src/gl/partrenderer.cpp

Tue, 20 Jul 2021 01:22:01 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Tue, 20 Jul 2021 01:22:01 +0300
changeset 106
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parent 100
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child 107
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permissions
-rw-r--r--

work on draw preview

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2020 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 #include <glm/ext/matrix_transform.hpp>
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20 #include <glm/ext/matrix_clip_space.hpp>
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21 #include <GL/glu.h>
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22 #include <QMouseEvent>
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23 #include <QMessageBox>
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24 #include <QAbstractButton>
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25 #include "geometry.h"
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26 #include "partrenderer.h"
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27 #include "model.h"
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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) :
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34 QOpenGLWidget{parent},
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35 model{model},
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36 documents{documents},
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37 colorTable{colorTable},
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38 compiler{new gl::Compiler{this->colorTable, this}}
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39 {
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40 this->setMouseTracking(true);
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41 }
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42
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43 PartRenderer::~PartRenderer()
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44 {
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45 }
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46
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47 static QVector3D vec3FromQColor(const QColor& color)
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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 };
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54 }
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55
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56 void PartRenderer::initializeGL()
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57 {
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58 this->initializeOpenGLFunctions();
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59 if (glGetError() != GL_NO_ERROR)
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60 {
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61 abort();
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62 }
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63 this->compiler->initialize();
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64 connect(this->model, &Model::dataChanged, this, &PartRenderer::build);
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65 this->initialized = true;
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66 this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0});
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67 this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0});
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68 this->setupBackgroundColor();
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69 this->updateModelMatrix();
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70 this->updateViewMatrix();
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71 this->update();
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72 }
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73
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74 void PartRenderer::resizeGL(int width, int height)
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75 {
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76 this->viewportVector = {0, 0, width, height};
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77 glViewport(0, 0, width, height);
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78 this->projectionMatrix = glm::perspective(
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79 glm::radians(45.0f),
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80 static_cast<float>(width) / static_cast<float>(height),
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81 0.1f,
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82 10000.f);
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83 this->compiler->setUniformMatrix("projectionMatrix", this->projectionMatrix);
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84 emit projectionMatrixChanged(this->projectionMatrix);
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85 }
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86
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87 static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass)
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88 {
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89 switch (vboClass)
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90 {
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91 case gl::ArrayClass::Lines:
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92 case gl::ArrayClass::ConditionalLines:
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93 return GL_LINES;
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94 case gl::ArrayClass::Triangles:
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95 return GL_TRIANGLES;
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96 case gl::ArrayClass::Quads:
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97 return GL_QUADS;
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98 }
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99 throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"};
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100 }
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101
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102 void PartRenderer::paintGL()
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103 {
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104 glEnable(GL_DEPTH_TEST);
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105 glShadeModel(GL_SMOOTH);
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106 this->renderScene();
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107 }
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108
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109 void PartRenderer::renderScene()
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110 {
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111 if (this->needBuild)
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112 {
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113 this->compiler->build(this->model, this->documents, this->renderPreferences);
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114 this->needBuild = false;
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115 }
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116 this->checkForGLErrors();
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117 if (this->renderPreferences.lineAntiAliasing && this->renderPreferences.style != gl::RenderStyle::PickScene)
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118 {
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119 glEnable(GL_LINE_SMOOTH);
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120 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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121 }
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122 else {
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123 glDisable(GL_LINE_SMOOTH);
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124 }
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125 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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126 {
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127 const QColor& backgroundColor = this->renderPreferences.backgroundColor;
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128 glClearColor(
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129 static_cast<float>(backgroundColor.redF()),
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130 static_cast<float>(backgroundColor.greenF()),
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131 static_cast<float>(backgroundColor.blueF()),
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132 1.0f);
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133 this->compiler->setUniform("useLighting", GL_TRUE);
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134 }
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135 else
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136 {
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137 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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138 this->compiler->setUniform("useLighting", GL_FALSE);
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139 }
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140 this->checkForGLErrors();
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141 this->compiler->setUniform("selectedColor", vec3FromQColor(this->renderPreferences.selectedColor));
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142 this->compiler->setUniform("highlighted", this->highlighted.value);
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143 this->checkForGLErrors();
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144 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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145 glEnable(GL_DEPTH_TEST);
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146 glEnable(GL_POLYGON_OFFSET_FILL);
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147 glPolygonOffset(1.0f, 1.0f);
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148 glLineWidth(this->renderPreferences.lineThickness);
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149 switch (this->renderPreferences.style)
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150 {
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151 case gl::RenderStyle::Normal:
37
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152 this->setFragmentStyle(gl::FragmentStyle::Normal);
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153 this->renderAllArrays();
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154 break;
18
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155 case gl::RenderStyle::BfcRedGreen:
37
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156 glEnable(GL_CULL_FACE);
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157 glCullFace(GL_BACK);
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158 this->setFragmentStyle(gl::FragmentStyle::BfcGreen);
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159 renderVao(gl::ArrayClass::Triangles);
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160 renderVao(gl::ArrayClass::Quads);
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161 glCullFace(GL_FRONT);
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162 this->setFragmentStyle(gl::FragmentStyle::BfcRed);
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163 renderVao(gl::ArrayClass::Triangles);
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164 renderVao(gl::ArrayClass::Quads);
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165 glDisable(GL_CULL_FACE);
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166 this->setFragmentStyle(gl::FragmentStyle::Normal);
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167 renderVao(gl::ArrayClass::Lines);
18
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168 case gl::RenderStyle::RandomColors:
37
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169 this->setFragmentStyle(gl::FragmentStyle::RandomColors);
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170 this->renderAllArrays();
18
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171 break;
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172 case gl::RenderStyle::PickScene:
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173 glLineWidth(3.0f);
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174 this->setFragmentStyle(gl::FragmentStyle::Id);
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175 this->renderAllArrays();
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176 break;
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177 case gl::RenderStyle::Wireframe:
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178 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
37
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179 this->setFragmentStyle(gl::FragmentStyle::Normal);
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180 this->renderAllArrays();
18
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181 break;
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182 }
37
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183 glDisable(GL_POLYGON_OFFSET_FILL);
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184 }
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185
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186 void PartRenderer::renderAllArrays()
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187 {
26
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188 // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering.
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189 renderVao(gl::ArrayClass::Triangles);
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190 renderVao(gl::ArrayClass::Quads);
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191 renderVao(gl::ArrayClass::Lines);
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192 }
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193
37
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194
31
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195 void PartRenderer::updateViewMatrix()
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196 {
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197 // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior
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198 const double z = 2 * std::exp(this->zoom) * (1 + this->compiler->modelDistance());
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199 this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0});
34
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200 this->compiler->setUniformMatrix("viewMatrix", this->viewMatrix);
70
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201 emit this->viewMatrixChanged(this->viewMatrix);
31
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diff changeset
202 }
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diff changeset
203
55
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204 void PartRenderer::updateModelMatrix()
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205 {
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206 this->modelMatrix = glm::mat4_cast(this->modelQuaternion);
55
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diff changeset
207 this->compiler->setUniformMatrix("modelMatrix", modelMatrix);
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208 emit this->modelMatrixChanged(this->modelMatrix);
55
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209 this->update();
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210 }
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211
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212 void PartRenderer::setupBackgroundColor()
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213 {
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214 }
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diff changeset
215
86
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diff changeset
216 void PartRenderer::build()
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217 {
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218 this->needBuild = true;
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219 }
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diff changeset
220
27
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diff changeset
221 void PartRenderer::renderVao(const gl::ArrayClass arrayClass)
26
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diff changeset
222 {
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diff changeset
223 this->compiler->bindVertexArray(arrayClass);
34
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diff changeset
224 const std::size_t vertexCount = this->compiler->vertexCount(arrayClass);
51
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diff changeset
225 this->checkForGLErrors();
26
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diff changeset
226 glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount));
51
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diff changeset
227 this->checkForGLErrors();
26
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diff changeset
228 this->compiler->releaseVertexArray(arrayClass);
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diff changeset
229 this->checkForGLErrors();
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diff changeset
230 }
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diff changeset
231
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diff changeset
232 void PartRenderer::checkForGLErrors()
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233 {
53
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diff changeset
234 gl::checkForGLErrors(this);
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235 }
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diff changeset
236
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diff changeset
237 void gl::checkForGLErrors(QWidget* parent)
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diff changeset
238 {
26
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diff changeset
239 GLenum glError;
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diff changeset
240 QStringList errors;
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diff changeset
241 while ((glError = glGetError()) != GL_NO_ERROR)
21
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diff changeset
242 {
100
43ce3672648a fix build
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diff changeset
243 const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(gluErrorString(glError)));
26
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diff changeset
244 errors.append(glErrorString);
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diff changeset
245 }
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diff changeset
246 if (not errors.isEmpty())
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diff changeset
247 {
53
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diff changeset
248 QMessageBox box{parent};
47
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diff changeset
249 box.setIcon(QMessageBox::Critical);
53
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diff changeset
250 box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n")));
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diff changeset
251 box.setWindowTitle(QObject::tr("OpenGL error"));
47
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diff changeset
252 box.setStandardButtons(QMessageBox::Close);
53
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diff changeset
253 box.button(QMessageBox::Close)->setText(QObject::tr("Damn it"));
47
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diff changeset
254 box.exec();
21
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diff changeset
255 }
17
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parents:
diff changeset
256 }
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parents:
diff changeset
257
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parents:
diff changeset
258 void PartRenderer::mouseMoveEvent(QMouseEvent* event)
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259 {
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260 const bool left = event->buttons() & Qt::LeftButton;
61
4585d8d7a7ec moved GridProgram to Canvas
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diff changeset
261 const QPoint move = event->pos() - this->lastMousePosition;
17
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262 if (left and not move.isNull())
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parents:
diff changeset
263 {
31
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diff changeset
264 // q_x is the rotation of the brick along the vertical y-axis, because turning the
b6df269a2c6b fix remaining rendering control issues
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diff changeset
265 // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the
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diff changeset
266 // brick along the horizontal x-axis, which causes vertical rotation.
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diff changeset
267 const auto scalar = 0.006f;
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diff changeset
268 const float move_x = static_cast<float>(move.x());
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diff changeset
269 const float move_y = static_cast<float>(move.y());
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diff changeset
270 const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0});
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diff changeset
271 const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0});
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diff changeset
272 this->modelQuaternion = q_x * q_y * this->modelQuaternion;
55
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diff changeset
273 this->updateModelMatrix();
17
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274 }
61
4585d8d7a7ec moved GridProgram to Canvas
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diff changeset
275 this->lastMousePosition = event->pos();
17
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276 }
18
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diff changeset
277
31
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diff changeset
278 void PartRenderer::wheelEvent(QWheelEvent* event)
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diff changeset
279 {
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diff changeset
280 static constexpr double WHEEL_STEP = 1 / 1000.0;
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diff changeset
281 const double move = (-event->angleDelta().y()) * WHEEL_STEP;
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diff changeset
282 this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM);
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diff changeset
283 this->updateViewMatrix();
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diff changeset
284 this->update();
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diff changeset
285 }
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diff changeset
286
58
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diff changeset
287 /**
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288 * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the
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diff changeset
289 * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind
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diff changeset
290 * the camera, no value is returned.
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diff changeset
291 * @param point 2D window co-ordinates to convert.
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diff changeset
292 * @param plane Plane to raycast against
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diff changeset
293 * @return world co-ordinates, or no value if the point is behind the camera.
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diff changeset
294 */
66
77c819262b7a added a method to find out if the view is perpendicular to grid
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diff changeset
295 std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) const
55
cb81ecb5fb23 grid stuff
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diff changeset
296 {
66
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diff changeset
297 const geom::Line line = this->cameraLine(point);
58
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298 std::optional<glm::vec3> result;
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299 result = geom::linePlaneIntersection(line, plane, 0.01f);
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300 // If the point lies behind the camera, do not return a result.
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301 if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0)
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302 {
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303 result.reset();
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304 }
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305 return result;
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306 }
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307
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308 /**
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309 * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt
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310 * @param point Point to unproject
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311 * @return screen coordinates
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312 */
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313 QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const
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314 {
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315 const glm::vec3 projected = glm::project(
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316 point,
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317 this->viewMatrix * glm::mat4_cast(this->modelQuaternion),
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318 this->projectionMatrix,
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319 this->viewportVector);
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320 return toQPointF(glm::vec2{projected.x, this->height() - projected.y});
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321 }
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322
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323 geom::Line<3> PartRenderer::cameraLine(const QPoint& point) const
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324 {
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325 const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0});
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326 const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1});
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327 return geom::lineFromPoints(p1, p2);
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328 }
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329
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330 /**
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331 * @brief Unprojects the specified window coordinates to model coordinates
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332 * @param win Window coordinates to project. Z-coordinate indicates depth
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333 * @return model coordinates
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334 */
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335 glm::vec3 PartRenderer::unproject(const glm::vec3& win) const
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336 {
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337 return glm::unProject(
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338 glm::vec3{win.x, this->height() - win.y, win.z},
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339 this->viewMatrix * glm::mat4_cast(this->modelQuaternion),
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340 this->projectionMatrix,
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341 viewportVector);
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342 }
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343
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344 ldraw::id_t PartRenderer::pick(const QPoint& where)
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345 {
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346 const gl::RenderStyle oldRenderStyle = this->renderPreferences.style;
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347 this->renderPreferences.style = gl::RenderStyle::PickScene;
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348 this->makeCurrent();
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349 this->renderScene();
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350 std::array<GLubyte, 3> data;
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351 this->checkForGLErrors();
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352 glReadPixels(where.x(), this->height() - where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]);
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353 this->checkForGLErrors();
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354 this->renderPreferences.style = oldRenderStyle;
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355 this->update();
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356 return gl::Compiler::idFromColor(data);
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357 }
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358
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359 /**
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360 * @brief Changes the color of rendered fragments
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361 * @param newFragmentStyle new fragment style to use
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362 */
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363 void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle)
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364 {
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365 this->compiler->setUniform("fragmentStyle", static_cast<int>(newFragmentStyle));
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366 }
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367
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368 /**
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369 * @brief Changes the way the scene is rendered
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370 * @param newStyle new render style to use
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371 */
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372 void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences)
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373 {
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374 bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor;
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375 bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor;
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376 this->renderPreferences = newPreferences;
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377 if (mainColorChanged or backgroundColorChanged)
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378 {
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379 this->build();
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380 this->setupBackgroundColor();
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381 }
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382 emit this->renderPreferencesChanged();
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383 this->update();
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384 }

mercurial