diff -r 910890292639 -r 9f435f66bd0c src/gl/abstractshaderprogram.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/abstractshaderprogram.cpp Wed Feb 17 16:49:35 2021 +0200
@@ -0,0 +1,113 @@
+/*
+ * 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 .
+ */
+
+#include "abstractshaderprogram.h"
+
+AbstractShaderProgram::AbstractBasicShaderProgram(const QVector& arraySpecifications, QObject* parent) :
+ QObject{parent},
+ buffer{QOpenGLBuffer::VertexBuffer},
+ vertexShader{QOpenGLShader::Vertex},
+ fragmentShader{QOpenGLShader::Fragment}
+{
+ this->arrays.reserve(arraySpecifications.size());
+ for (const ArraySpecification& arraySpecification : arraySpecifications)
+ {
+ this->arrays.emplace_back({arraySpecification});
+ }
+}
+
+void AbstractShaderProgram::initialize()
+{
+ if (not this->isInitialized)
+ {
+ this->initializeOpenGLFunctions();
+ this->isInitialized = true;
+ this->program.emplace(this);
+ gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource());
+ this->program->bind();
+ for (auto& array : this->arrays)
+ {
+ array.buffer.create();
+ array.buffer.bind();
+ array.buffer.setUsagePattern(array.specification.bufferUsagePattern);
+ array.vertexArrayObject.create();
+ array.vertexArrayObject.bind();
+ }
+ this->setupVertexArrays();
+ this->vertexArrayObject.release();
+ this->releaseBuffers();
+ this->buffer.release();
+ this->program->release();
+ this->checkForGLErrors();
+ }
+}
+
+void AbstractShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+ this->setMatrix("view", newViewMatrix);
+}
+
+void AbstractShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+ this->setMatrix("projection", newProjectionMatrix);
+}
+
+void AbstractShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+ this->setMatrix("model", newModelMatrix);
+}
+
+void AbstractShaderProgram::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 AbstractShaderProgram::draw()
+{
+ this->program->bind();
+ for (Array& array : this->arrays)
+ {
+ array.vertexArrayObject.bind();
+ glDrawArrays(array.specification.drawMode, 0, array.count);
+ this->vertexArrayObject.release();
+ }
+ this->program->release();
+ this->checkForGLErrors();
+}
+
+void AbstractShaderProgram::teardown()
+{
+ this->vertexArrayObject.destroy();
+ this->buffer.destroy();
+ this->program.reset();
+}
+
+void AbstractShaderProgram::checkForGLErrors()
+{
+ gl::checkForGLErrors(qobject_cast(this->parent()));
+}
+
+void AbstractShaderProgram::upload(Array* array, const void* data, int count)
+{
+ array->count = count;
+ array->buffer->buffer.allocate(data, count * array->specification.vertexSize);
+}