Wed, 09 Mar 2022 12:42:45 +0200
Render vertices as spheres
/* * 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/>. */ #pragma once #include "basicshaderprogram.h" #include "common.h" class GridProgram : public AbstractBasicShaderProgram { Q_OBJECT public: GridProgram(QObject* parent = nullptr); void setGridMatrix(const glm::mat4& newGridMatrix); void setGridColor(const QColor& newGridColor); protected: const char* vertexShaderSource() const override; const char* fragmentShaderSource() const override; const void* vertexData() const override; int vertexSize() const override; int vertexCount() const override; void setupVertexArrays() override; GLenum drawMode() const override; QOpenGLBuffer::UsagePattern usagePattern() const override; private: glm::vec4 gridColor = {1.0f, 1.0f, 1.0f, 0.75f}; std::vector<glm::vec2> gridData; };