diff --git a/src/gui/viewport/GLGrid.cpp b/src/gui/viewport/GLGrid.cpp index 0bbbb21..3d403cc 100644 --- a/src/gui/viewport/GLGrid.cpp +++ b/src/gui/viewport/GLGrid.cpp @@ -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()); } diff --git a/src/gui/viewport/GLGrid.h b/src/gui/viewport/GLGrid.h index a2e259b..551b3c1 100644 --- a/src/gui/viewport/GLGrid.h +++ b/src/gui/viewport/GLGrid.h @@ -9,10 +9,13 @@ public: GLGrid(); GLuint vao; GLuint vbo; + GLuint shaderProgram; std::vector vertices; void init(); void initBuffers(); + void initShaderProgram(); + void useProgram(); void bind(); void unbind(); void draw(); diff --git a/src/gui/viewport/ViewportGLWidget.cpp b/src/gui/viewport/ViewportGLWidget.cpp index 7fef5f0..c319161 100644 --- a/src/gui/viewport/ViewportGLWidget.cpp +++ b/src/gui/viewport/ViewportGLWidget.cpp @@ -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(); gridMesh_ = std::make_unique(); @@ -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(); + }