Sat, 01 Feb 2020 17:20:10 +0200
added configurable background color
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 | ||
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; |
34
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33 | layout(location=2) in vec3 normal; |
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34 | out vec4 vColor; |
34
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35 | out vec3 vFragPos; |
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36 | out vec3 vNormal; |
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37 | uniform mat4 modelMatrix; |
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38 | uniform mat4 viewMatrix; |
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39 | uniform mat4 projectionMatrix; |
37 | 40 | uniform int fragmentStyle; |
41 | ||
42 | const int FRAGSTYLE_Normal = 0; | |
43 | const int FRAGSTYLE_BfcGreen = 1; | |
44 | const int FRAGSTYLE_BfcRed = 2; | |
45 | const int FRAGSTYLE_Random = 3; | |
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46 | |
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47 | void main() |
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48 | { |
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49 | mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); |
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50 | vNormal = normalize(normalMatrix * normal); |
37 | 51 | if (fragmentStyle == FRAGSTYLE_BfcGreen) |
52 | { | |
53 | vColor = vec4(0.2, 0.9, 0.2, 1.0); | |
54 | } | |
55 | else if (fragmentStyle == FRAGSTYLE_BfcRed) | |
56 | { | |
57 | vColor = vec4(0.9, 0.2, 0.2, 1.0); | |
58 | } | |
59 | else | |
60 | { | |
61 | vColor = color; | |
62 | } | |
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63 | vFragPos = vec3(modelMatrix * vec4(position, 1.0)); |
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64 | gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0); |
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65 | } |
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66 | )"; |
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67 | |
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68 | static const char* fragmentShaderSource = R"( |
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69 | #version 330 core |
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70 | |
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71 | in vec4 vColor; |
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72 | in vec3 vFragPos; |
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73 | in vec3 vNormal; |
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74 | out vec4 fColor; |
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75 | const vec3 lightPos = vec3(0.5, 0.5, 0.5); |
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76 | const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); |
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77 | const float ambientStrength = 0.7; |
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78 | |
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79 | void main() |
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80 | { |
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81 | vec4 ambient = ambientStrength * lightColor; |
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82 | vec3 lightDirection = normalize(lightPos - vFragPos); |
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83 | vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor; |
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84 | fColor = (ambient + diffuse) * vColor; |
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85 | } |
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86 | )"; |
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87 | |
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88 | gl::Compiler::Compiler(const ldraw::ColorTable& colorTable, QObject* parent) : |
26 | 89 | QObject{parent}, |
90 | colorTable{colorTable} | |
21 | 91 | { |
92 | } | |
93 | ||
19 | 94 | gl::Compiler::~Compiler() |
95 | { | |
26 | 96 | } |
19 | 97 | |
26 | 98 | void gl::Compiler::initialize() |
99 | { | |
100 | if (not this->initialized) | |
101 | { | |
102 | this->initializeOpenGLFunctions(); | |
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103 | for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1) |
26 | 104 | { |
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105 | auto& object = this->glObjects[i]; |
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106 | object.program = new QOpenGLShaderProgram; |
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107 | object.program->create(); |
28 | 108 | const bool vertexShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Vertex, ::vertexShaderSource); |
109 | QString log; | |
110 | if (not vertexShaderCompiled) | |
111 | { | |
112 | log += "\n" + tr("Vertex shader:") + "\n" + object.program->log(); | |
113 | } | |
114 | const bool fragmentShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Fragment, ::fragmentShaderSource); | |
115 | if (not fragmentShaderCompiled) | |
116 | { | |
117 | log += "\n" + tr("Fragment shader:") + "\n" + object.program->log(); | |
118 | } | |
119 | if (not vertexShaderCompiled or not fragmentShaderCompiled) | |
120 | { | |
121 | QMessageBox::critical(nullptr, tr("Shader compile error"), tr("Could not compile shaders.") + "\n" + log); | |
122 | std::exit(-1); | |
123 | } | |
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124 | object.program->link(); |
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125 | object.program->bind(); |
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126 | object.buffer.create(); |
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127 | object.buffer.bind(); |
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128 | object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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129 | object.vertexArray.create(); |
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130 | object.vertexArray.bind(); |
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131 | object.program->enableAttributeArray(0); |
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132 | object.program->enableAttributeArray(1); |
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133 | object.program->enableAttributeArray(2); |
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134 | constexpr int stride = sizeof(gl::Vertex); |
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135 | object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(gl::Vertex, position), 3, stride); |
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136 | object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(gl::Vertex, color), 4, stride); |
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137 | object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(gl::Vertex, normal), 3, stride); |
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138 | object.vertexArray.release(); |
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139 | object.buffer.release(); |
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140 | object.program->release(); |
26 | 141 | } |
142 | this->initialized = true; | |
143 | } | |
19 | 144 | } |
21 | 145 | |
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146 | void gl::Compiler::build(Model* model, DocumentManager* context, const gl::RenderPreferences& preferences) |
21 | 147 | { |
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148 | this->boundingBox = {}; |
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149 | std::vector<gl::Vertex> vboData[gl::NUM_ARRAY_CLASSES]; |
21 | 150 | const std::vector<gl::Polygon> polygons = model->getPolygons(context); |
151 | for (const gl::Polygon& polygon : polygons) | |
152 | { | |
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153 | this->buildPolygon(polygon, vboData, preferences); |
21 | 154 | } |
26 | 155 | for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
21 | 156 | { |
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157 | auto& buffer = this->glObjects[arrayId].buffer; |
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158 | auto& vector = vboData[arrayId]; |
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159 | this->storedVertexCounts[arrayId] = vector.size(); |
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160 | buffer.bind(); |
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161 | buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0])); |
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162 | buffer.release(); |
21 | 163 | } |
164 | } | |
165 | ||
26 | 166 | gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
21 | 167 | { |
168 | switch (polygon.type) | |
169 | { | |
170 | case gl::Polygon::EdgeLine: | |
26 | 171 | return gl::ArrayClass::Lines; |
21 | 172 | case gl::Polygon::Triangle: |
26 | 173 | return gl::ArrayClass::Triangles; |
21 | 174 | case gl::Polygon::Quadrilateral: |
26 | 175 | return gl::ArrayClass::Quads; |
21 | 176 | case gl::Polygon::ConditionalEdge: |
26 | 177 | return gl::ArrayClass::ConditionalLines; |
21 | 178 | } |
26 | 179 | return gl::ArrayClass::Lines; |
21 | 180 | } |
181 | ||
26 | 182 | [[maybe_unused]] |
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183 | static QColor colorFromId(ldraw::Id id) |
21 | 184 | { |
185 | // Calculate a color based from this index. This method caters for | |
186 | // 16777216 objects. I don't think that will be exceeded anytime soon. | |
187 | const int r = (id.value / 0x10000) % 0x100; | |
188 | const int g = (id.value / 0x100) % 0x100; | |
189 | const int b = id.value % 0x100; | |
190 | return {r, g, b}; | |
191 | } | |
192 | ||
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193 | void gl::Compiler::buildPolygon( |
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194 | gl::Polygon polygon, |
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195 | std::vector<gl::Vertex>* vboData, |
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196 | const gl::RenderPreferences& preferences) |
21 | 197 | { |
26 | 198 | const gl::ArrayClass vboClass = classifyPolygon(polygon); |
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199 | std::vector<gl::Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)]; |
21 | 200 | auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
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201 | reserveMore(vertexBuffer, polygon.numPolygonVertices()); |
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202 | const QColor color = this->getColorForPolygon(polygon, preferences); |
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203 | for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
21 | 204 | { |
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205 | const glm::vec3& v1 = vertexRing[i - 1]; |
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206 | const glm::vec3& v2 = vertexRing[i]; |
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207 | const glm::vec3& v3 = vertexRing[i + 1]; |
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208 | this->boundingBox.consider(polygon.vertices[i]); |
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209 | gl::Vertex& vertex = vertexBuffer.emplace_back(); |
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210 | vertex.position = polygon.vertices[i]; |
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211 | vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2)); |
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212 | vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()}; |
21 | 213 | } |
214 | } | |
215 | ||
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216 | QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences) |
21 | 217 | { |
218 | QColor color; | |
26 | 219 | // For normal colors, use the polygon's color. |
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220 | if (polygon.color == ldraw::mainColor) |
21 | 221 | { |
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222 | color = preferences.mainColor; |
21 | 223 | } |
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224 | else if (polygon.color == ldraw::edgeColor) |
21 | 225 | { |
26 | 226 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
227 | color = Qt::black; //luma(config::backgroundColor()) > 40 ? Qt::black : Qt::white; | |
21 | 228 | } |
229 | else | |
230 | { | |
26 | 231 | // Not main or edge color, use the polygon's color as is. |
232 | color = this->colorTable[polygon.color].faceColor; | |
21 | 233 | } |
234 | return color; | |
235 | } | |
236 | ||
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237 | glm::vec3 gl::Compiler::modelCenter() const |
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238 | { |
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239 | return boxCenter(this->boundingBox); |
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240 | } |
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241 | |
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242 | double gl::Compiler::modelDistance() const |
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243 | { |
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244 | return longestMeasure(this->boundingBox); |
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245 | } |
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246 | |
26 | 247 | void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
248 | { | |
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249 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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250 | object.vertexArray.bind(); |
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251 | object.program->bind(); |
26 | 252 | } |
253 | ||
254 | void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) | |
255 | { | |
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256 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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257 | object.program->release(); |
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258 | object.vertexArray.release(); |
26 | 259 | } |
260 | ||
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261 | std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const |
28 | 262 | { |
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263 | return this->storedVertexCounts[static_cast<int>(arrayClass)]; |
28 | 264 | } |