Draw a triangle on the map

This commit is contained in:
Dan Paulat 2021-06-26 21:35:25 -05:00
parent b1e00cca83
commit 79ab14ab95
6 changed files with 250 additions and 364 deletions

View file

@ -0,0 +1,167 @@
#include <scwx/qt/map/triangle_layer.hpp>
#include <QOpenGLFunctions_3_3_Core>
#include <boost/log/trivial.hpp>
namespace scwx
{
namespace qt
{
static const std::string logPrefix_ = "[scwx::map::triangle_layer] ";
class TriangleLayerImpl
{
public:
explicit TriangleLayerImpl() :
gl_(),
shaderProgram_ {GL_INVALID_INDEX},
vbo_ {GL_INVALID_INDEX},
vao_ {GL_INVALID_INDEX}
{
gl_.initializeOpenGLFunctions();
}
~TriangleLayerImpl() = default;
QOpenGLFunctions_3_3_Core gl_;
GLuint shaderProgram_;
GLuint vbo_;
GLuint vao_;
};
TriangleLayer::TriangleLayer() : p(std::make_unique<TriangleLayerImpl>()) {}
TriangleLayer::~TriangleLayer() = default;
TriangleLayer::TriangleLayer(TriangleLayer&&) noexcept = default;
TriangleLayer& TriangleLayer::operator=(TriangleLayer&&) noexcept = default;
void TriangleLayer::initialize()
{
QOpenGLFunctions_3_3_Core& gl = p->gl_;
static const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;"
"void main()"
"{"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);"
"}";
static const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;"
"void main()"
"{"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
"}";
BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "initialize()";
GLint success;
// Create a vertex shader
GLuint vertexShader = gl.glCreateShader(GL_VERTEX_SHADER);
// Attach the shader source code and compile the shader
gl.glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
gl.glCompileShader(vertexShader);
// Check for errors
gl.glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
gl.glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Vertex shader compilation failed";
}
// Create a fragment shader
GLuint fragmentShader = gl.glCreateShader(GL_FRAGMENT_SHADER);
// Attach the shader source and compile the shader
gl.glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
gl.glCompileShader(fragmentShader);
// Check for errors
gl.glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
gl.glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Fragment shader compilation failed: " << infoLog;
}
// Create shader program
p->shaderProgram_ = gl.glCreateProgram();
gl.glAttachShader(p->shaderProgram_, vertexShader);
gl.glAttachShader(p->shaderProgram_, fragmentShader);
gl.glLinkProgram(p->shaderProgram_);
// Check for errors
gl.glGetProgramiv(p->shaderProgram_, GL_LINK_STATUS, &success);
if (!success)
{
char infoLog[512];
gl.glGetProgramInfoLog(p->shaderProgram_, 512, NULL, infoLog);
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Shader program link failed: " << infoLog;
}
// Delete shaders
gl.glDeleteShader(vertexShader);
gl.glDeleteShader(fragmentShader);
// Define 3 (x,y,z) vertices
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
// Generate a vertex buffer object
gl.glGenBuffers(1, &p->vbo_);
// Generate a vertex array object
gl.glGenVertexArrays(1, &p->vao_);
// Bind vertex array object
gl.glBindVertexArray(p->vao_);
// Copy vertices array in a buffer for OpenGL to use
gl.glBindBuffer(GL_ARRAY_BUFFER, p->vbo_);
gl.glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Set the vertex attributes pointers
gl.glVertexAttribPointer(
0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), static_cast<void*>(0));
gl.glEnableVertexAttribArray(0);
}
void TriangleLayer::render(const QMapbox::CustomLayerRenderParameters&)
{
QOpenGLFunctions_3_3_Core& gl = p->gl_;
gl.glUseProgram(p->shaderProgram_);
gl.glBindVertexArray(p->vao_);
gl.glDrawArrays(GL_TRIANGLES, 0, 3);
}
void TriangleLayer::deinitialize()
{
QOpenGLFunctions_3_3_Core& gl = p->gl_;
BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "deinitialize()";
gl.glDeleteProgram(p->shaderProgram_);
gl.glDeleteVertexArrays(1, &p->vao_);
gl.glDeleteBuffers(1, &p->vbo_);
p->shaderProgram_ = GL_INVALID_INDEX;
p->vao_ = GL_INVALID_INDEX;
p->vbo_ = GL_INVALID_INDEX;
}
} // namespace qt
} // namespace scwx