Fri, 01 Jul 2022 13:41:46 +0300
Simplify some code
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 | ||
26 | 19 | #include <QMessageBox> |
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20 | #include "src/documentmanager.h" |
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21 | #include "src/invert.h" |
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22 | #include "src/gl/compiler.h" |
19 | 23 | |
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24 | constexpr char VERTEX_SHADER_SOURCE[] = R"( |
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25 | #version 330 core |
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26 | |
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27 | layout(location=0) in vec3 position; |
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28 | layout(location=1) in vec4 color; |
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29 | layout(location=2) in vec3 normal; |
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30 | layout(location=3) in vec3 pickcolor; |
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31 | layout(location=4) in float selected; |
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32 | out vec4 vColor; |
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33 | out vec3 vFragPos; |
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34 | out vec3 vNormal; |
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35 | uniform mat4 modelMatrix; |
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36 | uniform mat4 viewMatrix; |
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37 | uniform mat4 projectionMatrix; |
37 | 38 | uniform int fragmentStyle; |
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39 | uniform vec4 selectedColor; |
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40 | uniform int highlighted; |
37 | 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; | |
46 | 46 | const int FRAGSTYLE_Id = 4; |
119 | 47 | const int FRAGSTYLE_Black = 5; |
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48 | |
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49 | void main() |
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50 | { |
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51 | mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); |
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52 | vNormal = normalize(normalMatrix * normal); |
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53 | if (fragmentStyle == FRAGSTYLE_Id) |
37 | 54 | { |
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55 | vColor = vec4(pickcolor, 1.0); |
51 | 56 | } |
37 | 57 | else |
58 | { | |
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59 | if (fragmentStyle == FRAGSTYLE_BfcGreen) |
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60 | { |
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61 | vColor = vec4(0.2, 0.9, 0.2, 1.0); |
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62 | } |
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63 | else if (fragmentStyle == FRAGSTYLE_BfcRed) |
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64 | { |
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65 | vColor = vec4(0.9, 0.2, 0.2, 1.0); |
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66 | } |
119 | 67 | else if (fragmentStyle == FRAGSTYLE_Black) |
68 | { | |
69 | vColor = vec4(0.0, 0.0, 0.0, 1.0); | |
70 | } | |
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71 | else |
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72 | { |
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73 | vColor = color; |
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74 | } |
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75 | /* |
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76 | if (highlighted == id) |
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77 | { |
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78 | vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6; |
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79 | } |
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80 | */ |
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81 | vColor = (1 - selected) * vColor + selected * selectedColor; |
37 | 82 | } |
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83 | vFragPos = vec3(modelMatrix * vec4(position, 1.0)); |
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84 | gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0); |
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85 | } |
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86 | )"; |
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87 | |
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88 | constexpr char FRAGMENT_SHADER_SOURCE[] = R"( |
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89 | #version 330 core |
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90 | |
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91 | in vec4 vColor; |
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92 | in vec3 vFragPos; |
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93 | in vec3 vNormal; |
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94 | out vec4 fColor; |
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95 | const vec3 lightPos = vec3(0.5, 0.5, 0.5); |
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96 | const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); |
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97 | const float ambientStrength = 0.7; |
46 | 98 | uniform bool useLighting; |
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99 | |
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100 | void main() |
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101 | { |
46 | 102 | if (useLighting) |
103 | { | |
104 | vec4 ambient = ambientStrength * lightColor; | |
105 | vec3 lightDirection = normalize(lightPos - vFragPos); | |
106 | vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor; | |
107 | fColor = (ambient + diffuse) * vColor; | |
108 | } | |
109 | else | |
110 | { | |
111 | fColor = vColor; | |
112 | } | |
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113 | } |
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114 | )"; |
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115 | |
211 | 116 | template<typename Fn> |
117 | constexpr void pointsToRender(const PolygonElement& element, Fn func) | |
118 | { | |
119 | visitPolygon<void>( | |
120 | [&func](const LineSegment& edge) | |
121 | { | |
122 | func(edge.p1, glm::vec3{}); | |
123 | func(edge.p2, glm::vec3{}); | |
124 | }, | |
125 | [&func](const Triangle& tri) | |
126 | { | |
127 | func(tri.p1, normalVector({tri.p3, tri.p1, tri.p2})); | |
128 | func(tri.p2, normalVector({tri.p1, tri.p2, tri.p3})); | |
129 | func(tri.p3, normalVector({tri.p2, tri.p3, tri.p1})); | |
130 | }, | |
131 | [&func](const Quadrilateral& quad) | |
132 | { | |
133 | func(quad.p1, normalVector({quad.p4, quad.p1, quad.p2})); | |
134 | func(quad.p2, normalVector({quad.p1, quad.p2, quad.p3})); | |
135 | func(quad.p3, normalVector({quad.p2, quad.p3, quad.p4})); | |
136 | func(quad.p4, normalVector({quad.p3, quad.p4, quad.p1})); | |
137 | }, | |
138 | [&func](const ConditionalEdge& cedge) | |
139 | { | |
140 | func(cedge.p1, glm::vec3{}); | |
141 | func(cedge.p2, glm::vec3{}); | |
142 | }, | |
143 | element); | |
144 | } | |
145 | ||
53 | 146 | void gl::buildShaders( |
147 | QOpenGLShaderProgram* shaderProgram, | |
148 | const char* vertexShaderSource, | |
149 | const char* fragmentShaderSource) | |
150 | { | |
151 | shaderProgram->create(); | |
152 | const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); | |
153 | QString log; | |
154 | if (not vertexShaderCompiled) | |
155 | { | |
156 | log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log(); | |
157 | } | |
115 | 158 | const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode( |
159 | QOpenGLShader::Fragment, | |
160 | fragmentShaderSource); | |
53 | 161 | if (not fragmentShaderCompiled) |
162 | { | |
163 | log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log(); | |
164 | } | |
165 | if (not vertexShaderCompiled or not fragmentShaderCompiled) | |
166 | { | |
167 | QMessageBox::critical( | |
168 | nullptr, | |
169 | QObject::tr("Shader compile error"), | |
170 | QObject::tr("Could not compile shaders.") + "\n" + log); | |
171 | std::exit(-1); | |
172 | } | |
173 | const bool linkSuccessful = shaderProgram->link(); | |
174 | if (not linkSuccessful) | |
175 | { | |
176 | QMessageBox::critical( | |
177 | nullptr, | |
178 | QObject::tr("Shader link error"), | |
179 | QObject::tr("Could not link shaders: %1").arg(shaderProgram->log()) | |
180 | ); | |
181 | } | |
182 | } | |
183 | ||
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184 | void gl::initializeModelShaders(gl::ModelShaders *modelShaders) |
26 | 185 | { |
211 | 186 | if (not modelShaders->initialized) { |
187 | for (auto& shader : modelShaders->shaderObjects) { | |
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188 | shader.program = std::make_unique<QOpenGLShaderProgram>(); |
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189 | gl::buildShaders(shader.program.get(), VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE); |
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190 | shader.program->bind(); |
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191 | shader.buffer.create(); |
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192 | shader.buffer.bind(); |
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193 | shader.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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194 | shader.vertexArray.create(); |
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195 | shader.vertexArray.bind(); |
211 | 196 | for (int k : {0, 1, 2, 3, 4}) { |
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197 | shader.program->enableAttributeArray(k); |
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198 | } |
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199 | using Vertex = ModelShaders::Vertex; |
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200 | constexpr std::size_t stride = sizeof(Vertex); |
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201 | shader.program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride); |
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202 | shader.program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride); |
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203 | shader.program->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, normal), 3, stride); |
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204 | shader.program->setAttributeBuffer(3, GL_FLOAT, offsetof(Vertex, pickcolor), 3, stride); |
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205 | shader.program->setAttributeBuffer(4, GL_FLOAT, offsetof(Vertex, selected), 1, stride); |
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206 | shader.vertexArray.release(); |
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207 | shader.buffer.release(); |
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208 | shader.program->release(); |
26 | 209 | } |
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210 | modelShaders->initialized = true; |
26 | 211 | } |
19 | 212 | } |
21 | 213 | |
210
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214 | static constexpr gl::ArrayClass classifyPolygon(const PolygonElement& element) |
21 | 215 | { |
210
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216 | return visitPolygon<gl::ArrayClass>( |
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217 | [](const LineSegment&) { return gl::ArrayClass::Lines; }, |
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218 | [](const Triangle&) { return gl::ArrayClass::Triangles; }, |
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219 | [](const Quadrilateral&) { return gl::ArrayClass::Quads; }, |
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220 | [](const ConditionalEdge&) { return gl::ArrayClass::ConditionalLines; }, |
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221 | element); |
21 | 222 | } |
223 | ||
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224 | template<typename Fn> |
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225 | void iterateModelPolygons(Model* model, DocumentManager* context, Fn&& fn) |
21 | 226 | { |
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227 | PolygonCache* const cache = findPolygonCacheForModel(model, context); |
211 | 228 | if (cache != nullptr) { |
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229 | recacheIfNeeded(cache, model, context); |
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230 | for (const WithId<PolygonElement>& polygon : cache->polygons) { |
211 | 231 | fn(polygon); |
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232 | } |
21 | 233 | } |
234 | } | |
235 | ||
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236 | static QColor getColorForPolygon( |
210
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237 | const PolygonElement& polygon, |
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238 | const gl::RenderPreferences& preferences, |
205 | 239 | const ColorTable& colorTable) |
21 | 240 | { |
241 | QColor color; | |
26 | 242 | // For normal colors, use the polygon's color. |
205 | 243 | if (polygon.color == MAIN_COLOR) |
21 | 244 | { |
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245 | color = preferences.mainColor; |
21 | 246 | } |
205 | 247 | else if (polygon.color == EDGE_COLOR) |
21 | 248 | { |
26 | 249 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
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250 | color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white; |
21 | 251 | } |
252 | else | |
253 | { | |
26 | 254 | // Not main or edge color, use the polygon's color as is. |
205 | 255 | color = colorFace(polygon.color, colorTable).value_or(Qt::black); |
21 | 256 | } |
257 | return color; | |
258 | } | |
259 | ||
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260 | /** |
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261 | * @brief Computes the minimum bounding box for a model |
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262 | */ |
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263 | BoundingBox gl::boundingBoxForModel(Model* model, DocumentManager* context) |
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264 | { |
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265 | BoundingBox result = emptyBoundingBox; |
210
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266 | iterateModelPolygons(model, context, [&](const PolygonElement& polygon) |
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267 | { |
211 | 268 | visitPoints([&result](const glm::vec3& p) { |
269 | addPointToBox(result, p); | |
270 | }, polygon); | |
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271 | }); |
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272 | return result; |
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273 | } |
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274 | |
189
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275 | /** |
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276 | * @brief gl::build Creates GL vertices for objects in the model and buffers them to shaders. |
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277 | */ |
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278 | void gl::build( |
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279 | gl::ModelShaders* shaders, |
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280 | Model* model, |
205 | 281 | const ColorTable& colorTable, |
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282 | DocumentManager* context, |
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283 | const gl::RenderPreferences& preferences) |
26 | 284 | { |
189
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285 | for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects) { |
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286 | shader.cachedData.clear(); |
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287 | } |
211 | 288 | iterateModelPolygons(model, context, [&](const WithId<PolygonElement>& polygon) |
189
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289 | { |
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290 | const int index = static_cast<int>(classifyPolygon(polygon)); |
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291 | std::vector<gl::ModelShaders::Vertex>& vertexBuffer = shaders->shaderObjects[index].cachedData; |
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292 | const QColor color = getColorForPolygon(polygon, preferences, colorTable); |
211 | 293 | pointsToRender(polygon, [&](const glm::vec3& point, const glm::vec3& normal){ |
189
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294 | gl::ModelShaders::Vertex& vertex = vertexBuffer.emplace_back(); |
211 | 295 | vertex.position = point; |
296 | vertex.normal = normal; | |
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297 | vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()}; |
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298 | vertex.id = polygon.id.value; |
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299 | vertex.pickcolor = idToColor(polygon.id.value); |
211 | 300 | }); |
189
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301 | }); |
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302 | for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects) |
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303 | { |
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304 | shader.vertexCount = shader.cachedData.size(); |
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305 | shader.buffer.bind(); |
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306 | const int bytes = static_cast<int>(shader.cachedData.size() * sizeof shader.cachedData[0]); |
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307 | shader.buffer.allocate(shader.cachedData.data(), bytes); |
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308 | shader.buffer.release(); |
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309 | } |
26 | 310 | } |
311 | ||
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312 | ElementId gl::idFromUcharColor(const std::array<GLubyte, 3>& data) |
26 | 313 | { |
290
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314 | return { |
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315 | static_cast<std::int32_t>(data[0]) | |
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316 | static_cast<std::int32_t>(data[1]) << 8 | |
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317 | static_cast<std::int32_t>(data[2]) << 16 |
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318 | }; |
189
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319 | } |
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320 | |
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321 | void gl::bindModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass) |
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322 | { |
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323 | ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)]; |
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324 | shaderObject.vertexArray.bind(); |
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325 | shaderObject.program->bind(); |
26 | 326 | } |
327 | ||
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328 | void gl::releaseModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass) |
51 | 329 | { |
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330 | ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)]; |
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331 | shaderObject.program->release(); |
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332 | shaderObject.vertexArray.release(); |
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333 | } |
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334 | |
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335 | void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ElementId> &ids) |
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336 | { |
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337 | for (ModelShaders::ShaderObject& object : shaders->shaderObjects) |
51 | 338 | { |
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339 | std::vector<ModelShaders::Vertex>& vector = object.cachedData; |
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340 | for (ModelShaders::Vertex& vertex : vector) |
51 | 341 | { |
342 | vertex.selected = (ids.contains({vertex.id})) ? 1 : 0; | |
343 | } | |
344 | const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]); | |
80 | 345 | object.buffer.bind(); |
291
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346 | glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data()); |
80 | 347 | object.buffer.release(); |
51 | 348 | } |
349 | } | |
350 | ||
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351 | std::size_t gl::vertexCount(const gl::ModelShaders* shaders, const gl::ArrayClass arrayClass) |
28 | 352 | { |
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353 | return shaders->shaderObjects[static_cast<int>(arrayClass)].vertexCount; |
28 | 354 | } |