src/gl/basicshaderprogram.cpp

changeset 70
f21b800b02a4
child 118
8e1c9f18ae15
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/basicshaderprogram.cpp	Fri Mar 06 20:13:10 2020 +0200
@@ -0,0 +1,96 @@
+/*
+ *  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 "basicshaderprogram.h"
+
+AbstractBasicShaderProgram::AbstractBasicShaderProgram(QObject* parent) :
+	QObject{parent},
+	buffer{QOpenGLBuffer::VertexBuffer},
+	vertexShader{QOpenGLShader::Vertex},
+	fragmentShader{QOpenGLShader::Fragment}
+{
+}
+
+void AbstractBasicShaderProgram::initialize()
+{
+	if (not isInitialized)
+	{
+		this->initializeOpenGLFunctions();
+		this->isInitialized = true;
+		this->program.emplace(this);
+		gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource());
+		this->program->bind();
+		this->buffer.create();
+		this->buffer.bind();
+		this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
+		this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
+		this->vertexArrayObject.create();
+		this->vertexArrayObject.bind();
+		this->setupVertexArrays();
+		this->vertexArrayObject.release();
+		this->buffer.release();
+		this->program->release();
+		this->checkForGLErrors();
+	}
+}
+
+void AbstractBasicShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+	this->setMatrix("view", newViewMatrix);
+}
+
+void AbstractBasicShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+	this->setMatrix("projection", newProjectionMatrix);
+}
+
+void AbstractBasicShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+	this->setMatrix("model", newModelMatrix);
+}
+
+void AbstractBasicShaderProgram::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 AbstractBasicShaderProgram::draw()
+{
+	this->program->bind();
+	this->vertexArrayObject.bind();
+	glDrawArrays(this->drawMode(), 0, this->vertexCount());
+	this->vertexArrayObject.release();
+	this->program->release();
+	this->checkForGLErrors();
+}
+
+void AbstractBasicShaderProgram::teardown()
+{
+	this->vertexArrayObject.destroy();
+	this->buffer.destroy();
+	this->program.reset();
+}
+
+void AbstractBasicShaderProgram::checkForGLErrors()
+{
+	gl::checkForGLErrors(qobject_cast<QWidget*>(this->parent()));
+}

mercurial