Draw a radial. This needs some cleanup, and some MVP matrix tweaking.

This commit is contained in:
Dan Paulat 2021-07-15 22:32:53 -05:00
parent ace3aeb460
commit 516983ab09
10 changed files with 506 additions and 4 deletions

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#include <scwx/qt/util/shader_program.hpp>
#include <QFile>
#include <QOpenGLFunctions_3_3_Core>
#include <boost/log/trivial.hpp>
namespace scwx
{
namespace qt
{
static const std::string logPrefix_ = "[scwx::qt::util::shader_program] ";
class ShaderProgramImpl
{
public:
explicit ShaderProgramImpl() : gl_(), id_ {GL_INVALID_INDEX}
{
gl_.initializeOpenGLFunctions();
// Create shader program
id_ = gl_.glCreateProgram();
}
~ShaderProgramImpl()
{
// Delete shader program
gl_.glDeleteProgram(id_);
}
QOpenGLFunctions_3_3_Core gl_;
GLuint id_;
};
ShaderProgram::ShaderProgram() : p(std::make_unique<ShaderProgramImpl>()) {}
ShaderProgram::~ShaderProgram() = default;
ShaderProgram::ShaderProgram(ShaderProgram&&) noexcept = default;
ShaderProgram& ShaderProgram::operator=(ShaderProgram&&) noexcept = default;
GLuint ShaderProgram::id() const
{
return p->id_;
}
bool ShaderProgram::Load(const std::string& vertexPath,
const std::string& fragmentPath)
{
BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "Load()";
QOpenGLFunctions_3_3_Core& gl = p->gl_;
GLint glSuccess;
bool success = true;
QFile vertexFile(vertexPath.c_str());
QFile fragmentFile(fragmentPath.c_str());
vertexFile.open(QIODevice::ReadOnly | QIODevice::Text);
fragmentFile.open(QIODevice::ReadOnly | QIODevice::Text);
if (!vertexFile.isOpen())
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Could not load vertex shader: " << vertexPath;
return false;
}
if (!fragmentFile.isOpen())
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Could not load fragment shader: " << fragmentPath;
return false;
}
QTextStream vertexShaderStream(&vertexFile);
QTextStream fragmentShaderStream(&fragmentFile);
vertexShaderStream.setEncoding(QStringConverter::Utf8);
fragmentShaderStream.setEncoding(QStringConverter::Utf8);
std::string vertexShaderSource = vertexShaderStream.readAll().toStdString();
std::string fragmentShaderSource =
fragmentShaderStream.readAll().toStdString();
const char* vertexShaderSourceC = vertexShaderSource.c_str();
const char* fragmentShaderSourceC = fragmentShaderSource.c_str();
// Create a vertex shader
GLuint vertexShader = gl.glCreateShader(GL_VERTEX_SHADER);
// Attach the shader source code and compile the shader
gl.glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
gl.glCompileShader(vertexShader);
// Check for errors
gl.glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &glSuccess);
if (!glSuccess)
{
char infoLog[512];
gl.glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Vertex shader compilation failed";
success = false;
}
// Create a fragment shader
GLuint fragmentShader = gl.glCreateShader(GL_FRAGMENT_SHADER);
// Attach the shader source and compile the shader
gl.glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
gl.glCompileShader(fragmentShader);
// Check for errors
gl.glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &glSuccess);
if (!glSuccess)
{
char infoLog[512];
gl.glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Fragment shader compilation failed: " << infoLog;
success = false;
}
if (success)
{
gl.glAttachShader(p->id_, vertexShader);
gl.glAttachShader(p->id_, fragmentShader);
gl.glLinkProgram(p->id_);
// Check for errors
gl.glGetProgramiv(p->id_, GL_LINK_STATUS, &glSuccess);
if (!glSuccess)
{
char infoLog[512];
gl.glGetProgramInfoLog(p->id_, 512, NULL, infoLog);
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Shader program link failed: " << infoLog;
success = false;
}
}
// Delete shaders
gl.glDeleteShader(vertexShader);
gl.glDeleteShader(fragmentShader);
return false;
}
void ShaderProgram::Use() const
{
p->gl_.glUseProgram(p->id_);
}
} // namespace qt
} // namespace scwx

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#pragma once
#ifdef _WIN32
#include <Windows.h>
#endif
#include <memory>
#include <string>
#include <GL/gl.h>
namespace scwx
{
namespace qt
{
class ShaderProgramImpl;
class ShaderProgram
{
public:
explicit ShaderProgram();
~ShaderProgram();
ShaderProgram(const ShaderProgram&) = delete;
ShaderProgram& operator=(const ShaderProgram&) = delete;
ShaderProgram(ShaderProgram&&) noexcept;
ShaderProgram& operator=(ShaderProgram&&) noexcept;
GLuint id() const;
bool Load(const std::string& vertexPath, const std::string& fragmentPath);
void Use() const;
private:
std::unique_ptr<ShaderProgramImpl> p;
};
} // namespace qt
} // namespace scwx