Wed, 22 Jun 2022 22:50:37 +0300
Add x, y, z properties to VectorInput
24 | 1 | /* |
2 | * LDForge: LDraw parts authoring CAD | |
3 | * Copyright (C) 2013 - 2020 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 | ||
28 | 19 | #include <glm/ext/matrix_transform.hpp> |
20 | #include <glm/ext/matrix_clip_space.hpp> | |
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21 | #include <QOpenGLFramebufferObject> |
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22 | #include <QPainter> |
100 | 23 | #include <GL/glu.h> |
17 | 24 | #include <QMouseEvent> |
26 | 25 | #include <QMessageBox> |
47 | 26 | #include <QAbstractButton> |
55 | 27 | #include "geometry.h" |
17 | 28 | #include "partrenderer.h" |
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29 | #include "model.h" |
200 | 30 | #include "gl/compiler.h" |
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31 | #include "gl/debug.h" |
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32 | #include "settings.h" |
17 | 33 | |
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34 | static constexpr double MIN_ZOOM = -3.0; |
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35 | static constexpr double MAX_ZOOM = 3.0; |
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36 | QOpenGLFunctions glfunc; |
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37 | |
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38 | PartRenderer::PartRenderer( |
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39 | Model* model, |
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40 | DocumentManager* documents, |
205 | 41 | const ColorTable& colorTable, |
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42 | QWidget* parent) : |
21 | 43 | QOpenGLWidget{parent}, |
44 | model{model}, | |
45 | documents{documents}, | |
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46 | colorTable{colorTable} |
17 | 47 | { |
48 | this->setMouseTracking(true); | |
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49 | this->setFocusPolicy(Qt::WheelFocus); |
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50 | this->setCursor(Qt::CrossCursor); |
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51 | QSurfaceFormat surfaceFormat; |
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52 | surfaceFormat.setSamples(8); |
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53 | this->setFormat(surfaceFormat); |
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54 | connect(&this->logger, &QOpenGLDebugLogger::messageLogged, [&](const QOpenGLDebugMessage& glmessage){ |
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55 | Q_EMIT this->message(debugMessageToString(glmessage)); |
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56 | }); |
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57 | connect(model, &Model::rowsInserted, [&]{ |
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58 | this->needBuild = true; |
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59 | }); |
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60 | connect(model, &Model::rowsRemoved, [&]{ this->needBuild = true; }); |
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61 | const auto updateLayerMvpMatrix = [this]{ |
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62 | const glm::mat4 newMvpMatrix = this->projectionMatrix * this->viewMatrix * this->modelMatrix; |
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63 | for (RenderLayer* layer : this->activeRenderLayers) { |
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64 | layer->mvpMatrixChanged(newMvpMatrix); |
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65 | } |
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66 | for (RenderLayer* layer : this->inactiveRenderLayers) { |
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67 | layer->mvpMatrixChanged(newMvpMatrix); |
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68 | } |
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69 | }; |
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70 | connect(this, &PartRenderer::modelMatrixChanged, updateLayerMvpMatrix); |
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71 | connect(this, &PartRenderer::viewMatrixChanged, updateLayerMvpMatrix); |
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72 | connect(this, &PartRenderer::projectionMatrixChanged, updateLayerMvpMatrix); |
17 | 73 | } |
74 | ||
26 | 75 | PartRenderer::~PartRenderer() |
76 | { | |
77 | } | |
78 | ||
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79 | static QVector3D calcQVector3DFromQColor(const QColor& color) |
53 | 80 | { |
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81 | return { |
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82 | float_cast(color.redF()), |
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83 | float_cast(color.greenF()), |
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84 | float_cast(color.blueF()), |
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85 | }; |
53 | 86 | } |
87 | ||
17 | 88 | void PartRenderer::initializeGL() |
89 | { | |
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90 | ::glfunc.initializeOpenGLFunctions(); |
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91 | if (glGetError() != GL_NO_ERROR) |
17 | 92 | { |
93 | abort(); | |
94 | } | |
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95 | gl::initializeModelShaders(&this->shaders); |
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96 | for (RenderLayer* layer : this->activeRenderLayers) { |
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97 | layer->initializeGL(); |
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98 | } |
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99 | for (RenderLayer* layer : this->inactiveRenderLayers) { |
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100 | layer->initializeGL(); |
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101 | } |
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102 | this->logger.initialize(); |
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103 | if (setting<Setting::LogOpenGLDebugMessages>()) { |
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104 | this->logger.startLogging(); |
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105 | } |
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106 | connect(this->model, &Model::dataChanged, this, &PartRenderer::build); |
17 | 107 | this->initialized = true; |
32 | 108 | this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0}); |
109 | this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0}); | |
55 | 110 | this->updateModelMatrix(); |
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111 | this->updateViewMatrix(); |
30 | 112 | this->update(); |
17 | 113 | } |
114 | ||
115 | void PartRenderer::resizeGL(int width, int height) | |
116 | { | |
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117 | this->viewportVector = {0, 0, width, height}; |
28 | 118 | glViewport(0, 0, width, height); |
119 | this->projectionMatrix = glm::perspective( | |
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120 | glm::radians(45.0f), |
28 | 121 | static_cast<float>(width) / static_cast<float>(height), |
122 | 0.1f, | |
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123 | 10000.f); |
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124 | gl::setShaderUniformMatrix(&this->shaders, "projectionMatrix", this->projectionMatrix); |
112 | 125 | Q_EMIT projectionMatrixChanged(this->projectionMatrix); |
17 | 126 | } |
127 | ||
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128 | static constexpr GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) |
21 | 129 | { |
130 | switch (vboClass) | |
131 | { | |
26 | 132 | case gl::ArrayClass::Lines: |
133 | case gl::ArrayClass::ConditionalLines: | |
21 | 134 | return GL_LINES; |
26 | 135 | case gl::ArrayClass::Triangles: |
21 | 136 | return GL_TRIANGLES; |
26 | 137 | case gl::ArrayClass::Quads: |
21 | 138 | return GL_QUADS; |
139 | } | |
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140 | throw std::runtime_error{"bad value for vboClass"}; |
21 | 141 | } |
142 | ||
17 | 143 | void PartRenderer::paintGL() |
144 | { | |
47 | 145 | glEnable(GL_DEPTH_TEST); |
146 | glShadeModel(GL_SMOOTH); | |
147 | this->renderScene(); | |
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148 | for (RenderLayer* layer : this->activeRenderLayers) { |
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149 | layer->paintGL(); |
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150 | } |
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151 | QPainter painter{this}; |
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152 | painter.setRenderHint(QPainter::Antialiasing); |
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153 | for (RenderLayer* layer : this->activeRenderLayers) { |
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154 | layer->overpaint(&painter); |
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155 | } |
47 | 156 | } |
157 | ||
158 | void PartRenderer::renderScene() | |
159 | { | |
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160 | if (this->needBuild) |
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161 | { |
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162 | gl::build(&this->shaders, this->model, this->colorTable, this->documents, this->renderPreferences); |
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163 | this->boundingBox = gl::boundingBoxForModel(this->model, this->documents); |
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164 | this->needBuild = false; |
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165 | } |
53 | 166 | this->checkForGLErrors(); |
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167 | if (true |
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168 | and this->renderPreferences.lineAntiAliasing |
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169 | and this->renderPreferences.style != gl::RenderStyle::PickScene |
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170 | ) { |
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171 | glEnable(GL_LINE_SMOOTH); |
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172 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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173 | } |
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174 | else { |
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175 | glDisable(GL_LINE_SMOOTH); |
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176 | } |
46 | 177 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
178 | { | |
47 | 179 | const QColor& backgroundColor = this->renderPreferences.backgroundColor; |
46 | 180 | glClearColor( |
181 | static_cast<float>(backgroundColor.redF()), | |
182 | static_cast<float>(backgroundColor.greenF()), | |
183 | static_cast<float>(backgroundColor.blueF()), | |
184 | 1.0f); | |
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185 | gl::setShaderUniform(&this->shaders, "useLighting", GL_TRUE); |
46 | 186 | } |
187 | else | |
188 | { | |
189 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
189
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190 | gl::setShaderUniform(&this->shaders, "useLighting", GL_FALSE); |
46 | 191 | } |
53 | 192 | this->checkForGLErrors(); |
189
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193 | const QVector3D color = calcQVector3DFromQColor(this->renderPreferences.selectedColor); |
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194 | gl::setShaderUniform(&this->shaders, "selectedColor", color); |
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195 | gl::setShaderUniform(&this->shaders, "highlighted", this->highlighted.value); |
51 | 196 | this->checkForGLErrors(); |
26 | 197 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
198 | glEnable(GL_DEPTH_TEST); | |
199 | glEnable(GL_POLYGON_OFFSET_FILL); | |
200 | glPolygonOffset(1.0f, 1.0f); | |
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201 | glLineWidth(this->renderPreferences.lineThickness); |
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202 | const auto renderAllArrays = [this](){ |
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203 | // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. |
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204 | this->renderVao(gl::ArrayClass::Triangles); |
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205 | this->renderVao(gl::ArrayClass::Quads); |
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206 | this->renderVao(gl::ArrayClass::Lines); |
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207 | }; |
231
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208 | if (this->renderPreferences.wireframe and this->renderPreferences.style != gl::RenderStyle::PickScene) { |
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209 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
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210 | } |
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211 | switch (this->renderPreferences.style) |
18 | 212 | { |
213 | case gl::RenderStyle::Normal: | |
37 | 214 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
189
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215 | renderAllArrays(); |
37 | 216 | break; |
18 | 217 | case gl::RenderStyle::BfcRedGreen: |
37 | 218 | glEnable(GL_CULL_FACE); |
219 | glCullFace(GL_BACK); | |
220 | this->setFragmentStyle(gl::FragmentStyle::BfcGreen); | |
221 | renderVao(gl::ArrayClass::Triangles); | |
222 | renderVao(gl::ArrayClass::Quads); | |
223 | glCullFace(GL_FRONT); | |
224 | this->setFragmentStyle(gl::FragmentStyle::BfcRed); | |
225 | renderVao(gl::ArrayClass::Triangles); | |
226 | renderVao(gl::ArrayClass::Quads); | |
227 | glDisable(GL_CULL_FACE); | |
228 | this->setFragmentStyle(gl::FragmentStyle::Normal); | |
229 | renderVao(gl::ArrayClass::Lines); | |
189
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230 | break; |
18 | 231 | case gl::RenderStyle::RandomColors: |
37 | 232 | this->setFragmentStyle(gl::FragmentStyle::RandomColors); |
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233 | renderAllArrays(); |
18 | 234 | break; |
46 | 235 | case gl::RenderStyle::PickScene: |
236 | glLineWidth(3.0f); | |
237 | this->setFragmentStyle(gl::FragmentStyle::Id); | |
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238 | renderAllArrays(); |
46 | 239 | break; |
119 | 240 | case gl::RenderStyle::VertexPickScene: |
241 | glLineWidth(1.0f); | |
242 | this->setFragmentStyle(gl::FragmentStyle::Black); | |
189
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243 | renderAllArrays(); |
119 | 244 | break; |
18 | 245 | } |
37 | 246 | glDisable(GL_POLYGON_OFFSET_FILL); |
231
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247 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
37 | 248 | } |
249 | ||
250 | ||
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251 | void PartRenderer::updateViewMatrix() |
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252 | { |
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253 | // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior |
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254 | const float modelDistance = longestMeasure(this->boundingBox); |
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255 | const double z = 2.0 * std::exp(this->zoom) * (1 + static_cast<double>(modelDistance)); |
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256 | this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0}); |
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257 | gl::setShaderUniformMatrix(&this->shaders, "viewMatrix", this->viewMatrix); |
112 | 258 | Q_EMIT this->viewMatrixChanged(this->viewMatrix); |
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259 | } |
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260 | |
55 | 261 | void PartRenderer::updateModelMatrix() |
262 | { | |
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263 | this->modelMatrix = glm::mat4_cast(this->modelQuaternion); |
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264 | gl::setShaderUniformMatrix(&this->shaders, "modelMatrix", modelMatrix); |
112 | 265 | Q_EMIT this->modelMatrixChanged(this->modelMatrix); |
55 | 266 | this->update(); |
267 | } | |
268 | ||
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269 | void PartRenderer::build() |
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270 | { |
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271 | this->needBuild = true; |
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272 | } |
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273 | |
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274 | void PartRenderer::renderVao(const gl::ArrayClass arrayClass) |
26 | 275 | { |
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276 | gl::bindModelShaderVertexArray(&this->shaders, arrayClass); |
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277 | const std::size_t vertexCount = gl::vertexCount(&this->shaders, arrayClass); |
51 | 278 | this->checkForGLErrors(); |
26 | 279 | glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); |
51 | 280 | this->checkForGLErrors(); |
189
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281 | gl::releaseModelShaderVertexArray(&this->shaders, arrayClass); |
26 | 282 | this->checkForGLErrors(); |
283 | } | |
284 | ||
285 | void PartRenderer::checkForGLErrors() | |
286 | { | |
53 | 287 | gl::checkForGLErrors(this); |
288 | } | |
289 | ||
290 | void gl::checkForGLErrors(QWidget* parent) | |
291 | { | |
26 | 292 | GLenum glError; |
293 | QStringList errors; | |
294 | while ((glError = glGetError()) != GL_NO_ERROR) | |
21 | 295 | { |
100 | 296 | const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(gluErrorString(glError))); |
26 | 297 | errors.append(glErrorString); |
298 | } | |
299 | if (not errors.isEmpty()) | |
300 | { | |
53 | 301 | QMessageBox box{parent}; |
47 | 302 | box.setIcon(QMessageBox::Critical); |
53 | 303 | box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n"))); |
304 | box.setWindowTitle(QObject::tr("OpenGL error")); | |
47 | 305 | box.setStandardButtons(QMessageBox::Close); |
53 | 306 | box.button(QMessageBox::Close)->setText(QObject::tr("Damn it")); |
47 | 307 | box.exec(); |
21 | 308 | } |
17 | 309 | } |
310 | ||
311 | void PartRenderer::mouseMoveEvent(QMouseEvent* event) | |
312 | { | |
232
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313 | if (not this->frozen) { |
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314 | const bool left = event->buttons() & Qt::LeftButton; |
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315 | const QPoint move = event->pos() - this->lastMousePosition; |
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316 | this->totalMouseMove += move.manhattanLength(); |
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317 | if (left and not move.isNull()) |
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318 | { |
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319 | // q_x is the rotation of the brick along the vertical y-axis, because turning the |
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320 | // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the |
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321 | // brick along the horizontal x-axis, which causes vertical rotation. |
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322 | const auto scalar = 0.006f; |
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323 | const float move_x = static_cast<float>(move.x()); |
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324 | const float move_y = static_cast<float>(move.y()); |
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325 | const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0}); |
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326 | const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0}); |
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327 | this->modelQuaternion = q_x * q_y * this->modelQuaternion; |
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328 | this->updateModelMatrix(); |
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329 | } |
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330 | this->lastMousePosition = event->pos(); |
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331 | for (RenderLayer* layer : this->activeRenderLayers) { |
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332 | layer->mouseMoved(event); |
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333 | } |
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334 | this->update(); |
17 | 335 | } |
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336 | } |
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337 | |
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338 | void PartRenderer::mousePressEvent(QMouseEvent* event) |
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339 | { |
232
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340 | if (not this->frozen) { |
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341 | this->totalMouseMove = 0; |
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342 | this->lastMousePosition = event->pos(); |
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343 | } |
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344 | } |
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345 | |
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346 | void PartRenderer::mouseReleaseEvent(QMouseEvent* event) |
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347 | { |
232
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348 | if (not frozen and this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) |
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349 | { |
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350 | for (RenderLayer* layer : this->activeRenderLayers) { |
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351 | layer->mouseClick(event); |
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352 | } |
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353 | this->update(); |
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354 | } |
17 | 355 | } |
18 | 356 | |
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357 | void PartRenderer::keyReleaseEvent(QKeyEvent* event) |
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358 | { |
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359 | if (event->key() == Qt::Key_Pause) { |
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360 | this->frozen = not this->frozen; |
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361 | } |
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362 | } |
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363 | |
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364 | void PartRenderer::wheelEvent(QWheelEvent* event) |
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365 | { |
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366 | if (not this->frozen) { |
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367 | static constexpr double WHEEL_STEP = 1 / 1000.0; |
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368 | const double move = (-event->angleDelta().y()) * WHEEL_STEP; |
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369 | this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM); |
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370 | this->updateViewMatrix(); |
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371 | this->update(); |
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372 | } |
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373 | } |
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374 | |
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375 | void PartRenderer::addRenderLayer(RenderLayer* layer) |
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376 | { |
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377 | this->activeRenderLayers.push_back(layer); |
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378 | layer->setRendererPointer(this); |
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379 | this->update(); |
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380 | } |
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381 | |
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382 | void PartRenderer::setLayerEnabled(RenderLayer* layer, bool enabled) |
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383 | { |
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384 | auto& from = enabled ? this->inactiveRenderLayers : this->activeRenderLayers; |
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385 | auto& to = enabled ? this->activeRenderLayers : this->inactiveRenderLayers; |
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386 | auto it = std::find(from.begin(), from.end(), layer); |
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387 | if (it != from.end()) { |
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388 | from.erase(it); |
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389 | to.push_back(layer); |
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390 | } |
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391 | } |
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392 | |
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393 | /** |
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394 | * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the |
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395 | * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind |
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396 | * the camera, no value is returned. |
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397 | * @param point 2D window co-ordinates to convert. |
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398 | * @param plane Plane to raycast against |
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399 | * @return world co-ordinates, or no value if the point is behind the camera. |
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400 | */ |
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401 | std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPointF& point, const Plane& plane) const |
55 | 402 | { |
201
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403 | const Line line = this->cameraLine(point); |
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404 | std::optional<glm::vec3> result; |
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405 | result = linePlaneIntersection(line, plane, 0.01f); |
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406 | // If the point lies behind the camera, do not return a result. |
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407 | if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0) |
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408 | { |
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409 | result.reset(); |
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410 | } |
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411 | return result; |
55 | 412 | } |
413 | ||
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414 | /** |
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415 | * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt |
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416 | * @param point Point to unproject |
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417 | * @return screen coordinates |
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418 | */ |
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419 | QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const |
55 | 420 | { |
58
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421 | const glm::vec3 projected = glm::project( |
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422 | point, |
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423 | this->viewMatrix * this->modelMatrix, |
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424 | this->projectionMatrix, |
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425 | this->viewportVector); |
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426 | return toQPointF(glm::vec2{projected.x, static_cast<float>(this->height()) - projected.y}); |
55 | 427 | } |
428 | ||
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429 | bool PartRenderer::isDark() const |
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430 | { |
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431 | return luma(this->renderPreferences.backgroundColor) < 0.25; |
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432 | } |
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433 | |
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434 | Line<3> PartRenderer::cameraLine(const QPointF& point) const |
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435 | { |
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436 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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437 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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438 | return lineFromPoints(p1, p2); |
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439 | } |
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440 | |
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441 | /** |
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442 | * @brief Unprojects the specified window coordinates to model coordinates |
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443 | * @param win Window coordinates to project. Z-coordinate indicates depth |
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444 | * @return model coordinates |
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445 | */ |
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446 | glm::vec3 PartRenderer::unproject(const glm::vec3& win) const |
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447 | { |
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448 | return glm::unProject( |
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449 | glm::vec3{win.x, static_cast<float>(this->height()) - win.y, win.z}, |
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450 | this->viewMatrix * this->modelMatrix, |
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451 | this->projectionMatrix, |
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452 | viewportVector); |
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453 | } |
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454 | |
200 | 455 | ModelId PartRenderer::pick(QPoint where) |
47 | 456 | { |
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457 | // y is flipped, take that into account |
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458 | where.setY(this->height() - where.y()); |
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459 | // Since we are dealing with pixel data right from the framebuffer, its size |
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460 | // will be affected by High DPI scaling. We need to take this into account |
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461 | // and multiply the pixel positions by the screen pixel scaling factor. |
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462 | where *= this->devicePixelRatioF(); |
47 | 463 | const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; |
464 | this->renderPreferences.style = gl::RenderStyle::PickScene; | |
465 | this->makeCurrent(); | |
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466 | QOpenGLFramebufferObject fbo{this->width(), this->height(), QOpenGLFramebufferObject::CombinedDepthStencil}; |
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467 | fbo.bind(); |
47 | 468 | this->renderScene(); |
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469 | std::array<GLubyte, 3> data; |
51 | 470 | this->checkForGLErrors(); |
199
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471 | glfunc.glReadPixels(where.x(), where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
51 | 472 | this->checkForGLErrors(); |
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473 | fbo.release(); |
47 | 474 | this->renderPreferences.style = oldRenderStyle; |
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475 | return gl::idFromColor(data); |
47 | 476 | } |
477 | ||
37 | 478 | /** |
479 | * @brief Changes the color of rendered fragments | |
480 | * @param newFragmentStyle new fragment style to use | |
481 | */ | |
482 | void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle) | |
483 | { | |
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484 | gl::setShaderUniform(&this->shaders, "fragmentStyle", static_cast<int>(newFragmentStyle)); |
37 | 485 | } |
486 | ||
487 | /** | |
488 | * @brief Changes the way the scene is rendered | |
489 | * @param newStyle new render style to use | |
490 | */ | |
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491 | void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) |
18 | 492 | { |
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493 | bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; |
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494 | bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; |
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495 | this->renderPreferences = newPreferences; |
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496 | if (mainColorChanged or backgroundColorChanged) |
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497 | { |
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498 | this->build(); |
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499 | } |
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500 | if (this->initialized) { |
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501 | this->makeCurrent(); |
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502 | if (setting<Setting::LogOpenGLDebugMessages>()) { |
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503 | this->logger.startLogging(); |
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504 | } |
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505 | else { |
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506 | this->logger.stopLogging(); |
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507 | } |
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508 | } |
112 | 509 | Q_EMIT this->renderPreferencesChanged(); |
18 | 510 | this->update(); |
511 | } | |
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512 | |
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513 | /** |
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514 | * @return the currently highlighted object |
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515 | */ |
200 | 516 | ModelId PartRenderer::getHighlightedObject() const |
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517 | { |
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518 | return this->highlighted; |
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519 | } |
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520 | |
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521 | void PartRenderer::setSelection(const QSet<ModelId>& selection) |
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522 | { |
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523 | Q_ASSERT(not selection.contains({0})); |
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524 | gl::setModelShaderSelectedObjects(&this->shaders, selection); |
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525 | this->update(); |
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526 | } |