src/gl/compiler.cpp

Fri, 06 Mar 2020 23:45:44 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Fri, 06 Mar 2020 23:45:44 +0200
changeset 72
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parent 53
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child 73
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permissions
-rw-r--r--

stretch the grid quadrilateral less, hopefully this makes fragments small enough even on integrated

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2018 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 #define GL_GLEXT_PROTOTYPES
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20 #include <GL/glu.h>
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21 #include <GL/glext.h>
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22 #include <QMessageBox>
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23 #include "gl/compiler.h"
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24 #include "documentmanager.h"
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25 #include "invert.h"
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26 #include "ring.h"
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27
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28 static const char* vertexShaderSource = R"(
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29 #version 330 core
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30
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31 layout(location=0) in vec3 position;
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32 layout(location=1) in vec4 color;
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33 layout(location=2) in vec3 normal;
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34 layout(location=3) in int id;
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35 layout(location=4) in int selected;
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36 out vec4 vColor;
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37 out vec3 vFragPos;
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38 out vec3 vNormal;
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39 uniform mat4 modelMatrix;
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40 uniform mat4 viewMatrix;
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41 uniform mat4 projectionMatrix;
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42 uniform int fragmentStyle;
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43 uniform vec3 selectedColor;
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44 uniform int highlighted;
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45
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46 const int FRAGSTYLE_Normal = 0;
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47 const int FRAGSTYLE_BfcGreen = 1;
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48 const int FRAGSTYLE_BfcRed = 2;
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49 const int FRAGSTYLE_Random = 3;
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50 const int FRAGSTYLE_Id = 4;
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51
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52 void main()
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53 {
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54 mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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55 vNormal = normalize(normalMatrix * normal);
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56 if (fragmentStyle == FRAGSTYLE_Id)
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57 {
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58 /* Calculate a color based from this index. This method caters for
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59 * 16777216 objects. I don't think that will be exceeded anytime soon.
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60 */
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61 int r = (id / 0x10000) % 0x100;
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62 int g = (id / 0x100) % 0x100;
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63 int b = id % 0x100;
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64 vColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
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65 }
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66 else if (selected == 1)
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67 {
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68 vColor = vec4(selectedColor, 1.0);
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69 }
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70 else
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71 {
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72 if (fragmentStyle == FRAGSTYLE_BfcGreen)
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73 {
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74 vColor = vec4(0.2, 0.9, 0.2, 1.0);
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75 }
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76 else if (fragmentStyle == FRAGSTYLE_BfcRed)
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77 {
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78 vColor = vec4(0.9, 0.2, 0.2, 1.0);
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79 }
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80 else
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81 {
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82 vColor = color;
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83 }
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84 if (highlighted == id)
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85 {
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86 vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6;
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87 }
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88 }
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89
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90 vFragPos = vec3(modelMatrix * vec4(position, 1.0));
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91 gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0);
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92 }
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93 )";
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94
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95 static const char* fragmentShaderSource = R"(
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96 #version 330 core
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97
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98 in vec4 vColor;
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99 in vec3 vFragPos;
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100 in vec3 vNormal;
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101 out vec4 fColor;
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102 const vec3 lightPos = vec3(0.5, 0.5, 0.5);
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103 const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
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104 const float ambientStrength = 0.7;
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105 uniform bool useLighting;
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106
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107 void main()
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108 {
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109 if (useLighting)
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110 {
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111 vec4 ambient = ambientStrength * lightColor;
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112 vec3 lightDirection = normalize(lightPos - vFragPos);
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113 vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor;
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114 fColor = (ambient + diffuse) * vColor;
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115 }
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116 else
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117 {
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118 fColor = vColor;
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119 }
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120 }
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121 )";
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122
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123 gl::Compiler::Compiler(const ldraw::ColorTable& colorTable, QObject* parent) :
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124 QObject{parent},
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125 colorTable{colorTable}
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126 {
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127 }
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128
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129 gl::Compiler::~Compiler()
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130 {
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131 }
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132
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133 void gl::buildShaders(
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134 QOpenGLShaderProgram* shaderProgram,
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135 const char* vertexShaderSource,
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136 const char* fragmentShaderSource)
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137 {
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138 shaderProgram->create();
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139 const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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140 QString log;
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141 if (not vertexShaderCompiled)
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142 {
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143 log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log();
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144 }
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145 const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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146 if (not fragmentShaderCompiled)
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147 {
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148 log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log();
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149 }
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150 if (not vertexShaderCompiled or not fragmentShaderCompiled)
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151 {
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152 QMessageBox::critical(
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153 nullptr,
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154 QObject::tr("Shader compile error"),
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155 QObject::tr("Could not compile shaders.") + "\n" + log);
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156 std::exit(-1);
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157 }
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158 const bool linkSuccessful = shaderProgram->link();
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159 if (not linkSuccessful)
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160 {
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161 QMessageBox::critical(
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162 nullptr,
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163 QObject::tr("Shader link error"),
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164 QObject::tr("Could not link shaders: %1").arg(shaderProgram->log())
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165 );
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166 }
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167 }
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168
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169 void gl::Compiler::initialize()
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170 {
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171 if (not this->initialized)
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172 {
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173 this->initializeOpenGLFunctions();
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174 for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1)
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175 {
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176 auto& object = this->glObjects[i];
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177 object.program = new QOpenGLShaderProgram;
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178 gl::buildShaders(object.program, ::vertexShaderSource, ::fragmentShaderSource);
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179 object.program->bind();
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180 object.buffer.create();
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181 object.buffer.bind();
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182 object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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183 object.vertexArray.create();
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184 object.vertexArray.bind();
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185 for (int k : {0, 1, 2, 3, 4})
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186 {
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187 object.program->enableAttributeArray(k);
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188 }
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189 constexpr int stride = sizeof(gl::Vertex);
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190 object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(gl::Vertex, position), 3, stride);
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191 object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(gl::Vertex, color), 4, stride);
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192 object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(gl::Vertex, normal), 3, stride);
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193 glVertexAttribIPointer(3, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(gl::Vertex, id)));
51
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194 glVertexAttribIPointer(4, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(gl::Vertex, selected)));
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195 object.vertexArray.release();
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196 object.buffer.release();
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197 object.program->release();
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198 }
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199 this->initialized = true;
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200 }
19
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201 }
21
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202
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203 void gl::Compiler::build(Model* model, DocumentManager* context, const gl::RenderPreferences& preferences)
21
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204 {
22
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205 this->boundingBox = {};
34
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206 std::vector<gl::Vertex> vboData[gl::NUM_ARRAY_CLASSES];
21
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207 const std::vector<gl::Polygon> polygons = model->getPolygons(context);
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208 for (const gl::Polygon& polygon : polygons)
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209 {
39
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210 this->buildPolygon(polygon, vboData, preferences);
21
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211 }
26
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212 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1)
21
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213 {
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diff changeset
214 auto& buffer = this->glObjects[arrayId].buffer;
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215 auto& vector = vboData[arrayId];
34
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diff changeset
216 this->storedVertexCounts[arrayId] = vector.size();
51
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diff changeset
217 this->glObjects[arrayId].cachedData = vector; // todo: get rid of this copy
27
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218 buffer.bind();
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diff changeset
219 buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0]));
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diff changeset
220 buffer.release();
21
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221 }
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222 }
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223
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224 gl::ArrayClass classifyPolygon(const gl::Polygon& polygon)
21
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225 {
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226 switch (polygon.type)
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227 {
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228 case gl::Polygon::EdgeLine:
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229 return gl::ArrayClass::Lines;
21
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230 case gl::Polygon::Triangle:
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231 return gl::ArrayClass::Triangles;
21
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232 case gl::Polygon::Quadrilateral:
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233 return gl::ArrayClass::Quads;
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234 case gl::Polygon::ConditionalEdge:
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235 return gl::ArrayClass::ConditionalLines;
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236 }
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237 return gl::ArrayClass::Lines;
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238 }
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239
47
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diff changeset
240 ldraw::Id gl::Compiler::idFromColor(const std::array<GLbyte, 3>& data)
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241 {
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242 return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]};
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243 }
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244
39
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diff changeset
245 void gl::Compiler::buildPolygon(
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diff changeset
246 gl::Polygon polygon,
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diff changeset
247 std::vector<gl::Vertex>* vboData,
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diff changeset
248 const gl::RenderPreferences& preferences)
21
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249 {
26
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250 const gl::ArrayClass vboClass = classifyPolygon(polygon);
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251 std::vector<gl::Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)];
21
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252 auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices());
34
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diff changeset
253 reserveMore(vertexBuffer, polygon.numPolygonVertices());
39
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diff changeset
254 const QColor color = this->getColorForPolygon(polygon, preferences);
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255 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1)
21
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diff changeset
256 {
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diff changeset
257 const glm::vec3& v1 = vertexRing[i - 1];
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258 const glm::vec3& v2 = vertexRing[i];
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259 const glm::vec3& v3 = vertexRing[i + 1];
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diff changeset
260 this->boundingBox.consider(polygon.vertices[i]);
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diff changeset
261 gl::Vertex& vertex = vertexBuffer.emplace_back();
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diff changeset
262 vertex.position = polygon.vertices[i];
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263 vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2));
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diff changeset
264 vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()};
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diff changeset
265 vertex.id = polygon.id.value;
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266 }
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267 }
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268
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diff changeset
269 QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences)
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270 {
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271 QColor color;
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272 // For normal colors, use the polygon's color.
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273 if (polygon.color == ldraw::mainColor)
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274 {
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diff changeset
275 color = preferences.mainColor;
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276 }
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277 else if (polygon.color == ldraw::edgeColor)
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278 {
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diff changeset
279 // Edge color is black, unless we have a dark background, in which case lines need to be bright.
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diff changeset
280 color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white;
21
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281 }
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282 else
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283 {
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284 // Not main or edge color, use the polygon's color as is.
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285 color = this->colorTable[polygon.color].faceColor;
21
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286 }
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287 return color;
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288 }
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289
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diff changeset
290 glm::vec3 gl::Compiler::modelCenter() const
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291 {
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292 return boxCenter(this->boundingBox);
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293 }
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294
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295 double gl::Compiler::modelDistance() const
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296 {
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297 return static_cast<double>(longestMeasure(this->boundingBox));
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298 }
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299
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300 void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass)
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301 {
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302 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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303 object.vertexArray.bind();
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304 object.program->bind();
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305 }
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306
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307 void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass)
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308 {
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309 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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310 object.program->release();
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311 object.vertexArray.release();
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312 }
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313
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314 void gl::Compiler::setSelectedObjects(const QSet<ldraw::Id> ids)
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315 {
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316 for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1)
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317 {
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318 auto& vector = this->glObjects[i].cachedData;
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319 for (gl::Vertex& vertex : vector)
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320 {
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321 vertex.selected = (ids.contains({vertex.id})) ? 1 : 0;
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322 }
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323 const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]);
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324 this->glObjects[i].buffer.bind();
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325 glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data());
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326 }
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327 }
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328
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329 std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const
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330 {
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331 return this->storedVertexCounts[static_cast<int>(arrayClass)];
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332 }

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