Thu, 15 Jun 2023 16:18:03 +0300
Refactor, make selecting elements from the model select the corresponding line from the editor as well
/* * 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/basicshaderprogram.h" void gl::initialize_basic_shader( gl::basic_shader* shader, const char* vertexShaderSource, const char* fragmentShaderSource, QOpenGLBuffer::UsagePattern usagePattern, const std::vector<GLAttributeSpec>& attributeSpecs) { shader->program = std::make_unique<gl::ShaderProgram>(); gl::buildShaders(shader->program.get(), vertexShaderSource, fragmentShaderSource); shader->program->bind(); shader->buffer.create(); shader->buffer.bind(); shader->buffer.setUsagePattern(usagePattern); shader->vertexArrayObject.create(); shader->vertexArrayObject.bind(); for (std::size_t i = 0; i < attributeSpecs.size(); ++i) { const auto& spec = attributeSpecs[i]; const int attr = narrow<int>(signed_cast(i)); shader->program->enableAttributeArray(attr); shader->program->setAttributeBuffer(attr, spec.type, spec.offset, spec.tuplesize, spec.stride); } shader->vertexArrayObject.release(); shader->buffer.release(); shader->program->release(); gl::checkForGLErrors(nullptr); } void gl::set_shader_matrix_uniform( gl::basic_shader* shader, const char* name, const glm::mat4& value) { Q_ASSERT(shader->program != nullptr); shader->program->bind(); shader->program->setUniformMatrix(name, value); shader->program->release(); gl::checkForGLErrors(nullptr); } void gl::set_shader_vector_uniform( gl::basic_shader* shader, const char* name, const glm::vec4& value) { Q_ASSERT(shader->program != nullptr); shader->program->bind(); shader->program->setUniformVector(name, value); shader->program->release(); gl::checkForGLErrors(nullptr); } void gl::buffer_shader_data( gl::basic_shader* shader, const void* data, std::size_t count, std::size_t size) { shader->buffer.bind(); shader->buffer.allocate(data, narrow<int>(signed_cast(count * size))); shader->buffer.release(); shader->vertexCount = narrow<int>(signed_cast(count)); } void gl::draw_shader( gl::basic_shader* shader, GLenum drawMode) { shader->program->bind(); shader->vertexArrayObject.bind(); glDrawArrays(drawMode, 0, shader->vertexCount); shader->vertexArrayObject.release(); shader->program->release(); gl::checkForGLErrors(nullptr); }