Sat, 29 Feb 2020 23:51:03 +0200
document the grid snapping transformations
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 | ||
26 | 19 | #include <GL/glut.h> |
28 | 20 | #include <glm/ext/matrix_transform.hpp> |
21 | #include <glm/ext/matrix_clip_space.hpp> | |
17 | 22 | #include <QMouseEvent> |
26 | 23 | #include <QMessageBox> |
47 | 24 | #include <QAbstractButton> |
55 | 25 | #include "geometry.h" |
17 | 26 | #include "partrenderer.h" |
27 | ||
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28 | PartRenderer::PartRenderer( |
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29 | Model* model, |
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30 | DocumentManager* documents, |
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31 | const ldraw::ColorTable& colorTable, |
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32 | QWidget* parent) : |
21 | 33 | QOpenGLWidget{parent}, |
34 | model{model}, | |
35 | documents{documents}, | |
26 | 36 | colorTable{colorTable}, |
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37 | compiler{new gl::Compiler{this->colorTable, this}} |
17 | 38 | { |
39 | this->setMouseTracking(true); | |
40 | } | |
41 | ||
26 | 42 | PartRenderer::~PartRenderer() |
43 | { | |
44 | } | |
45 | ||
53 | 46 | static QVector3D vec3FromQColor(const QColor& color) |
47 | { | |
61
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48 | return { |
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49 | toFloat(color.redF()), |
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50 | toFloat(color.greenF()), |
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51 | toFloat(color.blueF()), |
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52 | }; |
53 | 53 | } |
54 | ||
17 | 55 | void PartRenderer::initializeGL() |
56 | { | |
57 | this->initializeOpenGLFunctions(); | |
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58 | if (glGetError() != GL_NO_ERROR) |
17 | 59 | { |
60 | abort(); | |
61 | } | |
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62 | this->compiler->initialize(); |
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63 | this->compiler->build(this->model, this->documents, this->renderPreferences); |
17 | 64 | this->initialized = true; |
32 | 65 | this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0}); |
66 | this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0}); | |
55 | 67 | this->setupBackgroundColor(); |
68 | this->updateModelMatrix(); | |
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69 | this->updateViewMatrix(); |
30 | 70 | this->update(); |
17 | 71 | } |
72 | ||
73 | void PartRenderer::resizeGL(int width, int height) | |
74 | { | |
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75 | this->viewportVector = {0, 0, width, height}; |
28 | 76 | glViewport(0, 0, width, height); |
77 | this->projectionMatrix = glm::perspective( | |
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78 | glm::radians(45.0f), |
28 | 79 | static_cast<float>(width) / static_cast<float>(height), |
80 | 0.1f, | |
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81 | 10000.f); |
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82 | this->compiler->setUniformMatrix("projectionMatrix", this->projectionMatrix); |
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83 | emit projectionMatrixChanged(); |
17 | 84 | } |
85 | ||
26 | 86 | static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) |
21 | 87 | { |
88 | switch (vboClass) | |
89 | { | |
26 | 90 | case gl::ArrayClass::Lines: |
91 | case gl::ArrayClass::ConditionalLines: | |
21 | 92 | return GL_LINES; |
26 | 93 | case gl::ArrayClass::Triangles: |
21 | 94 | return GL_TRIANGLES; |
26 | 95 | case gl::ArrayClass::Quads: |
21 | 96 | return GL_QUADS; |
97 | } | |
98 | throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"}; | |
99 | } | |
100 | ||
17 | 101 | void PartRenderer::paintGL() |
102 | { | |
47 | 103 | glEnable(GL_DEPTH_TEST); |
104 | glShadeModel(GL_SMOOTH); | |
105 | this->renderScene(); | |
106 | } | |
107 | ||
108 | void PartRenderer::renderScene() | |
109 | { | |
53 | 110 | this->checkForGLErrors(); |
46 | 111 | if (this->renderPreferences.lineAntiAliasing && this->renderPreferences.style != gl::RenderStyle::PickScene) |
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112 | { |
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113 | glEnable(GL_LINE_SMOOTH); |
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114 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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115 | } |
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116 | else { |
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117 | glDisable(GL_LINE_SMOOTH); |
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118 | } |
46 | 119 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
120 | { | |
47 | 121 | const QColor& backgroundColor = this->renderPreferences.backgroundColor; |
46 | 122 | glClearColor( |
123 | static_cast<float>(backgroundColor.redF()), | |
124 | static_cast<float>(backgroundColor.greenF()), | |
125 | static_cast<float>(backgroundColor.blueF()), | |
126 | 1.0f); | |
51 | 127 | this->compiler->setUniform("useLighting", GL_TRUE); |
46 | 128 | } |
129 | else | |
130 | { | |
131 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
51 | 132 | this->compiler->setUniform("useLighting", GL_FALSE); |
46 | 133 | } |
53 | 134 | this->checkForGLErrors(); |
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135 | this->compiler->setUniform("selectedColor", vec3FromQColor(this->renderPreferences.selectedColor)); |
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136 | this->compiler->setUniform("highlighted", this->highlighted.value); |
51 | 137 | this->checkForGLErrors(); |
26 | 138 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
139 | glEnable(GL_DEPTH_TEST); | |
140 | glEnable(GL_POLYGON_OFFSET_FILL); | |
141 | glPolygonOffset(1.0f, 1.0f); | |
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142 | glLineWidth(this->renderPreferences.lineThickness); |
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143 | switch (this->renderPreferences.style) |
18 | 144 | { |
145 | case gl::RenderStyle::Normal: | |
37 | 146 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
147 | this->renderAllArrays(); | |
148 | break; | |
18 | 149 | case gl::RenderStyle::BfcRedGreen: |
37 | 150 | glEnable(GL_CULL_FACE); |
151 | glCullFace(GL_BACK); | |
152 | this->setFragmentStyle(gl::FragmentStyle::BfcGreen); | |
153 | renderVao(gl::ArrayClass::Triangles); | |
154 | renderVao(gl::ArrayClass::Quads); | |
155 | glCullFace(GL_FRONT); | |
156 | this->setFragmentStyle(gl::FragmentStyle::BfcRed); | |
157 | renderVao(gl::ArrayClass::Triangles); | |
158 | renderVao(gl::ArrayClass::Quads); | |
159 | glDisable(GL_CULL_FACE); | |
160 | this->setFragmentStyle(gl::FragmentStyle::Normal); | |
161 | renderVao(gl::ArrayClass::Lines); | |
18 | 162 | case gl::RenderStyle::RandomColors: |
37 | 163 | this->setFragmentStyle(gl::FragmentStyle::RandomColors); |
164 | this->renderAllArrays(); | |
18 | 165 | break; |
46 | 166 | case gl::RenderStyle::PickScene: |
167 | glLineWidth(3.0f); | |
168 | this->setFragmentStyle(gl::FragmentStyle::Id); | |
169 | this->renderAllArrays(); | |
170 | break; | |
18 | 171 | case gl::RenderStyle::Wireframe: |
172 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
37 | 173 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
174 | this->renderAllArrays(); | |
18 | 175 | break; |
176 | } | |
37 | 177 | glDisable(GL_POLYGON_OFFSET_FILL); |
178 | } | |
179 | ||
180 | void PartRenderer::renderAllArrays() | |
181 | { | |
26 | 182 | // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. |
183 | renderVao(gl::ArrayClass::Triangles); | |
184 | renderVao(gl::ArrayClass::Quads); | |
185 | renderVao(gl::ArrayClass::Lines); | |
186 | } | |
187 | ||
37 | 188 | |
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189 | void PartRenderer::updateViewMatrix() |
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190 | { |
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191 | // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior |
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192 | const double z = 2 * std::exp(this->zoom) * (1 + this->compiler->modelDistance()); |
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193 | this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0}); |
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194 | this->compiler->setUniformMatrix("viewMatrix", this->viewMatrix); |
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195 | emit this->viewMatrixChanged(); |
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196 | } |
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197 | |
55 | 198 | void PartRenderer::updateModelMatrix() |
199 | { | |
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200 | this->modelMatrix = glm::mat4_cast(this->modelQuaternion); |
55 | 201 | this->compiler->setUniformMatrix("modelMatrix", modelMatrix); |
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202 | emit this->modelMatrixChanged(); |
55 | 203 | this->update(); |
204 | } | |
205 | ||
206 | void PartRenderer::setupBackgroundColor() | |
207 | { | |
208 | } | |
209 | ||
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210 | void PartRenderer::renderVao(const gl::ArrayClass arrayClass) |
26 | 211 | { |
212 | this->compiler->bindVertexArray(arrayClass); | |
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213 | const std::size_t vertexCount = this->compiler->vertexCount(arrayClass); |
51 | 214 | this->checkForGLErrors(); |
26 | 215 | glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); |
51 | 216 | this->checkForGLErrors(); |
26 | 217 | this->compiler->releaseVertexArray(arrayClass); |
218 | this->checkForGLErrors(); | |
219 | } | |
220 | ||
221 | void PartRenderer::checkForGLErrors() | |
222 | { | |
53 | 223 | gl::checkForGLErrors(this); |
224 | } | |
225 | ||
226 | void gl::checkForGLErrors(QWidget* parent) | |
227 | { | |
26 | 228 | GLenum glError; |
229 | QStringList errors; | |
230 | while ((glError = glGetError()) != GL_NO_ERROR) | |
21 | 231 | { |
232 | const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(::gluErrorString(glError))); | |
26 | 233 | errors.append(glErrorString); |
234 | } | |
235 | if (not errors.isEmpty()) | |
236 | { | |
53 | 237 | QMessageBox box{parent}; |
47 | 238 | box.setIcon(QMessageBox::Critical); |
53 | 239 | box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n"))); |
240 | box.setWindowTitle(QObject::tr("OpenGL error")); | |
47 | 241 | box.setStandardButtons(QMessageBox::Close); |
53 | 242 | box.button(QMessageBox::Close)->setText(QObject::tr("Damn it")); |
47 | 243 | box.exec(); |
21 | 244 | } |
17 | 245 | } |
246 | ||
247 | void PartRenderer::mouseMoveEvent(QMouseEvent* event) | |
248 | { | |
249 | const bool left = event->buttons() & Qt::LeftButton; | |
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250 | const QPoint move = event->pos() - this->lastMousePosition; |
17 | 251 | if (left and not move.isNull()) |
252 | { | |
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253 | // q_x is the rotation of the brick along the vertical y-axis, because turning the |
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254 | // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the |
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255 | // brick along the horizontal x-axis, which causes vertical rotation. |
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256 | const auto scalar = 0.006f; |
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257 | const float move_x = static_cast<float>(move.x()); |
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258 | const float move_y = static_cast<float>(move.y()); |
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259 | const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0}); |
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260 | const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0}); |
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261 | this->modelQuaternion = q_x * q_y * this->modelQuaternion; |
55 | 262 | this->updateModelMatrix(); |
17 | 263 | } |
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264 | this->lastMousePosition = event->pos(); |
17 | 265 | } |
18 | 266 | |
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267 | void PartRenderer::wheelEvent(QWheelEvent* event) |
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268 | { |
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269 | static constexpr double WHEEL_STEP = 1 / 1000.0; |
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270 | const double move = (-event->angleDelta().y()) * WHEEL_STEP; |
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271 | this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM); |
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272 | this->updateViewMatrix(); |
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273 | this->update(); |
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274 | } |
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275 | |
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276 | /** |
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277 | * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the |
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278 | * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind |
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279 | * the camera, no value is returned. |
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280 | * @param point 2D window co-ordinates to convert. |
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281 | * @param plane Plane to raycast against |
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282 | * @return world co-ordinates, or no value if the point is behind the camera. |
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283 | */ |
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284 | std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) |
55 | 285 | { |
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286 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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287 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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288 | const geom::Line line = geom::lineFromPoints(p1, p2); |
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289 | std::optional<glm::vec3> result; |
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290 | result = geom::linePlaneIntersection(line, plane, 0.01f); |
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291 | // If the point lies behind the camera, do not return a result. |
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292 | if (result.has_value() and glm::dot(line.direction, *result - p1) < 0) |
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293 | { |
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294 | result.reset(); |
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295 | } |
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296 | return result; |
55 | 297 | } |
298 | ||
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299 | /** |
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300 | * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt |
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301 | * @param point Point to unproject |
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302 | * @return screen coordinates |
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303 | */ |
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304 | QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) |
55 | 305 | { |
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306 | const glm::vec3 projected = glm::project( |
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307 | point, |
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308 | this->viewMatrix * glm::mat4_cast(this->modelQuaternion), |
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309 | this->projectionMatrix, |
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310 | this->viewportVector); |
60 | 311 | return toQPointF(glm::vec2{projected.x, this->height() - projected.y}); |
55 | 312 | } |
313 | ||
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314 | /** |
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315 | * @brief Unprojects the specified window coordinates to model coordinates |
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316 | * @param win Window coordinates to project. Z-coordinate indicates depth |
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317 | * @return model coordinates |
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318 | */ |
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319 | glm::vec3 PartRenderer::unproject(const glm::vec3& win) |
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320 | { |
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321 | return glm::unProject( |
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322 | glm::vec3{win.x, this->height() - win.y, win.z}, |
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323 | this->viewMatrix * glm::mat4_cast(this->modelQuaternion), |
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324 | this->projectionMatrix, |
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325 | viewportVector); |
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326 | } |
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327 | |
47 | 328 | ldraw::Id PartRenderer::pick(const QPoint& where) |
329 | { | |
330 | const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; | |
331 | this->renderPreferences.style = gl::RenderStyle::PickScene; | |
332 | this->makeCurrent(); | |
333 | this->renderScene(); | |
334 | std::array<GLbyte, 3> data; | |
51 | 335 | this->checkForGLErrors(); |
47 | 336 | glReadPixels(where.x(), this->height() - where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
51 | 337 | this->checkForGLErrors(); |
47 | 338 | this->renderPreferences.style = oldRenderStyle; |
339 | this->update(); | |
340 | return gl::Compiler::idFromColor(data); | |
341 | } | |
342 | ||
37 | 343 | /** |
344 | * @brief Changes the color of rendered fragments | |
345 | * @param newFragmentStyle new fragment style to use | |
346 | */ | |
347 | void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle) | |
348 | { | |
349 | this->compiler->setUniform("fragmentStyle", static_cast<int>(newFragmentStyle)); | |
350 | } | |
351 | ||
352 | /** | |
353 | * @brief Changes the way the scene is rendered | |
354 | * @param newStyle new render style to use | |
355 | */ | |
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356 | void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) |
18 | 357 | { |
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358 | bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; |
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359 | bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; |
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360 | this->renderPreferences = newPreferences; |
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361 | if (mainColorChanged or backgroundColorChanged) |
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362 | { |
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363 | this->compiler->build(this->model, this->documents, this->renderPreferences); |
55 | 364 | this->setupBackgroundColor(); |
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365 | } |
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366 | emit this->renderPreferencesChanged(); |
18 | 367 | this->update(); |
368 | } |