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cpglquads.cpp
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cpglquads.cpp
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#include <cpglquads.h>
#include <QOpenGLFunctions>
#include <QColor>
#include <QRgb>
#include "simulator/atom_types.h"
using std::vector;
CPGLQuads::CPGLQuads() :
m_funcs(0),
m_program(0)
{
generateVBOs();
}
CPGLQuads::~CPGLQuads()
{
if(m_funcs) delete m_funcs;
if(m_program) delete m_program;
}
void CPGLQuads::setModelViewMatrix(QMatrix4x4 &matrix)
{
m_modelViewMatrix = matrix;
}
void CPGLQuads::generateVBOs()
{
ensureInitialized();
m_funcs->glGenBuffers(2, m_vboIds);
}
void CPGLQuads::ensureInitialized()
{
if(!m_funcs) m_funcs = new QOpenGLFunctions(QOpenGLContext::currentContext());
}
QVector3D CPGLQuads::vectorFromColor(const QColor &color)
{
return QVector3D(color.redF(), color.greenF(), color.blueF());
}
// void CPGLQuads::update(vector<float> &positions)
void CPGLQuads::update(atomDataType *positions, long unsigned int* atomType, int n, const QVector3D &offset)
{
ensureInitialized();
int numPoints = n / 3; // x,y,z
QVector3D right;
right.setX(m_modelViewMatrix(0,0));
right.setY(m_modelViewMatrix(0,1));
right.setZ(m_modelViewMatrix(0,2));
QVector3D up;
up.setX(m_modelViewMatrix(1,0));
up.setY(m_modelViewMatrix(1,1));
up.setZ(m_modelViewMatrix(1,2));
float scale = 0.4;
QVector3D ul = (0.5*up - 0.5*right)*scale;
QVector3D ur = (0.5*up + 0.5*right)*scale;
QVector3D dl = (-0.5*up - 0.5*right)*scale;
QVector3D dr = (-0.5*up + 0.5*right)*scale;
int numberOfVertices = numPoints*4;
m_vertices.resize(numberOfVertices);
m_indices.resize(6*numPoints);
QVector3D normalColor = vectorFromColor(QColor("#1f78b4"));
QVector3D normalColor2 = vectorFromColor(QColor("#e31a1c"));
QVector3D frozenColor = vectorFromColor(QColor("#bcbddc"));
QVector3D fixedColor = vectorFromColor(QColor("#bcbddc"));
QVector3D unknownColor = vectorFromColor(QColor("#ff0000"));
for(int i=0; i<numPoints; i++) {
// NOTE: Y and Z are swapped!
QVector3D position(positions[3*i + 0] + offset.x(), positions[3*i + 1] + offset.y(), positions[3*i + 2] + offset.z());
m_vertices[4*i + 0].position = position + dl;
m_vertices[4*i + 0].textureCoord= QVector2D(0,1);
m_vertices[4*i + 1].position = position + dr;
m_vertices[4*i + 1].textureCoord= QVector2D(1,1);
m_vertices[4*i + 2].position = position + ur;
m_vertices[4*i + 2].textureCoord= QVector2D(1,0);
m_vertices[4*i + 3].position = position + ul;
m_vertices[4*i + 3].textureCoord= QVector2D(0,0);
QVector3D color;
if(atomType[i] == AtomType::Frozen) {
color = frozenColor;
} else if(atomType[i] == AtomType::Fixed) {
color = fixedColor;
} else if(atomType[i] == AtomType::Argon) {
color = normalColor;
} else if(atomType[i] == AtomType::Argon2) {
color = normalColor2;
} else {
color = unknownColor;
}
m_vertices[4*i + 0].color = color;
m_vertices[4*i + 1].color = color;
m_vertices[4*i + 2].color = color;
m_vertices[4*i + 3].color = color;
m_indices [6*i + 0] = 4*i+0;
m_indices [6*i + 1] = 4*i+1;
m_indices [6*i + 2] = 4*i+2;
m_indices [6*i + 3] = 4*i+2;
m_indices [6*i + 4] = 4*i+3;
m_indices [6*i + 5] = 4*i+0;
}
// 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(VertexData), &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 CPGLQuads::createShaderProgram() {
if (!m_program) {
m_program = new QOpenGLShaderProgram();
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 a_position;\n"
"attribute highp vec3 a_color;\n"
"attribute highp vec2 a_texcoord;\n"
"uniform highp mat4 modelViewProjectionMatrix;\n"
"uniform highp mat4 lightModelViewProjectionMatrix;\n"
"uniform highp float lightFalloffDistance;\n"
"varying highp vec2 coords;\n"
"varying highp float light;\n"
"varying highp vec3 color;\n"
"void main() {\n"
" gl_Position = modelViewProjectionMatrix*a_position;\n"
" highp vec4 lightPosition = lightModelViewProjectionMatrix*a_position;\n"
" highp float lightDistance = min(lightPosition.z, gl_Position.z);\n"
" light = clamp((lightFalloffDistance * 0.85 - lightDistance) / (lightFalloffDistance * 0.7), 0.4, 1.0);\n"
" coords = a_texcoord;\n"
" color = a_color;\n"
"}");
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"varying highp vec2 coords;\n"
"varying highp float light;\n"
"varying highp vec3 color;\n"
"highp vec2 center = vec2(0.5, 0.5);\n"
"void main() {\n"
" highp vec2 delta = coords - center;\n"
" highp float r2 = delta.x*delta.x + delta.y*delta.y;\n"
" highp float gradient = 1.0 - (r2*r2)/0.07;\n"
" highp vec3 color1 = color;\n"
" highp vec3 color2 = 0.5 * vec3(color.r*0.1, color.g*0.4, color.b*0.2);\n"
" highp vec3 finalColor = (color1 * gradient + color2 * (1.0 - gradient));\n"
" highp float alpha = float(r2<0.25);\n"
" if(alpha < 0.999) { discard; }\n"
" gl_FragColor = vec4(finalColor * light, 1.0);\n"
"}");
m_program->link();
}
}
void CPGLQuads::render(float lightFalloffDistance, const QMatrix4x4 &modelViewProjectionMatrix, const QMatrix4x4 &lightModelViewProjectionMatrix)
{
if(m_vertices.size() == 0) return;
ensureInitialized();
createShaderProgram();
m_program->bind();
// Set modelview-projection matrix
m_program->setUniformValue("lightFalloffDistance", lightFalloffDistance);
m_program->setUniformValue("modelViewProjectionMatrix", modelViewProjectionMatrix);
m_program->setUniformValue("lightModelViewProjectionMatrix", lightModelViewProjectionMatrix);
// 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]);
// Offset for position
quintptr offset = 0;
// 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(VertexData), (const void *)offset);
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex color data
int colorLocation = m_program->attributeLocation("a_color");
m_program->enableAttributeArray(colorLocation);
m_funcs->glVertexAttribPointer(colorLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int texcoordLocation = m_program->attributeLocation("a_texcoord");
m_program->enableAttributeArray(texcoordLocation);
m_funcs->glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Draw cube geometry using indices from VBO 1
// glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_SHORT, 0);
m_program->disableAttributeArray(vertexLocation);
m_program->disableAttributeArray(colorLocation);
m_program->disableAttributeArray(texcoordLocation);
m_program->release();
}