Wed, 09 Mar 2022 14:22:22 +0200
Show type of object in the object editor
/* * 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" 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; uniform mat4 grid; void main() { gl_Position = projection * view * model * grid * 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; 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); } )"; GridProgram::GridProgram(QObject *parent) : AbstractBasicShaderProgram{parent} { constexpr int extent = 50; this->gridData.reserve(8 * extent + 4); for (int i = -extent; i <= extent; i += 1) { this->gridData.push_back({i, -extent}); this->gridData.push_back({i, extent}); } for (int i = -extent; i <= extent; i += 1) { this->gridData.push_back({-extent, i}); this->gridData.push_back({extent, i}); } } 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 this->gridData.data(); } int GridProgram::vertexSize() const { return sizeof this->gridData[0]; } int GridProgram::vertexCount() const { return this->gridData.size(); } 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_LINES; } QOpenGLBuffer::UsagePattern GridProgram::usagePattern() const { return QOpenGLBuffer::StaticDraw; }