Thu, 13 Feb 2020 12:51:27 +0200
added grid program
/* * 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())); }