Sun, 03 Jul 2022 14:35:06 +0300
Cleanup polygonize a bit
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 | ||
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19 | #include <GL/glew.h> |
28 | 20 | #include <glm/ext/matrix_transform.hpp> |
21 | #include <glm/ext/matrix_clip_space.hpp> | |
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22 | #include <QOpenGLFramebufferObject> |
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23 | #include <QPainter> |
100 | 24 | #include <GL/glu.h> |
17 | 25 | #include <QMouseEvent> |
26 | 26 | #include <QMessageBox> |
47 | 27 | #include <QAbstractButton> |
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28 | #include "src/geometry.h" |
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29 | #include "src/model.h" |
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30 | #include "src/settings.h" |
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31 | #include "src/gl/partrenderer.h" |
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32 | #include "src/gl/compiler.h" |
17 | 33 | |
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34 | static constexpr double MIN_ZOOM = -3.0; |
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35 | static constexpr double MAX_ZOOM = 3.0; |
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36 | |
35
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37 | PartRenderer::PartRenderer( |
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38 | Model* model, |
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39 | DocumentManager* documents, |
205 | 40 | const ColorTable& colorTable, |
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41 | QWidget* parent) : |
21 | 42 | QOpenGLWidget{parent}, |
43 | model{model}, | |
44 | documents{documents}, | |
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45 | colorTable{colorTable} |
17 | 46 | { |
47 | this->setMouseTracking(true); | |
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48 | this->setFocusPolicy(Qt::WheelFocus); |
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49 | QSurfaceFormat surfaceFormat; |
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50 | surfaceFormat.setSamples(8); |
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51 | this->setFormat(surfaceFormat); |
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52 | connect(model, &Model::rowsInserted, [&]{ |
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53 | this->needBuild = true; |
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54 | }); |
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55 | connect(model, &Model::rowsRemoved, [&]{ this->needBuild = true; }); |
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56 | const auto updateLayerMvpMatrix = [this]{ |
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57 | const glm::mat4 newMvpMatrix = this->projectionMatrix * this->viewMatrix * this->modelMatrix; |
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58 | for (RenderLayer* layer : this->activeRenderLayers) { |
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59 | layer->mvpMatrixChanged(newMvpMatrix); |
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60 | } |
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61 | for (RenderLayer* layer : this->inactiveRenderLayers) { |
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62 | layer->mvpMatrixChanged(newMvpMatrix); |
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63 | } |
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64 | }; |
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65 | connect(this, &PartRenderer::modelMatrixChanged, updateLayerMvpMatrix); |
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66 | connect(this, &PartRenderer::viewMatrixChanged, updateLayerMvpMatrix); |
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67 | connect(this, &PartRenderer::projectionMatrixChanged, updateLayerMvpMatrix); |
17 | 68 | } |
69 | ||
26 | 70 | PartRenderer::~PartRenderer() |
71 | { | |
72 | } | |
73 | ||
17 | 74 | void PartRenderer::initializeGL() |
75 | { | |
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76 | glewInit(); |
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77 | gl::initializeModelShaders(&this->shaders); |
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78 | for (RenderLayer* layer : this->activeRenderLayers) { |
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79 | layer->initializeGL(); |
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80 | } |
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81 | for (RenderLayer* layer : this->inactiveRenderLayers) { |
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82 | layer->initializeGL(); |
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83 | } |
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84 | connect(this->model, &Model::dataChanged, this, &PartRenderer::build); |
17 | 85 | this->initialized = true; |
32 | 86 | this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0}); |
87 | this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0}); | |
55 | 88 | this->updateModelMatrix(); |
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89 | this->updateViewMatrix(); |
30 | 90 | this->update(); |
17 | 91 | } |
92 | ||
93 | void PartRenderer::resizeGL(int width, int height) | |
94 | { | |
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95 | this->viewportVector = {0, 0, width, height}; |
28 | 96 | glViewport(0, 0, width, height); |
97 | this->projectionMatrix = glm::perspective( | |
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98 | glm::radians(45.0f), |
28 | 99 | static_cast<float>(width) / static_cast<float>(height), |
100 | 0.1f, | |
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101 | 10000.f); |
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102 | gl::setShaderUniformMatrix(&this->shaders, "projectionMatrix", this->projectionMatrix); |
112 | 103 | Q_EMIT projectionMatrixChanged(this->projectionMatrix); |
17 | 104 | } |
105 | ||
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106 | static constexpr GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) |
21 | 107 | { |
108 | switch (vboClass) | |
109 | { | |
26 | 110 | case gl::ArrayClass::Lines: |
111 | case gl::ArrayClass::ConditionalLines: | |
21 | 112 | return GL_LINES; |
26 | 113 | case gl::ArrayClass::Triangles: |
21 | 114 | return GL_TRIANGLES; |
26 | 115 | case gl::ArrayClass::Quads: |
21 | 116 | return GL_QUADS; |
117 | } | |
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118 | throw std::runtime_error{"bad value for vboClass"}; |
21 | 119 | } |
120 | ||
17 | 121 | void PartRenderer::paintGL() |
122 | { | |
47 | 123 | glEnable(GL_DEPTH_TEST); |
124 | glShadeModel(GL_SMOOTH); | |
125 | this->renderScene(); | |
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126 | for (RenderLayer* layer : this->activeRenderLayers) { |
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127 | layer->paintGL(); |
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128 | } |
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129 | QPainter painter{this}; |
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130 | painter.setRenderHint(QPainter::Antialiasing); |
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131 | for (RenderLayer* layer : this->activeRenderLayers) { |
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132 | layer->overpaint(&painter); |
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133 | } |
47 | 134 | } |
135 | ||
136 | void PartRenderer::renderScene() | |
137 | { | |
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138 | if (this->needBuild) |
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139 | { |
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140 | gl::build(&this->shaders, this->model, this->colorTable, this->documents, this->renderPreferences); |
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141 | this->boundingBox = gl::boundingBoxForModel(this->model, this->documents); |
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142 | this->needBuild = false; |
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143 | } |
53 | 144 | this->checkForGLErrors(); |
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145 | if (true |
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146 | and this->renderPreferences.lineAntiAliasing |
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147 | and this->renderPreferences.style != gl::RenderStyle::PickScene |
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148 | ) { |
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149 | glEnable(GL_LINE_SMOOTH); |
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150 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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151 | } |
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152 | else { |
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153 | glDisable(GL_LINE_SMOOTH); |
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154 | } |
46 | 155 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
156 | { | |
47 | 157 | const QColor& backgroundColor = this->renderPreferences.backgroundColor; |
46 | 158 | glClearColor( |
159 | static_cast<float>(backgroundColor.redF()), | |
160 | static_cast<float>(backgroundColor.greenF()), | |
161 | static_cast<float>(backgroundColor.blueF()), | |
162 | 1.0f); | |
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163 | gl::setShaderUniform(&this->shaders, "useLighting", GL_TRUE); |
46 | 164 | } |
165 | else | |
166 | { | |
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167 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
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168 | gl::setShaderUniform(&this->shaders, "useLighting", GL_FALSE); |
46 | 169 | } |
53 | 170 | this->checkForGLErrors(); |
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171 | const QColor qs = this->renderPreferences.selectedColor; |
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172 | const glm::vec4 selectedColor{qs.redF(), qs.greenF(), qs.blueF(), 1.0f}; |
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173 | gl::setShaderUniformVector(&this->shaders, "selectedColor", selectedColor); |
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174 | gl::setShaderUniform(&this->shaders, "highlighted", this->highlighted.value); |
51 | 175 | this->checkForGLErrors(); |
26 | 176 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
177 | glEnable(GL_DEPTH_TEST); | |
178 | glEnable(GL_POLYGON_OFFSET_FILL); | |
179 | glPolygonOffset(1.0f, 1.0f); | |
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180 | glLineWidth(this->renderPreferences.lineThickness); |
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181 | const auto renderAllArrays = [this](){ |
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182 | // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. |
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183 | this->renderVao(gl::ArrayClass::Triangles); |
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184 | this->renderVao(gl::ArrayClass::Quads); |
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185 | this->renderVao(gl::ArrayClass::Lines); |
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186 | }; |
231
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187 | if (this->renderPreferences.wireframe and this->renderPreferences.style != gl::RenderStyle::PickScene) { |
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188 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
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189 | } |
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190 | switch (this->renderPreferences.style) |
18 | 191 | { |
192 | case gl::RenderStyle::Normal: | |
37 | 193 | this->setFragmentStyle(gl::FragmentStyle::Normal); |
189
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194 | renderAllArrays(); |
37 | 195 | break; |
18 | 196 | case gl::RenderStyle::BfcRedGreen: |
37 | 197 | glEnable(GL_CULL_FACE); |
198 | glCullFace(GL_BACK); | |
199 | this->setFragmentStyle(gl::FragmentStyle::BfcGreen); | |
200 | renderVao(gl::ArrayClass::Triangles); | |
201 | renderVao(gl::ArrayClass::Quads); | |
202 | glCullFace(GL_FRONT); | |
203 | this->setFragmentStyle(gl::FragmentStyle::BfcRed); | |
204 | renderVao(gl::ArrayClass::Triangles); | |
205 | renderVao(gl::ArrayClass::Quads); | |
206 | glDisable(GL_CULL_FACE); | |
207 | this->setFragmentStyle(gl::FragmentStyle::Normal); | |
208 | renderVao(gl::ArrayClass::Lines); | |
189
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209 | break; |
18 | 210 | case gl::RenderStyle::RandomColors: |
37 | 211 | this->setFragmentStyle(gl::FragmentStyle::RandomColors); |
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212 | renderAllArrays(); |
18 | 213 | break; |
46 | 214 | case gl::RenderStyle::PickScene: |
215 | glLineWidth(3.0f); | |
216 | this->setFragmentStyle(gl::FragmentStyle::Id); | |
189
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217 | renderAllArrays(); |
46 | 218 | break; |
119 | 219 | case gl::RenderStyle::VertexPickScene: |
220 | glLineWidth(1.0f); | |
221 | this->setFragmentStyle(gl::FragmentStyle::Black); | |
189
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222 | renderAllArrays(); |
119 | 223 | break; |
18 | 224 | } |
37 | 225 | glDisable(GL_POLYGON_OFFSET_FILL); |
231
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226 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
37 | 227 | } |
228 | ||
229 | ||
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230 | void PartRenderer::updateViewMatrix() |
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231 | { |
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232 | // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior |
189
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233 | const float modelDistance = longestMeasure(this->boundingBox); |
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234 | const double z = 2.0 * std::exp(this->zoom) * (1 + static_cast<double>(modelDistance)); |
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235 | this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0}); |
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236 | gl::setShaderUniformMatrix(&this->shaders, "viewMatrix", this->viewMatrix); |
112 | 237 | Q_EMIT this->viewMatrixChanged(this->viewMatrix); |
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238 | } |
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239 | |
55 | 240 | void PartRenderer::updateModelMatrix() |
241 | { | |
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242 | this->modelMatrix = glm::mat4_cast(this->modelQuaternion); |
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243 | gl::setShaderUniformMatrix(&this->shaders, "modelMatrix", modelMatrix); |
112 | 244 | Q_EMIT this->modelMatrixChanged(this->modelMatrix); |
55 | 245 | this->update(); |
246 | } | |
247 | ||
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248 | void PartRenderer::build() |
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249 | { |
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250 | this->needBuild = true; |
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251 | } |
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252 | |
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253 | void PartRenderer::renderVao(const gl::ArrayClass arrayClass) |
26 | 254 | { |
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255 | gl::bindModelShaderVertexArray(&this->shaders, arrayClass); |
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256 | const std::size_t vertexCount = gl::vertexCount(&this->shaders, arrayClass); |
51 | 257 | this->checkForGLErrors(); |
26 | 258 | glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); |
51 | 259 | this->checkForGLErrors(); |
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260 | gl::releaseModelShaderVertexArray(&this->shaders, arrayClass); |
26 | 261 | this->checkForGLErrors(); |
262 | } | |
263 | ||
264 | void PartRenderer::checkForGLErrors() | |
265 | { | |
53 | 266 | gl::checkForGLErrors(this); |
267 | } | |
268 | ||
269 | void gl::checkForGLErrors(QWidget* parent) | |
270 | { | |
26 | 271 | GLenum glError; |
272 | QStringList errors; | |
273 | while ((glError = glGetError()) != GL_NO_ERROR) | |
21 | 274 | { |
100 | 275 | const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(gluErrorString(glError))); |
26 | 276 | errors.append(glErrorString); |
277 | } | |
278 | if (not errors.isEmpty()) | |
279 | { | |
53 | 280 | QMessageBox box{parent}; |
47 | 281 | box.setIcon(QMessageBox::Critical); |
53 | 282 | box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n"))); |
283 | box.setWindowTitle(QObject::tr("OpenGL error")); | |
47 | 284 | box.setStandardButtons(QMessageBox::Close); |
53 | 285 | box.button(QMessageBox::Close)->setText(QObject::tr("Damn it")); |
47 | 286 | box.exec(); |
21 | 287 | } |
17 | 288 | } |
289 | ||
290 | void PartRenderer::mouseMoveEvent(QMouseEvent* event) | |
291 | { | |
232
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292 | if (not this->frozen) { |
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293 | const bool left = event->buttons() & Qt::LeftButton; |
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294 | const QPoint move = event->pos() - this->lastMousePosition; |
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295 | this->totalMouseMove += move.manhattanLength(); |
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296 | if (left and not move.isNull()) |
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297 | { |
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298 | // q_x is the rotation of the brick along the vertical y-axis, because turning the |
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299 | // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the |
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300 | // brick along the horizontal x-axis, which causes vertical rotation. |
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301 | const auto scalar = 0.006f; |
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302 | const float move_x = static_cast<float>(move.x()); |
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303 | const float move_y = static_cast<float>(move.y()); |
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304 | const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0}); |
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305 | const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0}); |
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306 | this->modelQuaternion = q_x * q_y * this->modelQuaternion; |
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307 | this->updateModelMatrix(); |
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308 | } |
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309 | this->lastMousePosition = event->pos(); |
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310 | for (RenderLayer* layer : this->activeRenderLayers) { |
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311 | layer->mouseMoved(event); |
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312 | } |
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313 | this->update(); |
17 | 314 | } |
217
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315 | } |
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316 | |
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317 | void PartRenderer::mousePressEvent(QMouseEvent* event) |
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318 | { |
232
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319 | if (not this->frozen) { |
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320 | this->totalMouseMove = 0; |
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321 | this->lastMousePosition = event->pos(); |
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322 | this->lastClickTime = steady_clock::now(); |
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323 | } |
217
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324 | } |
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325 | |
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326 | void PartRenderer::mouseReleaseEvent(QMouseEvent* event) |
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327 | { |
313
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328 | using namespace std::chrono_literals; |
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329 | if (true |
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330 | and not frozen |
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331 | and this->totalMouseMove < 50.0 / sqrt(2) |
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332 | and (steady_clock::now() - this->lastClickTime) < 0.5s |
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333 | ) { |
217
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334 | for (RenderLayer* layer : this->activeRenderLayers) { |
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335 | layer->mouseClick(event); |
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336 | } |
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337 | this->update(); |
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338 | } |
17 | 339 | } |
18 | 340 | |
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341 | void PartRenderer::keyReleaseEvent(QKeyEvent* event) |
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342 | { |
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343 | if (event->key() == Qt::Key_Pause) { |
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344 | this->frozen = not this->frozen; |
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345 | } |
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346 | } |
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347 | |
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348 | void PartRenderer::wheelEvent(QWheelEvent* event) |
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349 | { |
232
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350 | if (not this->frozen) { |
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351 | static constexpr double WHEEL_STEP = 1 / 1000.0; |
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352 | const double move = (-event->angleDelta().y()) * WHEEL_STEP; |
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353 | this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM); |
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354 | this->updateViewMatrix(); |
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355 | this->update(); |
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356 | } |
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357 | } |
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358 | |
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359 | void PartRenderer::addRenderLayer(RenderLayer* layer) |
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360 | { |
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361 | this->activeRenderLayers.push_back(layer); |
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362 | layer->setRendererPointer(this); |
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363 | this->update(); |
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364 | } |
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365 | |
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366 | void PartRenderer::setLayerEnabled(RenderLayer* layer, bool enabled) |
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367 | { |
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368 | auto& from = enabled ? this->inactiveRenderLayers : this->activeRenderLayers; |
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369 | auto& to = enabled ? this->activeRenderLayers : this->inactiveRenderLayers; |
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370 | auto it = std::find(from.begin(), from.end(), layer); |
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371 | if (it != from.end()) { |
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372 | from.erase(it); |
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373 | to.push_back(layer); |
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374 | } |
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375 | } |
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376 | |
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377 | /** |
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378 | * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the |
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379 | * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind |
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380 | * the camera, no value is returned. |
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381 | * @param point 2D window co-ordinates to convert. |
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382 | * @param plane Plane to raycast against |
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383 | * @return world co-ordinates, or no value if the point is behind the camera. |
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384 | */ |
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385 | std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPointF& point, const Plane& plane) const |
55 | 386 | { |
201
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387 | const Line line = this->cameraLine(point); |
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388 | std::optional<glm::vec3> result; |
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389 | result = linePlaneIntersection(line, plane, 0.01f); |
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390 | // If the point lies behind the camera, do not return a result. |
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391 | if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0) |
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392 | { |
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393 | result.reset(); |
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394 | } |
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395 | return result; |
55 | 396 | } |
397 | ||
58
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398 | /** |
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399 | * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt |
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400 | * @param point Point to unproject |
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401 | * @return screen coordinates |
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402 | */ |
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403 | QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const |
55 | 404 | { |
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405 | const glm::vec3 projected = glm::project( |
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406 | point, |
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407 | this->viewMatrix * this->modelMatrix, |
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408 | this->projectionMatrix, |
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409 | this->viewportVector); |
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410 | return toQPointF(glm::vec2{projected.x, static_cast<float>(this->height()) - projected.y}); |
55 | 411 | } |
412 | ||
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413 | bool PartRenderer::isDark() const |
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414 | { |
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415 | return luma(this->renderPreferences.backgroundColor) < 0.25; |
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416 | } |
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417 | |
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418 | Line<3> PartRenderer::cameraLine(const QPointF& point) const |
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419 | { |
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420 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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421 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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422 | return lineFromPoints(p1, p2); |
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423 | } |
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424 | |
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425 | /** |
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426 | * @brief Unprojects the specified window coordinates to model coordinates |
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427 | * @param win Window coordinates to project. Z-coordinate indicates depth |
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428 | * @return model coordinates |
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429 | */ |
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430 | glm::vec3 PartRenderer::unproject(const glm::vec3& win) const |
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431 | { |
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432 | return glm::unProject( |
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433 | glm::vec3{win.x, static_cast<float>(this->height()) - win.y, win.z}, |
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434 | this->viewMatrix * this->modelMatrix, |
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435 | this->projectionMatrix, |
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436 | viewportVector); |
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437 | } |
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438 | |
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439 | ElementId PartRenderer::pick(QPoint where) |
47 | 440 | { |
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441 | // y is flipped, take that into account |
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442 | where.setY(this->height() - where.y()); |
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443 | // Since we are dealing with pixel data right from the framebuffer, its size |
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444 | // will be affected by High DPI scaling. We need to take this into account |
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445 | // and multiply the pixel positions by the screen pixel scaling factor. |
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446 | where *= this->devicePixelRatioF(); |
47 | 447 | const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; |
448 | this->renderPreferences.style = gl::RenderStyle::PickScene; | |
449 | this->makeCurrent(); | |
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450 | QOpenGLFramebufferObject fbo{this->width(), this->height(), QOpenGLFramebufferObject::CombinedDepthStencil}; |
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451 | fbo.bind(); |
47 | 452 | this->renderScene(); |
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453 | std::array<GLubyte, 3> data; |
51 | 454 | this->checkForGLErrors(); |
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455 | glReadPixels(where.x(), where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
51 | 456 | this->checkForGLErrors(); |
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457 | fbo.release(); |
47 | 458 | this->renderPreferences.style = oldRenderStyle; |
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459 | return gl::idFromUcharColor(data); |
47 | 460 | } |
461 | ||
37 | 462 | /** |
463 | * @brief Changes the color of rendered fragments | |
464 | * @param newFragmentStyle new fragment style to use | |
465 | */ | |
466 | void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle) | |
467 | { | |
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468 | gl::setShaderUniform(&this->shaders, "fragmentStyle", static_cast<int>(newFragmentStyle)); |
37 | 469 | } |
470 | ||
471 | /** | |
472 | * @brief Changes the way the scene is rendered | |
473 | * @param newStyle new render style to use | |
474 | */ | |
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475 | void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) |
18 | 476 | { |
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477 | bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; |
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478 | bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; |
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479 | this->renderPreferences = newPreferences; |
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480 | if (mainColorChanged or backgroundColorChanged) |
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481 | { |
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482 | this->build(); |
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483 | } |
112 | 484 | Q_EMIT this->renderPreferencesChanged(); |
18 | 485 | this->update(); |
486 | } | |
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487 | |
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488 | /** |
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489 | * @return the currently highlighted object |
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490 | */ |
200 | 491 | ModelId PartRenderer::getHighlightedObject() const |
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492 | { |
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493 | return this->highlighted; |
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494 | } |
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495 | |
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Fixed ModelId being used to identify both models and elements, added ElementId to identify elements
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496 | void PartRenderer::setSelection(const QSet<ElementId>& selection) |
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497 | { |
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498 | Q_ASSERT(not selection.contains({0})); |
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499 | gl::setModelShaderSelectedObjects(&this->shaders, selection); |
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500 | this->update(); |
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501 | } |
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Improve click handling
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502 | |
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503 | glm::vec3 PartRenderer::cameraVector(const QPointF& point) const |
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504 | { |
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505 | const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); |
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506 | const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); |
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507 | return p2 - p1; |
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508 | } |