Fri, 01 Jul 2022 16:46:43 +0300
Fix right click to delete not really working properly
Instead of removing the point that had been added, it would remove
the point that is being drawn, which would cause it to overwrite the
previous point using the new point, causing a bit of a delay
/* * 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 "src/gl/partrenderer.h" #include "src/layers/gridlayer.h" constexpr char vertexShaderSource[] = R"( #version 330 core layout (location = 0) in vec2 in_position; uniform mat4 mvp; smooth out vec2 ex_uv; uniform mat4 grid; void main() { gl_Position = mvp * grid * vec4(in_position, 0.0, 1.0); ex_uv = in_position; } )"; constexpr char fragmentShaderSource[] = R"( #version 330 core out vec4 color; smooth in vec2 ex_uv; uniform vec4 gridColor; void main(void) { float dx = fract(ex_uv.y); float dy = fract(ex_uv.x); /* fade the grid towards extreme co-ordinates */ float d = (1.0f - 0.015 * max(abs(ex_uv.x), abs(ex_uv.y))); color = vec4(gridColor.xyz, gridColor.w * d); } )"; template<int extent> constexpr auto calcGridData() { std::array<glm::vec2, 8 * extent + 4> result; std::size_t ix = 0; for (int i = -extent; i <= extent; i += 1) { result[ix++] = {i, -extent}; result[ix++] = {i, extent}; } for (int i = -extent; i <= extent; i += 1) { result[ix++] = {-extent, i}; result[ix++] = {extent, i}; } return result; } void GridLayer::setGridMatrix(const glm::mat4& newGridMatrix) { this->gridMatrix = newGridMatrix; if (this->isInitialized) { this->shader.setUniformMatrix("grid", newGridMatrix); } } void GridLayer::setGridColor(const QColor& newGridColor) { this->gridColor = gl::colorToVector4(newGridColor); if (this->isInitialized) { this->shader.setUniformVector("gridColor", this->gridColor); } } void GridLayer::settingsChanged() { this->setGridColor(this->renderer->isDark() ? Qt::white : Qt::black); } void GridLayer::initializeGL() { this->shader.initialize( ::vertexShaderSource, ::fragmentShaderSource, QOpenGLBuffer::StaticDraw, { GLAttributeSpec{ .type = GL_FLOAT, .offset = 0, .tuplesize = 2, .stride = 0, }, } ); this->isInitialized = true; constexpr auto data = calcGridData<50>(); this->shader.setUniformVector("gridColor", this->gridColor); this->setGridMatrix(this->gridMatrix); this->settingsChanged(); this->shader.bufferData(data.data(), data.size(), sizeof data[0]); } void GridLayer::paintGL() { glLineWidth(1); glEnable(GL_BLEND); glLineStipple(1, 0x8888); glEnable(GL_LINE_STIPPLE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); this->shader.draw(GL_LINES); glDisable(GL_BLEND); glDisable(GL_LINE_STIPPLE); } void GridLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix) { this->shader.setMvpMatrix(mvpMatrix); }