feat(viewport): add depth testing and grid opacity
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@@ -14,11 +14,74 @@ void GLGrid::init()
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glBindVertexArray(vao);
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initBuffers();
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initShaderProgram();
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// unbind vertex array
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glBindVertexArray(0);
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}
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void GLGrid::initShaderProgram()
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{
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// vertex shader
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const std::string vertexShaderSource = "#version 330 core\n"
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"uniform mat4 uView;\n"
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"uniform mat4 uProj;\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = uProj * uView * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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// shader type
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// convert source
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const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
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// create shader object
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glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
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// compile shader object
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glCompileShader(vertexShader);
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// log shader error
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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else
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{
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std::cout << "success\n";
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}
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// fragment shader
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const std::string fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(0.53f, 0.53f, 0.53f, 0.1f);\n"
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"}\n";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
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glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
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glCompileShader(fragmentShader);
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// create shader program
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shaderProgram = glCreateProgram();
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// attach shaders
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// link program
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glLinkProgram(shaderProgram);
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// delete shaders now that the program is complete
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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}
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void GLGrid::initBuffers()
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{
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constexpr int gridLen = 20;
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@@ -57,8 +120,14 @@ void GLGrid::unbind()
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glBindVertexArray(0);
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}
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void GLGrid::useProgram()
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{
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glUseProgram(shaderProgram);
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}
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void GLGrid::draw()
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{
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bind();
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useProgram();
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glDrawArrays(GL_LINES, 0, vertices.size());
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}
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@@ -9,10 +9,13 @@ public:
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GLGrid();
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GLuint vao;
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GLuint vbo;
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GLuint shaderProgram;
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std::vector<glm::vec3> vertices;
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void init();
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void initBuffers();
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void initShaderProgram();
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void useProgram();
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void bind();
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void unbind();
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void draw();
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@@ -11,6 +11,10 @@ void ViewportGLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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triangleMesh_ = std::make_unique<GLMesh>();
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gridMesh_ = std::make_unique<GLGrid>();
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@@ -102,9 +106,8 @@ void ViewportGLWidget::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glm::mat4 projMatrix = glm::perspective(
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glm::radians(45.0f), // FOV
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@@ -113,15 +116,21 @@ void ViewportGLWidget::paintGL()
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100.0f // far plane
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);
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gridMesh_->useProgram();
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "uProj"), 1, GL_FALSE, glm::value_ptr(projMatrix));
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curCamera.setUniform(glGetUniformLocation(shaderProgram, "uView"));
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gridMesh_->draw();
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glUseProgram(shaderProgram);
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GLint projMLoc = glGetUniformLocation(shaderProgram, "uProj");
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glUniformMatrix4fv(projMLoc, 1, GL_FALSE, glm::value_ptr(projMatrix));
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GLint viewMLoc = glGetUniformLocation(shaderProgram, "uView");
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curCamera.setUniform(viewMLoc);
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gridMesh_->draw();
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triangleMesh_->draw();
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}
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