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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 "basicshaderprogram.h" |
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20 |
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21 AbstractBasicShaderProgram::AbstractBasicShaderProgram(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 } |
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28 |
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29 void AbstractBasicShaderProgram::initialize() |
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30 { |
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31 if (not isInitialized) |
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32 { |
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33 this->initializeOpenGLFunctions(); |
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34 this->isInitialized = true; |
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35 this->program.emplace(this); |
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36 gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource()); |
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37 this->program->bind(); |
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38 this->buffer.create(); |
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39 this->buffer.bind(); |
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40 this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw); |
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41 this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize()); |
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42 this->vertexArrayObject.create(); |
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43 this->vertexArrayObject.bind(); |
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44 this->setupVertexArrays(); |
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45 this->vertexArrayObject.release(); |
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46 this->buffer.release(); |
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47 this->program->release(); |
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48 this->checkForGLErrors(); |
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49 } |
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50 } |
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51 |
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52 void AbstractBasicShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix) |
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53 { |
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54 this->setMatrix("view", newViewMatrix); |
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55 } |
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56 |
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57 void AbstractBasicShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix) |
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58 { |
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59 this->setMatrix("projection", newProjectionMatrix); |
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60 } |
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61 |
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62 void AbstractBasicShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix) |
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63 { |
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64 this->setMatrix("model", newModelMatrix); |
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65 } |
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66 |
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67 void AbstractBasicShaderProgram::setMatrix(const char* name, const glm::mat4& matrix) |
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68 { |
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69 Q_ASSERT(this->isInitialized); |
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70 this->program->bind(); |
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71 this->program->setUniformMatrix(name, matrix); |
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72 this->program->release(); |
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73 this->checkForGLErrors(); |
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74 } |
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75 |
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76 void AbstractBasicShaderProgram::draw() |
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77 { |
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78 this->program->bind(); |
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79 this->vertexArrayObject.bind(); |
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80 glDrawArrays(this->drawMode(), 0, this->vertexCount()); |
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81 this->vertexArrayObject.release(); |
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82 this->program->release(); |
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83 this->checkForGLErrors(); |
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84 } |
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85 |
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86 void AbstractBasicShaderProgram::teardown() |
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87 { |
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88 this->vertexArrayObject.destroy(); |
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89 this->buffer.destroy(); |
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90 this->program.reset(); |
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91 } |
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92 |
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93 void AbstractBasicShaderProgram::checkForGLErrors() |
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94 { |
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95 gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent())); |
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96 } |