src/gl/vertexprogram.cpp

changeset 296
38f6fad61bad
parent 295
4241d948af28
child 297
bc92f97498f7
--- a/src/gl/vertexprogram.cpp	Tue Jun 28 19:25:45 2022 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,140 +0,0 @@
-#include "vertexprogram.h"
-#include "document.h"
-
-static const char vertexShaderSource[] = R"(
-#version 330 core
-const int FRAGSTYLE_Normal = 0;
-const int FRAGSTYLE_Id = 1;
-layout (location = 0) in vec3 in_position;
-layout (location = 1) in vec3 in_color;
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 model;
-smooth out vec3 ex_color;
-
-void main()
-{
-	gl_Position = projection * view * model * vec4(in_position, 1.0);
-	ex_color = in_color;
-}
-)";
-
-static const char fragmentShaderSource[] = R"(
-#version 330 core
-
-out vec4 color;
-smooth in vec3 ex_color;
-
-void main(void)
-{
-	color = vec4(ex_color, 1);
-}
-)";
-
-std::vector<glm::vec3> sphere(const int d2)
-{
-	std::vector<glm::vec3> result;
-	result.reserve(12 * d2 * d2);
-	for (int i = 0; i < d2; ++i)
-	{
-		const float alpha = i * pi<> / d2;
-		const float alpha_2 = (i + 1) * pi<> / d2;
-		for (int j = -d2; j < d2; ++j)
-		{
-			const float beta = j * pi<> / d2;
-			const float beta_2 = (j + 1) * pi<> / d2;
-			const float x1 = cos(beta) * sin(alpha);
-			const float x2 = cos(beta) * sin(alpha_2);
-			const float x3 = cos(beta_2) * sin(alpha_2);
-			const float x4 = cos(beta_2) * sin(alpha);
-			const float z1 = sin(beta) * sin(alpha);
-			const float z2 = sin(beta) * sin(alpha_2);
-			const float z3 = sin(beta_2) * sin(alpha_2);
-			const float z4 = sin(beta_2) * sin(alpha);
-			const float y1 = cos(alpha);
-			const float y2 = cos(alpha_2);
-			result.push_back({x1, y1, z1});
-			result.push_back({x2, y2, z2});
-			result.push_back({x3, y2, z3});
-			result.push_back({x1, y1, z1});
-			result.push_back({x3, y2, z3});
-			result.push_back({x4, y1, z4});
-		}
-	}
-	return result;
-}
-
-VertexProgram::VertexProgram(QObject *parent) :
-	AbstractBasicShaderProgram{parent}
-{
-}
-
-const char *VertexProgram::vertexShaderSource() const
-{
-	return ::vertexShaderSource;
-}
-
-const char *VertexProgram::fragmentShaderSource() const
-{
-	return ::fragmentShaderSource;
-}
-
-const void *VertexProgram::vertexData() const
-{
-	return this->data.data();
-}
-
-int VertexProgram::vertexSize() const
-{
-	return sizeof(Vertex);
-}
-
-int VertexProgram::vertexCount() const
-{
-	return this->data.size();
-}
-
-void VertexProgram::setupVertexArrays()
-{
-	for (int i : {0, 1})
-	{
-		this->program->enableAttributeArray(i);
-	}
-	const int stride = this->vertexSize();
-	this->program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride);
-	this->program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 3, stride);
-}
-
-GLenum VertexProgram::drawMode() const
-{
-	return GL_TRIANGLES;
-}
-
-QOpenGLBuffer::UsagePattern VertexProgram::usagePattern() const
-{
-	return QOpenGLBuffer::DynamicDraw;
-}
-
-void VertexProgram::setFragmentStyle(const FragmentStyle newFragmentStyle)
-{
-	this->fragmentStyle = newFragmentStyle;
-}
-
-void VertexProgram::build(const VertexMap* vertexMap)
-{
-	constexpr glm::vec3 color = {0.0, 1.0, 1.0};
-	this->data.clear();
-	const std::vector<glm::vec3> sphere = ::sphere(8 / 2);
-	vertexMap->apply([&](const glm::vec3&, const VertexMap::VertexInfo& info)
-	{
-		reserveMore(this->data, sphere.size());
-		for (const glm::vec3& point : sphere)
-		{
-			const glm::vec3 transformed = glm::scale(info.transform, glm::vec3{0.5, 0.5, 0.5}) * glm::vec4{point, 1};
-			this->data.push_back({transformed, color});
-		}
-	});
-	this->buffer.bind();
-	this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
-	this->buffer.release();
-}

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