Sun, 25 Jul 2021 20:29:14 +0300
Draw tool actually adds objects now
19 | 1 | /* |
2 | * LDForge: LDraw parts authoring CAD | |
3 | * Copyright (C) 2013 - 2018 Teemu Piippo | |
4 | * | |
5 | * This program is free software: you can redistribute it and/or modify | |
6 | * it under the terms of the GNU General Public License as published by | |
7 | * the Free Software Foundation, either version 3 of the License, or | |
8 | * (at your option) any later version. | |
9 | * | |
10 | * This program is distributed in the hope that it will be useful, | |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 | * GNU General Public License for more details. | |
14 | * | |
15 | * You should have received a copy of the GNU General Public License | |
16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
17 | */ | |
18 | ||
19 | #define GL_GLEXT_PROTOTYPES | |
20 | #include <GL/glu.h> | |
21 | #include <GL/glext.h> | |
26 | 22 | #include <QMessageBox> |
19 | 23 | #include "gl/compiler.h" |
24 | #include "documentmanager.h" | |
25 | #include "invert.h" | |
26 | #include "ring.h" | |
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; |
51 | 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; |
37 | 42 | uniform int fragmentStyle; |
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43 | uniform vec3 selectedColor; |
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44 | uniform int highlighted; |
37 | 45 | |
46 | const int FRAGSTYLE_Normal = 0; | |
47 | const int FRAGSTYLE_BfcGreen = 1; | |
48 | const int FRAGSTYLE_BfcRed = 2; | |
49 | const int FRAGSTYLE_Random = 3; | |
46 | 50 | const int FRAGSTYLE_Id = 4; |
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51 | |
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52 | void main() |
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53 | { |
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54 | mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); |
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55 | vNormal = normalize(normalMatrix * normal); |
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56 | if (fragmentStyle == FRAGSTYLE_Id) |
37 | 57 | { |
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58 | /* Calculate a color based from this index. This method caters for |
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59 | * 16777216 objects. I don't think that will be exceeded anytime soon. |
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60 | */ |
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61 | int r = (id / 0x10000) % 0x100; |
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62 | int g = (id / 0x100) % 0x100; |
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63 | int b = id % 0x100; |
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64 | vColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0); |
46 | 65 | } |
51 | 66 | else if (selected == 1) |
67 | { | |
68 | vColor = vec4(selectedColor, 1.0); | |
69 | } | |
37 | 70 | else |
71 | { | |
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72 | if (fragmentStyle == FRAGSTYLE_BfcGreen) |
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73 | { |
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74 | vColor = vec4(0.2, 0.9, 0.2, 1.0); |
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75 | } |
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76 | else if (fragmentStyle == FRAGSTYLE_BfcRed) |
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77 | { |
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78 | vColor = vec4(0.9, 0.2, 0.2, 1.0); |
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79 | } |
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80 | else |
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81 | { |
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82 | vColor = color; |
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83 | } |
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84 | if (highlighted == id) |
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85 | { |
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86 | vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6; |
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87 | } |
37 | 88 | } |
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89 | |
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90 | vFragPos = vec3(modelMatrix * vec4(position, 1.0)); |
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91 | gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0); |
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92 | } |
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93 | )"; |
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94 | |
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95 | static const char* fragmentShaderSource = R"( |
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96 | #version 330 core |
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97 | |
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98 | in vec4 vColor; |
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99 | in vec3 vFragPos; |
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100 | in vec3 vNormal; |
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101 | out vec4 fColor; |
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102 | const vec3 lightPos = vec3(0.5, 0.5, 0.5); |
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103 | const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); |
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104 | const float ambientStrength = 0.7; |
46 | 105 | uniform bool useLighting; |
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106 | |
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107 | void main() |
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108 | { |
46 | 109 | if (useLighting) |
110 | { | |
111 | vec4 ambient = ambientStrength * lightColor; | |
112 | vec3 lightDirection = normalize(lightPos - vFragPos); | |
113 | vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor; | |
114 | fColor = (ambient + diffuse) * vColor; | |
115 | } | |
116 | else | |
117 | { | |
118 | fColor = vColor; | |
119 | } | |
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120 | } |
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121 | )"; |
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122 | |
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123 | gl::Compiler::Compiler(const ldraw::ColorTable& colorTable, QObject* parent) : |
26 | 124 | QObject{parent}, |
125 | colorTable{colorTable} | |
21 | 126 | { |
127 | } | |
128 | ||
19 | 129 | gl::Compiler::~Compiler() |
130 | { | |
26 | 131 | } |
19 | 132 | |
53 | 133 | void gl::buildShaders( |
134 | QOpenGLShaderProgram* shaderProgram, | |
135 | const char* vertexShaderSource, | |
136 | const char* fragmentShaderSource) | |
137 | { | |
138 | shaderProgram->create(); | |
139 | const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); | |
140 | QString log; | |
141 | if (not vertexShaderCompiled) | |
142 | { | |
143 | log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log(); | |
144 | } | |
145 | const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); | |
146 | if (not fragmentShaderCompiled) | |
147 | { | |
148 | log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log(); | |
149 | } | |
150 | if (not vertexShaderCompiled or not fragmentShaderCompiled) | |
151 | { | |
152 | QMessageBox::critical( | |
153 | nullptr, | |
154 | QObject::tr("Shader compile error"), | |
155 | QObject::tr("Could not compile shaders.") + "\n" + log); | |
156 | std::exit(-1); | |
157 | } | |
158 | const bool linkSuccessful = shaderProgram->link(); | |
159 | if (not linkSuccessful) | |
160 | { | |
161 | QMessageBox::critical( | |
162 | nullptr, | |
163 | QObject::tr("Shader link error"), | |
164 | QObject::tr("Could not link shaders: %1").arg(shaderProgram->log()) | |
165 | ); | |
166 | } | |
167 | } | |
168 | ||
26 | 169 | void gl::Compiler::initialize() |
170 | { | |
171 | if (not this->initialized) | |
172 | { | |
173 | this->initializeOpenGLFunctions(); | |
80 | 174 | for (auto& object : this->glObjects) |
26 | 175 | { |
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176 | object.program = new QOpenGLShaderProgram; |
53 | 177 | gl::buildShaders(object.program, ::vertexShaderSource, ::fragmentShaderSource); |
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178 | object.program->bind(); |
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179 | object.buffer.create(); |
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180 | object.buffer.bind(); |
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181 | object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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182 | object.vertexArray.create(); |
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183 | object.vertexArray.bind(); |
51 | 184 | for (int k : {0, 1, 2, 3, 4}) |
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185 | { |
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186 | object.program->enableAttributeArray(k); |
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187 | } |
80 | 188 | constexpr int stride = sizeof(Vertex); |
189 | object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride); | |
190 | object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride); | |
191 | object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, normal), 3, stride); | |
192 | glVertexAttribIPointer(3, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, id))); | |
193 | glVertexAttribIPointer(4, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, selected))); | |
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194 | object.vertexArray.release(); |
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195 | object.buffer.release(); |
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196 | object.program->release(); |
26 | 197 | } |
198 | this->initialized = true; | |
199 | } | |
19 | 200 | } |
21 | 201 | |
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202 | void gl::Compiler::build(Model* model, DocumentManager* context, const gl::RenderPreferences& preferences) |
21 | 203 | { |
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204 | this->boundingBox = {}; |
80 | 205 | std::vector<Vertex> vboData[gl::NUM_POLYGON_TYPES]; |
21 | 206 | const std::vector<gl::Polygon> polygons = model->getPolygons(context); |
207 | for (const gl::Polygon& polygon : polygons) | |
208 | { | |
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209 | this->buildPolygon(polygon, vboData, preferences); |
21 | 210 | } |
80 | 211 | for (int arrayId = 0; arrayId < gl::NUM_POLYGON_TYPES; arrayId += 1) |
21 | 212 | { |
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213 | auto& buffer = this->glObjects[arrayId].buffer; |
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214 | auto& vector = vboData[arrayId]; |
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215 | this->storedVertexCounts[arrayId] = vector.size(); |
51 | 216 | this->glObjects[arrayId].cachedData = vector; // todo: get rid of this copy |
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217 | buffer.bind(); |
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218 | buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0])); |
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219 | buffer.release(); |
21 | 220 | } |
221 | } | |
222 | ||
26 | 223 | gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
21 | 224 | { |
225 | switch (polygon.type) | |
226 | { | |
227 | case gl::Polygon::EdgeLine: | |
26 | 228 | return gl::ArrayClass::Lines; |
21 | 229 | case gl::Polygon::Triangle: |
26 | 230 | return gl::ArrayClass::Triangles; |
21 | 231 | case gl::Polygon::Quadrilateral: |
26 | 232 | return gl::ArrayClass::Quads; |
21 | 233 | case gl::Polygon::ConditionalEdge: |
26 | 234 | return gl::ArrayClass::ConditionalLines; |
21 | 235 | } |
26 | 236 | return gl::ArrayClass::Lines; |
21 | 237 | } |
238 | ||
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239 | ldraw::id_t gl::Compiler::idFromColor(const std::array<GLubyte, 3>& data) |
47 | 240 | { |
241 | return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]}; | |
242 | } | |
243 | ||
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244 | void gl::Compiler::buildPolygon( |
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245 | gl::Polygon polygon, |
80 | 246 | std::vector<Vertex>* vboData, |
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247 | const gl::RenderPreferences& preferences) |
21 | 248 | { |
26 | 249 | const gl::ArrayClass vboClass = classifyPolygon(polygon); |
80 | 250 | std::vector<Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)]; |
21 | 251 | auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
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252 | reserveMore(vertexBuffer, polygon.numPolygonVertices()); |
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253 | const QColor color = this->getColorForPolygon(polygon, preferences); |
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254 | for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
21 | 255 | { |
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256 | const glm::vec3& v1 = vertexRing[i - 1]; |
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257 | const glm::vec3& v2 = vertexRing[i]; |
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258 | const glm::vec3& v3 = vertexRing[i + 1]; |
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259 | this->boundingBox.consider(polygon.vertices[i]); |
80 | 260 | Vertex& vertex = vertexBuffer.emplace_back(); |
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261 | vertex.position = polygon.vertices[i]; |
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262 | vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2)); |
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263 | vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()}; |
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264 | vertex.id = polygon.id.value; |
21 | 265 | } |
266 | } | |
267 | ||
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268 | QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences) |
21 | 269 | { |
270 | QColor color; | |
26 | 271 | // For normal colors, use the polygon's color. |
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272 | if (polygon.color == ldraw::mainColor) |
21 | 273 | { |
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274 | color = preferences.mainColor; |
21 | 275 | } |
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276 | else if (polygon.color == ldraw::edgeColor) |
21 | 277 | { |
26 | 278 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
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279 | color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white; |
21 | 280 | } |
281 | else | |
282 | { | |
26 | 283 | // Not main or edge color, use the polygon's color as is. |
284 | color = this->colorTable[polygon.color].faceColor; | |
21 | 285 | } |
286 | return color; | |
287 | } | |
288 | ||
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289 | glm::vec3 gl::Compiler::modelCenter() const |
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290 | { |
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291 | return boxCenter(this->boundingBox); |
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292 | } |
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293 | |
51 | 294 | double gl::Compiler::modelDistance() const |
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295 | { |
51 | 296 | return static_cast<double>(longestMeasure(this->boundingBox)); |
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297 | } |
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298 | |
26 | 299 | void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
300 | { | |
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301 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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302 | object.vertexArray.bind(); |
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303 | object.program->bind(); |
26 | 304 | } |
305 | ||
306 | void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) | |
307 | { | |
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308 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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309 | object.program->release(); |
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310 | object.vertexArray.release(); |
26 | 311 | } |
312 | ||
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313 | void gl::Compiler::setSelectedObjects(const QSet<ldraw::id_t> ids) |
51 | 314 | { |
80 | 315 | for (auto& object : this->glObjects) |
51 | 316 | { |
80 | 317 | std::vector<Vertex>& vector = object.cachedData; |
318 | for (Vertex& vertex : vector) | |
51 | 319 | { |
320 | vertex.selected = (ids.contains({vertex.id})) ? 1 : 0; | |
321 | } | |
322 | const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]); | |
80 | 323 | object.buffer.bind(); |
51 | 324 | glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data()); |
80 | 325 | object.buffer.release(); |
51 | 326 | } |
327 | } | |
328 | ||
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329 | std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const |
28 | 330 | { |
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331 | return this->storedVertexCounts[static_cast<int>(arrayClass)]; |
28 | 332 | } |