Mon, 09 Mar 2020 23:42:26 +0200
added some meta stuff, simplified quadrilateral splitting and tested it
24 | 1 | /* |
2 | * LDForge: LDraw parts authoring CAD | |
3 | * Copyright (C) 2013 - 2020 Teemu Piippo | |
4 | * | |
5 | * This program is free software: you can redistribute it and/or modify | |
6 | * it under the terms of the GNU General Public License as published by | |
7 | * the Free Software Foundation, either version 3 of the License, or | |
8 | * (at your option) any later version. | |
9 | * | |
10 | * This program is distributed in the hope that it will be useful, | |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 | * GNU General Public License for more details. | |
14 | * | |
15 | * You should have received a copy of the GNU General Public License | |
16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
17 | */ | |
18 | ||
26 | 19 | #include <GL/glut.h> |
28 | 20 | #include <glm/ext/matrix_transform.hpp> |
21 | #include <glm/ext/matrix_clip_space.hpp> | |
17 | 22 | #include <QMouseEvent> |
26 | 23 | #include <QMessageBox> |
47 | 24 | #include <QAbstractButton> |
55 | 25 | #include "geometry.h" |
17 | 26 | #include "partrenderer.h" |
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27 | #include "model.h" |
17 | 28 | |
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29 | PartRenderer::PartRenderer( |
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30 | Model* model, |
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31 | DocumentManager* documents, |
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32 | const ldraw::ColorTable& colorTable, |
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33 | QWidget* parent) : |
21 | 34 | QOpenGLWidget{parent}, |
35 | model{model}, | |
36 | documents{documents}, | |
26 | 37 | colorTable{colorTable}, |
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38 | compiler{new gl::Compiler{this->colorTable, this}} |
17 | 39 | { |
40 | this->setMouseTracking(true); | |
41 | } | |
42 | ||
26 | 43 | PartRenderer::~PartRenderer() |
44 | { | |
45 | } | |
46 | ||
53 | 47 | static QVector3D vec3FromQColor(const QColor& color) |
48 | { | |
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49 | return { |
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50 | toFloat(color.redF()), |
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51 | toFloat(color.greenF()), |
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52 | toFloat(color.blueF()), |
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53 | }; |
53 | 54 | } |
55 | ||
17 | 56 | void PartRenderer::initializeGL() |
57 | { | |
58 | this->initializeOpenGLFunctions(); | |
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59 | if (glGetError() != GL_NO_ERROR) |
17 | 60 | { |
61 | abort(); | |
62 | } | |
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63 | this->compiler->initialize(); |
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64 | this->compiler->build(this->model, this->documents, this->renderPreferences); |
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65 | connect(this->model, &Model::dataChanged, [&]() |
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66 | { |
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67 | this->compiler->build(this->model, this->documents, this->renderPreferences); |
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68 | }); |
17 | 69 | this->initialized = true; |
32 | 70 | this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0}); |
71 | this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0}); | |
55 | 72 | this->setupBackgroundColor(); |
73 | this->updateModelMatrix(); | |
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74 | this->updateViewMatrix(); |
30 | 75 | this->update(); |
17 | 76 | } |
77 | ||
78 | void PartRenderer::resizeGL(int width, int height) | |
79 | { | |
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80 | this->viewportVector = {0, 0, width, height}; |
28 | 81 | glViewport(0, 0, width, height); |
82 | this->projectionMatrix = glm::perspective( | |
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83 | glm::radians(45.0f), |
28 | 84 | static_cast<float>(width) / static_cast<float>(height), |
85 | 0.1f, | |
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86 | 10000.f); |
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87 | this->compiler->setUniformMatrix("projectionMatrix", this->projectionMatrix); |
70 | 88 | emit projectionMatrixChanged(this->projectionMatrix); |
17 | 89 | } |
90 | ||
26 | 91 | static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) |
21 | 92 | { |
93 | switch (vboClass) | |
94 | { | |
26 | 95 | case gl::ArrayClass::Lines: |
96 | case gl::ArrayClass::ConditionalLines: | |
21 | 97 | return GL_LINES; |
26 | 98 | case gl::ArrayClass::Triangles: |
21 | 99 | return GL_TRIANGLES; |
26 | 100 | case gl::ArrayClass::Quads: |
21 | 101 | return GL_QUADS; |
102 | } | |
103 | throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"}; | |
104 | } | |
105 | ||
17 | 106 | void PartRenderer::paintGL() |
107 | { | |
47 | 108 | glEnable(GL_DEPTH_TEST); |
109 | glShadeModel(GL_SMOOTH); | |
110 | this->renderScene(); | |
111 | } | |
112 | ||
113 | void PartRenderer::renderScene() | |
114 | { | |
53 | 115 | this->checkForGLErrors(); |
46 | 116 | if (this->renderPreferences.lineAntiAliasing && this->renderPreferences.style != gl::RenderStyle::PickScene) |
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117 | { |
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118 | glEnable(GL_LINE_SMOOTH); |
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119 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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120 | } |
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121 | else { |
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122 | glDisable(GL_LINE_SMOOTH); |
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123 | } |
46 | 124 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
125 | { | |
47 | 126 | const QColor& backgroundColor = this->renderPreferences.backgroundColor; |
46 | 127 | glClearColor( |
128 | static_cast<float>(backgroundColor.redF()), | |
129 | static_cast<float>(backgroundColor.greenF()), | |
130 | static_cast<float>(backgroundColor.blueF()), | |
131 | 1.0f); | |
51 | 132 | this->compiler->setUniform("useLighting", GL_TRUE); |
46 | 133 | } |
134 | else | |
135 | { | |
136 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
51 | 137 | this->compiler->setUniform("useLighting", GL_FALSE); |
46 | 138 | } |
53 | 139 | this->checkForGLErrors(); |
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140 | this->compiler->setUniform("selectedColor", vec3FromQColor(this->renderPreferences.selectedColor)); |
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141 | this->compiler->setUniform("highlighted", this->highlighted.value); |
51 | 142 | this->checkForGLErrors(); |
26 | 143 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
144 | glEnable(GL_DEPTH_TEST); | |
145 | glEnable(GL_POLYGON_OFFSET_FILL); | |
146 | glPolygonOffset(1.0f, 1.0f); | |
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147 | glLineWidth(this->renderPreferences.lineThickness); |
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148 | switch (this->renderPreferences.style) |
18 | 149 | { |
150 | case gl::RenderStyle::Normal: | |
37 | 151 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
152 | this->renderAllArrays(); | |
153 | break; | |
18 | 154 | case gl::RenderStyle::BfcRedGreen: |
37 | 155 | glEnable(GL_CULL_FACE); |
156 | glCullFace(GL_BACK); | |
157 | this->setFragmentStyle(gl::FragmentStyle::BfcGreen); | |
158 | renderVao(gl::ArrayClass::Triangles); | |
159 | renderVao(gl::ArrayClass::Quads); | |
160 | glCullFace(GL_FRONT); | |
161 | this->setFragmentStyle(gl::FragmentStyle::BfcRed); | |
162 | renderVao(gl::ArrayClass::Triangles); | |
163 | renderVao(gl::ArrayClass::Quads); | |
164 | glDisable(GL_CULL_FACE); | |
165 | this->setFragmentStyle(gl::FragmentStyle::Normal); | |
166 | renderVao(gl::ArrayClass::Lines); | |
18 | 167 | case gl::RenderStyle::RandomColors: |
37 | 168 | this->setFragmentStyle(gl::FragmentStyle::RandomColors); |
169 | this->renderAllArrays(); | |
18 | 170 | break; |
46 | 171 | case gl::RenderStyle::PickScene: |
172 | glLineWidth(3.0f); | |
173 | this->setFragmentStyle(gl::FragmentStyle::Id); | |
174 | this->renderAllArrays(); | |
175 | break; | |
18 | 176 | case gl::RenderStyle::Wireframe: |
177 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
37 | 178 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
179 | this->renderAllArrays(); | |
18 | 180 | break; |
181 | } | |
37 | 182 | glDisable(GL_POLYGON_OFFSET_FILL); |
183 | } | |
184 | ||
185 | void PartRenderer::renderAllArrays() | |
186 | { | |
26 | 187 | // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. |
188 | renderVao(gl::ArrayClass::Triangles); | |
189 | renderVao(gl::ArrayClass::Quads); | |
190 | renderVao(gl::ArrayClass::Lines); | |
191 | } | |
192 | ||
37 | 193 | |
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194 | void PartRenderer::updateViewMatrix() |
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195 | { |
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196 | // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior |
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197 | const double z = 2 * std::exp(this->zoom) * (1 + this->compiler->modelDistance()); |
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198 | this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0}); |
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199 | this->compiler->setUniformMatrix("viewMatrix", this->viewMatrix); |
70 | 200 | emit this->viewMatrixChanged(this->viewMatrix); |
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201 | } |
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202 | |
55 | 203 | void PartRenderer::updateModelMatrix() |
204 | { | |
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205 | this->modelMatrix = glm::mat4_cast(this->modelQuaternion); |
55 | 206 | this->compiler->setUniformMatrix("modelMatrix", modelMatrix); |
70 | 207 | emit this->modelMatrixChanged(this->modelMatrix); |
55 | 208 | this->update(); |
209 | } | |
210 | ||
211 | void PartRenderer::setupBackgroundColor() | |
212 | { | |
213 | } | |
214 | ||
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215 | void PartRenderer::renderVao(const gl::ArrayClass arrayClass) |
26 | 216 | { |
217 | this->compiler->bindVertexArray(arrayClass); | |
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218 | const std::size_t vertexCount = this->compiler->vertexCount(arrayClass); |
51 | 219 | this->checkForGLErrors(); |
26 | 220 | glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); |
51 | 221 | this->checkForGLErrors(); |
26 | 222 | this->compiler->releaseVertexArray(arrayClass); |
223 | this->checkForGLErrors(); | |
224 | } | |
225 | ||
226 | void PartRenderer::checkForGLErrors() | |
227 | { | |
53 | 228 | gl::checkForGLErrors(this); |
229 | } | |
230 | ||
231 | void gl::checkForGLErrors(QWidget* parent) | |
232 | { | |
26 | 233 | GLenum glError; |
234 | QStringList errors; | |
235 | while ((glError = glGetError()) != GL_NO_ERROR) | |
21 | 236 | { |
237 | const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(::gluErrorString(glError))); | |
26 | 238 | errors.append(glErrorString); |
239 | } | |
240 | if (not errors.isEmpty()) | |
241 | { | |
53 | 242 | QMessageBox box{parent}; |
47 | 243 | box.setIcon(QMessageBox::Critical); |
53 | 244 | box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n"))); |
245 | box.setWindowTitle(QObject::tr("OpenGL error")); | |
47 | 246 | box.setStandardButtons(QMessageBox::Close); |
53 | 247 | box.button(QMessageBox::Close)->setText(QObject::tr("Damn it")); |
47 | 248 | box.exec(); |
21 | 249 | } |
17 | 250 | } |
251 | ||
252 | void PartRenderer::mouseMoveEvent(QMouseEvent* event) | |
253 | { | |
254 | const bool left = event->buttons() & Qt::LeftButton; | |
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255 | const QPoint move = event->pos() - this->lastMousePosition; |
17 | 256 | if (left and not move.isNull()) |
257 | { | |
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258 | // q_x is the rotation of the brick along the vertical y-axis, because turning the |
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259 | // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the |
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260 | // brick along the horizontal x-axis, which causes vertical rotation. |
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261 | const auto scalar = 0.006f; |
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262 | const float move_x = static_cast<float>(move.x()); |
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263 | const float move_y = static_cast<float>(move.y()); |
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264 | const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0}); |
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265 | const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0}); |
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266 | this->modelQuaternion = q_x * q_y * this->modelQuaternion; |
55 | 267 | this->updateModelMatrix(); |
17 | 268 | } |
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269 | this->lastMousePosition = event->pos(); |
17 | 270 | } |
18 | 271 | |
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272 | void PartRenderer::wheelEvent(QWheelEvent* event) |
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273 | { |
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274 | static constexpr double WHEEL_STEP = 1 / 1000.0; |
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275 | const double move = (-event->angleDelta().y()) * WHEEL_STEP; |
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276 | this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM); |
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277 | this->updateViewMatrix(); |
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278 | this->update(); |
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279 | } |
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280 | |
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281 | /** |
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282 | * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the |
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283 | * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind |
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284 | * the camera, no value is returned. |
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285 | * @param point 2D window co-ordinates to convert. |
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286 | * @param plane Plane to raycast against |
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287 | * @return world co-ordinates, or no value if the point is behind the camera. |
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288 | */ |
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289 | std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) const |
55 | 290 | { |
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291 | const geom::Line line = this->cameraLine(point); |
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292 | std::optional<glm::vec3> result; |
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293 | result = geom::linePlaneIntersection(line, plane, 0.01f); |
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294 | // If the point lies behind the camera, do not return a result. |
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295 | if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0) |
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296 | { |
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297 | result.reset(); |
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298 | } |
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299 | return result; |
55 | 300 | } |
301 | ||
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302 | /** |
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303 | * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt |
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304 | * @param point Point to unproject |
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305 | * @return screen coordinates |
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306 | */ |
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307 | QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const |
55 | 308 | { |
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309 | const glm::vec3 projected = glm::project( |
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310 | point, |
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311 | this->viewMatrix * glm::mat4_cast(this->modelQuaternion), |
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312 | this->projectionMatrix, |
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313 | this->viewportVector); |
60 | 314 | return toQPointF(glm::vec2{projected.x, this->height() - projected.y}); |
55 | 315 | } |
316 | ||
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317 | geom::Line<3> PartRenderer::cameraLine(const QPoint& point) const |
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318 | { |
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319 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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320 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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321 | return geom::lineFromPoints(p1, p2); |
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322 | } |
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323 | |
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324 | /** |
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325 | * @brief Unprojects the specified window coordinates to model coordinates |
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326 | * @param win Window coordinates to project. Z-coordinate indicates depth |
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327 | * @return model coordinates |
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328 | */ |
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329 | glm::vec3 PartRenderer::unproject(const glm::vec3& win) const |
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330 | { |
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331 | return glm::unProject( |
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332 | glm::vec3{win.x, this->height() - win.y, win.z}, |
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333 | this->viewMatrix * glm::mat4_cast(this->modelQuaternion), |
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334 | this->projectionMatrix, |
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335 | viewportVector); |
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336 | } |
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337 | |
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338 | ldraw::id_t PartRenderer::pick(const QPoint& where) |
47 | 339 | { |
340 | const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; | |
341 | this->renderPreferences.style = gl::RenderStyle::PickScene; | |
342 | this->makeCurrent(); | |
343 | this->renderScene(); | |
344 | std::array<GLbyte, 3> data; | |
51 | 345 | this->checkForGLErrors(); |
47 | 346 | glReadPixels(where.x(), this->height() - where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
51 | 347 | this->checkForGLErrors(); |
47 | 348 | this->renderPreferences.style = oldRenderStyle; |
349 | this->update(); | |
350 | return gl::Compiler::idFromColor(data); | |
351 | } | |
352 | ||
37 | 353 | /** |
354 | * @brief Changes the color of rendered fragments | |
355 | * @param newFragmentStyle new fragment style to use | |
356 | */ | |
357 | void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle) | |
358 | { | |
359 | this->compiler->setUniform("fragmentStyle", static_cast<int>(newFragmentStyle)); | |
360 | } | |
361 | ||
362 | /** | |
363 | * @brief Changes the way the scene is rendered | |
364 | * @param newStyle new render style to use | |
365 | */ | |
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366 | void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) |
18 | 367 | { |
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368 | bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; |
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369 | bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; |
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370 | this->renderPreferences = newPreferences; |
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371 | if (mainColorChanged or backgroundColorChanged) |
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372 | { |
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373 | this->compiler->build(this->model, this->documents, this->renderPreferences); |
55 | 374 | this->setupBackgroundColor(); |
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375 | } |
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376 | emit this->renderPreferencesChanged(); |
18 | 377 | this->update(); |
378 | } |