Wed, 22 Jan 2020 01:17:11 +0200
commit work done on plugging vao to the gl renderer, renders nonsense for now
19 | 1 | /* |
2 | * LDForge: LDraw parts authoring CAD | |
3 | * Copyright (C) 2013 - 2018 Teemu Piippo | |
4 | * | |
5 | * This program is free software: you can redistribute it and/or modify | |
6 | * it under the terms of the GNU General Public License as published by | |
7 | * the Free Software Foundation, either version 3 of the License, or | |
8 | * (at your option) any later version. | |
9 | * | |
10 | * This program is distributed in the hope that it will be useful, | |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 | * GNU General Public License for more details. | |
14 | * | |
15 | * You should have received a copy of the GNU General Public License | |
16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
17 | */ | |
18 | ||
19 | #define GL_GLEXT_PROTOTYPES | |
20 | #include <GL/glu.h> | |
21 | #include <GL/glext.h> | |
26 | 22 | #include <QMessageBox> |
19 | 23 | #include "gl/compiler.h" |
24 | #include "documentmanager.h" | |
25 | #include "invert.h" | |
26 | #include "ring.h" | |
27 | ||
27
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28 | static const char* vertexShaderSource = R"( |
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29 | #version 330 core |
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30 | |
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31 | layout(location=0) in vec3 position; |
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32 | layout(location=1) in vec4 color; |
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33 | out vec4 vColor; |
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34 | uniform mat4 CameraTransformation; |
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35 | |
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36 | void main() |
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37 | { |
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38 | vColor = color; |
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39 | gl_Position = projection * modelview * CameraTransformation * vec4(position, 1.0); |
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40 | } |
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41 | )"; |
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42 | |
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43 | static const char* fragmentShaderSource = R"( |
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44 | #version 330 core |
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45 | |
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46 | in vec4 vColor; |
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47 | out vec4 fColor; |
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48 | |
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49 | void main() |
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50 | { |
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51 | fColor = vColor; |
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52 | } |
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53 | )"; |
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54 | |
26 | 55 | gl::Compiler::Compiler(const ColorTable& colorTable, QObject* parent) : |
56 | QObject{parent}, | |
57 | colorTable{colorTable} | |
21 | 58 | { |
59 | } | |
60 | ||
19 | 61 | gl::Compiler::~Compiler() |
62 | { | |
26 | 63 | } |
19 | 64 | |
26 | 65 | void gl::Compiler::initialize() |
66 | { | |
67 | if (not this->initialized) | |
68 | { | |
69 | this->initializeOpenGLFunctions(); | |
27
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70 | for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1) |
26 | 71 | { |
27
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72 | auto& object = this->glObjects[i]; |
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73 | object.program = new QOpenGLShaderProgram; |
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74 | object.program->create(); |
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75 | object.program->addShaderFromSourceCode(QOpenGLShader::Vertex, ::vertexShaderSource); |
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76 | object.program->addShaderFromSourceCode(QOpenGLShader::Fragment, ::fragmentShaderSource); |
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77 | object.program->link(); |
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78 | object.program->bind(); |
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79 | object.buffer.create(); |
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80 | object.buffer.bind(); |
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81 | object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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82 | object.vertexArray.create(); |
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83 | object.vertexArray.bind(); |
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84 | object.program->enableAttributeArray(0); |
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85 | object.program->enableAttributeArray(1); |
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86 | object.program->setAttributeBuffer(0, GL_FLOAT, 0, 3); |
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87 | object.program->setAttributeBuffer(1, GL_FLOAT, 3, 4); |
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88 | object.vertexArray.release(); |
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89 | object.buffer.release(); |
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90 | object.program->release(); |
26 | 91 | } |
92 | this->initialized = true; | |
93 | } | |
19 | 94 | } |
21 | 95 | |
96 | void gl::Compiler::build(Model* model, DocumentManager* context) | |
97 | { | |
22
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98 | this->boundingBox = {}; |
27
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99 | std::vector<GLfloat> vboData[gl::NUM_ARRAY_CLASSES]; |
21 | 100 | const std::vector<gl::Polygon> polygons = model->getPolygons(context); |
101 | for (const gl::Polygon& polygon : polygons) | |
102 | { | |
103 | this->buildPolygon(polygon, vboData); | |
104 | } | |
26 | 105 | for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
21 | 106 | { |
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107 | auto& buffer = this->glObjects[arrayId].buffer; |
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108 | auto& vector = vboData[arrayId]; |
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109 | this->storedVboSizes[arrayId] = vector.size(); |
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110 | buffer.bind(); |
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111 | buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0])); |
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112 | buffer.release(); |
21 | 113 | } |
114 | } | |
115 | ||
26 | 116 | gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
21 | 117 | { |
118 | switch (polygon.type) | |
119 | { | |
120 | case gl::Polygon::EdgeLine: | |
26 | 121 | return gl::ArrayClass::Lines; |
21 | 122 | case gl::Polygon::Triangle: |
26 | 123 | return gl::ArrayClass::Triangles; |
21 | 124 | case gl::Polygon::Quadrilateral: |
26 | 125 | return gl::ArrayClass::Quads; |
21 | 126 | case gl::Polygon::ConditionalEdge: |
26 | 127 | return gl::ArrayClass::ConditionalLines; |
21 | 128 | } |
26 | 129 | return gl::ArrayClass::Lines; |
21 | 130 | } |
131 | ||
26 | 132 | [[maybe_unused]] |
133 | static QColor colorFromId(linetypes::Id id) | |
21 | 134 | { |
135 | // Calculate a color based from this index. This method caters for | |
136 | // 16777216 objects. I don't think that will be exceeded anytime soon. | |
137 | const int r = (id.value / 0x10000) % 0x100; | |
138 | const int g = (id.value / 0x100) % 0x100; | |
139 | const int b = id.value % 0x100; | |
140 | return {r, g, b}; | |
141 | } | |
142 | ||
143 | void gl::Compiler::buildPolygon(gl::Polygon polygon, std::vector<GLfloat>* vboData) | |
144 | { | |
26 | 145 | const gl::ArrayClass vboClass = classifyPolygon(polygon); |
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146 | //std::vector<GLfloat>& vertexBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::VertexData})]; |
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147 | std::vector<GLfloat>& vertexBuffer = vboData[static_cast<int>(vboClass)]; |
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148 | /* |
26 | 149 | std::vector<GLfloat>& normalsBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::Normals})]; |
21 | 150 | auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
26 | 151 | reserveMore(normalsBuffer, polygon.numPolygonVertices() * 3_z); |
22
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152 | for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
21 | 153 | { |
154 | const Point3D& v1 = vertexRing[i - 1]; | |
155 | const Point3D& v2 = vertexRing[i]; | |
156 | const Point3D& v3 = vertexRing[i + 1]; | |
157 | const QVector3D normal = QVector3D::crossProduct(v3 - v2, v1 - v2).normalized(); | |
158 | for (const GLfloat coord : {normal.x(), normal.y(), normal.z()}) | |
26 | 159 | normalsBuffer.push_back(coord); |
21 | 160 | } |
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161 | */ |
26 | 162 | reserveMore(vertexBuffer, polygon.numPolygonVertices() * 7); |
163 | const QColor color = this->getColorForPolygon(polygon); | |
21 | 164 | // Transform vertices so that they're suitable for GL rendering |
22
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165 | for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
21 | 166 | { |
26 | 167 | Point3D& point = polygon.vertices[i]; |
21 | 168 | polygon.vertices[i].y = -polygon.vertices[i].y; |
169 | polygon.vertices[i].z = -polygon.vertices[i].z; | |
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170 | this->boundingBox.consider(polygon.vertices[i]); |
26 | 171 | vertexBuffer.push_back(static_cast<GLfloat>(point.x)); |
172 | vertexBuffer.push_back(static_cast<GLfloat>(point.y)); | |
173 | vertexBuffer.push_back(static_cast<GLfloat>(point.z)); | |
174 | vertexBuffer.push_back(static_cast<GLfloat>(color.redF())); | |
175 | vertexBuffer.push_back(static_cast<GLfloat>(color.greenF())); | |
176 | vertexBuffer.push_back(static_cast<GLfloat>(color.blueF())); | |
177 | vertexBuffer.push_back(static_cast<GLfloat>(color.alphaF())); | |
21 | 178 | } |
179 | } | |
180 | ||
26 | 181 | QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon) |
21 | 182 | { |
183 | QColor color; | |
26 | 184 | // For normal colors, use the polygon's color. |
185 | if (polygon.color == colors::main) | |
21 | 186 | { |
26 | 187 | color = {255, 255, 64}; // mainColorRepresentation(); |
21 | 188 | } |
26 | 189 | else if (polygon.color == colors::edge) |
21 | 190 | { |
26 | 191 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
192 | color = Qt::black; //luma(config::backgroundColor()) > 40 ? Qt::black : Qt::white; | |
21 | 193 | } |
194 | else | |
195 | { | |
26 | 196 | // Not main or edge color, use the polygon's color as is. |
197 | color = this->colorTable[polygon.color].faceColor; | |
21 | 198 | } |
199 | return color; | |
200 | } | |
201 | ||
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202 | Point3D gl::Compiler::modelCenter() const |
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203 | { |
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204 | return boxCenter(this->boundingBox); |
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205 | } |
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206 | |
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207 | double gl::Compiler::modelDistance() const |
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208 | { |
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209 | return longestMeasure(this->boundingBox); |
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210 | } |
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211 | |
26 | 212 | void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
213 | { | |
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214 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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215 | object.vertexArray.bind(); |
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216 | object.program->bind(); |
26 | 217 | } |
218 | ||
219 | void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) | |
220 | { | |
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221 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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222 | object.program->release(); |
c57fb7a5ffa3
commit work done on plugging vao to the gl renderer, renders nonsense for now
Teemu Piippo <teemu@hecknology.net>
parents:
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223 | object.vertexArray.release(); |
26 | 224 | } |
225 | ||
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c57fb7a5ffa3
commit work done on plugging vao to the gl renderer, renders nonsense for now
Teemu Piippo <teemu@hecknology.net>
parents:
26
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226 | std::size_t gl::Compiler::vboSize(const gl::ArrayClass arrayClass) const |
21 | 227 | { |
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c57fb7a5ffa3
commit work done on plugging vao to the gl renderer, renders nonsense for now
Teemu Piippo <teemu@hecknology.net>
parents:
26
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changeset
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228 | return this->storedVboSizes[static_cast<int>(arrayClass)]; |
21 | 229 | } |
230 | ||
231 | int gl::vboIndex(const VboAddress vboAddress) | |
232 | { | |
233 | return static_cast<std::uint8_t>(vboAddress.vboClass) * gl::numVboSubclasses | |
234 | + static_cast<std::uint8_t>(vboAddress.vboSubclass); | |
235 | } |