src/gl/partrenderer.cpp

Sun, 25 Jul 2021 20:39:21 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Sun, 25 Jul 2021 20:39:21 +0300
changeset 112
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parent 111
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child 119
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permissions
-rw-r--r--

use QT_NO_KEYWORDS

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2020 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 #include <glm/ext/matrix_transform.hpp>
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20 #include <glm/ext/matrix_clip_space.hpp>
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21 #include <GL/glu.h>
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22 #include <QMouseEvent>
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23 #include <QMessageBox>
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24 #include <QAbstractButton>
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25 #include "geometry.h"
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26 #include "partrenderer.h"
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27 #include "model.h"
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29 PartRenderer::PartRenderer(
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30 Model* model,
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31 DocumentManager* documents,
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32 const ldraw::ColorTable& colorTable,
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33 QWidget* parent) :
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34 QOpenGLWidget{parent},
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35 model{model},
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36 documents{documents},
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37 colorTable{colorTable},
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38 compiler{new gl::Compiler{this->colorTable, this}}
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39 {
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40 this->setMouseTracking(true);
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41 connect(model, &Model::rowsInserted, [&]{
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42 this->needBuild = true;
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43 });
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44 connect(model, &Model::rowsRemoved, [&]{ this->needBuild = true; });
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45 }
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46
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47 PartRenderer::~PartRenderer()
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48 {
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49 }
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50
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51 static QVector3D vec3FromQColor(const QColor& color)
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52 {
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53 return {
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54 toFloat(color.redF()),
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55 toFloat(color.greenF()),
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56 toFloat(color.blueF()),
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57 };
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58 }
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59
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60 void PartRenderer::initializeGL()
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61 {
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62 this->initializeOpenGLFunctions();
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63 if (glGetError() != GL_NO_ERROR)
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64 {
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65 abort();
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66 }
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67 this->compiler->initialize();
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68 connect(this->model, &Model::dataChanged, this, &PartRenderer::build);
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69 this->initialized = true;
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70 this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0});
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71 this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0});
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72 this->setupBackgroundColor();
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73 this->updateModelMatrix();
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74 this->updateViewMatrix();
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75 this->update();
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76 }
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78 void PartRenderer::resizeGL(int width, int height)
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79 {
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80 this->viewportVector = {0, 0, width, height};
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81 glViewport(0, 0, width, height);
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82 this->projectionMatrix = glm::perspective(
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83 glm::radians(45.0f),
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84 static_cast<float>(width) / static_cast<float>(height),
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85 0.1f,
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86 10000.f);
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87 this->compiler->setUniformMatrix("projectionMatrix", this->projectionMatrix);
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88 Q_EMIT projectionMatrixChanged(this->projectionMatrix);
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89 }
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90
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91 static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass)
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92 {
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93 switch (vboClass)
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94 {
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95 case gl::ArrayClass::Lines:
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96 case gl::ArrayClass::ConditionalLines:
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97 return GL_LINES;
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98 case gl::ArrayClass::Triangles:
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99 return GL_TRIANGLES;
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100 case gl::ArrayClass::Quads:
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101 return GL_QUADS;
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102 }
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103 throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"};
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104 }
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105
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106 void PartRenderer::paintGL()
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107 {
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108 glEnable(GL_DEPTH_TEST);
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109 glShadeModel(GL_SMOOTH);
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110 this->renderScene();
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111 }
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112
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113 void PartRenderer::renderScene()
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114 {
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115 if (this->needBuild)
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116 {
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117 this->compiler->build(this->model, this->documents, this->renderPreferences);
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118 this->needBuild = false;
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119 }
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120 this->checkForGLErrors();
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121 if (this->renderPreferences.lineAntiAliasing && this->renderPreferences.style != gl::RenderStyle::PickScene)
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122 {
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123 glEnable(GL_LINE_SMOOTH);
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124 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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125 }
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126 else {
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127 glDisable(GL_LINE_SMOOTH);
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128 }
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129 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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130 {
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131 const QColor& backgroundColor = this->renderPreferences.backgroundColor;
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132 glClearColor(
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133 static_cast<float>(backgroundColor.redF()),
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134 static_cast<float>(backgroundColor.greenF()),
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135 static_cast<float>(backgroundColor.blueF()),
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136 1.0f);
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137 this->compiler->setUniform("useLighting", GL_TRUE);
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138 }
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139 else
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140 {
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141 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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142 this->compiler->setUniform("useLighting", GL_FALSE);
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143 }
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144 this->checkForGLErrors();
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145 this->compiler->setUniform("selectedColor", vec3FromQColor(this->renderPreferences.selectedColor));
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146 this->compiler->setUniform("highlighted", this->highlighted.value);
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147 this->checkForGLErrors();
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148 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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149 glEnable(GL_DEPTH_TEST);
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diff changeset
150 glEnable(GL_POLYGON_OFFSET_FILL);
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diff changeset
151 glPolygonOffset(1.0f, 1.0f);
44
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152 glLineWidth(this->renderPreferences.lineThickness);
39
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diff changeset
153 switch (this->renderPreferences.style)
18
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154 {
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155 case gl::RenderStyle::Normal:
37
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156 this->setFragmentStyle(gl::FragmentStyle::Normal);
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157 this->renderAllArrays();
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158 break;
18
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159 case gl::RenderStyle::BfcRedGreen:
37
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160 glEnable(GL_CULL_FACE);
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161 glCullFace(GL_BACK);
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162 this->setFragmentStyle(gl::FragmentStyle::BfcGreen);
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163 renderVao(gl::ArrayClass::Triangles);
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164 renderVao(gl::ArrayClass::Quads);
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165 glCullFace(GL_FRONT);
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166 this->setFragmentStyle(gl::FragmentStyle::BfcRed);
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167 renderVao(gl::ArrayClass::Triangles);
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168 renderVao(gl::ArrayClass::Quads);
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169 glDisable(GL_CULL_FACE);
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170 this->setFragmentStyle(gl::FragmentStyle::Normal);
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171 renderVao(gl::ArrayClass::Lines);
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172 case gl::RenderStyle::RandomColors:
37
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173 this->setFragmentStyle(gl::FragmentStyle::RandomColors);
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174 this->renderAllArrays();
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175 break;
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176 case gl::RenderStyle::PickScene:
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177 glLineWidth(3.0f);
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178 this->setFragmentStyle(gl::FragmentStyle::Id);
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179 this->renderAllArrays();
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180 break;
18
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181 case gl::RenderStyle::Wireframe:
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182 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
37
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183 this->setFragmentStyle(gl::FragmentStyle::Normal);
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184 this->renderAllArrays();
18
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185 break;
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186 }
37
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187 glDisable(GL_POLYGON_OFFSET_FILL);
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188 }
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189
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190 void PartRenderer::renderAllArrays()
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191 {
26
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192 // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering.
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193 renderVao(gl::ArrayClass::Triangles);
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194 renderVao(gl::ArrayClass::Quads);
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195 renderVao(gl::ArrayClass::Lines);
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196 }
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diff changeset
197
37
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diff changeset
198
31
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199 void PartRenderer::updateViewMatrix()
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200 {
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201 // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior
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202 const double z = 2 * std::exp(this->zoom) * (1 + this->compiler->modelDistance());
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203 this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0});
34
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204 this->compiler->setUniformMatrix("viewMatrix", this->viewMatrix);
112
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205 Q_EMIT this->viewMatrixChanged(this->viewMatrix);
31
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206 }
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diff changeset
207
55
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diff changeset
208 void PartRenderer::updateModelMatrix()
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209 {
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diff changeset
210 this->modelMatrix = glm::mat4_cast(this->modelQuaternion);
55
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211 this->compiler->setUniformMatrix("modelMatrix", modelMatrix);
112
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212 Q_EMIT this->modelMatrixChanged(this->modelMatrix);
55
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213 this->update();
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214 }
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215
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216 void PartRenderer::setupBackgroundColor()
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217 {
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218 }
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diff changeset
219
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4bec0525ef1b PolygonObjectEditor can now modify the object properly
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diff changeset
220 void PartRenderer::build()
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diff changeset
221 {
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diff changeset
222 this->needBuild = true;
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diff changeset
223 }
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diff changeset
224
27
c57fb7a5ffa3 commit work done on plugging vao to the gl renderer, renders nonsense for now
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diff changeset
225 void PartRenderer::renderVao(const gl::ArrayClass arrayClass)
26
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diff changeset
226 {
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diff changeset
227 this->compiler->bindVertexArray(arrayClass);
34
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diff changeset
228 const std::size_t vertexCount = this->compiler->vertexCount(arrayClass);
51
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diff changeset
229 this->checkForGLErrors();
26
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diff changeset
230 glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount));
51
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diff changeset
231 this->checkForGLErrors();
26
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diff changeset
232 this->compiler->releaseVertexArray(arrayClass);
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diff changeset
233 this->checkForGLErrors();
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diff changeset
234 }
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diff changeset
235
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diff changeset
236 void PartRenderer::checkForGLErrors()
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diff changeset
237 {
53
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diff changeset
238 gl::checkForGLErrors(this);
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diff changeset
239 }
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diff changeset
240
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diff changeset
241 void gl::checkForGLErrors(QWidget* parent)
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diff changeset
242 {
26
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diff changeset
243 GLenum glError;
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diff changeset
244 QStringList errors;
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diff changeset
245 while ((glError = glGetError()) != GL_NO_ERROR)
21
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diff changeset
246 {
100
43ce3672648a fix build
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diff changeset
247 const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(gluErrorString(glError)));
26
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diff changeset
248 errors.append(glErrorString);
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diff changeset
249 }
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diff changeset
250 if (not errors.isEmpty())
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diff changeset
251 {
53
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diff changeset
252 QMessageBox box{parent};
47
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diff changeset
253 box.setIcon(QMessageBox::Critical);
53
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diff changeset
254 box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n")));
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diff changeset
255 box.setWindowTitle(QObject::tr("OpenGL error"));
47
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diff changeset
256 box.setStandardButtons(QMessageBox::Close);
53
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diff changeset
257 box.button(QMessageBox::Close)->setText(QObject::tr("Damn it"));
47
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diff changeset
258 box.exec();
21
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diff changeset
259 }
17
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parents:
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260 }
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parents:
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261
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parents:
diff changeset
262 void PartRenderer::mouseMoveEvent(QMouseEvent* event)
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parents:
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263 {
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264 const bool left = event->buttons() & Qt::LeftButton;
61
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diff changeset
265 const QPoint move = event->pos() - this->lastMousePosition;
17
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266 if (left and not move.isNull())
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parents:
diff changeset
267 {
31
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diff changeset
268 // q_x is the rotation of the brick along the vertical y-axis, because turning the
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diff changeset
269 // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the
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diff changeset
270 // brick along the horizontal x-axis, which causes vertical rotation.
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diff changeset
271 const auto scalar = 0.006f;
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diff changeset
272 const float move_x = static_cast<float>(move.x());
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diff changeset
273 const float move_y = static_cast<float>(move.y());
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diff changeset
274 const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0});
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diff changeset
275 const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0});
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diff changeset
276 this->modelQuaternion = q_x * q_y * this->modelQuaternion;
55
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diff changeset
277 this->updateModelMatrix();
17
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278 }
61
4585d8d7a7ec moved GridProgram to Canvas
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diff changeset
279 this->lastMousePosition = event->pos();
17
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280 }
18
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diff changeset
281
31
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diff changeset
282 void PartRenderer::wheelEvent(QWheelEvent* event)
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diff changeset
283 {
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diff changeset
284 static constexpr double WHEEL_STEP = 1 / 1000.0;
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diff changeset
285 const double move = (-event->angleDelta().y()) * WHEEL_STEP;
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diff changeset
286 this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM);
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diff changeset
287 this->updateViewMatrix();
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diff changeset
288 this->update();
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diff changeset
289 }
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diff changeset
290
58
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diff changeset
291 /**
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diff changeset
292 * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the
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diff changeset
293 * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind
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diff changeset
294 * the camera, no value is returned.
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diff changeset
295 * @param point 2D window co-ordinates to convert.
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diff changeset
296 * @param plane Plane to raycast against
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297 * @return world co-ordinates, or no value if the point is behind the camera.
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298 */
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299 std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) const
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300 {
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301 const geom::Line line = this->cameraLine(point);
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302 std::optional<glm::vec3> result;
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303 result = geom::linePlaneIntersection(line, plane, 0.01f);
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304 // If the point lies behind the camera, do not return a result.
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305 if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0)
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306 {
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307 result.reset();
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308 }
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309 return result;
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310 }
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311
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312 /**
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313 * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt
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314 * @param point Point to unproject
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315 * @return screen coordinates
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316 */
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317 QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const
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318 {
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319 const glm::vec3 projected = glm::project(
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320 point,
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321 this->viewMatrix * glm::mat4_cast(this->modelQuaternion),
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322 this->projectionMatrix,
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323 this->viewportVector);
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324 return toQPointF(glm::vec2{projected.x, this->height() - projected.y});
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325 }
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326
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327 geom::Line<3> PartRenderer::cameraLine(const QPoint& point) const
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328 {
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329 const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0});
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330 const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1});
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331 return geom::lineFromPoints(p1, p2);
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332 }
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333
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334 /**
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335 * @brief Unprojects the specified window coordinates to model coordinates
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336 * @param win Window coordinates to project. Z-coordinate indicates depth
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337 * @return model coordinates
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338 */
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339 glm::vec3 PartRenderer::unproject(const glm::vec3& win) const
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340 {
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341 return glm::unProject(
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342 glm::vec3{win.x, this->height() - win.y, win.z},
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343 this->viewMatrix * glm::mat4_cast(this->modelQuaternion),
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344 this->projectionMatrix,
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345 viewportVector);
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346 }
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347
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348 ldraw::id_t PartRenderer::pick(const QPoint& where)
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349 {
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350 const gl::RenderStyle oldRenderStyle = this->renderPreferences.style;
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351 this->renderPreferences.style = gl::RenderStyle::PickScene;
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352 this->makeCurrent();
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353 this->renderScene();
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354 std::array<GLubyte, 3> data;
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355 this->checkForGLErrors();
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356 glReadPixels(where.x(), this->height() - where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]);
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357 this->checkForGLErrors();
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358 this->renderPreferences.style = oldRenderStyle;
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359 this->update();
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360 return gl::Compiler::idFromColor(data);
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361 }
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362
37
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363 /**
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364 * @brief Changes the color of rendered fragments
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365 * @param newFragmentStyle new fragment style to use
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366 */
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367 void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle)
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368 {
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369 this->compiler->setUniform("fragmentStyle", static_cast<int>(newFragmentStyle));
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370 }
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371
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372 /**
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373 * @brief Changes the way the scene is rendered
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374 * @param newStyle new render style to use
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375 */
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376 void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences)
18
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377 {
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378 bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor;
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379 bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor;
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380 this->renderPreferences = newPreferences;
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381 if (mainColorChanged or backgroundColorChanged)
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382 {
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383 this->build();
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384 this->setupBackgroundColor();
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385 }
112
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386 Q_EMIT this->renderPreferencesChanged();
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387 this->update();
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388 }
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389
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390 /**
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391 * @return the currently highlighted object
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392 */
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393 ldraw::id_t PartRenderer::getHighlightedObject() const
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394 {
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395 return this->highlighted;
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396 }

mercurial