src/glCompiler.cpp

changeset 1146
bb728c124d47
parent 1145
02264bf0108d
child 1147
a26568aa3cce
--- a/src/glCompiler.cpp	Tue Feb 14 14:52:01 2017 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,432 +0,0 @@
-/*
- *  LDForge: LDraw parts authoring CAD
- *  Copyright (C) 2013 - 2017 Teemu Piippo
- *
- *  This program is free software: you can redistribute it and/or modify
- *  it under the terms of the GNU General Public License as published by
- *  the Free Software Foundation, either version 3 of the License, or
- *  (at your option) any later version.
- *
- *  This program is distributed in the hope that it will be useful,
- *  but WITHOUT ANY WARRANTY; without even the implied warranty of
- *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- *  GNU General Public License for more details.
- *
- *  You should have received a copy of the GNU General Public License
- *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
- */
-
-#define GL_GLEXT_PROTOTYPES
-#include <GL/glu.h>
-#include <GL/glext.h>
-#include "glCompiler.h"
-#include "miscallenous.h"
-#include "guiutilities.h"
-#include "documentmanager.h"
-#include "grid.h"
-
-struct GLErrorInfo
-{
-	GLenum	value;
-	QString	text;
-};
-
-static const GLErrorInfo g_GLErrors[] =
-{
-	{ GL_NO_ERROR,						"No error" },
-	{ GL_INVALID_ENUM,					"Unacceptable enumerator passed" },
-	{ GL_INVALID_VALUE,					"Numeric argument out of range" },
-	{ GL_INVALID_OPERATION,				"The operation is not allowed to be done in this state" },
-	{ GL_INVALID_FRAMEBUFFER_OPERATION,	"Framebuffer object is not complete"},
-	{ GL_OUT_OF_MEMORY,					"Out of memory" },
-	{ GL_STACK_UNDERFLOW,				"The operation would have caused an underflow" },
-	{ GL_STACK_OVERFLOW,				"The operation would have caused an overflow" },
-};
-
-void CheckGLErrorImpl (const char* file, int line)
-{
-	QString errmsg;
-	GLenum errnum = glGetError();
-
-	if (errnum == GL_NO_ERROR)
-		return;
-
-	for (const GLErrorInfo& err : g_GLErrors)
-	{
-		if (err.value == errnum)
-		{
-			errmsg = err.text;
-			break;
-		}
-	}
-
-	print ("OpenGL ERROR: at %1:%2: %3", Basename (QString (file)), line, errmsg);
-}
-
-
-GLCompiler::GLCompiler (GLRenderer* renderer) :
-	HierarchyElement (renderer),
-	m_renderer (renderer)
-{
-	connect(renderer->model(), SIGNAL(objectAdded(LDObject*)), this, SLOT(compileObject(LDObject*)));
-	connect(renderer->model(), SIGNAL(objectModified(LDObject*)), this, SLOT(compileObject(LDObject*)));
-	connect(renderer->model(), SIGNAL(aboutToRemoveObject(LDObject*)), this, SLOT(forgetObject(LDObject*)), Qt::DirectConnection);
-	connect(renderer, SIGNAL(objectHighlightingChanged(LDObject*)), this, SLOT(compileObject(LDObject*)));
-	connect(m_window, SIGNAL(gridChanged()), this, SLOT(recompile()));
-
-	for (LDObject* object : renderer->model()->objects())
-		stageForCompilation(object);
-}
-
-
-void GLCompiler::initialize()
-{
-	initializeOpenGLFunctions();
-	glGenBuffers (NumVbos, &m_vbo[0]);
-	CHECK_GL_ERROR();
-}
-
-
-GLCompiler::~GLCompiler()
-{
-	glDeleteBuffers (NumVbos, &m_vbo[0]);
-	CHECK_GL_ERROR();
-}
-
-
-QColor GLCompiler::indexColorForID (int id) const
-{
-	// Calculate a color based from this index. This method caters for
-	// 16777216 objects. I don't think that will be exceeded anytime soon. :)
-	int r = (id / 0x10000) % 0x100;
-	int g = (id / 0x100) % 0x100;
-	int b = id % 0x100;
-	return {r, g, b};
-}
-
-/*
- * Returns the suitable color for the polygon.
- * - polygon is the polygon to colorise.
- * - polygonOwner is the LDObject from which the polygon originated.
- * - subclass provides context for the polygon.
- */
-QColor GLCompiler::getColorForPolygon(LDPolygon& polygon, LDObject* polygonOwner, VboSubclass subclass) const
-{
-	QColor color;
-
-	switch (subclass)
-	{
-	case VboSubclass::Surfaces:
-	case VboSubclass::Normals:
-	case VboSubclass::_End:
-		// Surface and normal VBOs contain vertex data, not colors. So we can't return anything meaningful.
-		return {};
-
-	case VboSubclass::BfcFrontColors:
-		// Use the constant green color for BFC front colors
-		return {64, 192, 80};
-
-	case VboSubclass::BfcBackColors:
-		// Use the constant red color for BFC back colors
-		return {208, 64, 64};
-
-	case VboSubclass::PickColors:
-		// For the picking scene, determine the color from the owner's ID.
-		return indexColorForID(polygonOwner->id());
-
-	case VboSubclass::RandomColors:
-		// For the random color scene, the owner object has rolled up a random color. Use that.
-		color = polygonOwner->randomColor();
-		break;
-
-	case VboSubclass::NormalColors:
-		// For normal colors, use the polygon's color.
-		if (polygon.color == MainColor)
-		{
-			// If it's the main color, use the polygon owner's color.
-			if (polygonOwner->color() == MainColor)
-			{
-				// If that also is the main color, then we whatever the user has configured the main color to look like.
-				color = guiUtilities()->mainColorRepresentation();
-			}
-			else
-			{
-				color = polygonOwner->color().faceColor();
-			}
-		}
-		else if (polygon.color == EdgeColor)
-		{
-			// Edge color is black, unless we have a dark background, in which case lines need to be bright.
-			color = luma(m_config->backgroundColor()) > 40 ? Qt::black : Qt::white;
-		}
-		else
-		{
-			// Not main or edge color, use the polygon's color as is.
-			color = LDColor {polygon.color}.faceColor();
-		}
-		break;
-	}
-
-	if (color.isValid())
-	{
-		// We may wish to apply blending on the color to indicate selection or highlight.
-		double blendAlpha = 0.0;
-
-		if (polygonOwner->isSelected())
-			blendAlpha = 1.0;
-		else if (polygonOwner == m_renderer->objectAtCursor())
-			blendAlpha = 0.5;
-
-		if (blendAlpha != 0.0)
-		{
-			QColor selectedColor = m_config->selectColorBlend();
-			double denominator = blendAlpha + 1.0;
-			color.setRed((color.red() + (selectedColor.red() * blendAlpha)) / denominator);
-			color.setGreen((color.green() + (selectedColor.green() * blendAlpha)) / denominator);
-			color.setBlue((color.blue() + (selectedColor.blue() * blendAlpha)) / denominator);
-		}
-	}
-	else
-	{
-		// The color was unknown. Use main color to make the polygon at least not appear pitch-black.
-		if (polygon.num != 2 and polygon.num != 5)
-			color = guiUtilities()->mainColorRepresentation();
-		else
-			color = Qt::black;
-
-		// Warn about the unknown color, but only once.
-		static QSet<int> warnedColors;
-		if (not warnedColors.contains(polygon.color))
-		{
-			print("Unknown color %1!\n", polygon.color);
-			warnedColors.insert(polygon.color);
-		}
-	}
-
-	return color;
-}
-
-
-void GLCompiler::needMerge()
-{
-	for (int i = 0; i < countof (m_vboChanged); ++i)
-		m_vboChanged[i] = true;
-}
-
-
-void GLCompiler::stageForCompilation (LDObject* obj)
-{
-	m_staged << obj;
-}
-
-
-void GLCompiler::unstage (LDObject* obj)
-{
-	m_staged.remove (obj);
-}
-
-
-void GLCompiler::compileStaged()
-{
-	for (LDObject* object : m_staged)
-		compileObject(object);
-
-	m_staged.clear();
-}
-
-
-void GLCompiler::prepareVBO (int vbonum, const Model* model)
-{
-	// Compile anything that still awaits it
-	compileStaged();
-
-	if (not m_vboChanged[vbonum])
-		return;
-
-	QVector<GLfloat> vbodata;
-
-	for (auto it = m_objectInfo.begin(); it != m_objectInfo.end();)
-	{
-		if (it.key() == nullptr)
-		{
-			it = m_objectInfo.erase (it);
-			continue;
-		}
-
-		if (it.key()->model() == model and not it.key()->isHidden())
-			vbodata += it->data[vbonum];
-
-		++it;
-	}
-
-	glBindBuffer (GL_ARRAY_BUFFER, m_vbo[vbonum]);
-	glBufferData (GL_ARRAY_BUFFER, countof(vbodata) * sizeof(GLfloat), vbodata.constData(), GL_STATIC_DRAW);
-	glBindBuffer (GL_ARRAY_BUFFER, 0);
-	CHECK_GL_ERROR();
-	m_vboChanged[vbonum] = false;
-	m_vboSizes[vbonum] = countof(vbodata);
-}
-
-
-void GLCompiler::dropObjectInfo(LDObject* object)
-{
-	if (m_objectInfo.contains(object))
-	{
-		m_objectInfo.remove(object);
-		needMerge();
-	}
-}
-
-void GLCompiler::forgetObject(LDObject* object)
-{
-	dropObjectInfo(object);
-	m_staged.remove(object);
-}
-
-
-void GLCompiler::compileObject (LDObject* obj)
-{
-	if (obj == nullptr)
-		return;
-
-	ObjectVBOInfo info;
-	info.isChanged = true;
-	dropObjectInfo (obj);
-
-	switch (obj->type())
-	{
-	// Note: We cannot split quads into triangles here, it would mess up the wireframe view.
-	// Quads must go into separate vbos.
-	case LDObjectType::Triangle:
-	case LDObjectType::Quadrilateral:
-	case LDObjectType::EdgeLine:
-	case LDObjectType::ConditionalEdge:
-		{
-			LDPolygon* poly = obj->getPolygon();
-			poly->id = obj->id();
-			compilePolygon (*poly, obj, &info);
-			delete poly;
-			break;
-		}
-
-	case LDObjectType::SubfileReference:
-		{
-			LDSubfileReference* ref = static_cast<LDSubfileReference*> (obj);
-			auto data = ref->inlinePolygons();
-
-			for (LDPolygon& poly : data)
-			{
-				poly.id = obj->id();
-				compilePolygon (poly, obj, &info);
-			}
-			break;
-		}
-
-	case LDObjectType::BezierCurve:
-		{
-			LDBezierCurve* curve = static_cast<LDBezierCurve*> (obj);
-			for (LDPolygon& polygon : curve->rasterizePolygons(grid()->bezierCurveSegments()))
-			{
-				polygon.id = obj->id();
-				compilePolygon (polygon, obj, &info);
-			}
-		}
-		break;
-
-	default:
-		break;
-	}
-
-	m_objectInfo[obj] = info;
-	needMerge();
-}
-
-
-void GLCompiler::compilePolygon (LDPolygon& poly, LDObject* topobj, ObjectVBOInfo* objinfo)
-{
-	VboClass surface;
-	int vertexCount;
-
-	switch (poly.num)
-	{
-	case 2:	surface = VboClass::Lines;				vertexCount = 2; break;
-	case 3:	surface = VboClass::Triangles;			vertexCount = 3; break;
-	case 4:	surface = VboClass::Quads;				vertexCount = 4; break;
-	case 5:	surface = VboClass::ConditionalLines;	vertexCount = 2; break;
-	default: return;
-	}
-
-	// Determine the normals for the polygon.
-	Vertex normals[4];
-	auto vertexRing = ring(poly.vertices, vertexCount);
-
-	for (int i = 0; i < vertexCount; ++i)
-	{
-		const Vertex& v1 = vertexRing[i - 1];
-		const Vertex& v2 = vertexRing[i];
-		const Vertex& v3 = vertexRing[i + 1];
-		normals[i] = Vertex::crossProduct(v3 - v2, v1 - v2).normalized();
-	}
-
-	for (VboSubclass complement : iterateEnum<VboSubclass>())
-	{
-		const int vbonum = vboNumber (surface, complement);
-		QVector<GLfloat>& vbodata = objinfo->data[vbonum];
-		const QColor color = getColorForPolygon (poly, topobj, complement);
-
-		for (int vert = 0; vert < vertexCount; ++vert)
-		{
-			if (complement == VboSubclass::Surfaces)
-			{
-				// Write coordinates. Apparently Z must be flipped too?
-				vbodata	<< poly.vertices[vert].x()
-						<< -poly.vertices[vert].y()
-						<< -poly.vertices[vert].z();
-			}
-			else if (complement == VboSubclass::Normals)
-			{
-				vbodata << normals[vert].x()
-				        << -normals[vert].y()
-				        << -normals[vert].z();
-			}
-			else
-			{
-				vbodata	<< ((GLfloat) color.red()) / 255.0f
-						<< ((GLfloat) color.green()) / 255.0f
-						<< ((GLfloat) color.blue()) / 255.0f
-						<< ((GLfloat) color.alpha()) / 255.0f;
-			}
-		}
-	}
-}
-
-
-void GLCompiler::setRenderer (GLRenderer* renderer)
-{
-	m_renderer = renderer;
-}
-
-
-int GLCompiler::vboNumber (VboClass surface, VboSubclass complement)
-{
-	return (static_cast<int>(surface) * EnumLimits<VboSubclass>::Count) + static_cast<int>(complement);
-}
-
-
-GLuint GLCompiler::vbo (int vbonum) const
-{
-	return m_vbo[vbonum];
-}
-
-
-int GLCompiler::vboSize (int vbonum) const
-{
-	return m_vboSizes[vbonum];
-}
-
-
-void GLCompiler::recompile()
-{
-	for (LDObject* object : m_renderer->model()->objects())
-		compileObject(object);
-}

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