diff -r ddb07bb6840c -r a36913fc552a src/gl/axesprogram.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/axesprogram.cpp Fri Mar 06 16:08:53 2020 +0200
@@ -0,0 +1,168 @@
+/*
+ * 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 "gridprogram.h"
+
+// Based on https://stackoverflow.com/q/30842755
+const char vertexShaderSource[] = R"(
+#version 330 core
+
+layout (location = 0) in vec3 in_position;
+layout (location = 1) in vec3 in_color;
+uniform mat4 view;
+uniform mat4 projection;
+uniform mat4 model;
+smooth out vec3 ex_color;
+
+void main()
+{
+ gl_Position = projection * view * model * vec4(in_position, 0.0, 1.0);
+ ex_uv = ex_color;
+}
+)";
+
+const char fragmentShaderSource[] = R"(
+#version 330 core
+
+out vec4 color;
+smooth in vec3 ex_color;
+
+void main(void)
+{
+ color = vec4(ex_color, 1)
+}
+)";
+
+namespace
+{
+ struct AxesVertex
+ {
+ glm::vec3 position;
+ glm::vec3 color;
+ };
+}
+
+static AxesVertex data[] =
+{
+ AxesVertex{{-10000, 0, 0}, {1, 0, 0}},
+ AxesVertex{{10000, 0, 0}, {1, 0, 0}},
+ AxesVertex{{0, -10000, 0}, {0, 1, 0}},
+ AxesVertex{{0, 10000, 0}, {0, 1, 0}},
+ AxesVertex{{0, 0, -10000}, {0, 0, 1}},
+ AxesVertex{{0, 0, 10000}, {0, 0, 1}},
+};
+
+AxesProgram::AxesProgram(QObject* parent) :
+ QObject{parent},
+ buffer{QOpenGLBuffer::VertexBuffer},
+ vertexShader{QOpenGLShader::Vertex},
+ fragmentShader{QOpenGLShader::Fragment}
+{
+}
+
+void AxesProgram::initialize()
+{
+ if (not isInitialized)
+ {
+ this->initializeOpenGLFunctions();
+ this->isInitialized = true;
+ this->program.emplace(this);
+ gl::buildShaders(&*this->program, ::vertexShaderSource, ::fragmentShaderSource);
+ this->program->bind();
+ this->buffer.create();
+ this->buffer.bind();
+ this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
+ this->buffer.allocate(data, countof(data) * sizeof data[0]);
+ this->vertexArrayObject.create();
+ this->vertexArrayObject.bind();
+ this->program->enableAttributeArray(0);
+ this->program->setAttributeBuffer(0, GL_FLOAT, 0, 2, 0);
+ this->program->setUniformVector("gridColor", this->gridColor);
+ this->vertexArrayObject.release();
+ this->buffer.release();
+ this->program->release();
+ this->checkForGLErrors();
+ }
+}
+
+void AxesProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+ this->setMatrix("view", newViewMatrix);
+}
+
+void AxesProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+ this->setMatrix("projection", newProjectionMatrix);
+}
+
+void AxesProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+ this->setMatrix("model", newModelMatrix);
+}
+
+void AxesProgram::setGridMatrix(const glm::mat4& newGridMatrix)
+{
+ this->setMatrix("grid", newGridMatrix);
+}
+
+void AxesProgram::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 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;
+ }
+}
+
+void GridProgram::draw()
+{
+ this->program->bind();
+ this->vertexArrayObject.bind();
+ glDrawArrays(GL_QUADS, 0, countof(data));
+ this->vertexArrayObject.release();
+ this->program->release();
+ this->checkForGLErrors();
+}
+
+void GridProgram::teardown()
+{
+ this->vertexArrayObject.destroy();
+ this->buffer.destroy();
+ this->program.reset();
+}
+
+void GridProgram::checkForGLErrors()
+{
+ gl::checkForGLErrors(qobject_cast(this->parent()));
+}