Wed, 15 Jun 2022 13:03:20 +0300
refactor
/* * 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 "axesprogram.h" static constexpr char vertexShaderSource[] = R"( #version 330 core layout (location = 0) in vec3 in_position; layout (location = 1) in vec3 in_color; uniform mat4 mvp; smooth out vec3 ex_color; void main() { gl_Position = mvp * vec4(in_position, 1.0); ex_color = in_color; } )"; static constexpr char fragmentShaderSource[] = R"( #version 330 core out vec4 color; smooth in vec3 ex_color; void main(void) { color = vec4(ex_color, 1); } )"; void AxesLayer::initializeGL() { constexpr struct VertexType { glm::vec3 position; glm::vec3 color; } data[] = { {{10000, 0, 0}, {1, 0, 0}}, {{0, 0, 0}, {1, 0, 0}}, {{-10000, 0, 0}, {0.5, 0, 0}}, {{0, 0, 0}, {0.5, 0, 0}}, {{0, 10000, 0}, {0, 1, 0}}, {{0, 0, 0}, {0, 1, 0}}, {{0, -10000, 0}, {0, 0.5, 0}}, {{0, 0, 0}, {0, 0.5, 0}}, {{0, 0, 10000}, {0, 0, 1}}, {{0, 0, 0}, {0, 0, 1}}, {{0, 0, -10000}, {0, 0, 0.5}}, {{0, 0, 0}, {0, 0, 0.5}}, }; constexpr int stride = sizeof(VertexType); this->shader.initialize( ::vertexShaderSource, ::fragmentShaderSource, QOpenGLBuffer::StaticDraw, { GLAttributeSpec{ .type = GL_FLOAT, .offset = offsetof(VertexType, position), .tuplesize = 3, .stride = stride, }, { .type = GL_FLOAT, .offset = offsetof(VertexType, color), .tuplesize = 3, .stride = stride, }, }); this->shader.bufferData(&data[0], countof(data), sizeof data[0]); } void AxesLayer::paintGL() { glLineWidth(5); glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); this->shader.draw(GL_LINES); glDisable(GL_LINE_SMOOTH); } void AxesLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix) { this->shader.setMvpMatrix(mvpMatrix); }