Wed, 28 Jul 2021 13:22:51 +0300
rework rendering of vertices
/* * 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(1000, 0, 0, 0), vec4(0, 1000, 0, 0), vec4(0, 0, 1000, 0), vec4(0, 0, 0, 1)); uniform mat4 grid; void main() { gl_Position = projection * view * model * grid * 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; uniform vec4 gridColor; const float pi = 3.14159265f; void main(void) { float dx = fract(ex_uv.y / 0.001f); float dy = fract(ex_uv.x / 0.001f); /* compute distance to nearest unit line */ float d = min(min(min(dy, dx), 1 - dy), 1 - dx); /* use an extreme sigmoid to bring out the grid shape */ d = pow(1 - d, 50); /* fade the grid towards extreme co-ordinates */ d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d; /* add dashes */ d *= (1 + cos(ex_uv.y / 0.0001f * pi)) * 0.5f; d *= (1 + cos(ex_uv.x / 0.0001f * pi)) * 0.5f; color = vec4(gridColor.xyz, gridColor.w * d); } )"; static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}}; void GridProgram::setGridMatrix(const glm::mat4& newGridMatrix) { this->setMatrix("grid", newGridMatrix); } void GridProgram::setGridColor(const QColor& newGridColor) { const glm::vec4 vec = gl::colorToVector4(newGridColor); if (this->isInitialized) { this->program->bind(); this->program->setUniformVector("gridColor", vec); this->program->release(); this->checkForGLErrors(); } else { this->gridColor = vec; } } const char* GridProgram::vertexShaderSource() const { return ::vertexShaderSource; } const char* GridProgram::fragmentShaderSource() const { return ::fragmentShaderSource; } const void* GridProgram::vertexData() const { return ::data; } int GridProgram::vertexSize() const { return sizeof data[0]; } int GridProgram::vertexCount() const { return glm::countof(data); } void GridProgram::setupVertexArrays() { this->program->enableAttributeArray(0); this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0); this->program->setUniformVector("gridColor", this->gridColor); } GLenum GridProgram::drawMode() const { return GL_QUADS; } QOpenGLBuffer::UsagePattern GridProgram::usagePattern() const { return QOpenGLBuffer::StaticDraw; }