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cpglcube.cpp
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cpglcube.cpp
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#include "cpglcube.h"
#include "system.h"
CPGLCube::CPGLCube() :
m_funcs(0),
m_program(0)
{
generateVBOs();
}
CPGLCube::~CPGLCube()
{
if(m_funcs) delete m_funcs;
if(m_program) delete m_program;
}
void CPGLCube::update(const QVector3D &systemSize, const QVector3D &offset)
{
ensureInitialized();
m_vertices.clear();
m_indices.clear();
m_vertices.push_back(QVector3D(offset.x(), offset.y(), offset.z())); // 0,0,0
m_vertices.push_back(QVector3D(systemSize.x()+offset.x(), offset.y(), offset.z())); // 1,0,0
m_vertices.push_back(QVector3D(offset.x(), offset.y(), systemSize.z() + offset.z())); // 0,0,1
m_vertices.push_back(QVector3D(systemSize.x()+offset.x(), offset.y(), systemSize.z() + offset.z())); // 1,0,1
m_vertices.push_back(QVector3D(offset.x(), systemSize.y()+offset.y(), offset.z())); // 0,1,0
m_vertices.push_back(QVector3D(systemSize.x()+offset.x(), systemSize.y()+offset.y(), offset.z())); // 1,1,0
m_vertices.push_back(QVector3D(offset.x(), systemSize.y()+offset.y(), systemSize.z() + offset.z())); // 0,1,1
m_vertices.push_back(QVector3D(systemSize.x()+offset.x(), systemSize.y()+offset.y(), systemSize.z() + offset.z())); // 1,1,1
m_indices.push_back(0);
m_indices.push_back(1);
m_indices.push_back(0);
m_indices.push_back(2);
m_indices.push_back(2);
m_indices.push_back(3);
m_indices.push_back(3);
m_indices.push_back(1);
m_indices.push_back(0);
m_indices.push_back(4);
m_indices.push_back(2);
m_indices.push_back(6);
m_indices.push_back(3);
m_indices.push_back(7);
m_indices.push_back(1);
m_indices.push_back(5);
m_indices.push_back(4);
m_indices.push_back(5);
m_indices.push_back(4);
m_indices.push_back(6);
m_indices.push_back(6);
m_indices.push_back(7);
m_indices.push_back(5);
m_indices.push_back(7);
// Transfer vertex data to VBO 0
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
m_funcs->glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(QVector3D), &m_vertices[0], GL_STATIC_DRAW);
// Transfer index data to VBO 1
m_funcs->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vboIds[1]);
m_funcs->glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(GLushort), &m_indices[0], GL_STATIC_DRAW);
}
void CPGLCube::render(const QMatrix4x4 &modelViewProjectionMatrix)
{
if(m_vertices.size() == 0) return;
ensureInitialized();
createShaderProgram();
m_program->bind();
m_program->setUniformValue("modelViewProjectionMatrix", modelViewProjectionMatrix);
// Tell OpenGL which VBOs to use
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
m_funcs->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vboIds[1]);
// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = m_program->attributeLocation("a_position");
m_program->enableAttributeArray(vertexLocation);
m_funcs->glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(QVector3D), 0);
// Draw cube geometry using indices from VBO 1
glDrawElements(GL_LINES, m_indices.size(), GL_UNSIGNED_SHORT, 0);
m_program->disableAttributeArray(vertexLocation);
m_program->release();
}
void CPGLCube::ensureInitialized()
{
if(!m_funcs) m_funcs = new QOpenGLFunctions(QOpenGLContext::currentContext());
}
void CPGLCube::createShaderProgram()
{
if (!m_program) {
m_program = new QOpenGLShaderProgram();
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 a_position;\n"
"uniform highp mat4 modelViewProjectionMatrix;\n"
"void main() {\n"
" gl_Position = modelViewProjectionMatrix*a_position;\n"
"}");
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"void main() {\n"
" gl_FragColor = vec4(0.5, 0.6, 0.53, 1.0);\n"
"}");
m_program->link();
}
}
void CPGLCube::generateVBOs()
{
ensureInitialized();
m_funcs->glGenBuffers(2, m_vboIds);
}