src/gl/abstractshaderprogram.cpp

changeset 102
9f435f66bd0c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/abstractshaderprogram.cpp	Wed Feb 17 16:49:35 2021 +0200
@@ -0,0 +1,113 @@
+/*
+ *  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 "abstractshaderprogram.h"
+
+AbstractShaderProgram::AbstractBasicShaderProgram(const QVector<ArraySpecification>& arraySpecifications, QObject* parent) :
+	QObject{parent},
+	buffer{QOpenGLBuffer::VertexBuffer},
+	vertexShader{QOpenGLShader::Vertex},
+	fragmentShader{QOpenGLShader::Fragment}
+{
+	this->arrays.reserve(arraySpecifications.size());
+	for (const ArraySpecification& arraySpecification : arraySpecifications)
+	{
+		this->arrays.emplace_back({arraySpecification});
+	}
+}
+
+void AbstractShaderProgram::initialize()
+{
+	if (not this->isInitialized)
+	{
+		this->initializeOpenGLFunctions();
+		this->isInitialized = true;
+		this->program.emplace(this);
+		gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource());
+		this->program->bind();
+		for (auto& array : this->arrays)
+		{
+			array.buffer.create();
+			array.buffer.bind();
+			array.buffer.setUsagePattern(array.specification.bufferUsagePattern);
+			array.vertexArrayObject.create();
+			array.vertexArrayObject.bind();
+		}
+		this->setupVertexArrays();
+		this->vertexArrayObject.release();
+		this->releaseBuffers();
+		this->buffer.release();
+		this->program->release();
+		this->checkForGLErrors();
+	}
+}
+
+void AbstractShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+	this->setMatrix("view", newViewMatrix);
+}
+
+void AbstractShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+	this->setMatrix("projection", newProjectionMatrix);
+}
+
+void AbstractShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+	this->setMatrix("model", newModelMatrix);
+}
+
+void AbstractShaderProgram::setMatrix(const char* name, const glm::mat4& matrix)
+{
+	Q_ASSERT(this->isInitialized);
+	this->program->bind();
+	this->program->setUniformMatrix(name, matrix);
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void AbstractShaderProgram::draw()
+{
+	this->program->bind();
+	for (Array& array : this->arrays)
+	{
+		array.vertexArrayObject.bind();
+		glDrawArrays(array.specification.drawMode, 0, array.count);
+		this->vertexArrayObject.release();
+	}
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void AbstractShaderProgram::teardown()
+{
+	this->vertexArrayObject.destroy();
+	this->buffer.destroy();
+	this->program.reset();
+}
+
+void AbstractShaderProgram::checkForGLErrors()
+{
+	gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent()));
+}
+
+void AbstractShaderProgram::upload(Array* array, const void* data, int count)
+{
+	array->count = count;
+	array->buffer->buffer.allocate(data, count * array->specification.vertexSize);
+}

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