src/gl/basicshaderprogram.cpp

changeset 70
f21b800b02a4
child 118
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equal deleted inserted replaced
69:a36913fc552a 70:f21b800b02a4
1 /*
2 * LDForge: LDraw parts authoring CAD
3 * Copyright (C) 2020 Teemu Piippo
4 *
5 * This program is free software: you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation, either version 3 of the License, or
8 * (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
14 *
15 * You should have received a copy of the GNU General Public License
16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
17 */
18
19 #include "basicshaderprogram.h"
20
21 AbstractBasicShaderProgram::AbstractBasicShaderProgram(QObject* parent) :
22 QObject{parent},
23 buffer{QOpenGLBuffer::VertexBuffer},
24 vertexShader{QOpenGLShader::Vertex},
25 fragmentShader{QOpenGLShader::Fragment}
26 {
27 }
28
29 void AbstractBasicShaderProgram::initialize()
30 {
31 if (not isInitialized)
32 {
33 this->initializeOpenGLFunctions();
34 this->isInitialized = true;
35 this->program.emplace(this);
36 gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource());
37 this->program->bind();
38 this->buffer.create();
39 this->buffer.bind();
40 this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
41 this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
42 this->vertexArrayObject.create();
43 this->vertexArrayObject.bind();
44 this->setupVertexArrays();
45 this->vertexArrayObject.release();
46 this->buffer.release();
47 this->program->release();
48 this->checkForGLErrors();
49 }
50 }
51
52 void AbstractBasicShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix)
53 {
54 this->setMatrix("view", newViewMatrix);
55 }
56
57 void AbstractBasicShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
58 {
59 this->setMatrix("projection", newProjectionMatrix);
60 }
61
62 void AbstractBasicShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix)
63 {
64 this->setMatrix("model", newModelMatrix);
65 }
66
67 void AbstractBasicShaderProgram::setMatrix(const char* name, const glm::mat4& matrix)
68 {
69 Q_ASSERT(this->isInitialized);
70 this->program->bind();
71 this->program->setUniformMatrix(name, matrix);
72 this->program->release();
73 this->checkForGLErrors();
74 }
75
76 void AbstractBasicShaderProgram::draw()
77 {
78 this->program->bind();
79 this->vertexArrayObject.bind();
80 glDrawArrays(this->drawMode(), 0, this->vertexCount());
81 this->vertexArrayObject.release();
82 this->program->release();
83 this->checkForGLErrors();
84 }
85
86 void AbstractBasicShaderProgram::teardown()
87 {
88 this->vertexArrayObject.destroy();
89 this->buffer.destroy();
90 this->program.reset();
91 }
92
93 void AbstractBasicShaderProgram::checkForGLErrors()
94 {
95 gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent()));
96 }

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