src/gl/compiler.cpp

Sat, 05 Mar 2022 12:47:10 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Sat, 05 Mar 2022 12:47:10 +0200
changeset 159
1a04364d20b5
parent 150
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child 189
815fbaae9cb2
permissions
-rw-r--r--

fix crash when loading a file
`object` is moved so we cannot access it after moving

19
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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 layout(location=4) in int selected;
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36 out vec4 vColor;
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37 out vec3 vFragPos;
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38 out vec3 vNormal;
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39 uniform mat4 modelMatrix;
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40 uniform mat4 viewMatrix;
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41 uniform mat4 projectionMatrix;
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42 uniform int fragmentStyle;
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43 uniform vec3 selectedColor;
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44 uniform int highlighted;
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45
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46 const int FRAGSTYLE_Normal = 0;
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47 const int FRAGSTYLE_BfcGreen = 1;
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48 const int FRAGSTYLE_BfcRed = 2;
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49 const int FRAGSTYLE_Random = 3;
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50 const int FRAGSTYLE_Id = 4;
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51 const int FRAGSTYLE_Black = 5;
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52
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53 void main()
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54 {
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55 mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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56 vNormal = normalize(normalMatrix * normal);
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57 if (fragmentStyle == FRAGSTYLE_Id)
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58 {
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59 /* Calculate a color based from this index. This method caters for
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60 * 16777216 objects. I don't think that will be exceeded anytime soon.
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61 */
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62 int r = (id / 0x10000) % 0x100;
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63 int g = (id / 0x100) % 0x100;
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64 int b = id % 0x100;
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65 vColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
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66 }
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67 else if (selected == 1)
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68 {
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69 vColor = vec4(selectedColor, 1.0);
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70 }
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71 else
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72 {
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73 if (fragmentStyle == FRAGSTYLE_BfcGreen)
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74 {
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75 vColor = vec4(0.2, 0.9, 0.2, 1.0);
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76 }
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77 else if (fragmentStyle == FRAGSTYLE_BfcRed)
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78 {
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79 vColor = vec4(0.9, 0.2, 0.2, 1.0);
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80 }
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81 else if (fragmentStyle == FRAGSTYLE_Black)
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82 {
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83 vColor = vec4(0.0, 0.0, 0.0, 1.0);
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84 }
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85 else
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86 {
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87 vColor = color;
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88 }
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89 if (highlighted == id)
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90 {
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91 vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6;
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92 }
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93 }
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94
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95 vFragPos = vec3(modelMatrix * vec4(position, 1.0));
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96 gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0);
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97 }
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98 )";
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99
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100 static const char* fragmentShaderSource = R"(
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101 #version 330 core
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102
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103 in vec4 vColor;
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104 in vec3 vFragPos;
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105 in vec3 vNormal;
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106 out vec4 fColor;
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107 const vec3 lightPos = vec3(0.5, 0.5, 0.5);
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108 const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
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109 const float ambientStrength = 0.7;
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110 uniform bool useLighting;
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111
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112 void main()
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113 {
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114 if (useLighting)
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115 {
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116 vec4 ambient = ambientStrength * lightColor;
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117 vec3 lightDirection = normalize(lightPos - vFragPos);
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118 vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor;
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119 fColor = (ambient + diffuse) * vColor;
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120 }
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121 else
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122 {
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123 fColor = vColor;
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124 }
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125 }
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126 )";
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127
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128 gl::Compiler::Compiler(Model *model, const ldraw::ColorTable& colorTable, QObject* parent) :
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129 QObject{parent},
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130 model{model},
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131 colorTable{colorTable}
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132 {
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133 }
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134
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135 gl::Compiler::~Compiler()
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136 {
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137 }
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138
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139 void gl::buildShaders(
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140 QOpenGLShaderProgram* shaderProgram,
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141 const char* vertexShaderSource,
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142 const char* fragmentShaderSource)
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143 {
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144 shaderProgram->create();
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145 const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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146 QString log;
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147 if (not vertexShaderCompiled)
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148 {
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149 log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log();
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150 }
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151 const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode(
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152 QOpenGLShader::Fragment,
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153 fragmentShaderSource);
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154 if (not fragmentShaderCompiled)
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155 {
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156 log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log();
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157 }
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158 if (not vertexShaderCompiled or not fragmentShaderCompiled)
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159 {
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160 QMessageBox::critical(
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161 nullptr,
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162 QObject::tr("Shader compile error"),
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163 QObject::tr("Could not compile shaders.") + "\n" + log);
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164 std::exit(-1);
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165 }
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166 const bool linkSuccessful = shaderProgram->link();
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167 if (not linkSuccessful)
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168 {
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169 QMessageBox::critical(
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170 nullptr,
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171 QObject::tr("Shader link error"),
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172 QObject::tr("Could not link shaders: %1").arg(shaderProgram->log())
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173 );
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174 }
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175 }
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176
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177 void gl::Compiler::initialize()
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178 {
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179 if (not this->initialized)
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180 {
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181 this->initializeOpenGLFunctions();
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182 for (auto& object : this->glObjects)
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183 {
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184 object.program = new QOpenGLShaderProgram;
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185 gl::buildShaders(object.program, ::vertexShaderSource, ::fragmentShaderSource);
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186 object.program->bind();
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187 object.buffer.create();
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188 object.buffer.bind();
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189 object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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190 object.vertexArray.create();
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191 object.vertexArray.bind();
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192 for (int k : {0, 1, 2, 3, 4})
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193 {
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194 object.program->enableAttributeArray(k);
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195 }
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196 constexpr int stride = sizeof(Vertex);
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197 object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride);
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198 object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride);
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199 object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, normal), 3, stride);
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200 glVertexAttribIPointer(3, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, id)));
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201 glVertexAttribIPointer(4, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, selected)));
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202 object.vertexArray.release();
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203 object.buffer.release();
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204 object.program->release();
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205 }
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206 this->initialized = true;
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207 }
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208 }
21
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209
150
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210 void gl::Compiler::build(DocumentManager* context, const gl::RenderPreferences& preferences)
21
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211 {
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212 this->boundingBox = {};
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213 std::vector<Vertex> vboData[gl::NUM_POLYGON_TYPES];
150
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214 std::optional<ModelId> modelId = context->findIdForModel(this->model);
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215 if (modelId.has_value())
21
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216 {
150
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217 PolygonCache* polygonBuilder = context->getPolygonCacheForModel(modelId.value());
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218 if (polygonBuilder != nullptr)
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219 {
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220 const std::vector<gl::Polygon> polygons = polygonBuilder->getPolygons(context);
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221 for (const gl::Polygon& polygon : polygons)
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222 {
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223 this->buildPolygon(polygon, vboData, preferences);
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224 }
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225 for (int arrayId = 0; arrayId < gl::NUM_POLYGON_TYPES; arrayId += 1)
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226 {
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227 auto& buffer = this->glObjects[arrayId].buffer;
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228 auto& vector = vboData[arrayId];
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229 this->storedVertexCounts[arrayId] = vector.size();
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230 this->glObjects[arrayId].cachedData = vector; // todo: get rid of this copy
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231 buffer.bind();
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232 buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0]));
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233 buffer.release();
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234 }
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235 }
21
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236 }
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237 }
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238
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239 gl::ArrayClass classifyPolygon(const gl::Polygon& polygon)
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240 {
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241 switch (polygon.type)
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242 {
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243 case gl::Polygon::EdgeLine:
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244 return gl::ArrayClass::Lines;
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245 case gl::Polygon::Triangle:
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246 return gl::ArrayClass::Triangles;
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247 case gl::Polygon::Quadrilateral:
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248 return gl::ArrayClass::Quads;
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249 case gl::Polygon::ConditionalEdge:
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250 return gl::ArrayClass::ConditionalLines;
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251 }
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252 return gl::ArrayClass::Lines;
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253 }
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254
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diff changeset
255 ldraw::id_t gl::Compiler::idFromColor(const std::array<GLubyte, 3>& data)
47
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256 {
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257 return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]};
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258 }
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259
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diff changeset
260 void gl::Compiler::buildPolygon(
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261 gl::Polygon polygon,
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262 std::vector<Vertex>* vboData,
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263 const gl::RenderPreferences& preferences)
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264 {
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265 const gl::ArrayClass vboClass = classifyPolygon(polygon);
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266 std::vector<Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)];
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267 auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices());
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268 reserveMore(vertexBuffer, polygon.numPolygonVertices());
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269 const QColor color = this->getColorForPolygon(polygon, preferences);
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270 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1)
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271 {
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272 const glm::vec3& v1 = vertexRing[i - 1];
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273 const glm::vec3& v2 = vertexRing[i];
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274 const glm::vec3& v3 = vertexRing[i + 1];
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275 this->boundingBox.consider(polygon.vertices[i]);
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276 Vertex& vertex = vertexBuffer.emplace_back();
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277 vertex.position = polygon.vertices[i];
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278 vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2));
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279 vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()};
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280 vertex.id = polygon.id.value;
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281 }
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282 }
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283
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284 QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences)
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285 {
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286 QColor color;
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287 // For normal colors, use the polygon's color.
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288 if (polygon.color == ldraw::MAIN_COLOR)
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289 {
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290 color = preferences.mainColor;
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291 }
139
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292 else if (polygon.color == ldraw::EDGE_COLOR)
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293 {
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294 // Edge color is black, unless we have a dark background, in which case lines need to be bright.
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295 color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white;
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296 }
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297 else
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298 {
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299 // Not main or edge color, use the polygon's color as is.
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300 color = this->colorTable[polygon.color].faceColor;
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301 }
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302 return color;
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303 }
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304
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305 glm::vec3 gl::Compiler::modelCenter() const
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306 {
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307 return boxCenter(this->boundingBox);
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308 }
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309
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310 double gl::Compiler::modelDistance() const
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311 {
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312 return static_cast<double>(longestMeasure(this->boundingBox));
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313 }
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314
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315 void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass)
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316 {
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317 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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318 object.vertexArray.bind();
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319 object.program->bind();
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320 }
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321
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322 void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass)
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323 {
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324 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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325 object.program->release();
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326 object.vertexArray.release();
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327 }
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328
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329 void gl::Compiler::setSelectedObjects(const QSet<ldraw::id_t> ids)
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330 {
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331 for (auto& object : this->glObjects)
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332 {
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333 std::vector<Vertex>& vector = object.cachedData;
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334 for (Vertex& vertex : vector)
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335 {
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336 vertex.selected = (ids.contains({vertex.id})) ? 1 : 0;
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337 }
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338 const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]);
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339 object.buffer.bind();
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340 glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data());
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341 object.buffer.release();
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342 }
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343 }
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344
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345 std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const
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346 {
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347 return this->storedVertexCounts[static_cast<int>(arrayClass)];
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348 }

mercurial