", newGridMatrix); |
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121 } |
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122 |
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123 void AxesProgram::setMatrix(const char* name, const glm::mat4& matrix) |
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124 { |
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125 Q_ASSERT(this->isInitialized); |
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126 this->program->bind(); |
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127 this->program->setUniformMatrix(name, matrix); |
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128 this->program->release(); |
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129 this->checkForGLErrors(); |
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130 } |
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131 |
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132 void GridProgram::setGridColor(const QColor& newGridColor) |
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133 { |
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134 const glm::vec4 vec = gl::colorToVector4(newGridColor); |
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135 if (this->isInitialized) |
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136 { |
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137 this->program->bind(); |
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138 this->program->setUniformVector("gridColor", vec); |
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139 this->program->release(); |
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140 this->checkForGLErrors(); |
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141 } |
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142 else |
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143 { |
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144 this->gridColor = vec; |
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145 } |
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146 } |
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147 |
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148 void GridProgram::draw() |
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149 { |
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150 this->program->bind(); |
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151 this->vertexArrayObject.bind(); |
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152 glDrawArrays(GL_QUADS, 0, countof(data)); |
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153 this->vertexArrayObject.release(); |
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154 this->program->release(); |
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155 this->checkForGLErrors(); |
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156 } |
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157 |
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158 void GridProgram::teardown() |
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159 { |
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160 this->vertexArrayObject.destroy(); |
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161 this->buffer.destroy(); |
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162 this->program.reset(); |
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163 } |
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164 |
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165 void GridProgram::checkForGLErrors() |
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166 { |
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167 gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent())); |
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168 } |