Wed, 25 May 2022 12:01:58 +0300
cleanup, gl::Compiler changed to gl::ModelShaders
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> | |
100 | 21 | #include <GL/glu.h> |
17 | 22 | #include <QMouseEvent> |
26 | 23 | #include <QMessageBox> |
47 | 24 | #include <QAbstractButton> |
55 | 25 | #include "geometry.h" |
17 | 26 | #include "partrenderer.h" |
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27 | #include "model.h" |
17 | 28 | |
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29 | static constexpr double MIN_ZOOM = -3.0; |
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30 | static constexpr double MAX_ZOOM = 3.0; |
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31 | QOpenGLFunctions glfunc; |
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32 | |
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33 | PartRenderer::PartRenderer( |
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34 | Model* model, |
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35 | DocumentManager* documents, |
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36 | const ldraw::ColorTable& colorTable, |
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37 | QWidget* parent) : |
21 | 38 | QOpenGLWidget{parent}, |
39 | model{model}, | |
40 | documents{documents}, | |
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41 | colorTable{colorTable} |
17 | 42 | { |
43 | this->setMouseTracking(true); | |
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44 | connect(model, &Model::rowsInserted, [&]{ |
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45 | this->needBuild = true; |
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46 | }); |
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47 | connect(model, &Model::rowsRemoved, [&]{ this->needBuild = true; }); |
17 | 48 | } |
49 | ||
26 | 50 | PartRenderer::~PartRenderer() |
51 | { | |
52 | } | |
53 | ||
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54 | static QVector3D calcQVector3DFromQColor(const QColor& color) |
53 | 55 | { |
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56 | return { |
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57 | toFloat(color.redF()), |
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58 | toFloat(color.greenF()), |
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59 | toFloat(color.blueF()), |
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60 | }; |
53 | 61 | } |
62 | ||
17 | 63 | void PartRenderer::initializeGL() |
64 | { | |
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65 | ::glfunc.initializeOpenGLFunctions(); |
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66 | if (glGetError() != GL_NO_ERROR) |
17 | 67 | { |
68 | abort(); | |
69 | } | |
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70 | gl::initializeModelShaders(&this->shaders); |
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71 | connect(this->model, &Model::dataChanged, this, &PartRenderer::build); |
17 | 72 | this->initialized = true; |
32 | 73 | this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0}); |
74 | this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0}); | |
55 | 75 | this->updateModelMatrix(); |
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76 | this->updateViewMatrix(); |
30 | 77 | this->update(); |
17 | 78 | } |
79 | ||
80 | void PartRenderer::resizeGL(int width, int height) | |
81 | { | |
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82 | this->viewportVector = {0, 0, width, height}; |
28 | 83 | glViewport(0, 0, width, height); |
84 | this->projectionMatrix = glm::perspective( | |
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85 | glm::radians(45.0f), |
28 | 86 | static_cast<float>(width) / static_cast<float>(height), |
87 | 0.1f, | |
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88 | 10000.f); |
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89 | gl::setShaderUniformMatrix(&this->shaders, "projectionMatrix", this->projectionMatrix); |
112 | 90 | Q_EMIT projectionMatrixChanged(this->projectionMatrix); |
17 | 91 | } |
92 | ||
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93 | static constexpr GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) |
21 | 94 | { |
95 | switch (vboClass) | |
96 | { | |
26 | 97 | case gl::ArrayClass::Lines: |
98 | case gl::ArrayClass::ConditionalLines: | |
21 | 99 | return GL_LINES; |
26 | 100 | case gl::ArrayClass::Triangles: |
21 | 101 | return GL_TRIANGLES; |
26 | 102 | case gl::ArrayClass::Quads: |
21 | 103 | return GL_QUADS; |
104 | } | |
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105 | throw std::runtime_error{"bad value for vboClass"}; |
21 | 106 | } |
107 | ||
17 | 108 | void PartRenderer::paintGL() |
109 | { | |
47 | 110 | glEnable(GL_DEPTH_TEST); |
111 | glShadeModel(GL_SMOOTH); | |
112 | this->renderScene(); | |
113 | } | |
114 | ||
115 | void PartRenderer::renderScene() | |
116 | { | |
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117 | if (this->needBuild) |
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118 | { |
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119 | gl::build(&this->shaders, this->model, this->colorTable, this->documents, this->renderPreferences); |
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120 | this->boundingBox = gl::boundingBoxForModel(this->model, this->documents); |
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121 | this->needBuild = false; |
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122 | } |
53 | 123 | this->checkForGLErrors(); |
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124 | if (true |
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125 | and this->renderPreferences.lineAntiAliasing |
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126 | and this->renderPreferences.style != gl::RenderStyle::PickScene |
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127 | ) { |
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128 | glEnable(GL_LINE_SMOOTH); |
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129 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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130 | } |
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131 | else { |
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132 | glDisable(GL_LINE_SMOOTH); |
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133 | } |
46 | 134 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
135 | { | |
47 | 136 | const QColor& backgroundColor = this->renderPreferences.backgroundColor; |
46 | 137 | glClearColor( |
138 | static_cast<float>(backgroundColor.redF()), | |
139 | static_cast<float>(backgroundColor.greenF()), | |
140 | static_cast<float>(backgroundColor.blueF()), | |
141 | 1.0f); | |
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142 | gl::setShaderUniform(&this->shaders, "useLighting", GL_TRUE); |
46 | 143 | } |
144 | else | |
145 | { | |
146 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
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147 | gl::setShaderUniform(&this->shaders, "useLighting", GL_FALSE); |
46 | 148 | } |
53 | 149 | this->checkForGLErrors(); |
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150 | const QVector3D color = calcQVector3DFromQColor(this->renderPreferences.selectedColor); |
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151 | gl::setShaderUniform(&this->shaders, "selectedColor", color); |
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152 | gl::setShaderUniform(&this->shaders, "highlighted", this->highlighted.value); |
51 | 153 | this->checkForGLErrors(); |
26 | 154 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
155 | glEnable(GL_DEPTH_TEST); | |
156 | glEnable(GL_POLYGON_OFFSET_FILL); | |
157 | glPolygonOffset(1.0f, 1.0f); | |
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158 | glLineWidth(this->renderPreferences.lineThickness); |
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159 | const auto renderAllArrays = [this](){ |
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160 | // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. |
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161 | this->renderVao(gl::ArrayClass::Triangles); |
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162 | this->renderVao(gl::ArrayClass::Quads); |
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163 | this->renderVao(gl::ArrayClass::Lines); |
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164 | }; |
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165 | switch (this->renderPreferences.style) |
18 | 166 | { |
167 | case gl::RenderStyle::Normal: | |
37 | 168 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
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169 | renderAllArrays(); |
37 | 170 | break; |
18 | 171 | case gl::RenderStyle::BfcRedGreen: |
37 | 172 | glEnable(GL_CULL_FACE); |
173 | glCullFace(GL_BACK); | |
174 | this->setFragmentStyle(gl::FragmentStyle::BfcGreen); | |
175 | renderVao(gl::ArrayClass::Triangles); | |
176 | renderVao(gl::ArrayClass::Quads); | |
177 | glCullFace(GL_FRONT); | |
178 | this->setFragmentStyle(gl::FragmentStyle::BfcRed); | |
179 | renderVao(gl::ArrayClass::Triangles); | |
180 | renderVao(gl::ArrayClass::Quads); | |
181 | glDisable(GL_CULL_FACE); | |
182 | this->setFragmentStyle(gl::FragmentStyle::Normal); | |
183 | renderVao(gl::ArrayClass::Lines); | |
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184 | break; |
18 | 185 | case gl::RenderStyle::RandomColors: |
37 | 186 | this->setFragmentStyle(gl::FragmentStyle::RandomColors); |
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187 | renderAllArrays(); |
18 | 188 | break; |
46 | 189 | case gl::RenderStyle::PickScene: |
190 | glLineWidth(3.0f); | |
191 | this->setFragmentStyle(gl::FragmentStyle::Id); | |
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192 | renderAllArrays(); |
46 | 193 | break; |
119 | 194 | case gl::RenderStyle::VertexPickScene: |
195 | glLineWidth(1.0f); | |
196 | this->setFragmentStyle(gl::FragmentStyle::Black); | |
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197 | renderAllArrays(); |
119 | 198 | break; |
18 | 199 | case gl::RenderStyle::Wireframe: |
200 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
37 | 201 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
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202 | renderAllArrays(); |
18 | 203 | break; |
204 | } | |
37 | 205 | glDisable(GL_POLYGON_OFFSET_FILL); |
206 | } | |
207 | ||
208 | ||
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209 | void PartRenderer::updateViewMatrix() |
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210 | { |
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211 | // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior |
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212 | const float modelDistance = longestMeasure(this->boundingBox); |
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213 | const double z = 2.0 * std::exp(this->zoom) * (1 + static_cast<double>(modelDistance)); |
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214 | this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0}); |
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215 | gl::setShaderUniformMatrix(&this->shaders, "viewMatrix", this->viewMatrix); |
112 | 216 | Q_EMIT this->viewMatrixChanged(this->viewMatrix); |
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217 | } |
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218 | |
55 | 219 | void PartRenderer::updateModelMatrix() |
220 | { | |
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221 | this->modelMatrix = glm::mat4_cast(this->modelQuaternion); |
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222 | gl::setShaderUniformMatrix(&this->shaders, "modelMatrix", modelMatrix); |
112 | 223 | Q_EMIT this->modelMatrixChanged(this->modelMatrix); |
55 | 224 | this->update(); |
225 | } | |
226 | ||
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227 | void PartRenderer::build() |
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228 | { |
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229 | this->needBuild = true; |
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230 | } |
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231 | |
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232 | void PartRenderer::renderVao(const gl::ArrayClass arrayClass) |
26 | 233 | { |
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234 | gl::bindModelShaderVertexArray(&this->shaders, arrayClass); |
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235 | const std::size_t vertexCount = gl::vertexCount(&this->shaders, arrayClass); |
51 | 236 | this->checkForGLErrors(); |
26 | 237 | glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); |
51 | 238 | this->checkForGLErrors(); |
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239 | gl::releaseModelShaderVertexArray(&this->shaders, arrayClass); |
26 | 240 | this->checkForGLErrors(); |
241 | } | |
242 | ||
243 | void PartRenderer::checkForGLErrors() | |
244 | { | |
53 | 245 | gl::checkForGLErrors(this); |
246 | } | |
247 | ||
248 | void gl::checkForGLErrors(QWidget* parent) | |
249 | { | |
26 | 250 | GLenum glError; |
251 | QStringList errors; | |
252 | while ((glError = glGetError()) != GL_NO_ERROR) | |
21 | 253 | { |
100 | 254 | const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(gluErrorString(glError))); |
26 | 255 | errors.append(glErrorString); |
256 | } | |
257 | if (not errors.isEmpty()) | |
258 | { | |
53 | 259 | QMessageBox box{parent}; |
47 | 260 | box.setIcon(QMessageBox::Critical); |
53 | 261 | box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n"))); |
262 | box.setWindowTitle(QObject::tr("OpenGL error")); | |
47 | 263 | box.setStandardButtons(QMessageBox::Close); |
53 | 264 | box.button(QMessageBox::Close)->setText(QObject::tr("Damn it")); |
47 | 265 | box.exec(); |
21 | 266 | } |
17 | 267 | } |
268 | ||
269 | void PartRenderer::mouseMoveEvent(QMouseEvent* event) | |
270 | { | |
271 | const bool left = event->buttons() & Qt::LeftButton; | |
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272 | const QPoint move = event->pos() - this->lastMousePosition; |
17 | 273 | if (left and not move.isNull()) |
274 | { | |
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275 | // q_x is the rotation of the brick along the vertical y-axis, because turning the |
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276 | // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the |
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277 | // brick along the horizontal x-axis, which causes vertical rotation. |
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278 | const auto scalar = 0.006f; |
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279 | const float move_x = static_cast<float>(move.x()); |
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280 | const float move_y = static_cast<float>(move.y()); |
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281 | const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0}); |
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282 | const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0}); |
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283 | this->modelQuaternion = q_x * q_y * this->modelQuaternion; |
55 | 284 | this->updateModelMatrix(); |
17 | 285 | } |
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286 | this->lastMousePosition = event->pos(); |
17 | 287 | } |
18 | 288 | |
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289 | void PartRenderer::wheelEvent(QWheelEvent* event) |
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290 | { |
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291 | static constexpr double WHEEL_STEP = 1 / 1000.0; |
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292 | const double move = (-event->angleDelta().y()) * WHEEL_STEP; |
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293 | this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM); |
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294 | this->updateViewMatrix(); |
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295 | this->update(); |
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296 | } |
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297 | |
58
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298 | /** |
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299 | * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the |
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300 | * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind |
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301 | * the camera, no value is returned. |
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302 | * @param point 2D window co-ordinates to convert. |
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303 | * @param plane Plane to raycast against |
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304 | * @return world co-ordinates, or no value if the point is behind the camera. |
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305 | */ |
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306 | std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) const |
55 | 307 | { |
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308 | const geom::Line line = this->cameraLine(point); |
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309 | std::optional<glm::vec3> result; |
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310 | result = geom::linePlaneIntersection(line, plane, 0.01f); |
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311 | // If the point lies behind the camera, do not return a result. |
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312 | if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0) |
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313 | { |
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314 | result.reset(); |
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315 | } |
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316 | return result; |
55 | 317 | } |
318 | ||
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319 | /** |
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320 | * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt |
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321 | * @param point Point to unproject |
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322 | * @return screen coordinates |
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323 | */ |
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324 | QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const |
55 | 325 | { |
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326 | const glm::vec3 projected = glm::project( |
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327 | point, |
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328 | this->viewMatrix * glm::mat4_cast(this->modelQuaternion), |
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329 | this->projectionMatrix, |
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330 | this->viewportVector); |
60 | 331 | return toQPointF(glm::vec2{projected.x, this->height() - projected.y}); |
55 | 332 | } |
333 | ||
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334 | geom::Line<3> PartRenderer::cameraLine(const QPoint& point) const |
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335 | { |
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336 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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337 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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338 | return geom::lineFromPoints(p1, p2); |
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339 | } |
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340 | |
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341 | /** |
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342 | * @brief Unprojects the specified window coordinates to model coordinates |
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343 | * @param win Window coordinates to project. Z-coordinate indicates depth |
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344 | * @return model coordinates |
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345 | */ |
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346 | glm::vec3 PartRenderer::unproject(const glm::vec3& win) const |
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347 | { |
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348 | return glm::unProject( |
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349 | glm::vec3{win.x, this->height() - win.y, win.z}, |
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350 | this->viewMatrix * glm::mat4_cast(this->modelQuaternion), |
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351 | this->projectionMatrix, |
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352 | viewportVector); |
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353 | } |
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354 | |
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355 | ldraw::id_t PartRenderer::pick(const QPoint& where) |
47 | 356 | { |
357 | const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; | |
358 | this->renderPreferences.style = gl::RenderStyle::PickScene; | |
359 | this->makeCurrent(); | |
360 | this->renderScene(); | |
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361 | std::array<GLubyte, 3> data; |
51 | 362 | this->checkForGLErrors(); |
47 | 363 | glReadPixels(where.x(), this->height() - where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
51 | 364 | this->checkForGLErrors(); |
47 | 365 | this->renderPreferences.style = oldRenderStyle; |
366 | this->update(); | |
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367 | return gl::idFromColor(data); |
47 | 368 | } |
369 | ||
37 | 370 | /** |
371 | * @brief Changes the color of rendered fragments | |
372 | * @param newFragmentStyle new fragment style to use | |
373 | */ | |
374 | void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle) | |
375 | { | |
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376 | gl::setShaderUniform(&this->shaders, "fragmentStyle", static_cast<int>(newFragmentStyle)); |
37 | 377 | } |
378 | ||
379 | /** | |
380 | * @brief Changes the way the scene is rendered | |
381 | * @param newStyle new render style to use | |
382 | */ | |
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383 | void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) |
18 | 384 | { |
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385 | bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; |
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386 | bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; |
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387 | this->renderPreferences = newPreferences; |
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388 | if (mainColorChanged or backgroundColorChanged) |
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389 | { |
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390 | this->build(); |
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391 | } |
112 | 392 | Q_EMIT this->renderPreferencesChanged(); |
18 | 393 | this->update(); |
394 | } | |
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395 | |
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396 | /** |
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397 | * @return the currently highlighted object |
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398 | */ |
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399 | ldraw::id_t PartRenderer::getHighlightedObject() const |
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400 | { |
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401 | return this->highlighted; |
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402 | } |