mirror of
https://github.com/ciphervance/supercell-wx.git
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171 lines
4.5 KiB
C++
171 lines
4.5 KiB
C++
#include <scwx/qt/map/triangle_layer.hpp>
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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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namespace map
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{
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static const std::string logPrefix_ = "[scwx::qt::map::triangle_layer] ";
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class TriangleLayerImpl
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{
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public:
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explicit TriangleLayerImpl(gl::OpenGLFunctions& gl) :
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gl_(gl),
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shaderProgram_ {GL_INVALID_INDEX},
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vbo_ {GL_INVALID_INDEX},
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vao_ {GL_INVALID_INDEX}
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{
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gl_.initializeOpenGLFunctions();
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}
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~TriangleLayerImpl() = default;
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gl::OpenGLFunctions& gl_;
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GLuint shaderProgram_;
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GLuint vbo_;
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GLuint vao_;
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};
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TriangleLayer::TriangleLayer(gl::OpenGLFunctions& gl) :
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p(std::make_unique<TriangleLayerImpl>(gl))
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{
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}
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TriangleLayer::~TriangleLayer() = default;
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TriangleLayer::TriangleLayer(TriangleLayer&&) noexcept = default;
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TriangleLayer& TriangleLayer::operator=(TriangleLayer&&) noexcept = default;
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void TriangleLayer::initialize()
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{
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gl::OpenGLFunctions& gl = p->gl_;
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static const char* vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;"
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"void main()"
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"{"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);"
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"}";
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static const char* fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;"
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"void main()"
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"{"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
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"}";
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BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "initialize()";
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GLint success;
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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, &vertexShaderSource, 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, &success);
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if (!success)
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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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}
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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, &fragmentShaderSource, 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, &success);
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if (!success)
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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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}
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// Create shader program
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p->shaderProgram_ = gl.glCreateProgram();
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gl.glAttachShader(p->shaderProgram_, vertexShader);
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gl.glAttachShader(p->shaderProgram_, fragmentShader);
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gl.glLinkProgram(p->shaderProgram_);
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// Check for errors
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gl.glGetProgramiv(p->shaderProgram_, GL_LINK_STATUS, &success);
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if (!success)
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{
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char infoLog[512];
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gl.glGetProgramInfoLog(p->shaderProgram_, 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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}
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// Delete shaders
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gl.glDeleteShader(vertexShader);
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gl.glDeleteShader(fragmentShader);
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// Define 3 (x,y,z) vertices
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GLfloat vertices[] = {
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-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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// Generate a vertex buffer object
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gl.glGenBuffers(1, &p->vbo_);
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// Generate a vertex array object
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gl.glGenVertexArrays(1, &p->vao_);
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// Bind vertex array object
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gl.glBindVertexArray(p->vao_);
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// Copy vertices array in a buffer for OpenGL to use
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gl.glBindBuffer(GL_ARRAY_BUFFER, p->vbo_);
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gl.glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Set the vertex attributes pointers
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gl.glVertexAttribPointer(
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0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), static_cast<void*>(0));
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gl.glEnableVertexAttribArray(0);
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}
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void TriangleLayer::render(const QMapbox::CustomLayerRenderParameters&)
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{
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gl::OpenGLFunctions& gl = p->gl_;
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gl.glUseProgram(p->shaderProgram_);
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gl.glBindVertexArray(p->vao_);
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gl.glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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void TriangleLayer::deinitialize()
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{
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gl::OpenGLFunctions& gl = p->gl_;
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BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "deinitialize()";
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gl.glDeleteProgram(p->shaderProgram_);
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gl.glDeleteVertexArrays(1, &p->vao_);
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gl.glDeleteBuffers(1, &p->vbo_);
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p->shaderProgram_ = GL_INVALID_INDEX;
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p->vao_ = GL_INVALID_INDEX;
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p->vbo_ = GL_INVALID_INDEX;
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}
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} // namespace map
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} // namespace qt
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} // namespace scwx
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