src/gl/compiler.h

Wed, 25 May 2022 13:49:45 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Wed, 25 May 2022 13:49:45 +0300
changeset 190
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child 200
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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 "main.h"
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21 #include "gl/common.h"
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22 #include "types/boundingbox.h"
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23 #include <glm/gtc/type_ptr.hpp>
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24 #include <QMap>
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25 #include <QSet>
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26 #include <QOpenGLVertexArrayObject>
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27 #include <QOpenGLBuffer>
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28 #include <QOpenGLShaderProgram>
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29 #include <QOpenGLExtraFunctions>
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31 class Model;
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32 class DocumentManager;
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33
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34 namespace gl
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35 {
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36 struct ModelShaders
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37 {
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38 struct Vertex
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39 {
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40 glm::vec3 position;
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41 glm::vec4 color;
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42 glm::vec3 normal;
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43 glm::int32 id;
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44 glm::int32 selected = 0;
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45 };
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46 bool initialized = false;
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47 struct ShaderObject
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48 {
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49 std::unique_ptr<QOpenGLShaderProgram> program = nullptr;
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50 QOpenGLShaderProgram* pickSceneProgram = nullptr;
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51 QOpenGLBuffer buffer{QOpenGLBuffer::VertexBuffer};
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52 QOpenGLVertexArrayObject vertexArray;
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53 std::vector<Vertex> cachedData;
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54 std::size_t vertexCount;
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55 } shaderObjects[gl::NUM_POLYGON_TYPES];
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56 };
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57
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58 void build(
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59 ModelShaders* shaders,
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60 Model *model,
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61 const ldraw::ColorTable& colorTable,
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62 DocumentManager* context,
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63 const RenderPreferences& preferences);
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64 void initializeModelShaders(ModelShaders* modelShaders);
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65 void bindModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass);
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66 void releaseModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass);
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67 void setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ldraw::id_t>& ids);
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68 std::size_t vertexCount(const ModelShaders *shaders, gl::ArrayClass arrayClass);
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69 ldraw::id_t idFromColor(const std::array<GLubyte, 3>& data);
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70
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71 template<typename T>
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72 void setShaderUniform(gl::ModelShaders* shaders, const char* uniformName, T&& value)
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73 {
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74 for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects)
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75 {
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76 shader.program->bind();
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77 const int location = glfunc.glGetUniformLocation(shader.program->programId(), uniformName);
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78 Q_ASSERT(location != -1);
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79 shader.program->setUniformValue(location, std::forward<T>(value));
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80 shader.program->release();
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81 }
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82 }
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83
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84 template<typename Float, glm::qualifier Prec>
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85 void setShaderUniformMatrix(
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86 gl::ModelShaders* shaders,
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87 const char* uniformName,
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88 const glm::mat<4, 4, Float, Prec>& value)
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89 {
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90 const float (*array)[4][4] = reinterpret_cast<const float(*)[4][4]>(glm::value_ptr(value));
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91 setShaderUniform(shaders, uniformName, *array);
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92 }
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93
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94 BoundingBox boundingBoxForModel(Model* model, DocumentManager* context);
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95 }
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96
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97 #define CHECK_GL_ERROR() { checkGLError(__FILE__, __LINE__); }
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98 void checkGLError (QString file, int line);

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