src/gl/compiler.cpp

Mon, 20 Jun 2022 02:04:51 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Mon, 20 Jun 2022 02:04:51 +0300
changeset 232
8efa3a33172e
parent 211
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child 250
2837b549e616
permissions
-rw-r--r--

Add base code for circular primitives

19
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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 const int FRAGSTYLE_Black = 5;
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52
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53 void main()
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54 {
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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)
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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);
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66 }
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67 else if (selected == 1)
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68 {
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69 vColor = vec4(selectedColor, 1.0);
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70 }
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71 else
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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 }
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81 else if (fragmentStyle == FRAGSTYLE_Black)
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82 {
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83 vColor = vec4(0.0, 0.0, 0.0, 1.0);
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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 }
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93 }
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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;
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110 uniform bool useLighting;
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111
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112 void main()
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113 {
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114 if (useLighting)
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115 {
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116 vec4 ambient = ambientStrength * lightColor;
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117 vec3 lightDirection = normalize(lightPos - vFragPos);
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118 vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor;
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119 fColor = (ambient + diffuse) * vColor;
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120 }
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121 else
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122 {
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123 fColor = vColor;
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124 }
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125 }
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126 )";
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127
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128 template<typename Fn>
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129 constexpr void pointsToRender(const PolygonElement& element, Fn func)
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130 {
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131 visitPolygon<void>(
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132 [&func](const LineSegment& edge)
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133 {
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134 func(edge.p1, glm::vec3{});
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135 func(edge.p2, glm::vec3{});
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136 },
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137 [&func](const Triangle& tri)
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138 {
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139 func(tri.p1, normalVector({tri.p3, tri.p1, tri.p2}));
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140 func(tri.p2, normalVector({tri.p1, tri.p2, tri.p3}));
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141 func(tri.p3, normalVector({tri.p2, tri.p3, tri.p1}));
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142 },
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143 [&func](const Quadrilateral& quad)
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144 {
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145 func(quad.p1, normalVector({quad.p4, quad.p1, quad.p2}));
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146 func(quad.p2, normalVector({quad.p1, quad.p2, quad.p3}));
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147 func(quad.p3, normalVector({quad.p2, quad.p3, quad.p4}));
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148 func(quad.p4, normalVector({quad.p3, quad.p4, quad.p1}));
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149 },
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150 [&func](const ConditionalEdge& cedge)
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151 {
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152 func(cedge.p1, glm::vec3{});
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153 func(cedge.p2, glm::vec3{});
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154 },
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155 element);
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156 }
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157
53
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158 void gl::buildShaders(
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159 QOpenGLShaderProgram* shaderProgram,
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160 const char* vertexShaderSource,
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161 const char* fragmentShaderSource)
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162 {
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163 shaderProgram->create();
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164 const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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165 QString log;
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166 if (not vertexShaderCompiled)
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167 {
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168 log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log();
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169 }
115
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170 const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode(
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171 QOpenGLShader::Fragment,
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172 fragmentShaderSource);
53
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173 if (not fragmentShaderCompiled)
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174 {
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175 log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log();
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176 }
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177 if (not vertexShaderCompiled or not fragmentShaderCompiled)
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178 {
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179 QMessageBox::critical(
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180 nullptr,
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181 QObject::tr("Shader compile error"),
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182 QObject::tr("Could not compile shaders.") + "\n" + log);
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183 std::exit(-1);
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184 }
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185 const bool linkSuccessful = shaderProgram->link();
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186 if (not linkSuccessful)
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187 {
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188 QMessageBox::critical(
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189 nullptr,
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190 QObject::tr("Shader link error"),
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191 QObject::tr("Could not link shaders: %1").arg(shaderProgram->log())
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192 );
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193 }
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194 }
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195
189
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196 void gl::initializeModelShaders(gl::ModelShaders *modelShaders)
26
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197 {
211
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198 if (not modelShaders->initialized) {
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199 for (auto& shader : modelShaders->shaderObjects) {
189
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200 shader.program = std::make_unique<QOpenGLShaderProgram>();
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201 gl::buildShaders(shader.program.get(), ::vertexShaderSource, ::fragmentShaderSource);
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202 shader.program->bind();
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203 shader.buffer.create();
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204 shader.buffer.bind();
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205 shader.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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206 shader.vertexArray.create();
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207 shader.vertexArray.bind();
211
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208 for (int k : {0, 1, 2, 3, 4}) {
189
815fbaae9cb2 cleanup, gl::Compiler changed to gl::ModelShaders
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diff changeset
209 shader.program->enableAttributeArray(k);
48
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210 }
189
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211 using Vertex = ModelShaders::Vertex;
80
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212 constexpr int stride = sizeof(Vertex);
189
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diff changeset
213 shader.program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride);
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214 shader.program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride);
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diff changeset
215 shader.program->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, normal), 3, stride);
80
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216 glVertexAttribIPointer(3, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, id)));
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217 glVertexAttribIPointer(4, 1, GL_INT, stride, reinterpret_cast<void*>(offsetof(Vertex, selected)));
189
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diff changeset
218 shader.vertexArray.release();
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diff changeset
219 shader.buffer.release();
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diff changeset
220 shader.program->release();
26
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221 }
189
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diff changeset
222 modelShaders->initialized = true;
26
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223 }
19
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parents:
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224 }
21
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225
210
232e7634cc8a more refactoring, dosn't build yet
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diff changeset
226 static constexpr gl::ArrayClass classifyPolygon(const PolygonElement& element)
21
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227 {
210
232e7634cc8a more refactoring, dosn't build yet
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228 return visitPolygon<gl::ArrayClass>(
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229 [](const LineSegment&) { return gl::ArrayClass::Lines; },
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230 [](const Triangle&) { return gl::ArrayClass::Triangles; },
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diff changeset
231 [](const Quadrilateral&) { return gl::ArrayClass::Quads; },
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diff changeset
232 [](const ConditionalEdge&) { return gl::ArrayClass::ConditionalLines; },
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diff changeset
233 element);
21
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234 }
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diff changeset
235
189
815fbaae9cb2 cleanup, gl::Compiler changed to gl::ModelShaders
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diff changeset
236 template<typename Fn>
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diff changeset
237 void iterateModelPolygons(Model* model, DocumentManager* context, Fn&& fn)
21
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238 {
211
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diff changeset
239 PolygonCache* cache = findPolygonCacheForModel(model, context);
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diff changeset
240 if (cache != nullptr) {
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diff changeset
241 const PolygonCache::vector_type* polygons = getCachedPolygons(cache, model, context);
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diff changeset
242 for (const WithId<PolygonElement>& polygon : *polygons) {
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diff changeset
243 fn(polygon);
189
815fbaae9cb2 cleanup, gl::Compiler changed to gl::ModelShaders
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diff changeset
244 }
21
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diff changeset
245 }
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diff changeset
246 }
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diff changeset
247
189
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diff changeset
248 static QColor getColorForPolygon(
210
232e7634cc8a more refactoring, dosn't build yet
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parents: 205
diff changeset
249 const PolygonElement& polygon,
189
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diff changeset
250 const gl::RenderPreferences& preferences,
205
1a4342d80de7 Refactor colors.cpp/.h
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parents: 200
diff changeset
251 const ColorTable& colorTable)
21
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252 {
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253 QColor color;
26
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254 // For normal colors, use the polygon's color.
205
1a4342d80de7 Refactor colors.cpp/.h
Teemu Piippo <teemu@hecknology.net>
parents: 200
diff changeset
255 if (polygon.color == MAIN_COLOR)
21
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diff changeset
256 {
39
caac957e9834 Main color is now configurable
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diff changeset
257 color = preferences.mainColor;
21
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258 }
205
1a4342d80de7 Refactor colors.cpp/.h
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diff changeset
259 else if (polygon.color == EDGE_COLOR)
21
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260 {
26
3a9e761e4faa at least VAOs work now
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diff changeset
261 // Edge color is black, unless we have a dark background, in which case lines need to be bright.
43
08dc62e03a6d made edges white in dark backgrounds
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diff changeset
262 color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white;
21
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263 }
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264 else
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265 {
26
3a9e761e4faa at least VAOs work now
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266 // Not main or edge color, use the polygon's color as is.
205
1a4342d80de7 Refactor colors.cpp/.h
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diff changeset
267 color = colorFace(polygon.color, colorTable).value_or(Qt::black);
21
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268 }
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269 return color;
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270 }
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diff changeset
271
189
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diff changeset
272 /**
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273 * @brief Computes the minimum bounding box for a model
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274 */
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275 BoundingBox gl::boundingBoxForModel(Model* model, DocumentManager* context)
22
6da867fa5429 commit work on GL rendering
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diff changeset
276 {
189
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diff changeset
277 BoundingBox result = emptyBoundingBox;
210
232e7634cc8a more refactoring, dosn't build yet
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diff changeset
278 iterateModelPolygons(model, context, [&](const PolygonElement& polygon)
189
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diff changeset
279 {
211
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diff changeset
280 visitPoints([&result](const glm::vec3& p) {
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diff changeset
281 addPointToBox(result, p);
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diff changeset
282 }, polygon);
189
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diff changeset
283 });
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diff changeset
284 return result;
22
6da867fa5429 commit work on GL rendering
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diff changeset
285 }
6da867fa5429 commit work on GL rendering
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diff changeset
286
189
815fbaae9cb2 cleanup, gl::Compiler changed to gl::ModelShaders
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diff changeset
287 /**
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288 * @brief gl::build Creates GL vertices for objects in the model and buffers them to shaders.
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diff changeset
289 */
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290 void gl::build(
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291 gl::ModelShaders* shaders,
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292 Model* model,
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293 const ColorTable& colorTable,
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294 DocumentManager* context,
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295 const gl::RenderPreferences& preferences)
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296 {
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297 for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects) {
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298 shader.cachedData.clear();
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299 }
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300 iterateModelPolygons(model, context, [&](const WithId<PolygonElement>& polygon)
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301 {
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302 const int index = static_cast<int>(classifyPolygon(polygon));
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303 std::vector<gl::ModelShaders::Vertex>& vertexBuffer = shaders->shaderObjects[index].cachedData;
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304 const QColor color = getColorForPolygon(polygon, preferences, colorTable);
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305 pointsToRender(polygon, [&](const glm::vec3& point, const glm::vec3& normal){
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306 gl::ModelShaders::Vertex& vertex = vertexBuffer.emplace_back();
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307 vertex.position = point;
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308 vertex.normal = normal;
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309 vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()};
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310 vertex.id = polygon.id.value;
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311 });
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312 });
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313 for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects)
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314 {
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315 shader.vertexCount = shader.cachedData.size();
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316 shader.buffer.bind();
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317 const int bytes = static_cast<int>(shader.cachedData.size() * sizeof shader.cachedData[0]);
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318 shader.buffer.allocate(shader.cachedData.data(), bytes);
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319 shader.buffer.release();
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320 }
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321 }
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322
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323 ModelId gl::idFromColor(const std::array<GLubyte, 3>& data)
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324 {
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325 return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]};
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326 }
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327
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328 void gl::bindModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass)
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329 {
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330 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)];
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331 shaderObject.vertexArray.bind();
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332 shaderObject.program->bind();
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333 }
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334
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335 void gl::releaseModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass)
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336 {
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337 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)];
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338 shaderObject.program->release();
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339 shaderObject.vertexArray.release();
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340 }
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341
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342 void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ModelId> &ids)
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343 {
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344 for (ModelShaders::ShaderObject& object : shaders->shaderObjects)
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345 {
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346 std::vector<ModelShaders::Vertex>& vector = object.cachedData;
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347 for (ModelShaders::Vertex& vertex : vector)
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348 {
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349 vertex.selected = (ids.contains({vertex.id})) ? 1 : 0;
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350 }
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351 const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]);
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352 object.buffer.bind();
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353 glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data());
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354 object.buffer.release();
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355 }
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356 }
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357
189
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358 std::size_t gl::vertexCount(const gl::ModelShaders* shaders, const gl::ArrayClass arrayClass)
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359 {
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360 return shaders->shaderObjects[static_cast<int>(arrayClass)].vertexCount;
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361 }

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