src/gl/compiler.cpp

Thu, 06 Feb 2020 20:33:05 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Thu, 06 Feb 2020 20:33:05 +0200
changeset 46
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parent 43
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child 47
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permissions
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added the pick scene

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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 vec3 id;
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35 out vec4 vColor;
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36 out vec3 vFragPos;
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37 out vec3 vNormal;
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38 uniform mat4 modelMatrix;
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39 uniform mat4 viewMatrix;
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40 uniform mat4 projectionMatrix;
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41 uniform int fragmentStyle;
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42
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43 const int FRAGSTYLE_Normal = 0;
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44 const int FRAGSTYLE_BfcGreen = 1;
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45 const int FRAGSTYLE_BfcRed = 2;
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46 const int FRAGSTYLE_Random = 3;
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47 const int FRAGSTYLE_Id = 4;
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48
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49 void main()
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50 {
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51 mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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52 vNormal = normalize(normalMatrix * normal);
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53 if (fragmentStyle == FRAGSTYLE_BfcGreen)
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54 {
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55 vColor = vec4(0.2, 0.9, 0.2, 1.0);
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56 }
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57 else if (fragmentStyle == FRAGSTYLE_BfcRed)
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58 {
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59 vColor = vec4(0.9, 0.2, 0.2, 1.0);
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60 }
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61 else if (fragmentStyle == FRAGSTYLE_Id)
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62 {
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63 vColor = vec4(id, 1.0);
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64 }
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65 else
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66 {
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67 vColor = color;
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68 }
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69 vFragPos = vec3(modelMatrix * vec4(position, 1.0));
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70 gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0);
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71 }
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72 )";
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73
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74 static const char* fragmentShaderSource = R"(
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75 #version 330 core
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76
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77 in vec4 vColor;
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78 in vec3 vFragPos;
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79 in vec3 vNormal;
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80 out vec4 fColor;
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81 const vec3 lightPos = vec3(0.5, 0.5, 0.5);
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82 const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
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83 const float ambientStrength = 0.7;
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84 uniform bool useLighting;
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85
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86 void main()
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87 {
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88 if (useLighting)
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89 {
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90 vec4 ambient = ambientStrength * lightColor;
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91 vec3 lightDirection = normalize(lightPos - vFragPos);
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92 vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor;
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93 fColor = (ambient + diffuse) * vColor;
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94 }
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95 else
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96 {
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97 fColor = vColor;
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98 }
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99 }
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100 )";
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101
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102 gl::Compiler::Compiler(const ldraw::ColorTable& colorTable, QObject* parent) :
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103 QObject{parent},
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104 colorTable{colorTable}
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105 {
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106 }
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107
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108 gl::Compiler::~Compiler()
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109 {
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110 }
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111
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112 void gl::Compiler::initialize()
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113 {
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114 if (not this->initialized)
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115 {
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116 this->initializeOpenGLFunctions();
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117 for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1)
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118 {
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119 auto& object = this->glObjects[i];
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120 object.program = new QOpenGLShaderProgram;
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121 object.program->create();
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122 const bool vertexShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Vertex, ::vertexShaderSource);
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123 QString log;
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124 if (not vertexShaderCompiled)
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125 {
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126 log += "\n" + tr("Vertex shader:") + "\n" + object.program->log();
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127 }
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128 const bool fragmentShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Fragment, ::fragmentShaderSource);
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129 if (not fragmentShaderCompiled)
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130 {
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131 log += "\n" + tr("Fragment shader:") + "\n" + object.program->log();
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132 }
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133 if (not vertexShaderCompiled or not fragmentShaderCompiled)
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134 {
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135 QMessageBox::critical(nullptr, tr("Shader compile error"), tr("Could not compile shaders.") + "\n" + log);
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136 std::exit(-1);
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137 }
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138 object.program->link();
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139 object.program->bind();
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140 object.buffer.create();
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141 object.buffer.bind();
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142 object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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143 object.vertexArray.create();
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144 object.vertexArray.bind();
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145 object.program->enableAttributeArray(0);
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146 object.program->enableAttributeArray(1);
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147 object.program->enableAttributeArray(2);
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148 object.program->enableAttributeArray(3);
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149 constexpr int stride = sizeof(gl::Vertex);
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150 object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(gl::Vertex, position), 3, stride);
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151 object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(gl::Vertex, color), 4, stride);
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152 object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(gl::Vertex, normal), 3, stride);
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153 object.program->setAttributeBuffer(3, GL_FLOAT, offsetof(gl::Vertex, id), 3, stride);
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154 object.vertexArray.release();
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155 object.buffer.release();
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156 object.program->release();
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157 }
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158 this->initialized = true;
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159 }
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160 }
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161
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162 void gl::Compiler::build(Model* model, DocumentManager* context, const gl::RenderPreferences& preferences)
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163 {
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164 this->boundingBox = {};
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165 std::vector<gl::Vertex> vboData[gl::NUM_ARRAY_CLASSES];
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166 const std::vector<gl::Polygon> polygons = model->getPolygons(context);
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167 for (const gl::Polygon& polygon : polygons)
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168 {
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169 this->buildPolygon(polygon, vboData, preferences);
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170 }
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171 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1)
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172 {
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173 auto& buffer = this->glObjects[arrayId].buffer;
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174 auto& vector = vboData[arrayId];
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175 this->storedVertexCounts[arrayId] = vector.size();
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176 buffer.bind();
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177 buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0]));
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178 buffer.release();
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179 }
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180 }
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181
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182 gl::ArrayClass classifyPolygon(const gl::Polygon& polygon)
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183 {
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184 switch (polygon.type)
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185 {
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186 case gl::Polygon::EdgeLine:
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187 return gl::ArrayClass::Lines;
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188 case gl::Polygon::Triangle:
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189 return gl::ArrayClass::Triangles;
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190 case gl::Polygon::Quadrilateral:
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191 return gl::ArrayClass::Quads;
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192 case gl::Polygon::ConditionalEdge:
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193 return gl::ArrayClass::ConditionalLines;
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194 }
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195 return gl::ArrayClass::Lines;
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196 }
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197
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198 static glm::vec3 colorFromId(ldraw::Id id)
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199 {
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200 // Calculate a color based from this index. This method caters for
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201 // 16777216 objects. I don't think that will be exceeded anytime soon.
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202 const int r = (id.value / 0x10000) % 0x100;
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203 const int g = (id.value / 0x100) % 0x100;
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204 const int b = id.value % 0x100;
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205 return {r / 255.0f, g / 255.0f, b / 255.0f};
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206 }
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207
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208 void gl::Compiler::buildPolygon(
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209 gl::Polygon polygon,
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210 std::vector<gl::Vertex>* vboData,
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211 const gl::RenderPreferences& preferences)
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212 {
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213 const gl::ArrayClass vboClass = classifyPolygon(polygon);
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214 std::vector<gl::Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)];
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215 auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices());
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216 reserveMore(vertexBuffer, polygon.numPolygonVertices());
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217 const QColor color = this->getColorForPolygon(polygon, preferences);
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218 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1)
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219 {
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220 const glm::vec3& v1 = vertexRing[i - 1];
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221 const glm::vec3& v2 = vertexRing[i];
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222 const glm::vec3& v3 = vertexRing[i + 1];
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223 this->boundingBox.consider(polygon.vertices[i]);
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224 gl::Vertex& vertex = vertexBuffer.emplace_back();
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225 vertex.position = polygon.vertices[i];
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226 vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2));
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227 vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()};
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228 vertex.id = colorFromId(polygon.id);
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229 }
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230 }
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231
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232 QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences)
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233 {
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234 QColor color;
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235 // For normal colors, use the polygon's color.
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236 if (polygon.color == ldraw::mainColor)
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237 {
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238 color = preferences.mainColor;
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239 }
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240 else if (polygon.color == ldraw::edgeColor)
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241 {
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242 // Edge color is black, unless we have a dark background, in which case lines need to be bright.
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243 color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white;
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244 }
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245 else
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246 {
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247 // Not main or edge color, use the polygon's color as is.
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248 color = this->colorTable[polygon.color].faceColor;
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249 }
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250 return color;
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251 }
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252
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253 glm::vec3 gl::Compiler::modelCenter() const
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254 {
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255 return boxCenter(this->boundingBox);
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256 }
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257
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258 double gl::Compiler::modelDistance() const
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259 {
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260 return longestMeasure(this->boundingBox);
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261 }
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262
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263 void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass)
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264 {
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265 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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266 object.vertexArray.bind();
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267 object.program->bind();
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268 }
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269
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270 void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass)
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271 {
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272 auto& object = this->glObjects[static_cast<int>(arrayClass)];
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273 object.program->release();
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274 object.vertexArray.release();
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275 }
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276
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277 std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const
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278 {
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279 return this->storedVertexCounts[static_cast<int>(arrayClass)];
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280 }

mercurial