src/gl/compiler.cpp

Fri, 07 Feb 2020 02:02:16 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Fri, 07 Feb 2020 02:02:16 +0200
changeset 50
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parent 49
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child 51
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permissions
-rw-r--r--

fix some warnings

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2018 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #define GL_GLEXT_PROTOTYPES
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20 #include <GL/glu.h>
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21 #include <GL/glext.h>
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22 #include <QMessageBox>
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23 #include "gl/compiler.h"
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24 #include "documentmanager.h"
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25 #include "invert.h"
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26 #include "ring.h"
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27
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28 static const char* vertexShaderSource = R"(
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29 #version 330 core
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30
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31 layout(location=0) in vec3 position;
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32 layout(location=1) in vec4 color;
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33 layout(location=2) in vec3 normal;
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34 layout(location=3) in int id;
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35 out vec4 vColor;
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36 out vec3 vFragPos;
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37 out vec3 vNormal;
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38 uniform mat4 modelMatrix;
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39 uniform mat4 viewMatrix;
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40 uniform mat4 projectionMatrix;
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41 uniform int fragmentStyle;
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42 uniform vec3 selectedColor;
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43 uniform int highlighted;
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44
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45 const int FRAGSTYLE_Normal = 0;
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46 const int FRAGSTYLE_BfcGreen = 1;
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47 const int FRAGSTYLE_BfcRed = 2;
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48 const int FRAGSTYLE_Random = 3;
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49 const int FRAGSTYLE_Id = 4;
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50
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51 void main()
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52 {
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53 mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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54 vNormal = normalize(normalMatrix * normal);
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55 if (fragmentStyle == FRAGSTYLE_Id)
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56 {
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57 /* Calculate a color based from this index. This method caters for
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58 * 16777216 objects. I don't think that will be exceeded anytime soon.
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59 */
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60 int r = (id / 0x10000) % 0x100;
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61 int g = (id / 0x100) % 0x100;
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62 int b = id % 0x100;
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63 vColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
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64 }
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65 else
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66 {
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67 if (fragmentStyle == FRAGSTYLE_BfcGreen)
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68 {
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69 vColor = vec4(0.2, 0.9, 0.2, 1.0);
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70 }
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71 else if (fragmentStyle == FRAGSTYLE_BfcRed)
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72 {
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73 vColor = vec4(0.9, 0.2, 0.2, 1.0);
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74 }
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75 else
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76 {
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77 vColor = color;
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78 }
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79 if (highlighted == id)
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80 {
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81 vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6;
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82 }
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83 }
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84
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85 vFragPos = vec3(modelMatrix * vec4(position, 1.0));
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86 gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0);
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87 }
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88 )";
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89
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90 static const char* fragmentShaderSource = R"(
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91 #version 330 core
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92
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93 in vec4 vColor;
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94 in vec3 vFragPos;
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95 in vec3 vNormal;
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96 out vec4 fColor;
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97 const vec3 lightPos = vec3(0.5, 0.5, 0.5);
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98 const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
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99 const float ambientStrength = 0.7;
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100 uniform bool useLighting;
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101
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102 void main()
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103 {
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104 if (useLighting)
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105 {
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106 vec4 ambient = ambientStrength * lightColor;
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107 vec3 lightDirection = normalize(lightPos - vFragPos);
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108 vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor;
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109 fColor = (ambient + diffuse) * vColor;
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110 }
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111 else
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112 {
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113 fColor = vColor;
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114 }
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115 }
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116 )";
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117
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118 gl::Compiler::Compiler(const ldraw::ColorTable& colorTable, QObject* parent) :
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119 QObject{parent},
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120 colorTable{colorTable}
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121 {
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122 }
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123
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124 gl::Compiler::~Compiler()
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125 {
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126 }
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127
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128 void gl::Compiler::initialize()
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129 {
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130 if (not this->initialized)
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131 {
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132 this->initializeOpenGLFunctions();
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133 for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1)
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134 {
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135 auto& object = this->glObjects[i];
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136 object.program = new QOpenGLShaderProgram;
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137 object.program->create();
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138 const bool vertexShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Vertex, ::vertexShaderSource);
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139 QString log;
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140 if (not vertexShaderCompiled)
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141 {
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142 log += "\n" + tr("Vertex shader:") + "\n" + object.program->log();
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143 }
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144 const bool fragmentShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Fragment, ::fragmentShaderSource);
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145 if (not fragmentShaderCompiled)
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146 {
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147 log += "\n" + tr("Fragment shader:") + "\n" + object.program->log();
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148 }
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149 if (not vertexShaderCompiled or not fragmentShaderCompiled)
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150 {
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151 QMessageBox::critical(nullptr, tr("Shader compile error"), tr("Could not compile shaders.") + "\n" + log);
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152 std::exit(-1);
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153 }
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154 object.program->link();
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155 object.program->bind();
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156 object.buffer.create();
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157 object.buffer.bind();
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158 object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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159 object.vertexArray.create();
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160 object.vertexArray.bind();
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161 for (int k : {0, 1, 2, 3})
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162 {
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163 object.program->enableAttributeArray(k);
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164 }
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165 constexpr int stride = sizeof(gl::Vertex);
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166 object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(gl::Vertex, position), 3, stride);
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167 object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(gl::Vertex, color), 4, stride);
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168 object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(gl::Vertex, normal), 3, stride);
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169 glVertexAttribIPointer(3, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(gl::Vertex, id)));
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170 object.vertexArray.release();
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171 object.buffer.release();
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172 object.program->release();
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173 }
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174 this->initialized = true;
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175 }
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176 }
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177
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178 void gl::Compiler::build(Model* model, DocumentManager* context, const gl::RenderPreferences& preferences)
21
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179 {
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180 this->boundingBox = {};
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181 std::vector<gl::Vertex> vboData[gl::NUM_ARRAY_CLASSES];
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182 const std::vector<gl::Polygon> polygons = model->getPolygons(context);
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183 for (const gl::Polygon& polygon : polygons)
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184 {
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185 this->buildPolygon(polygon, vboData, preferences);
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186 }
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187 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1)
21
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188 {
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189 auto& buffer = this->glObjects[arrayId].buffer;
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190 auto& vector = vboData[arrayId];
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191 this->storedVertexCounts[arrayId] = vector.size();
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192 buffer.bind();
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193 buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0]));
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diff changeset
194 buffer.release();
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195 }
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196 }
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197
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198 gl::ArrayClass classifyPolygon(const gl::Polygon& polygon)
21
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199 {
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200 switch (polygon.type)
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201 {
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202 case gl::Polygon::EdgeLine:
26
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203 return gl::ArrayClass::Lines;
21
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204 case gl::Polygon::Triangle:
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205 return gl::ArrayClass::Triangles;
21
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206 case gl::Polygon::Quadrilateral:
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207 return gl::ArrayClass::Quads;
21
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208 case gl::Polygon::ConditionalEdge:
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209 return gl::ArrayClass::ConditionalLines;
21
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210 }
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211 return gl::ArrayClass::Lines;
21
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212 }
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213
47
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diff changeset
214 ldraw::Id gl::Compiler::idFromColor(const std::array<GLbyte, 3>& data)
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215 {
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216 return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]};
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217 }
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218
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219 void gl::Compiler::buildPolygon(
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220 gl::Polygon polygon,
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221 std::vector<gl::Vertex>* vboData,
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222 const gl::RenderPreferences& preferences)
21
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223 {
26
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224 const gl::ArrayClass vboClass = classifyPolygon(polygon);
34
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225 std::vector<gl::Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)];
21
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226 auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices());
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diff changeset
227 reserveMore(vertexBuffer, polygon.numPolygonVertices());
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228 const QColor color = this->getColorForPolygon(polygon, preferences);
22
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229 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1)
21
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230 {
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diff changeset
231 const glm::vec3& v1 = vertexRing[i - 1];
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232 const glm::vec3& v2 = vertexRing[i];
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233 const glm::vec3& v3 = vertexRing[i + 1];
22
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diff changeset
234 this->boundingBox.consider(polygon.vertices[i]);
34
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diff changeset
235 gl::Vertex& vertex = vertexBuffer.emplace_back();
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236 vertex.position = polygon.vertices[i];
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237 vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2));
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238 vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()};
48
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diff changeset
239 vertex.id = polygon.id.value;
21
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240 }
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241 }
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242
39
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diff changeset
243 QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences)
21
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244 {
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245 QColor color;
26
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246 // For normal colors, use the polygon's color.
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247 if (polygon.color == ldraw::mainColor)
21
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248 {
39
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249 color = preferences.mainColor;
21
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250 }
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251 else if (polygon.color == ldraw::edgeColor)
21
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252 {
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253 // Edge color is black, unless we have a dark background, in which case lines need to be bright.
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diff changeset
254 color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white;
21
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255 }
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256 else
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257 {
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258 // Not main or edge color, use the polygon's color as is.
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259 color = this->colorTable[polygon.color].faceColor;
21
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260 }
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261 return color;
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262 }
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diff changeset
263
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diff changeset
264 glm::vec3 gl::Compiler::modelCenter() const
22
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265 {
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266 return boxCenter(this->boundingBox);
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267 }
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268
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diff changeset
269 float gl::Compiler::modelDistance() const
22
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270 {
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271 return longestMeasure(this->boundingBox);
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272 }
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273
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274 void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass)
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275 {
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diff changeset
276 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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diff changeset
277 object.vertexArray.bind();
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diff changeset
278 object.program->bind();
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279 }
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diff changeset
280
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diff changeset
281 void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass)
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282 {
27
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diff changeset
283 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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diff changeset
284 object.program->release();
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diff changeset
285 object.vertexArray.release();
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diff changeset
286 }
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diff changeset
287
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diff changeset
288 std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const
28
c92c1daf735f modelview matrix set up
Teemu Piippo <teemu@hecknology.net>
parents: 27
diff changeset
289 {
34
1de2b8d64e9f added some sort of lighting
Teemu Piippo <teemu@hecknology.net>
parents: 33
diff changeset
290 return this->storedVertexCounts[static_cast<int>(arrayClass)];
28
c92c1daf735f modelview matrix set up
Teemu Piippo <teemu@hecknology.net>
parents: 27
diff changeset
291 }

mercurial