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https://github.com/ciphervance/supercell-wx.git
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Draw a radial. This needs some cleanup, and some MVP matrix tweaking.
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parent
ace3aeb460
commit
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10 changed files with 506 additions and 4 deletions
158
scwx-qt/source/scwx/qt/util/shader_program.cpp
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158
scwx-qt/source/scwx/qt/util/shader_program.cpp
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#include <scwx/qt/util/shader_program.hpp>
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#include <QFile>
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#include <QOpenGLFunctions_3_3_Core>
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#include <boost/log/trivial.hpp>
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namespace scwx
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{
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namespace qt
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{
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static const std::string logPrefix_ = "[scwx::qt::util::shader_program] ";
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class ShaderProgramImpl
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{
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public:
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explicit ShaderProgramImpl() : gl_(), id_ {GL_INVALID_INDEX}
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{
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gl_.initializeOpenGLFunctions();
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// Create shader program
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id_ = gl_.glCreateProgram();
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}
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~ShaderProgramImpl()
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{
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// Delete shader program
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gl_.glDeleteProgram(id_);
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}
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QOpenGLFunctions_3_3_Core gl_;
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GLuint id_;
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};
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ShaderProgram::ShaderProgram() : p(std::make_unique<ShaderProgramImpl>()) {}
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ShaderProgram::~ShaderProgram() = default;
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ShaderProgram::ShaderProgram(ShaderProgram&&) noexcept = default;
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ShaderProgram& ShaderProgram::operator=(ShaderProgram&&) noexcept = default;
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GLuint ShaderProgram::id() const
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{
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return p->id_;
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}
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bool ShaderProgram::Load(const std::string& vertexPath,
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const std::string& fragmentPath)
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{
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BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "Load()";
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QOpenGLFunctions_3_3_Core& gl = p->gl_;
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GLint glSuccess;
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bool success = true;
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QFile vertexFile(vertexPath.c_str());
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QFile fragmentFile(fragmentPath.c_str());
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vertexFile.open(QIODevice::ReadOnly | QIODevice::Text);
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fragmentFile.open(QIODevice::ReadOnly | QIODevice::Text);
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if (!vertexFile.isOpen())
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{
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BOOST_LOG_TRIVIAL(error)
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<< logPrefix_ << "Could not load vertex shader: " << vertexPath;
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return false;
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}
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if (!fragmentFile.isOpen())
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{
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BOOST_LOG_TRIVIAL(error)
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<< logPrefix_ << "Could not load fragment shader: " << fragmentPath;
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return false;
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}
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QTextStream vertexShaderStream(&vertexFile);
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QTextStream fragmentShaderStream(&fragmentFile);
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vertexShaderStream.setEncoding(QStringConverter::Utf8);
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fragmentShaderStream.setEncoding(QStringConverter::Utf8);
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std::string vertexShaderSource = vertexShaderStream.readAll().toStdString();
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std::string fragmentShaderSource =
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fragmentShaderStream.readAll().toStdString();
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const char* vertexShaderSourceC = vertexShaderSource.c_str();
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const char* fragmentShaderSourceC = fragmentShaderSource.c_str();
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// Create a vertex shader
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GLuint vertexShader = gl.glCreateShader(GL_VERTEX_SHADER);
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// Attach the shader source code and compile the shader
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gl.glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
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gl.glCompileShader(vertexShader);
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// Check for errors
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gl.glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &glSuccess);
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if (!glSuccess)
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{
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char infoLog[512];
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gl.glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(error)
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<< logPrefix_ << "Vertex shader compilation failed";
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success = false;
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}
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// Create a fragment shader
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GLuint fragmentShader = gl.glCreateShader(GL_FRAGMENT_SHADER);
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// Attach the shader source and compile the shader
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gl.glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
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gl.glCompileShader(fragmentShader);
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// Check for errors
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gl.glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &glSuccess);
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if (!glSuccess)
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{
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char infoLog[512];
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gl.glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(error)
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<< logPrefix_ << "Fragment shader compilation failed: " << infoLog;
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success = false;
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}
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if (success)
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{
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gl.glAttachShader(p->id_, vertexShader);
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gl.glAttachShader(p->id_, fragmentShader);
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gl.glLinkProgram(p->id_);
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// Check for errors
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gl.glGetProgramiv(p->id_, GL_LINK_STATUS, &glSuccess);
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if (!glSuccess)
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{
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char infoLog[512];
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gl.glGetProgramInfoLog(p->id_, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(error)
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<< logPrefix_ << "Shader program link failed: " << infoLog;
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success = false;
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}
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}
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// Delete shaders
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gl.glDeleteShader(vertexShader);
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gl.glDeleteShader(fragmentShader);
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return false;
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}
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void ShaderProgram::Use() const
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{
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p->gl_.glUseProgram(p->id_);
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}
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} // namespace qt
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} // namespace scwx
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42
scwx-qt/source/scwx/qt/util/shader_program.hpp
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42
scwx-qt/source/scwx/qt/util/shader_program.hpp
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@ -0,0 +1,42 @@
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#pragma once
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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#include <memory>
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#include <string>
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#include <GL/gl.h>
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namespace scwx
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{
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namespace qt
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{
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class ShaderProgramImpl;
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class ShaderProgram
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{
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public:
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explicit ShaderProgram();
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~ShaderProgram();
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ShaderProgram(const ShaderProgram&) = delete;
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ShaderProgram& operator=(const ShaderProgram&) = delete;
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ShaderProgram(ShaderProgram&&) noexcept;
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ShaderProgram& operator=(ShaderProgram&&) noexcept;
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GLuint id() const;
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bool Load(const std::string& vertexPath, const std::string& fragmentPath);
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void Use() const;
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private:
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std::unique_ptr<ShaderProgramImpl> p;
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};
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} // namespace qt
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} // namespace scwx
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