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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 | #pragma once | |
20 | #include "main.h" | |
21 | #include "gl/common.h" | |
22 | #include "types/boundingbox.h" | |
30 | 23 | #include <glm/gtc/type_ptr.hpp> |
19 | 24 | #include <QMap> |
25 | #include <QSet> | |
26 | 26 | #include <QOpenGLVertexArrayObject> |
27 | #include <QOpenGLBuffer> | |
28 | #include <QOpenGLShaderProgram> | |
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29 | #include <QOpenGLExtraFunctions> |
19 | 30 | |
21 | 31 | class Model; |
32 | class DocumentManager; | |
33 | ||
19 | 34 | namespace gl |
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 | }; |
19 | 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); |
47 | 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 | } |
30 | 83 | |
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) |
30 | 89 | { |
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); |
30 | 92 | } |
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93 | |
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94 | BoundingBox boundingBoxForModel(Model* model, DocumentManager* context); |
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95 | } |
19 | 96 | |
97 | #define CHECK_GL_ERROR() { checkGLError(__FILE__, __LINE__); } | |
98 | void checkGLError (QString file, int line); |