Mon, 09 Mar 2020 22:12:50 +0200
finished splitQuadrilateral theoretically (untested)
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 | ||
19 | #pragma once | |
20 | #include <QColor> | |
53 | 21 | #include <QOpenGLBuffer> |
19 | 22 | #include <QOpenGLFunctions> |
53 | 23 | #include <QOpenGLShader> |
24 | #include <QOpenGLShaderProgram> | |
25 | #include <QOpenGLVertexArrayObject> | |
26 | #include <glm/gtc/type_ptr.hpp> | |
19 | 27 | #include "basics.h" |
28 | #include "colors.h" | |
29 | ||
30 | namespace gl | |
31 | { | |
32 | struct Polygon; | |
53 | 33 | class ShaderProgram; |
34 | ||
35 | void buildShaders( | |
36 | QOpenGLShaderProgram* shaderProgram, | |
37 | const char* vertexShaderSource, | |
38 | const char* fragmentShaderSource); | |
39 | void checkForGLErrors(QWidget* parent); | |
55 | 40 | inline glm::vec3 colorToVector3(const QColor& color) |
41 | { | |
42 | return {toFloat(color.redF()), toFloat(color.greenF()), toFloat(color.blueF())}; | |
43 | } | |
44 | inline glm::vec4 colorToVector4(const QColor& color) | |
45 | { | |
46 | return {gl::colorToVector3(color), toFloat(color.alphaF())}; | |
47 | } | |
19 | 48 | } |
49 | ||
53 | 50 | class gl::ShaderProgram : public QOpenGLShaderProgram |
51 | { | |
52 | public: | |
53 | using QOpenGLShaderProgram::QOpenGLShaderProgram; | |
54 | // for some reason I cannot overload setUniformValue properly with this template thing | |
55 | template<typename Float, glm::qualifier Prec> | |
56 | void setUniformMatrix(const char* uniformName, const glm::mat<4, 4, Float, Prec>& value) | |
57 | { | |
58 | const float (*array)[4][4] = reinterpret_cast<const float(*)[4][4]>(glm::value_ptr(value)); | |
59 | this->setUniformValue(uniformName, *array); | |
60 | } | |
55 | 61 | template<typename Float, glm::qualifier Prec> |
62 | void setUniformVector(const char* uniformName, const glm::vec<4, Float, Prec>& value) | |
53 | 63 | { |
55 | 64 | this->setUniformValue(uniformName, value.x, value.y, value.z, value.w); |
53 | 65 | } |
66 | }; | |
67 | ||
19 | 68 | struct gl::Polygon |
69 | { | |
70 | enum Type : qint8 | |
71 | { | |
72 | EdgeLine, | |
73 | Triangle, | |
74 | Quadrilateral, | |
75 | ConditionalEdge | |
76 | }; | |
77 | Type type; | |
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78 | glm::vec3 vertices[4]; |
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79 | ldraw::Color color; |
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80 | ldraw::id_t id; |
19 | 81 | |
82 | /** | |
83 | * @return amount of vertices used for geometry | |
84 | */ | |
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85 | inline unsigned int numPolygonVertices() const |
19 | 86 | { |
87 | if (type == Type::ConditionalEdge) | |
88 | return 2; | |
89 | else | |
90 | return numVertices(); | |
91 | } | |
92 | ||
93 | /** | |
94 | * @return amount of vertices | |
95 | */ | |
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96 | inline unsigned int numVertices() const |
19 | 97 | { |
98 | switch (type) | |
99 | { | |
100 | case Type::EdgeLine: | |
101 | return 2; | |
102 | case Type::Triangle: | |
103 | return 3; | |
104 | case Type::ConditionalEdge: | |
105 | case Type::Quadrilateral: | |
106 | return 4; | |
107 | } | |
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108 | return 0; |
19 | 109 | } |
110 | }; | |
111 | ||
112 | Q_DECLARE_METATYPE(gl::Polygon) | |
113 | ||
114 | namespace gl | |
115 | { | |
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116 | inline Polygon edgeLine(const glm::vec3& v_1, const glm::vec3& v_2, ldraw::Color color, ldraw::id_t id) |
19 | 117 | { |
21 | 118 | return {Polygon::EdgeLine, {v_1, v_2}, color, id}; |
19 | 119 | } |
120 | ||
21 | 121 | inline Polygon triangle( |
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122 | const glm::vec3& v_1, |
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123 | const glm::vec3& v_2, |
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124 | const glm::vec3& v_3, |
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125 | ldraw::Color color, |
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126 | ldraw::id_t id) |
19 | 127 | { |
21 | 128 | return {Polygon::Triangle, {v_1, v_2, v_3}, color, id}; |
19 | 129 | } |
130 | ||
131 | inline Polygon quadrilateral( | |
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132 | const glm::vec3& v_1, |
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133 | const glm::vec3& v_2, |
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134 | const glm::vec3& v_3, |
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135 | const glm::vec3& v_4, |
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136 | ldraw::Color color, |
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137 | ldraw::id_t id) |
19 | 138 | { |
21 | 139 | return {Polygon::Quadrilateral, {v_1, v_2, v_3, v_4}, color, id}; |
19 | 140 | } |
141 | ||
142 | inline Polygon conditionalEdge( | |
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143 | const glm::vec3& v_1, |
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144 | const glm::vec3& v_2, |
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145 | const glm::vec3& control_1, |
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146 | const glm::vec3& control_2, |
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147 | ldraw::Color color, |
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148 | ldraw::id_t id) |
19 | 149 | { |
21 | 150 | return {Polygon::ConditionalEdge, {v_1, v_2, control_1, control_2}, color, id}; |
19 | 151 | } |
152 | ||
153 | // Vbo names | |
26 | 154 | enum class ArrayClass : std::uint8_t |
19 | 155 | { |
156 | Lines, | |
157 | Triangles, | |
158 | Quads, | |
159 | ConditionalLines | |
160 | }; | |
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161 | |
26 | 162 | constexpr ArrayClass ARRAY_CLASSES[] = {ArrayClass::Lines, ArrayClass::Triangles, ArrayClass::Quads, ArrayClass::ConditionalLines}; |
163 | constexpr int NUM_ARRAY_CLASSES = countof(ARRAY_CLASSES); | |
19 | 164 | |
165 | enum class RenderStyle | |
166 | { | |
167 | Normal, | |
168 | Wireframe, | |
169 | BfcRedGreen, | |
46 | 170 | RandomColors, |
171 | PickScene | |
19 | 172 | }; |
37 | 173 | |
174 | // These are also defined in shaders | |
175 | enum class FragmentStyle | |
176 | { | |
177 | Normal = 0, | |
178 | BfcGreen = 1, | |
179 | BfcRed = 2, | |
180 | RandomColors = 3, | |
46 | 181 | Id = 4, |
37 | 182 | }; |
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183 | |
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184 | // User options for rendering |
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185 | struct RenderPreferences |
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186 | { |
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187 | gl::RenderStyle style = gl::RenderStyle::Normal; |
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188 | QColor mainColor{255, 255, 64}; |
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189 | QColor backgroundColor{48, 48, 48}; |
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190 | QColor selectedColor{32, 32, 255}; |
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191 | GLfloat lineThickness = 2.0f; |
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192 | bool lineAntiAliasing = true; |
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193 | }; |
19 | 194 | } |