src/gl/common.h

Mon, 13 Jun 2022 02:18:25 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Mon, 13 Jun 2022 02:18:25 +0300
changeset 216
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parent 215
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child 217
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permissions
-rw-r--r--

Reworked grid program into a render layer

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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 #pragma once
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20 #include <QWidget>
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21 #include <QColor>
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22 #include <QOpenGLBuffer>
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23 #include <QOpenGLFunctions>
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24 #include <QOpenGLShader>
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25 #include <QOpenGLShaderProgram>
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26 #include <QOpenGLVertexArrayObject>
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27 #include <glm/gtc/type_ptr.hpp>
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28 #include "basics.h"
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29 #include "colors.h"
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30 #include "model.h"
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31
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32 class RenderLayer
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33 {
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34 public:
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35 virtual void initializeGL(){}
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36 virtual void paintGL(){}
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37 virtual void overpaint(QPainter*){}
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38 virtual void mvpMatrixChanged(const glm::mat4& mvpMatrix) = 0;
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39 };
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40
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41 namespace gl
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42 {
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43 class ShaderProgram;
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44
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45 void buildShaders(
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46 QOpenGLShaderProgram* shaderProgram,
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47 const char* vertexShaderSource,
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48 const char* fragmentShaderSource);
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49 void checkForGLErrors(QWidget* parent);
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50 inline glm::vec3 colorToVector3(const QColor& color)
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51 {
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52 return {float_cast(color.redF()), float_cast(color.greenF()), float_cast(color.blueF())};
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53 }
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54 inline glm::vec4 colorToVector4(const QColor& color)
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55 {
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56 return {gl::colorToVector3(color), float_cast(color.alphaF())};
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57 }
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58 }
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59
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60 class gl::ShaderProgram : public QOpenGLShaderProgram
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61 {
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62 public:
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63 using QOpenGLShaderProgram::QOpenGLShaderProgram;
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64 // for some reason I cannot overload setUniformValue properly with this template thing
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65 template<typename Float, glm::qualifier Prec>
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66 void setUniformMatrix(const char* uniformName, const glm::mat<4, 4, Float, Prec>& value)
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67 {
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68 const float (*array)[4][4] = reinterpret_cast<const float(*)[4][4]>(glm::value_ptr(value));
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69 this->setUniformValue(uniformName, *array);
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70 }
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71 template<typename Float, glm::qualifier Prec>
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72 void setUniformVector(const char* uniformName, const glm::vec<4, Float, Prec>& value)
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73 {
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74 this->setUniformValue(uniformName, value.x, value.y, value.z, value.w);
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75 }
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76 };
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77
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78 extern QOpenGLFunctions glfunc;
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80 namespace gl
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81 {
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82 // Different ways to render the scene
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83 enum class RenderStyle
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84 {
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85 // Normal rendering style
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86 Normal,
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87 // Render all polygons as lines
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88 Wireframe,
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89 // Use green colour for front faces and red colour for back faces
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90 BfcRedGreen,
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91 // Use a different colour for each object
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92 RandomColors,
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93 // Render so that the colour of an object has an one to one correspondence with its id
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94 PickScene,
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95 // Render a scene where vertices can be picked
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96 VertexPickScene,
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97 };
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98
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99 // Different ways to render fragments.
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100 // These are also defined in shaders
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101 enum class FragmentStyle
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102 {
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103 // Use normal colours
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104 Normal = 0,
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105 // Use a distinctive green colour for BFC red/green view
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106 BfcGreen = 1,
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107 // Use a distinctive red colour for BFC red/green view
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108 BfcRed = 2,
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109 // Use a colour based on the object to distinguish objects
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110 RandomColors = 3,
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111 // Use a colour that codes the object's id
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112 Id = 4,
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113 // Render everything black
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114 Black = 5,
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115 };
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117 // User options for rendering
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118 struct RenderPreferences
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119 {
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120 gl::RenderStyle style = gl::RenderStyle::Normal;
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121 QColor mainColor{255, 255, 64};
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122 QColor backgroundColor{48, 48, 48};
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123 QColor selectedColor{32, 32, 255};
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124 GLfloat lineThickness = 2.0f;
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125 bool lineAntiAliasing = true;
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126 bool drawAxes = true;
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127 };
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128 }

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