Mon, 20 Jun 2022 22:21:53 +0300
fix typo
/* * 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" constexpr char vertexShaderSource[] = R"( #version 330 core layout (location = 0) in vec2 in_position; uniform mat4 mvp; smooth out vec2 ex_uv; uniform mat4 grid; void main() { gl_Position = mvp * grid * vec4(in_position, 0.0, 1.0); ex_uv = in_position; } )"; constexpr char fragmentShaderSource[] = R"( #version 330 core out vec4 color; smooth in vec2 ex_uv; uniform vec4 gridColor; void main(void) { float dx = fract(ex_uv.y); float dy = fract(ex_uv.x); /* fade the grid towards extreme co-ordinates */ float d = (1.0f - 0.015 * max(abs(ex_uv.x), abs(ex_uv.y))); color = vec4(gridColor.xyz, gridColor.w * d); } )"; template<int extent> constexpr auto calcGridData() { std::array<glm::vec2, 8 * extent + 4> result; int ix = 0; for (int i = -extent; i <= extent; i += 1) { result[ix++] = {i, -extent}; result[ix++] = {i, extent}; } for (int i = -extent; i <= extent; i += 1) { result[ix++] = {-extent, i}; result[ix++] = {extent, i}; } return result; } void GridLayer::setGridMatrix(const glm::mat4& newGridMatrix) { this->gridMatrix = newGridMatrix; if (this->isInitialized) { this->shader.setUniformMatrix("grid", newGridMatrix); } } void GridLayer::setGridColor(const QColor& newGridColor) { this->gridColor = gl::colorToVector4(newGridColor); if (this->isInitialized) { this->shader.setUniformVector("gridColor", this->gridColor); } } void GridLayer::initializeGL() { this->shader.initialize( ::vertexShaderSource, ::fragmentShaderSource, QOpenGLBuffer::StaticDraw, { GLAttributeSpec{ .type = GL_FLOAT, .offset = 0, .tuplesize = 2, .stride = 0, }, } ); this->isInitialized = true; constexpr auto data = calcGridData<50>(); this->shader.setUniformVector("gridColor", this->gridColor); this->setGridMatrix(this->gridMatrix); this->shader.bufferData(data.data(), data.size(), sizeof data[0]); } void GridLayer::paintGL() { glLineWidth(1); glEnable(GL_BLEND); glLineStipple(1, 0x8888); glEnable(GL_LINE_STIPPLE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); this->shader.draw(GL_LINES); glDisable(GL_BLEND); glDisable(GL_LINE_STIPPLE); } void GridLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix) { this->shader.setMvpMatrix(mvpMatrix); }