Tue, 14 Jun 2022 19:50:31 +0300
Replace config collector with a simpler system
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 <QPainter> |
100 | 22 | #include <GL/glu.h> |
17 | 23 | #include <QMouseEvent> |
26 | 24 | #include <QMessageBox> |
47 | 25 | #include <QAbstractButton> |
55 | 26 | #include "geometry.h" |
17 | 27 | #include "partrenderer.h" |
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28 | #include "model.h" |
200 | 29 | #include "gl/compiler.h" |
17 | 30 | |
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31 | static constexpr double MIN_ZOOM = -3.0; |
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32 | static constexpr double MAX_ZOOM = 3.0; |
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33 | QOpenGLFunctions glfunc; |
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34 | |
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35 | PartRenderer::PartRenderer( |
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36 | Model* model, |
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37 | DocumentManager* documents, |
205 | 38 | const ColorTable& colorTable, |
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39 | QWidget* parent) : |
21 | 40 | QOpenGLWidget{parent}, |
41 | model{model}, | |
42 | documents{documents}, | |
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43 | colorTable{colorTable} |
17 | 44 | { |
45 | this->setMouseTracking(true); | |
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46 | connect(model, &Model::rowsInserted, [&]{ |
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47 | this->needBuild = true; |
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48 | }); |
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49 | connect(model, &Model::rowsRemoved, [&]{ this->needBuild = true; }); |
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50 | const auto updateLayerMvpMatrix = [this]{ |
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51 | const glm::mat4 newMvpMatrix = this->projectionMatrix * this->viewMatrix * this->modelMatrix; |
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52 | for (RenderLayer* layer : this->activeRenderLayers) { |
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53 | layer->mvpMatrixChanged(newMvpMatrix); |
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54 | } |
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55 | for (RenderLayer* layer : this->inactiveRenderLayers) { |
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56 | layer->mvpMatrixChanged(newMvpMatrix); |
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57 | } |
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58 | }; |
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59 | connect(this, &PartRenderer::modelMatrixChanged, updateLayerMvpMatrix); |
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60 | connect(this, &PartRenderer::viewMatrixChanged, updateLayerMvpMatrix); |
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61 | connect(this, &PartRenderer::projectionMatrixChanged, updateLayerMvpMatrix); |
17 | 62 | } |
63 | ||
26 | 64 | PartRenderer::~PartRenderer() |
65 | { | |
66 | } | |
67 | ||
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68 | static QVector3D calcQVector3DFromQColor(const QColor& color) |
53 | 69 | { |
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70 | return { |
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71 | float_cast(color.redF()), |
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72 | float_cast(color.greenF()), |
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73 | float_cast(color.blueF()), |
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74 | }; |
53 | 75 | } |
76 | ||
17 | 77 | void PartRenderer::initializeGL() |
78 | { | |
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79 | ::glfunc.initializeOpenGLFunctions(); |
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80 | if (glGetError() != GL_NO_ERROR) |
17 | 81 | { |
82 | abort(); | |
83 | } | |
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84 | gl::initializeModelShaders(&this->shaders); |
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85 | for (RenderLayer* layer : this->activeRenderLayers) { |
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86 | layer->initializeGL(); |
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87 | } |
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88 | for (RenderLayer* layer : this->inactiveRenderLayers) { |
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89 | layer->initializeGL(); |
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90 | } |
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91 | connect(this->model, &Model::dataChanged, this, &PartRenderer::build); |
17 | 92 | this->initialized = true; |
32 | 93 | this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0}); |
94 | this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0}); | |
55 | 95 | this->updateModelMatrix(); |
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96 | this->updateViewMatrix(); |
30 | 97 | this->update(); |
17 | 98 | } |
99 | ||
100 | void PartRenderer::resizeGL(int width, int height) | |
101 | { | |
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102 | this->viewportVector = {0, 0, width, height}; |
28 | 103 | glViewport(0, 0, width, height); |
104 | this->projectionMatrix = glm::perspective( | |
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105 | glm::radians(45.0f), |
28 | 106 | static_cast<float>(width) / static_cast<float>(height), |
107 | 0.1f, | |
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108 | 10000.f); |
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109 | gl::setShaderUniformMatrix(&this->shaders, "projectionMatrix", this->projectionMatrix); |
112 | 110 | Q_EMIT projectionMatrixChanged(this->projectionMatrix); |
17 | 111 | } |
112 | ||
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113 | static constexpr GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) |
21 | 114 | { |
115 | switch (vboClass) | |
116 | { | |
26 | 117 | case gl::ArrayClass::Lines: |
118 | case gl::ArrayClass::ConditionalLines: | |
21 | 119 | return GL_LINES; |
26 | 120 | case gl::ArrayClass::Triangles: |
21 | 121 | return GL_TRIANGLES; |
26 | 122 | case gl::ArrayClass::Quads: |
21 | 123 | return GL_QUADS; |
124 | } | |
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125 | throw std::runtime_error{"bad value for vboClass"}; |
21 | 126 | } |
127 | ||
17 | 128 | void PartRenderer::paintGL() |
129 | { | |
47 | 130 | glEnable(GL_DEPTH_TEST); |
131 | glShadeModel(GL_SMOOTH); | |
132 | this->renderScene(); | |
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133 | for (RenderLayer* layer : this->activeRenderLayers) { |
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134 | layer->paintGL(); |
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135 | } |
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136 | QPainter painter{this}; |
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137 | for (RenderLayer* layer : this->activeRenderLayers) { |
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138 | layer->overpaint(&painter); |
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139 | } |
47 | 140 | } |
141 | ||
142 | void PartRenderer::renderScene() | |
143 | { | |
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144 | if (this->needBuild) |
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145 | { |
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146 | gl::build(&this->shaders, this->model, this->colorTable, this->documents, this->renderPreferences); |
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147 | this->boundingBox = gl::boundingBoxForModel(this->model, this->documents); |
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148 | this->needBuild = false; |
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149 | } |
53 | 150 | this->checkForGLErrors(); |
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151 | if (true |
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152 | and this->renderPreferences.lineAntiAliasing |
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153 | and this->renderPreferences.style != gl::RenderStyle::PickScene |
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154 | ) { |
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155 | glEnable(GL_LINE_SMOOTH); |
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156 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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157 | } |
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158 | else { |
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159 | glDisable(GL_LINE_SMOOTH); |
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160 | } |
46 | 161 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
162 | { | |
47 | 163 | const QColor& backgroundColor = this->renderPreferences.backgroundColor; |
46 | 164 | glClearColor( |
165 | static_cast<float>(backgroundColor.redF()), | |
166 | static_cast<float>(backgroundColor.greenF()), | |
167 | static_cast<float>(backgroundColor.blueF()), | |
168 | 1.0f); | |
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169 | gl::setShaderUniform(&this->shaders, "useLighting", GL_TRUE); |
46 | 170 | } |
171 | else | |
172 | { | |
173 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
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174 | gl::setShaderUniform(&this->shaders, "useLighting", GL_FALSE); |
46 | 175 | } |
53 | 176 | this->checkForGLErrors(); |
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177 | const QVector3D color = calcQVector3DFromQColor(this->renderPreferences.selectedColor); |
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178 | gl::setShaderUniform(&this->shaders, "selectedColor", color); |
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179 | gl::setShaderUniform(&this->shaders, "highlighted", this->highlighted.value); |
51 | 180 | this->checkForGLErrors(); |
26 | 181 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
182 | glEnable(GL_DEPTH_TEST); | |
183 | glEnable(GL_POLYGON_OFFSET_FILL); | |
184 | glPolygonOffset(1.0f, 1.0f); | |
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185 | glLineWidth(this->renderPreferences.lineThickness); |
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186 | const auto renderAllArrays = [this](){ |
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187 | // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. |
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188 | this->renderVao(gl::ArrayClass::Triangles); |
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189 | this->renderVao(gl::ArrayClass::Quads); |
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190 | this->renderVao(gl::ArrayClass::Lines); |
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191 | }; |
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192 | switch (this->renderPreferences.style) |
18 | 193 | { |
194 | case gl::RenderStyle::Normal: | |
37 | 195 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
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196 | renderAllArrays(); |
37 | 197 | break; |
18 | 198 | case gl::RenderStyle::BfcRedGreen: |
37 | 199 | glEnable(GL_CULL_FACE); |
200 | glCullFace(GL_BACK); | |
201 | this->setFragmentStyle(gl::FragmentStyle::BfcGreen); | |
202 | renderVao(gl::ArrayClass::Triangles); | |
203 | renderVao(gl::ArrayClass::Quads); | |
204 | glCullFace(GL_FRONT); | |
205 | this->setFragmentStyle(gl::FragmentStyle::BfcRed); | |
206 | renderVao(gl::ArrayClass::Triangles); | |
207 | renderVao(gl::ArrayClass::Quads); | |
208 | glDisable(GL_CULL_FACE); | |
209 | this->setFragmentStyle(gl::FragmentStyle::Normal); | |
210 | renderVao(gl::ArrayClass::Lines); | |
189
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211 | break; |
18 | 212 | case gl::RenderStyle::RandomColors: |
37 | 213 | this->setFragmentStyle(gl::FragmentStyle::RandomColors); |
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214 | renderAllArrays(); |
18 | 215 | break; |
46 | 216 | case gl::RenderStyle::PickScene: |
217 | glLineWidth(3.0f); | |
218 | this->setFragmentStyle(gl::FragmentStyle::Id); | |
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219 | renderAllArrays(); |
46 | 220 | break; |
119 | 221 | case gl::RenderStyle::VertexPickScene: |
222 | glLineWidth(1.0f); | |
223 | this->setFragmentStyle(gl::FragmentStyle::Black); | |
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224 | renderAllArrays(); |
119 | 225 | break; |
18 | 226 | case gl::RenderStyle::Wireframe: |
227 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
37 | 228 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
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229 | renderAllArrays(); |
18 | 230 | break; |
231 | } | |
37 | 232 | glDisable(GL_POLYGON_OFFSET_FILL); |
233 | } | |
234 | ||
235 | ||
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236 | void PartRenderer::updateViewMatrix() |
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237 | { |
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238 | // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior |
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239 | const float modelDistance = longestMeasure(this->boundingBox); |
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240 | const double z = 2.0 * std::exp(this->zoom) * (1 + static_cast<double>(modelDistance)); |
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241 | this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0}); |
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242 | gl::setShaderUniformMatrix(&this->shaders, "viewMatrix", this->viewMatrix); |
112 | 243 | Q_EMIT this->viewMatrixChanged(this->viewMatrix); |
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244 | } |
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245 | |
55 | 246 | void PartRenderer::updateModelMatrix() |
247 | { | |
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248 | this->modelMatrix = glm::mat4_cast(this->modelQuaternion); |
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249 | gl::setShaderUniformMatrix(&this->shaders, "modelMatrix", modelMatrix); |
112 | 250 | Q_EMIT this->modelMatrixChanged(this->modelMatrix); |
55 | 251 | this->update(); |
252 | } | |
253 | ||
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254 | void PartRenderer::build() |
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255 | { |
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256 | this->needBuild = true; |
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257 | } |
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258 | |
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259 | void PartRenderer::renderVao(const gl::ArrayClass arrayClass) |
26 | 260 | { |
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261 | gl::bindModelShaderVertexArray(&this->shaders, arrayClass); |
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262 | const std::size_t vertexCount = gl::vertexCount(&this->shaders, arrayClass); |
51 | 263 | this->checkForGLErrors(); |
26 | 264 | glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); |
51 | 265 | this->checkForGLErrors(); |
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266 | gl::releaseModelShaderVertexArray(&this->shaders, arrayClass); |
26 | 267 | this->checkForGLErrors(); |
268 | } | |
269 | ||
270 | void PartRenderer::checkForGLErrors() | |
271 | { | |
53 | 272 | gl::checkForGLErrors(this); |
273 | } | |
274 | ||
275 | void gl::checkForGLErrors(QWidget* parent) | |
276 | { | |
26 | 277 | GLenum glError; |
278 | QStringList errors; | |
279 | while ((glError = glGetError()) != GL_NO_ERROR) | |
21 | 280 | { |
100 | 281 | const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(gluErrorString(glError))); |
26 | 282 | errors.append(glErrorString); |
283 | } | |
284 | if (not errors.isEmpty()) | |
285 | { | |
53 | 286 | QMessageBox box{parent}; |
47 | 287 | box.setIcon(QMessageBox::Critical); |
53 | 288 | box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n"))); |
289 | box.setWindowTitle(QObject::tr("OpenGL error")); | |
47 | 290 | box.setStandardButtons(QMessageBox::Close); |
53 | 291 | box.button(QMessageBox::Close)->setText(QObject::tr("Damn it")); |
47 | 292 | box.exec(); |
21 | 293 | } |
17 | 294 | } |
295 | ||
296 | void PartRenderer::mouseMoveEvent(QMouseEvent* event) | |
297 | { | |
298 | const bool left = event->buttons() & Qt::LeftButton; | |
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299 | const QPoint move = event->pos() - this->lastMousePosition; |
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300 | this->totalMouseMove += move.manhattanLength(); |
17 | 301 | if (left and not move.isNull()) |
302 | { | |
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303 | // q_x is the rotation of the brick along the vertical y-axis, because turning the |
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304 | // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the |
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305 | // brick along the horizontal x-axis, which causes vertical rotation. |
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306 | const auto scalar = 0.006f; |
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307 | const float move_x = static_cast<float>(move.x()); |
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308 | const float move_y = static_cast<float>(move.y()); |
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309 | const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0}); |
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310 | const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0}); |
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311 | this->modelQuaternion = q_x * q_y * this->modelQuaternion; |
55 | 312 | this->updateModelMatrix(); |
17 | 313 | } |
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314 | this->lastMousePosition = event->pos(); |
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315 | for (RenderLayer* layer : this->activeRenderLayers) { |
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316 | layer->mouseMoved(event); |
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317 | } |
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318 | this->update(); |
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319 | } |
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320 | |
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321 | void PartRenderer::mousePressEvent(QMouseEvent* event) |
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322 | { |
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323 | this->totalMouseMove = 0; |
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324 | this->lastMousePosition = event->pos(); |
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325 | } |
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326 | |
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327 | void PartRenderer::mouseReleaseEvent(QMouseEvent* event) |
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328 | { |
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329 | if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) |
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330 | { |
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331 | for (RenderLayer* layer : this->activeRenderLayers) { |
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332 | layer->mouseClick(event); |
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333 | } |
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334 | this->update(); |
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335 | } |
17 | 336 | } |
18 | 337 | |
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338 | void PartRenderer::wheelEvent(QWheelEvent* event) |
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339 | { |
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340 | static constexpr double WHEEL_STEP = 1 / 1000.0; |
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341 | const double move = (-event->angleDelta().y()) * WHEEL_STEP; |
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342 | this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM); |
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343 | this->updateViewMatrix(); |
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344 | this->update(); |
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345 | } |
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346 | |
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347 | void PartRenderer::addRenderLayer(RenderLayer* layer) |
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348 | { |
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349 | this->activeRenderLayers.push_back(layer); |
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350 | layer->setRendererPointer(this); |
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351 | this->update(); |
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352 | } |
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353 | |
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354 | void PartRenderer::setLayerEnabled(RenderLayer* layer, bool enabled) |
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355 | { |
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356 | auto& from = enabled ? this->inactiveRenderLayers : this->activeRenderLayers; |
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357 | auto& to = enabled ? this->activeRenderLayers : this->inactiveRenderLayers; |
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358 | auto it = std::find(from.begin(), from.end(), layer); |
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359 | if (it != from.end()) { |
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360 | from.erase(it); |
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361 | to.push_back(layer); |
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362 | } |
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363 | } |
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364 | |
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365 | /** |
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366 | * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the |
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367 | * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind |
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368 | * the camera, no value is returned. |
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369 | * @param point 2D window co-ordinates to convert. |
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370 | * @param plane Plane to raycast against |
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371 | * @return world co-ordinates, or no value if the point is behind the camera. |
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372 | */ |
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373 | std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPointF& point, const Plane& plane) const |
55 | 374 | { |
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375 | const Line line = this->cameraLine(point); |
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376 | std::optional<glm::vec3> result; |
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377 | result = linePlaneIntersection(line, plane, 0.01f); |
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378 | // If the point lies behind the camera, do not return a result. |
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379 | if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0) |
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380 | { |
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381 | result.reset(); |
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382 | } |
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383 | return result; |
55 | 384 | } |
385 | ||
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386 | /** |
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387 | * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt |
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388 | * @param point Point to unproject |
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389 | * @return screen coordinates |
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390 | */ |
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391 | QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const |
55 | 392 | { |
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393 | const glm::vec3 projected = glm::project( |
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394 | point, |
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395 | this->viewMatrix * this->modelMatrix, |
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396 | this->projectionMatrix, |
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397 | this->viewportVector); |
60 | 398 | return toQPointF(glm::vec2{projected.x, this->height() - projected.y}); |
55 | 399 | } |
400 | ||
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401 | bool PartRenderer::isDark() const |
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402 | { |
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403 | return luma(this->renderPreferences.backgroundColor) < 0.25; |
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404 | } |
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405 | |
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406 | Line<3> PartRenderer::cameraLine(const QPointF& point) const |
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407 | { |
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408 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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409 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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410 | return lineFromPoints(p1, p2); |
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411 | } |
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412 | |
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413 | /** |
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414 | * @brief Unprojects the specified window coordinates to model coordinates |
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415 | * @param win Window coordinates to project. Z-coordinate indicates depth |
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416 | * @return model coordinates |
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417 | */ |
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418 | glm::vec3 PartRenderer::unproject(const glm::vec3& win) const |
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419 | { |
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420 | return glm::unProject( |
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421 | glm::vec3{win.x, this->height() - win.y, win.z}, |
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422 | this->viewMatrix * this->modelMatrix, |
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423 | this->projectionMatrix, |
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424 | viewportVector); |
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425 | } |
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426 | |
200 | 427 | ModelId PartRenderer::pick(QPoint where) |
47 | 428 | { |
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429 | // y is flipped, take that into account |
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430 | where.setY(this->height() - where.y()); |
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431 | // Since we are dealing with pixel data right from the framebuffer, its size |
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432 | // will be affected by High DPI scaling. We need to take this into account |
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433 | // and multiply the pixel positions by the screen pixel scaling factor. |
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434 | where *= this->devicePixelRatioF(); |
47 | 435 | const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; |
436 | this->renderPreferences.style = gl::RenderStyle::PickScene; | |
437 | this->makeCurrent(); | |
438 | this->renderScene(); | |
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439 | std::array<GLubyte, 3> data; |
51 | 440 | this->checkForGLErrors(); |
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441 | glfunc.glReadPixels(where.x(), where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
51 | 442 | this->checkForGLErrors(); |
47 | 443 | this->renderPreferences.style = oldRenderStyle; |
444 | this->update(); | |
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445 | return gl::idFromColor(data); |
47 | 446 | } |
447 | ||
37 | 448 | /** |
449 | * @brief Changes the color of rendered fragments | |
450 | * @param newFragmentStyle new fragment style to use | |
451 | */ | |
452 | void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle) | |
453 | { | |
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454 | gl::setShaderUniform(&this->shaders, "fragmentStyle", static_cast<int>(newFragmentStyle)); |
37 | 455 | } |
456 | ||
457 | /** | |
458 | * @brief Changes the way the scene is rendered | |
459 | * @param newStyle new render style to use | |
460 | */ | |
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461 | void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) |
18 | 462 | { |
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463 | bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; |
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464 | bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; |
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465 | this->renderPreferences = newPreferences; |
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466 | if (mainColorChanged or backgroundColorChanged) |
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467 | { |
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468 | this->build(); |
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469 | } |
112 | 470 | Q_EMIT this->renderPreferencesChanged(); |
18 | 471 | this->update(); |
472 | } | |
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473 | |
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474 | /** |
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475 | * @return the currently highlighted object |
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476 | */ |
200 | 477 | ModelId PartRenderer::getHighlightedObject() const |
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478 | { |
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479 | return this->highlighted; |
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480 | } |
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481 | |
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482 | void PartRenderer::setSelection(const QSet<ModelId>& selection) |
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483 | { |
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484 | Q_ASSERT(not selection.contains({0})); |
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485 | gl::setModelShaderSelectedObjects(&this->shaders, selection); |
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486 | this->update(); |
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487 | } |