Sat, 05 Mar 2022 13:59:54 +0200
Fix rendering of cursor coordinates on bright background
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 | #define GL_GLEXT_PROTOTYPES | |
20 | #include <GL/glu.h> | |
21 | #include <GL/glext.h> | |
26 | 22 | #include <QMessageBox> |
19 | 23 | #include "gl/compiler.h" |
24 | #include "documentmanager.h" | |
25 | #include "invert.h" | |
26 | #include "ring.h" | |
27 | ||
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; |
34
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33 | layout(location=2) in vec3 normal; |
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34 | layout(location=3) in int id; |
51 | 35 | layout(location=4) in int selected; |
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36 | out vec4 vColor; |
34
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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; |
37 | 42 | uniform int fragmentStyle; |
48
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43 | uniform vec3 selectedColor; |
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44 | uniform int highlighted; |
37 | 45 | |
46 | const int FRAGSTYLE_Normal = 0; | |
47 | const int FRAGSTYLE_BfcGreen = 1; | |
48 | const int FRAGSTYLE_BfcRed = 2; | |
49 | const int FRAGSTYLE_Random = 3; | |
46 | 50 | const int FRAGSTYLE_Id = 4; |
119 | 51 | const int FRAGSTYLE_Black = 5; |
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52 | |
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53 | void main() |
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54 | { |
34
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55 | mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); |
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56 | vNormal = normalize(normalMatrix * normal); |
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57 | if (fragmentStyle == FRAGSTYLE_Id) |
37 | 58 | { |
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59 | /* Calculate a color based from this index. This method caters for |
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60 | * 16777216 objects. I don't think that will be exceeded anytime soon. |
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61 | */ |
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62 | int r = (id / 0x10000) % 0x100; |
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63 | int g = (id / 0x100) % 0x100; |
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64 | int b = id % 0x100; |
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65 | vColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0); |
46 | 66 | } |
51 | 67 | else if (selected == 1) |
68 | { | |
69 | vColor = vec4(selectedColor, 1.0); | |
70 | } | |
37 | 71 | else |
72 | { | |
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73 | if (fragmentStyle == FRAGSTYLE_BfcGreen) |
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74 | { |
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75 | vColor = vec4(0.2, 0.9, 0.2, 1.0); |
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76 | } |
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77 | else if (fragmentStyle == FRAGSTYLE_BfcRed) |
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78 | { |
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79 | vColor = vec4(0.9, 0.2, 0.2, 1.0); |
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80 | } |
119 | 81 | else if (fragmentStyle == FRAGSTYLE_Black) |
82 | { | |
83 | vColor = vec4(0.0, 0.0, 0.0, 1.0); | |
84 | } | |
48
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85 | else |
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86 | { |
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87 | vColor = color; |
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88 | } |
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89 | if (highlighted == id) |
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90 | { |
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91 | vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6; |
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92 | } |
37 | 93 | } |
48
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94 | |
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95 | vFragPos = vec3(modelMatrix * vec4(position, 1.0)); |
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96 | gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0); |
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97 | } |
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98 | )"; |
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99 | |
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100 | static const char* fragmentShaderSource = R"( |
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101 | #version 330 core |
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102 | |
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103 | in vec4 vColor; |
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104 | in vec3 vFragPos; |
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105 | in vec3 vNormal; |
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106 | out vec4 fColor; |
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107 | const vec3 lightPos = vec3(0.5, 0.5, 0.5); |
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108 | const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); |
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109 | const float ambientStrength = 0.7; |
46 | 110 | uniform bool useLighting; |
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111 | |
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112 | void main() |
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113 | { |
46 | 114 | if (useLighting) |
115 | { | |
116 | vec4 ambient = ambientStrength * lightColor; | |
117 | vec3 lightDirection = normalize(lightPos - vFragPos); | |
118 | vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor; | |
119 | fColor = (ambient + diffuse) * vColor; | |
120 | } | |
121 | else | |
122 | { | |
123 | fColor = vColor; | |
124 | } | |
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125 | } |
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126 | )"; |
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127 | |
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128 | gl::Compiler::Compiler(Model *model, const ldraw::ColorTable& colorTable, QObject* parent) : |
26 | 129 | QObject{parent}, |
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130 | model{model}, |
26 | 131 | colorTable{colorTable} |
21 | 132 | { |
133 | } | |
134 | ||
19 | 135 | gl::Compiler::~Compiler() |
136 | { | |
26 | 137 | } |
19 | 138 | |
53 | 139 | void gl::buildShaders( |
140 | QOpenGLShaderProgram* shaderProgram, | |
141 | const char* vertexShaderSource, | |
142 | const char* fragmentShaderSource) | |
143 | { | |
144 | shaderProgram->create(); | |
145 | const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); | |
146 | QString log; | |
147 | if (not vertexShaderCompiled) | |
148 | { | |
149 | log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log(); | |
150 | } | |
115 | 151 | const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode( |
152 | QOpenGLShader::Fragment, | |
153 | fragmentShaderSource); | |
53 | 154 | if (not fragmentShaderCompiled) |
155 | { | |
156 | log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log(); | |
157 | } | |
158 | if (not vertexShaderCompiled or not fragmentShaderCompiled) | |
159 | { | |
160 | QMessageBox::critical( | |
161 | nullptr, | |
162 | QObject::tr("Shader compile error"), | |
163 | QObject::tr("Could not compile shaders.") + "\n" + log); | |
164 | std::exit(-1); | |
165 | } | |
166 | const bool linkSuccessful = shaderProgram->link(); | |
167 | if (not linkSuccessful) | |
168 | { | |
169 | QMessageBox::critical( | |
170 | nullptr, | |
171 | QObject::tr("Shader link error"), | |
172 | QObject::tr("Could not link shaders: %1").arg(shaderProgram->log()) | |
173 | ); | |
174 | } | |
175 | } | |
176 | ||
26 | 177 | void gl::Compiler::initialize() |
178 | { | |
179 | if (not this->initialized) | |
180 | { | |
181 | this->initializeOpenGLFunctions(); | |
80 | 182 | for (auto& object : this->glObjects) |
26 | 183 | { |
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184 | object.program = new QOpenGLShaderProgram; |
53 | 185 | gl::buildShaders(object.program, ::vertexShaderSource, ::fragmentShaderSource); |
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186 | object.program->bind(); |
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187 | object.buffer.create(); |
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188 | object.buffer.bind(); |
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189 | object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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190 | object.vertexArray.create(); |
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191 | object.vertexArray.bind(); |
51 | 192 | for (int k : {0, 1, 2, 3, 4}) |
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193 | { |
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194 | object.program->enableAttributeArray(k); |
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195 | } |
80 | 196 | constexpr int stride = sizeof(Vertex); |
197 | object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride); | |
198 | object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride); | |
199 | object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, normal), 3, stride); | |
200 | glVertexAttribIPointer(3, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, id))); | |
201 | glVertexAttribIPointer(4, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, selected))); | |
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202 | object.vertexArray.release(); |
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203 | object.buffer.release(); |
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204 | object.program->release(); |
26 | 205 | } |
206 | this->initialized = true; | |
207 | } | |
19 | 208 | } |
21 | 209 | |
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210 | void gl::Compiler::build(DocumentManager* context, const gl::RenderPreferences& preferences) |
21 | 211 | { |
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212 | this->boundingBox = {}; |
80 | 213 | std::vector<Vertex> vboData[gl::NUM_POLYGON_TYPES]; |
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214 | std::optional<ModelId> modelId = context->findIdForModel(this->model); |
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215 | if (modelId.has_value()) |
21 | 216 | { |
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217 | PolygonCache* polygonBuilder = context->getPolygonCacheForModel(modelId.value()); |
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218 | if (polygonBuilder != nullptr) |
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219 | { |
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220 | const std::vector<gl::Polygon> polygons = polygonBuilder->getPolygons(context); |
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221 | for (const gl::Polygon& polygon : polygons) |
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222 | { |
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223 | this->buildPolygon(polygon, vboData, preferences); |
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224 | } |
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225 | for (int arrayId = 0; arrayId < gl::NUM_POLYGON_TYPES; arrayId += 1) |
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226 | { |
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227 | auto& buffer = this->glObjects[arrayId].buffer; |
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228 | auto& vector = vboData[arrayId]; |
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229 | this->storedVertexCounts[arrayId] = vector.size(); |
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230 | this->glObjects[arrayId].cachedData = vector; // todo: get rid of this copy |
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231 | buffer.bind(); |
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232 | buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0])); |
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233 | buffer.release(); |
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234 | } |
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235 | } |
21 | 236 | } |
237 | } | |
238 | ||
26 | 239 | gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
21 | 240 | { |
241 | switch (polygon.type) | |
242 | { | |
243 | case gl::Polygon::EdgeLine: | |
26 | 244 | return gl::ArrayClass::Lines; |
21 | 245 | case gl::Polygon::Triangle: |
26 | 246 | return gl::ArrayClass::Triangles; |
21 | 247 | case gl::Polygon::Quadrilateral: |
26 | 248 | return gl::ArrayClass::Quads; |
21 | 249 | case gl::Polygon::ConditionalEdge: |
26 | 250 | return gl::ArrayClass::ConditionalLines; |
21 | 251 | } |
26 | 252 | return gl::ArrayClass::Lines; |
21 | 253 | } |
254 | ||
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255 | ldraw::id_t gl::Compiler::idFromColor(const std::array<GLubyte, 3>& data) |
47 | 256 | { |
257 | return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]}; | |
258 | } | |
259 | ||
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260 | void gl::Compiler::buildPolygon( |
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261 | gl::Polygon polygon, |
80 | 262 | std::vector<Vertex>* vboData, |
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263 | const gl::RenderPreferences& preferences) |
21 | 264 | { |
26 | 265 | const gl::ArrayClass vboClass = classifyPolygon(polygon); |
80 | 266 | std::vector<Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)]; |
21 | 267 | auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
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268 | reserveMore(vertexBuffer, polygon.numPolygonVertices()); |
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269 | const QColor color = this->getColorForPolygon(polygon, preferences); |
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270 | for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
21 | 271 | { |
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272 | const glm::vec3& v1 = vertexRing[i - 1]; |
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273 | const glm::vec3& v2 = vertexRing[i]; |
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274 | const glm::vec3& v3 = vertexRing[i + 1]; |
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275 | this->boundingBox.consider(polygon.vertices[i]); |
80 | 276 | Vertex& vertex = vertexBuffer.emplace_back(); |
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277 | vertex.position = polygon.vertices[i]; |
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278 | vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2)); |
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279 | vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()}; |
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280 | vertex.id = polygon.id.value; |
21 | 281 | } |
282 | } | |
283 | ||
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284 | QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences) |
21 | 285 | { |
286 | QColor color; | |
26 | 287 | // For normal colors, use the polygon's color. |
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288 | if (polygon.color == ldraw::MAIN_COLOR) |
21 | 289 | { |
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290 | color = preferences.mainColor; |
21 | 291 | } |
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292 | else if (polygon.color == ldraw::EDGE_COLOR) |
21 | 293 | { |
26 | 294 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
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295 | color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white; |
21 | 296 | } |
297 | else | |
298 | { | |
26 | 299 | // Not main or edge color, use the polygon's color as is. |
300 | color = this->colorTable[polygon.color].faceColor; | |
21 | 301 | } |
302 | return color; | |
303 | } | |
304 | ||
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305 | glm::vec3 gl::Compiler::modelCenter() const |
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306 | { |
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307 | return boxCenter(this->boundingBox); |
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308 | } |
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309 | |
51 | 310 | double gl::Compiler::modelDistance() const |
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311 | { |
51 | 312 | return static_cast<double>(longestMeasure(this->boundingBox)); |
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313 | } |
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314 | |
26 | 315 | void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
316 | { | |
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317 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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318 | object.vertexArray.bind(); |
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319 | object.program->bind(); |
26 | 320 | } |
321 | ||
322 | void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) | |
323 | { | |
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324 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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325 | object.program->release(); |
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326 | object.vertexArray.release(); |
26 | 327 | } |
328 | ||
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329 | void gl::Compiler::setSelectedObjects(const QSet<ldraw::id_t> ids) |
51 | 330 | { |
80 | 331 | for (auto& object : this->glObjects) |
51 | 332 | { |
80 | 333 | std::vector<Vertex>& vector = object.cachedData; |
334 | for (Vertex& vertex : vector) | |
51 | 335 | { |
336 | vertex.selected = (ids.contains({vertex.id})) ? 1 : 0; | |
337 | } | |
338 | const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]); | |
80 | 339 | object.buffer.bind(); |
51 | 340 | glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data()); |
80 | 341 | object.buffer.release(); |
51 | 342 | } |
343 | } | |
344 | ||
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345 | std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const |
28 | 346 | { |
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347 | return this->storedVertexCounts[static_cast<int>(arrayClass)]; |
28 | 348 | } |