src/gl/common.h

Sun, 10 Jan 2021 15:28:44 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Sun, 10 Jan 2021 15:28:44 +0200
changeset 96
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parent 92
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child 100
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permissions
-rw-r--r--

added tool base code

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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 #pragma once
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20 #include <QColor>
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21 #include <QOpenGLBuffer>
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22 #include <QOpenGLFunctions>
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23 #include <QOpenGLShader>
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24 #include <QOpenGLShaderProgram>
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25 #include <QOpenGLVertexArrayObject>
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26 #include <glm/gtc/type_ptr.hpp>
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27 #include "basics.h"
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28 #include "colors.h"
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29
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30 namespace gl
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31 {
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32 struct Polygon;
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33 class ShaderProgram;
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34
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35 void buildShaders(
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36 QOpenGLShaderProgram* shaderProgram,
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37 const char* vertexShaderSource,
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38 const char* fragmentShaderSource);
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39 void checkForGLErrors(QWidget* parent);
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40 inline glm::vec3 colorToVector3(const QColor& color)
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41 {
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42 return {toFloat(color.redF()), toFloat(color.greenF()), toFloat(color.blueF())};
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43 }
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44 inline glm::vec4 colorToVector4(const QColor& color)
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45 {
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46 return {gl::colorToVector3(color), toFloat(color.alphaF())};
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47 }
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48 }
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49
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50 class gl::ShaderProgram : public QOpenGLShaderProgram
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51 {
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52 public:
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53 using QOpenGLShaderProgram::QOpenGLShaderProgram;
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54 // for some reason I cannot overload setUniformValue properly with this template thing
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55 template<typename Float, glm::qualifier Prec>
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56 void setUniformMatrix(const char* uniformName, const glm::mat<4, 4, Float, Prec>& value)
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57 {
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58 const float (*array)[4][4] = reinterpret_cast<const float(*)[4][4]>(glm::value_ptr(value));
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59 this->setUniformValue(uniformName, *array);
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60 }
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61 template<typename Float, glm::qualifier Prec>
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62 void setUniformVector(const char* uniformName, const glm::vec<4, Float, Prec>& value)
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63 {
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64 this->setUniformValue(uniformName, value.x, value.y, value.z, value.w);
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65 }
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66 };
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67
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68 struct gl::Polygon
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69 {
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70 enum Type : qint8
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71 {
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72 EdgeLine,
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73 Triangle,
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74 Quadrilateral,
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75 ConditionalEdge
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76 } type;
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77 glm::vec3 vertices[4];
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78 ldraw::Color color;
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79 ldraw::id_t id;
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80
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81 /**
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82 * @return amount of vertices used for geometry
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83 */
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84 inline unsigned int numPolygonVertices() const
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85 {
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86 if (type == Type::ConditionalEdge)
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87 return 2;
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88 else
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89 return numVertices();
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90 }
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91
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92 /**
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93 * @return amount of vertices
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94 */
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95 inline unsigned int numVertices() const
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96 {
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97 switch (type)
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98 {
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99 case Type::EdgeLine:
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100 return 2;
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101 case Type::Triangle:
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102 return 3;
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103 case Type::ConditionalEdge:
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104 case Type::Quadrilateral:
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105 return 4;
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106 }
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107 return 0;
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108 }
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109 };
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110
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111 Q_DECLARE_METATYPE(gl::Polygon)
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112
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113 namespace gl
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114 {
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115 constexpr Polygon::Type POLYGON_TYPES[] =
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116 {
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117 Polygon::Type::EdgeLine,
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118 Polygon::Type::Triangle,
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119 Polygon::Type::Quadrilateral,
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120 Polygon::Type::ConditionalEdge
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121 };
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122
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123 constexpr int NUM_POLYGON_TYPES = countof(POLYGON_TYPES);
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124
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125 inline Polygon edgeLine(const glm::vec3& v_1, const glm::vec3& v_2, ldraw::Color color, ldraw::id_t id)
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126 {
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127 return {Polygon::EdgeLine, {v_1, v_2}, color, id};
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128 }
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129
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130 inline Polygon triangle(
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131 const glm::vec3& v_1,
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132 const glm::vec3& v_2,
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133 const glm::vec3& v_3,
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134 ldraw::Color color,
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135 ldraw::id_t id)
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136 {
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137 return {Polygon::Triangle, {v_1, v_2, v_3}, color, id};
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138 }
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139
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140 inline Polygon quadrilateral(
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141 const glm::vec3& v_1,
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142 const glm::vec3& v_2,
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143 const glm::vec3& v_3,
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144 const glm::vec3& v_4,
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145 ldraw::Color color,
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146 ldraw::id_t id)
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147 {
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148 return {Polygon::Quadrilateral, {v_1, v_2, v_3, v_4}, color, id};
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149 }
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150
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151 inline Polygon conditionalEdge(
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152 const glm::vec3& v_1,
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153 const glm::vec3& v_2,
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154 const glm::vec3& control_1,
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155 const glm::vec3& control_2,
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156 ldraw::Color color,
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157 ldraw::id_t id)
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158 {
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159 return {Polygon::ConditionalEdge, {v_1, v_2, control_1, control_2}, color, id};
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160 }
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161
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162 // Vbo names
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163 enum class ArrayClass : std::uint8_t
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164 {
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165 Lines,
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166 Triangles,
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167 Quads,
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168 ConditionalLines
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169 };
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170
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171 constexpr ArrayClass ARRAY_CLASSES[] = {ArrayClass::Lines, ArrayClass::Triangles, ArrayClass::Quads, ArrayClass::ConditionalLines};
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172 constexpr int NUM_ARRAY_CLASSES = countof(ARRAY_CLASSES);
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173
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174 // Different ways to render the scene
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175 enum class RenderStyle
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176 {
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177 // Normal rendering style
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178 Normal,
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179 // Render all polygons as lines
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180 Wireframe,
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181 // Use green colour for front faces and red colour for back faces
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182 BfcRedGreen,
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183 // Use a different colour for each object
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184 RandomColors,
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185 // Render so that the colour of an object has an one to one correspondence with its id
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186 PickScene
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187 };
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188
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189 // Different ways to render fragments.
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190 // These are also defined in shaders
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191 enum class FragmentStyle
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192 {
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193 // Use normal colours
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194 Normal = 0,
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195 // Use a distinctive green colour for BFC red/green view
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196 BfcGreen = 1,
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197 // Use a distinctive red colour for BFC red/green view
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198 BfcRed = 2,
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199 // Use a colour based on the object to distinguish objects
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200 RandomColors = 3,
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201 // Use a colour that codes the object's id
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202 Id = 4,
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203 };
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204
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205 // User options for rendering
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206 struct RenderPreferences
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207 {
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208 gl::RenderStyle style = gl::RenderStyle::Normal;
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209 QColor mainColor{255, 255, 64};
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210 QColor backgroundColor{48, 48, 48};
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211 QColor selectedColor{32, 32, 255};
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212 GLfloat lineThickness = 2.0f;
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213 bool lineAntiAliasing = true;
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214 };
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215 }

mercurial