diff -r a36913fc552a -r f21b800b02a4 src/gl/basicshaderprogram.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gl/basicshaderprogram.cpp Fri Mar 06 20:13:10 2020 +0200
@@ -0,0 +1,96 @@
+/*
+ * 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 "basicshaderprogram.h"
+
+AbstractBasicShaderProgram::AbstractBasicShaderProgram(QObject* parent) :
+ QObject{parent},
+ buffer{QOpenGLBuffer::VertexBuffer},
+ vertexShader{QOpenGLShader::Vertex},
+ fragmentShader{QOpenGLShader::Fragment}
+{
+}
+
+void AbstractBasicShaderProgram::initialize()
+{
+ if (not isInitialized)
+ {
+ this->initializeOpenGLFunctions();
+ this->isInitialized = true;
+ this->program.emplace(this);
+ gl::buildShaders(&*this->program, this->vertexShaderSource(), this->fragmentShaderSource());
+ this->program->bind();
+ this->buffer.create();
+ this->buffer.bind();
+ this->buffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
+ this->buffer.allocate(this->vertexData(), this->vertexCount() * this->vertexSize());
+ this->vertexArrayObject.create();
+ this->vertexArrayObject.bind();
+ this->setupVertexArrays();
+ this->vertexArrayObject.release();
+ this->buffer.release();
+ this->program->release();
+ this->checkForGLErrors();
+ }
+}
+
+void AbstractBasicShaderProgram::setViewMatrix(const glm::mat4& newViewMatrix)
+{
+ this->setMatrix("view", newViewMatrix);
+}
+
+void AbstractBasicShaderProgram::setProjectionMatrix(const glm::mat4& newProjectionMatrix)
+{
+ this->setMatrix("projection", newProjectionMatrix);
+}
+
+void AbstractBasicShaderProgram::setModelMatrix(const glm::mat4& newModelMatrix)
+{
+ this->setMatrix("model", newModelMatrix);
+}
+
+void AbstractBasicShaderProgram::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 AbstractBasicShaderProgram::draw()
+{
+ this->program->bind();
+ this->vertexArrayObject.bind();
+ glDrawArrays(this->drawMode(), 0, this->vertexCount());
+ this->vertexArrayObject.release();
+ this->program->release();
+ this->checkForGLErrors();
+}
+
+void AbstractBasicShaderProgram::teardown()
+{
+ this->vertexArrayObject.destroy();
+ this->buffer.destroy();
+ this->program.reset();
+}
+
+void AbstractBasicShaderProgram::checkForGLErrors()
+{
+ gl::checkForGLErrors(qobject_cast(this->parent()));
+}