Mon, 20 Jan 2014 23:44:32 +0200
- Merge ../ldforge into gl
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/gldata.cc Mon Jan 20 23:44:32 2014 +0200 @@ -0,0 +1,525 @@ +#include <cstring> +#include "gldata.h" +#include "ldtypes.h" +#include "colors.h" +#include "document.h" +#include "misc.h" +#include "gldraw.h" +#include <QDate> + +#define DEBUG_PRINT(...) fprint (stdout, __VA_ARGS__) + +extern_cfg (Bool, gl_blackedges); +static QList<short> g_warnedColors; +VertexCompiler g_vertexCompiler; + +// ============================================================================= +// ----------------------------------------------------------------------------- +VertexCompiler::Array::Array() : + m_data (null) +{ + clear(); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +VertexCompiler::Array::~Array() +{ + delete[] m_data; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::Array::clear() +{ + delete[] m_data; + + m_data = new Vertex[64]; + m_size = 64; + m_ptr = &m_data[0]; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::Array::resizeToFit (Size newSize) +{ + if (allocatedSize() >= newSize) + return; + + int32 cachedWriteSize = writtenSize(); + + // Add some lee-way space to reduce the amount of resizing. + newSize += 256; + + const Size oldSize = allocatedSize(); + + // We need to back up the data first + Vertex* copy = new Vertex[oldSize]; + memcpy (copy, m_data, oldSize); + + // Re-create the buffer + delete[] m_data; + m_data = new Vertex[newSize]; + m_size = newSize; + m_ptr = &m_data[cachedWriteSize / sizeof (Vertex)]; + + // Copy the data back + memcpy (m_data, copy, oldSize); + delete[] copy; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +const VertexCompiler::Vertex* VertexCompiler::Array::data() const +{ + return m_data; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +const VertexCompiler::Array::Size& VertexCompiler::Array::allocatedSize() const +{ + return m_size; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +VertexCompiler::Array::Size VertexCompiler::Array::writtenSize() const +{ + return (m_ptr - m_data) * sizeof (Vertex); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::Array::write (const Vertex& f) +{ + // Ensure there's enoughspace for the new vertex + resizeToFit (writtenSize() + sizeof f); + + // Write the float in + *m_ptr++ = f; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::Array::merge (Array* other) +{ + // Ensure there's room for both buffers + resizeToFit (writtenSize() + other->writtenSize()); + + memcpy (m_ptr, other->data(), other->writtenSize()); + m_ptr += other->writtenSize() / sizeof (Vertex); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +VertexCompiler::VertexCompiler() : + m_file (null) +{ + needMerge(); +} + +VertexCompiler::~VertexCompiler() {} + +// ============================================================================= +// Note: we use the top level object's color but the draw object's vertices. +// This is so that the index color is generated correctly - it has to reference +// the top level object's ID. This is crucial for picking to work. +// ----------------------------------------------------------------------------- +void VertexCompiler::compilePolygon (LDObject* drawobj, LDObject* trueobj, QList< VertexCompiler::CompiledTriangle >& data) +{ + const QColor pickColor = getObjectColor (trueobj, PickColor); + LDObject::Type type = drawobj->getType(); + LDObjectList objs; + + assert (type != LDObject::ESubfile); + + if (type == LDObject::EQuad) + { + for (LDTriangle * t : static_cast<LDQuad*> (drawobj)->splitToTriangles()) + objs << t; + } + else + objs << drawobj; + + for (LDObject* obj : objs) + { + const LDObject::Type objtype = obj->getType(); + const bool isline = (objtype == LDObject::ELine || objtype == LDObject::ECondLine); + const int verts = isline ? 2 : obj->vertices(); + QColor normalColor = getObjectColor (obj, Normal); + + assert (isline || objtype == LDObject::ETriangle); + + CompiledTriangle a; + a.rgb = normalColor.rgb(); + a.pickrgb = pickColor.rgb(); + a.numVerts = verts; + a.obj = trueobj; + a.isCondLine = (objtype == LDObject::ECondLine); + + for (int i = 0; i < verts; ++i) + { + a.verts[i] = obj->getVertex (i); + a.verts[i].y() = -a.verts[i].y(); + a.verts[i].z() = -a.verts[i].z(); + } + + data << a; + } +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::compileObject (LDObject* obj) +{ + initObject (obj); + QList<CompiledTriangle> data; + QTime t0; + + for (int i = 0; i < GL::NumArrays; ++i) + m_objArrays[obj][i].clear(); + + t0 = QTime::currentTime(); + compileSubObject (obj, obj, data); + DEBUG_PRINT ("COMPILATION: %1ms\n", t0.msecsTo (QTime::currentTime())); + + t0 = QTime::currentTime(); + + for (int i = 0; i < GL::NumArrays; ++i) + { + GL::VAOType type = (GL::VAOType) i; + const bool islinearray = (type == GL::EdgeArray || type == GL::EdgePickArray); + + for (const CompiledTriangle & poly : data) + { + if (poly.isCondLine) + { + // Conditional lines go to the edge pick array and the array + // specifically designated for conditional lines and nowhere else. + if (type != GL::EdgePickArray && type != GL::CondEdgeArray) + continue; + } + else + { + // Lines and only lines go to the line array and only to the line array. + if ( (poly.numVerts == 2) ^ islinearray) + continue; + + // Only conditional lines go into the conditional line array + if (type == GL::CondEdgeArray) + continue; + } + + Array* verts = postprocess (poly, type); + m_objArrays[obj][type].merge (verts); + delete verts; + } + } + + DEBUG_PRINT ("POST-PROCESS: %1ms\n", t0.msecsTo (QTime::currentTime())); + + needMerge(); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::compileSubObject (LDObject* obj, LDObject* topobj, QList< VertexCompiler::CompiledTriangle >& data) +{ + LDObjectList objs; + + switch (obj->getType()) + { + case LDObject::ETriangle: + case LDObject::ELine: + case LDObject::ECondLine: + { + compilePolygon (obj, topobj, data); + } break; + + case LDObject::EQuad: + { + for (LDTriangle * triangle : static_cast<LDQuad*> (obj)->splitToTriangles()) + compilePolygon (triangle, topobj, data); + } break; + + case LDObject::ESubfile: + { + QTime t0 = QTime::currentTime(); + objs = static_cast<LDSubfile*> (obj)->inlineContents (LDSubfile::RendererInline | LDSubfile::DeepCacheInline); + DEBUG_PRINT ("\t- INLINE: %1ms\n", t0.msecsTo (QTime::currentTime())); + DEBUG_PRINT ("\t- %1 objects\n", objs.size()); + + t0 = QTime::currentTime(); + + for (LDObject* obj : objs) + { + compileSubObject (obj, topobj, data); + obj->deleteSelf(); + } + + DEBUG_PRINT ("\t- SUB-COMPILATION: %1ms\n", t0.msecsTo (QTime::currentTime())); + } break; + + default: + {} break; + } +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::compileDocument() +{ + for (LDObject * obj : m_file->getObjects()) + compileObject (obj); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::forgetObject (LDObject* obj) +{ + auto it = m_objArrays.find (obj); + + if (it != m_objArrays.end()) + delete *it; + + m_objArrays.remove (obj); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::setFile (LDDocument* file) +{ + m_file = file; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +const VertexCompiler::Array* VertexCompiler::getMergedBuffer (GL::VAOType type) +{ + // If there are objects staged for compilation, compile them now. + if (m_staged.size() > 0) + { + for (LDObject * obj : m_staged) + compileObject (obj); + + m_staged.clear(); + } + + assert (type < GL::NumArrays); + + if (m_changed[type]) + { + m_changed[type] = false; + m_mainArrays[type].clear(); + + for (LDObject* obj : m_file->getObjects()) + { + if (!obj->isScemantic()) + continue; + + auto it = m_objArrays.find (obj); + + if (it != m_objArrays.end()) + m_mainArrays[type].merge (& (*it) [type]); + } + + DEBUG_PRINT ("merged array %1: %2 bytes\n", (int) type, m_mainArrays[type].writtenSize()); + } + + return &m_mainArrays[type]; +} + +// ============================================================================= +// This turns a compiled triangle into usable VAO vertices +// ----------------------------------------------------------------------------- +VertexCompiler::Array* VertexCompiler::postprocess (const CompiledTriangle& triangle, GL::VAOType type) +{ + Array* va = new Array; + QList<Vertex> verts; + + for (int i = 0; i < triangle.numVerts; ++i) + { + alias v0 = triangle.verts[i]; + Vertex v; + v.x = v0.x(); + v.y = v0.y(); + v.z = v0.z(); + + switch (type) + { + case GL::MainArray: + case GL::EdgeArray: + case GL::CondEdgeArray: + { + v.color = triangle.rgb; + } break; + + case GL::PickArray: + case GL::EdgePickArray: + { + v.color = triangle.pickrgb; + } break; + + case GL::BFCArray: + case GL::NumArrays: + break; // handled separately + } + + verts << v; + } + + if (type == GL::BFCArray) + { + int32 rgb = getObjectColor (triangle.obj, BFCFront).rgb(); + + for (Vertex v : verts) + { + v.color = rgb; + va->write (v); + } + + rgb = getObjectColor (triangle.obj, BFCBack).rgb(); + + for (int i = verts.size() - 1; i >= 0; --i) + { + Vertex v = verts[i]; + v.color = rgb; + va->write (v); + } + } + else + { + for (Vertex v : verts) + va->write (v); + } + + return va; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +uint32 VertexCompiler::getColorRGB (QColor& color) +{ + return + (color.red() & 0xFF) << 0x00 | + (color.green() & 0xFF) << 0x08 | + (color.blue() & 0xFF) << 0x10 | + (color.alpha() & 0xFF) << 0x18; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +QColor VertexCompiler::getObjectColor (LDObject* obj, ColorType colotype) const +{ + QColor qcol; + + if (!obj->isColored()) + return QColor(); + + if (colotype == PickColor) + { + // Make the color by the object's ID if we're picking, so we can make the + // ID again from the color we get from the picking results. Be sure to use + // the top level parent's index since we want a subfile's children point + // to the subfile itself. + long i = obj->topLevelParent()->getID(); + + // Calculate a color based from this index. This method caters for + // 16777216 objects. I don't think that'll be exceeded anytime soon. :) + // ATM biggest is 53588.dat with 12600 lines. + int r = (i / (256 * 256)) % 256, + g = (i / 256) % 256, + b = i % 256; + + return QColor (r, g, b); + } + + if ( (colotype == BFCFront || colotype == BFCBack) && + obj->getType() != LDObject::ELine && + obj->getType() != LDObject::ECondLine + ) + { + if (colotype == BFCFront) + qcol = QColor (40, 192, 0); + else + qcol = QColor (224, 0, 0); + } + else + { + if (obj->getColor() == maincolor) + qcol = GL::getMainColor(); + else + { + LDColor* col = getColor (obj->getColor()); + + if (col) + qcol = col->faceColor; + } + + if (obj->getColor() == edgecolor) + { + qcol = QColor (32, 32, 32); // luma (m_bgcolor) < 40 ? QColor (64, 64, 64) : Qt::black; + LDColor* col; + + if (!gl_blackedges && obj->getParent() && (col = getColor (obj->getParent()->getColor()))) + qcol = col->edgeColor; + } + + if (qcol.isValid() == false) + { + // The color was unknown. Use main color to make the object at least + // not appear pitch-black. + if (obj->getColor() != edgecolor) + qcol = GL::getMainColor(); + else + qcol = Qt::black; + + // Warn about the unknown color, but only once. + for (short i : g_warnedColors) + if (obj->getColor() == i) + return qcol; + + log ("%1: Unknown color %2!\n", __func__, obj->getColor()); + g_warnedColors << obj->getColor(); + return qcol; + } + } + + if (obj->topLevelParent()->isSelected()) + { + // Brighten it up if selected. + const int add = 51; + + qcol.setRed (min (qcol.red() + add, 255)); + qcol.setGreen (min (qcol.green() + add, 255)); + qcol.setBlue (min (qcol.blue() + add, 255)); + } + + return qcol; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::needMerge() +{ + // Set all of m_changed to true + memset (m_changed, 0xFF, sizeof m_changed); +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::initObject (LDObject* obj) +{ + if (m_objArrays.find (obj) == m_objArrays.end()) + m_objArrays[obj] = new Array[GL::NumArrays]; +} + +// ============================================================================= +// ----------------------------------------------------------------------------- +void VertexCompiler::stageForCompilation (LDObject* obj) +{ + m_staged << obj; + removeDuplicates (m_staged); +} +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/gldata.h Mon Jan 20 23:44:32 2014 +0200 @@ -0,0 +1,117 @@ +#ifndef LDFORGE_GLDATA_H +#define LDFORGE_GLDATA_H + +#include "types.h" +#include "gldraw.h" +#include <QMap> +#include <QRgb> + +/* ============================================================================= + * ----------------------------------------------------------------------------- + * VertexCompiler + * + * This class manages vertex arrays for the GL renderer, compiling vertices into + * VAO-readable triangles which can be requested with getMergedBuffer. + * + * There are 5 main array types: + * - the normal polygon array, for triangles + * - edge line array, for lines + * - BFC array, this is the same as the normal polygon array except that the + * - polygons are listed twice, once normally and green and once reversed + * - and red, this allows BFC red/green view. + * - Picking array, this is the samea s the normal polygon array except the + * - polygons are compiled with their index color, this way the picking + * - method is capable of determining which object was selected by pixel + * - color. + * - Edge line picking array, the pick array version of the edge line array. + * + * There are also these same 5 arrays for every LDObject compiled. The main + * arrays are generated on demand from the ones in the current file's + * LDObjects and stored in cache for faster rendering. + * + * The nested Array class contains a vector-like buffer of the Vertex structs, + * these structs are the VAOs that get passed to the renderer. + */ + +class VertexCompiler +{ + public: + enum ColorType + { + Normal, + BFCFront, + BFCBack, + PickColor, + }; + + struct CompiledTriangle + { + ::Vertex verts[3]; + uint8 numVerts; // 2 if a line + QRgb rgb; // Color of this poly normally + QRgb pickrgb; // Color of this poly while picking + bool isCondLine; // Is this a conditional line? + LDObject* obj; // Pointer to the object this poly represents + }; + + struct Vertex + { + float x, y, z; + uint32 color; + float pad[4]; + }; + + class Array + { + public: + typedef int32 Size; + + Array(); + Array (const Array& other) = delete; + ~Array(); + + void clear(); + void merge (Array* other); + void resizeToFit (Size newSize); + const Size& allocatedSize() const; + Size writtenSize() const; + const Vertex* data() const; + void write (const VertexCompiler::Vertex& f); + Array& operator= (const Array& other) = delete; + + private: + Vertex* m_data; + Vertex* m_ptr; + Size m_size; + }; + + VertexCompiler(); + ~VertexCompiler(); + void setFile (LDDocument* file); + void compileDocument(); + void forgetObject (LDObject* obj); + void initObject (LDObject* obj); + const Array* getMergedBuffer (GL::VAOType type); + QColor getObjectColor (LDObject* obj, ColorType list) const; + void needMerge(); + void stageForCompilation (LDObject* obj); + + static uint32 getColorRGB (QColor& color); + + private: + void compilePolygon (LDObject* drawobj, LDObject* trueobj, QList<CompiledTriangle>& data); + void compileObject (LDObject* obj); + void compileSubObject (LDObject* obj, LDObject* topobj, QList<CompiledTriangle>& data); + Array* postprocess (const CompiledTriangle& i, GL::VAOType type); + + QMap<LDObject*, Array*> m_objArrays; + QMap<LDDocument*, Array*> m_fileCache; + Array m_mainArrays[GL::NumArrays]; + LDDocument* m_file; + bool m_changed[GL::NumArrays]; + LDObjectList m_staged; +}; + +extern VertexCompiler g_vertexCompiler; + +#endif // LDFORGE_GLDATA_H
--- a/src/gldraw.cc Mon Jan 20 23:44:22 2014 +0200 +++ b/src/gldraw.cc Mon Jan 20 23:44:32 2014 +0200 @@ -36,6 +36,7 @@ #include "dialogs.h" #include "addObjectDialog.h" #include "messagelog.h" +#include "gldata.h" #include "primitives.h" #include "misc/ringFinder.h" #include "moc_gldraw.cpp" @@ -109,9 +110,6 @@ { QColor (0, 160, 192), Vertex (0, 0, 10000) }, // Z }; -static bool g_glInvert = false; -static QList<int> g_warnedColors; - // ============================================================================= // GLRenderer::GLRenderer (QWidget* parent) : QGLWidget (parent) @@ -245,11 +243,13 @@ setBackground(); glLineWidth (gl_linethickness); + glLineStipple (1, 0x6666); setAutoFillBackground (false); setMouseTracking (true); setFocusPolicy (Qt::WheelFocus); - compileAllObjects(); + + g_vertexCompiler.compileDocument(); } // ============================================================================= @@ -282,105 +282,7 @@ } // ============================================================================= -// -void GLRenderer::setObjectColor (LDObject* obj, const ListType list) -{ - QColor qcol; - - if (!obj->isColored()) - return; - - if (list == GL::PickList) - { - // Make the color by the object's ID if we're picking, so we can make the - // ID again from the color we get from the picking results. Be sure to use - // the top level parent's index since we want a subfile's children point - // to the subfile itself. - long i = obj->topLevelParent()->getID(); - - // Calculate a color based from this index. This method caters for - // 16777216 objects. I don't think that'll be exceeded anytime soon. :) - // ATM biggest is 53588.dat with 12600 lines. - double r = (i / 0x10000) % 0x100, - g = (i / 0x100) % 0x100, - b = i % 0x100; - - qglColor (QColor (r, g, b)); - return; - } - - if ((list == BFCFrontList || list == BFCBackList) && - obj->getType() != LDObject::ELine && - obj->getType() != LDObject::ECondLine) - { - if (list == GL::BFCFrontList) - qcol = QColor (40, 192, 0); - else - qcol = QColor (224, 0, 0); - } - else - { - if (obj->getColor() == maincolor) - qcol = getMainColor(); - else - { - LDColor* col = getColor (obj->getColor()); - - if (col) - qcol = col->faceColor; - } - - if (obj->getColor() == edgecolor) - { - LDColor* col; - - if (!gl_blackedges && obj->getParent() && (col = getColor (obj->getParent()->getColor()))) - qcol = col->edgeColor; - else - qcol = (m_darkbg == false) ? Qt::black : Qt::white; - } - - if (qcol.isValid() == false) - { - // The color was unknown. Use main color to make the object at least - // not appear pitch-black. - if (obj->getColor() != edgecolor) - qcol = getMainColor(); - - // Warn about the unknown colors, but only once. - for (int i : g_warnedColors) - if (obj->getColor() == i) - return; - - log ("%1: Unknown color %2!\n", __func__, obj->getColor()); - g_warnedColors << obj->getColor(); - return; - } - } - - int r = qcol.red(), - g = qcol.green(), - b = qcol.blue(), - a = qcol.alpha(); - - if (obj->topLevelParent()->isSelected()) - { - // Brighten it up for the select list. - QColor selcolor (gl_selectcolor); - r = (r + selcolor.red()) / 2; - g = (g + selcolor.green()) / 2; - b = (b + selcolor.blue()) / 2; - } - - glColor4f ( - ((double) r) / 255.0f, - ((double) g) / 255.0f, - ((double) b) / 255.0f, - ((double) a) / 255.0f); -} - -// ============================================================================= -// +// ----------------------------------------------------------------------------- void GLRenderer::refresh() { update(); @@ -388,10 +290,10 @@ } // ============================================================================= -// +// ----------------------------------------------------------------------------- void GLRenderer::hardRefresh() { - compileAllObjects(); + g_vertexCompiler.compileDocument(); refresh(); glLineWidth (gl_linethickness); @@ -462,40 +364,30 @@ glRotatef (rot (Z), 0.0f, 0.0f, 1.0f); } - const GL::ListType list = (!isDrawOnly() && isPicking()) ? PickList : NormalList; - - if (gl_colorbfc && !isPicking() && !isDrawOnly()) - { - glEnable (GL_CULL_FACE); + // Draw the VAOs now + glEnableClientState (GL_VERTEX_ARRAY); + glEnableClientState (GL_COLOR_ARRAY); + glDisableClientState (GL_NORMAL_ARRAY); - for (LDObject* obj : getFile()->getObjects()) - { - if (obj->isHidden()) - continue; - - glCullFace (GL_BACK); - glCallList (obj->glLists[BFCFrontList]); + if (gl_colorbfc) { + glEnable (GL_CULL_FACE); + glCullFace (GL_CCW); + } else + glDisable (GL_CULL_FACE); - glCullFace (GL_FRONT); - glCallList (obj->glLists[BFCBackList]); - } + drawVAOs ((isPicking() ? PickArray : gl_colorbfc ? BFCArray : MainArray), GL_TRIANGLES); + drawVAOs ((isPicking() ? EdgePickArray : EdgeArray), GL_LINES); - glDisable (GL_CULL_FACE); - } - else + // Draw conditional lines. Note that conditional lines are drawn into + // EdgePickArray in the picking scene, so when picking, don't do anything + // here. + if (!isPicking()) { - for (LDObject* obj : getFile()->getObjects()) - { - if (obj->isHidden()) - continue; - - glCallList (obj->glLists[list]); - } + glEnable (GL_LINE_STIPPLE); + drawVAOs (CondEdgeArray, GL_LINES); + glDisable (GL_LINE_STIPPLE); } - if (gl_axes && !isPicking() && !isDrawOnly()) - glCallList (m_axeslist); - glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); @@ -503,6 +395,15 @@ // ============================================================================= // +void GLRenderer::drawVAOs (VAOType arrayType, GLenum type) +{ + const VertexCompiler::Array* array = g_vertexCompiler.getMergedBuffer (arrayType); + glVertexPointer (3, GL_FLOAT, sizeof (VertexCompiler::Vertex), &array->data()[0].x); + glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (VertexCompiler::Vertex), &array->data()[0].color); + glDrawArrays (type, 0, array->writtenSize() / sizeof (VertexCompiler::Vertex)); +} + +// ============================================================================= // This converts a 2D point on the screen to a 3D point in the model. If 'snap' // is true, the 3D point will snap to the current grid. // @@ -897,127 +798,7 @@ // void GLRenderer::compileAllObjects() { - if (!getFile()) - return; - - // Compiling all is a big job, use a busy cursor - setCursor (Qt::BusyCursor); - - m_knownVerts.clear(); - - for (LDObject* obj : getFile()->getObjects()) - compileObject (obj); - - // Compile axes - glDeleteLists (m_axeslist, 1); - m_axeslist = glGenLists (1); - glNewList (m_axeslist, GL_COMPILE); - glBegin (GL_LINES); - - for (const LDGLAxis& ax : g_GLAxes) - { - qglColor (ax.col); - compileVertex (ax.vert); - compileVertex (-ax.vert); - } - - glEnd(); - glEndList(); - - setCursor (Qt::ArrowCursor); -} - -// ============================================================================= -// -void GLRenderer::compileSubObject (LDObject* obj, const GLenum gltype) -{ - glBegin (gltype); - - const int numverts = (obj->getType() != LDObject::ECondLine) ? obj->vertices() : 2; - - if (g_glInvert == false) - for (int i = 0; i < numverts; ++i) - compileVertex (obj->getVertex (i)); - else - for (int i = numverts - 1; i >= 0; --i) - compileVertex (obj->getVertex (i)); - - glEnd(); -} - -// ============================================================================= -// -void GLRenderer::compileList (LDObject* obj, const GLRenderer::ListType list) -{ - setObjectColor (obj, list); - - switch (obj->getType()) - { - case LDObject::ELine: - { - compileSubObject (obj, GL_LINES); - } break; - - case LDObject::ECondLine: - { - // Draw conditional lines with a dash pattern - however, use a full - // line when drawing a pick list to make selecting them easier. - if (list != GL::PickList) - { - glLineStipple (1, 0x6666); - glEnable (GL_LINE_STIPPLE); - } - - compileSubObject (obj, GL_LINES); - - glDisable (GL_LINE_STIPPLE); - } break; - - case LDObject::ETriangle: - { - compileSubObject (obj, GL_TRIANGLES); - } break; - - case LDObject::EQuad: - { - compileSubObject (obj, GL_QUADS); - } break; - - case LDObject::ESubfile: - { - LDSubfile* ref = static_cast<LDSubfile*> (obj); - LDObjectList objs; - - objs = ref->inlineContents (LDSubfile::DeepCacheInline | LDSubfile::RendererInline); - bool oldinvert = g_glInvert; - - if (ref->getTransform().getDeterminant() < 0) - g_glInvert = !g_glInvert; - - LDObject* prev = ref->prev(); - - if (prev && prev->getType() == LDObject::EBFC && static_cast<LDBFC*> (prev)->type == LDBFC::InvertNext) - g_glInvert = !g_glInvert; - - for (LDObject* obj : objs) - { - compileList (obj, list); - obj->deleteSelf(); - } - - g_glInvert = oldinvert; - } break; - - default: - break; - } -} - -// ============================================================================= -// -void GLRenderer::compileVertex (const Vertex& vrt) -{ - glVertex3d (vrt[X], -vrt[Y], -vrt[Z]); + g_vertexCompiler.compileDocument(); } // ============================================================================= @@ -1473,6 +1254,7 @@ void GLRenderer::setFile (LDDocument* const& a) { m_File = a; + g_vertexCompiler.setFile (a); if (a != null) { @@ -1743,24 +1525,10 @@ } // ============================================================================= -// +// ----------------------------------------------------------------------------- void GLRenderer::compileObject (LDObject* obj) { - deleteLists (obj); - - for (const GL::ListType listType : g_glListTypes) - { - if (isDrawOnly() && listType != GL::NormalList) - continue; - - GLuint list = glGenLists (1); - glNewList (list, GL_COMPILE); - - obj->glLists[listType] = list; - compileList (obj, listType); - - glEndList(); - } + g_vertexCompiler.stageForCompilation (obj); // Mark in known vertices of this object QList<Vertex> verts = getVertices (obj);
--- a/src/gldraw.h Mon Jan 20 23:44:22 2014 +0200 +++ b/src/gldraw.h Mon Jan 20 23:44:32 2014 +0200 @@ -115,6 +115,17 @@ BFCBackList }; + enum VAOType + { + MainArray, + EdgeArray, + CondEdgeArray, + BFCArray, + PickArray, + EdgePickArray, + NumArrays + }; + // CameraIcon::img is a heap-allocated QPixmap because otherwise it gets // initialized before program gets to main() and constructs a QApplication // and Qt doesn't like that. @@ -152,7 +163,6 @@ Axis getCameraAxis (bool y, EFixedCamera camid = (EFixedCamera) - 1); const char* getCameraName() const; double getDepthValue() const; - QColor getMainColor(); LDGLOverlay& getOverlay (int newcam); uchar* getScreencap (int& w, int& h); void hardRefresh(); @@ -171,6 +181,7 @@ void zoomAllToFit(); static void deleteLists (LDObject* obj); + static QColor getMainColor(); protected: void contextMenuEvent (QContextMenuEvent* ev); @@ -245,6 +256,12 @@ // Convert a 2D point to a 3D point Vertex coordconv2_3 (const QPoint& pos2d, bool snap) const; + // Draw a VAO array + void drawVAOs (VAOType arrayType, GLenum type); + + // Determine which color to draw text with + QColor getTextPen() const; + // Convert a 3D point to a 2D point QPoint coordconv3_2 (const Vertex& pos3d) const;