src/gl/gridprogram.cpp

changeset 53
3af627f7a40f
child 54
a4055f67b9c7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/gridprogram.cpp	Thu Feb 13 12:51:27 2020 +0200
@@ -0,0 +1,136 @@
+/*
+ *  LDForge: LDraw parts authoring CAD
+ *  Copyright (C) 2020 Teemu Piippo
+ *
+ *  This program is free software: you can redistribute it and/or modify
+ *  it under the terms of the GNU General Public License as published by
+ *  the Free Software Foundation, either version 3 of the License, or
+ *  (at your option) any later version.
+ *
+ *  This program is distributed in the hope that it will be useful,
+ *  but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *  GNU General Public License for more details.
+ *
+ *  You should have received a copy of the GNU General Public License
+ *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "gridprogram.h"
+
+// Based on https://stackoverflow.com/q/30842755
+const char vertexShaderSource[] = R"(
+#version 330 core
+
+layout (location = 0) in vec2 in_position;
+uniform mat4 view;
+uniform mat4 projection;
+uniform mat4 model;
+smooth out vec2 ex_uv;
+const mat4 stretch = mat4(vec4(10000, 0, 0, 0), vec4(0, 10000, 0, 0), vec4(0, 0, 10000, 0), vec4(0, 0, 0, 1));
+
+void main()
+{
+	gl_Position = projection * view * model * stretch * vec4(in_position, 0.0, 1.0);
+	ex_uv = in_position;
+}
+)";
+
+const char fragmentShaderSource[] = R"(
+#version 330 core
+
+out vec4 color;
+smooth in vec2 ex_uv;
+const vec4 lineColor = vec4(1.0, 1.0, 1.0, 0.75);
+
+void main(void)
+{
+	if(fract(ex_uv.x / 0.001f) < 0.01f || fract(ex_uv.y / 0.001f) < 0.01f)
+		color = lineColor;
+	else
+		color = vec4(0);
+}
+)";
+
+static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}};
+
+GridProgram::GridProgram(QObject* parent) :
+	QObject{parent},
+	buffer{QOpenGLBuffer::VertexBuffer},
+	vertexShader{QOpenGLShader::Vertex},
+	fragmentShader{QOpenGLShader::Fragment}
+{
+}
+
+void GridProgram::initialize()
+{
+	if (not isInitialized)
+	{
+		this->initializeOpenGLFunctions();
+		this->isInitialized = true;
+		this->program.emplace(this);
+		gl::buildShaders(&*this->program, ::vertexShaderSource, ::fragmentShaderSource);
+		this->program->bind();
+		this->buffer.create();
+		this->buffer.bind();
+		this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
+		this->buffer.allocate(data, countof(data) * sizeof data[0]);
+		this->vertexArrayObject.create();
+		this->vertexArrayObject.bind();
+		this->program->enableAttributeArray(0);
+		this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0);
+		this->vertexArrayObject.release();
+		this->buffer.release();
+		this->program->release();
+		this->checkForGLErrors();
+	}
+}
+
+void GridProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+	Q_ASSERT(this->isInitialized);
+	this->program->bind();
+	this->program->setUniformMatrix("view", newViewMatrix);
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void GridProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+	Q_ASSERT(this->isInitialized);
+	this->program->bind();
+	this->program->setUniformMatrix("projection", newProjectionMatrix);
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void GridProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+	Q_ASSERT(this->isInitialized);
+	this->program->bind();
+	this->program->setUniformMatrix("model", newModelMatrix);
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void GridProgram::draw()
+{
+	this->program->bind();
+	this->vertexArrayObject.bind();
+	glDrawArrays(GL_QUADS, 0, countof(data));
+	this->vertexArrayObject.release();
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void GridProgram::teardown()
+{
+	this->vertexArrayObject.destroy();
+	this->buffer.destroy();
+	this->program.reset();
+}
+
+void GridProgram::checkForGLErrors()
+{
+	gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent()));
+}

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