feat(viewport): add depth testing and grid opacity

This commit is contained in:
parker
2025-06-26 22:18:20 +01:00
parent 7aad0114f9
commit 09a8a40bfc
3 changed files with 85 additions and 4 deletions

View File

@@ -14,11 +14,74 @@ void GLGrid::init()
glBindVertexArray(vao);
initBuffers();
initShaderProgram();
// unbind vertex array
glBindVertexArray(0);
}
void GLGrid::initShaderProgram()
{
// vertex shader
const std::string vertexShaderSource = "#version 330 core\n"
"uniform mat4 uView;\n"
"uniform mat4 uProj;\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = uProj * uView * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
// shader type
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// convert source
const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
// create shader object
glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
// compile shader object
glCompileShader(vertexShader);
// log shader error
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
else
{
std::cout << "success\n";
}
// fragment shader
const std::string fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.53f, 0.53f, 0.53f, 0.1f);\n"
"}\n";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
glCompileShader(fragmentShader);
// create shader program
shaderProgram = glCreateProgram();
// attach shaders
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// link program
glLinkProgram(shaderProgram);
// delete shaders now that the program is complete
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void GLGrid::initBuffers()
{
constexpr int gridLen = 20;
@@ -57,8 +120,14 @@ void GLGrid::unbind()
glBindVertexArray(0);
}
void GLGrid::useProgram()
{
glUseProgram(shaderProgram);
}
void GLGrid::draw()
{
bind();
useProgram();
glDrawArrays(GL_LINES, 0, vertices.size());
}

View File

@@ -9,10 +9,13 @@ public:
GLGrid();
GLuint vao;
GLuint vbo;
GLuint shaderProgram;
std::vector<glm::vec3> vertices;
void init();
void initBuffers();
void initShaderProgram();
void useProgram();
void bind();
void unbind();
void draw();

View File

@@ -11,6 +11,10 @@ void ViewportGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
triangleMesh_ = std::make_unique<GLMesh>();
gridMesh_ = std::make_unique<GLGrid>();
@@ -102,9 +106,8 @@ void ViewportGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glm::mat4 projMatrix = glm::perspective(
glm::radians(45.0f), // FOV
@@ -113,15 +116,21 @@ void ViewportGLWidget::paintGL()
100.0f // far plane
);
gridMesh_->useProgram();
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "uProj"), 1, GL_FALSE, glm::value_ptr(projMatrix));
curCamera.setUniform(glGetUniformLocation(shaderProgram, "uView"));
gridMesh_->draw();
glUseProgram(shaderProgram);
GLint projMLoc = glGetUniformLocation(shaderProgram, "uProj");
glUniformMatrix4fv(projMLoc, 1, GL_FALSE, glm::value_ptr(projMatrix));
GLint viewMLoc = glGetUniformLocation(shaderProgram, "uView");
curCamera.setUniform(viewMLoc);
gridMesh_->draw();
triangleMesh_->draw();
}