src/gl/basicshaderprogram.cpp

Wed, 25 May 2022 20:36:34 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Wed, 25 May 2022 20:36:34 +0300
changeset 199
6988973515d2
parent 118
8e1c9f18ae15
child 215
34c6e7bc4ee1
permissions
-rw-r--r--

Fix pick() picking from weird places on the screen with high DPI scaling

glReadPixels reads data from the frame buffer, which contains data after
high DPI scaling, so any reads to that need to take this scaling into account

/*
 *  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();
		const QOpenGLBuffer::UsagePattern pattern = this->usagePattern();
		this->buffer.setUsagePattern(pattern);
		if (pattern == 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()));
}

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