src/gl/axesprogram.cpp

changeset 69
a36913fc552a
child 70
f21b800b02a4
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/axesprogram.cpp	Fri Mar 06 16:08:53 2020 +0200
@@ -0,0 +1,168 @@
+/*
+ *  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 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, 0.0, 1.0);
+	ex_uv = ex_color;
+}
+)";
+
+const char fragmentShaderSource[] = R"(
+#version 330 core
+
+out vec4 color;
+smooth in vec3 ex_color;
+
+void main(void)
+{
+	color = vec4(ex_color, 1)
+}
+)";
+
+namespace
+{
+	struct AxesVertex
+	{
+		glm::vec3 position;
+		glm::vec3 color;
+	};
+}
+
+static AxesVertex data[] =
+{
+	AxesVertex{{-10000, 0, 0}, {1, 0, 0}},
+	AxesVertex{{10000, 0, 0}, {1, 0, 0}},
+	AxesVertex{{0, -10000, 0}, {0, 1, 0}},
+	AxesVertex{{0, 10000, 0}, {0, 1, 0}},
+	AxesVertex{{0, 0, -10000}, {0, 0, 1}},
+	AxesVertex{{0, 0, 10000}, {0, 0, 1}},
+};
+
+AxesProgram::AxesProgram(QObject* parent) :
+	QObject{parent},
+	buffer{QOpenGLBuffer::VertexBuffer},
+	vertexShader{QOpenGLShader::Vertex},
+	fragmentShader{QOpenGLShader::Fragment}
+{
+}
+
+void AxesProgram::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->program->setUniformVector("gridColor", this->gridColor);
+		this->vertexArrayObject.release();
+		this->buffer.release();
+		this->program->release();
+		this->checkForGLErrors();
+	}
+}
+
+void AxesProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+	this->setMatrix("view", newViewMatrix);
+}
+
+void AxesProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+	this->setMatrix("projection", newProjectionMatrix);
+}
+
+void AxesProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+	this->setMatrix("model", newModelMatrix);
+}
+
+void AxesProgram::setGridMatrix(const glm::mat4& newGridMatrix)
+{
+	this->setMatrix("grid", newGridMatrix);
+}
+
+void AxesProgram::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 GridProgram::setGridColor(const QColor& newGridColor)
+{
+	const glm::vec4 vec = gl::colorToVector4(newGridColor);
+	if (this->isInitialized)
+	{
+		this->program->bind();
+		this->program->setUniformVector("gridColor", vec);
+		this->program->release();
+		this->checkForGLErrors();
+	}
+	else
+	{
+		this->gridColor = vec;
+	}
+}
+
+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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