Fri, 07 Feb 2020 02:01:21 +0200
wrote the id color in terms of the id value in the shader now that I can get the id to the shader properly
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 | layout(location=2) in vec3 normal; |
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34 | layout(location=3) in int 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; |
37 | 41 | uniform int fragmentStyle; |
48
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42 | uniform vec3 selectedColor; |
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43 | uniform int highlighted; |
37 | 44 | |
45 | const int FRAGSTYLE_Normal = 0; | |
46 | const int FRAGSTYLE_BfcGreen = 1; | |
47 | const int FRAGSTYLE_BfcRed = 2; | |
48 | const int FRAGSTYLE_Random = 3; | |
46 | 49 | const int FRAGSTYLE_Id = 4; |
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50 | |
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51 | void main() |
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52 | { |
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53 | mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); |
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54 | vNormal = normalize(normalMatrix * normal); |
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55 | if (fragmentStyle == FRAGSTYLE_Id) |
37 | 56 | { |
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57 | /* Calculate a color based from this index. This method caters for |
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58 | * 16777216 objects. I don't think that will be exceeded anytime soon. |
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59 | */ |
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60 | int r = (id / 0x10000) % 0x100; |
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61 | int g = (id / 0x100) % 0x100; |
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62 | int b = id % 0x100; |
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63 | vColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0); |
46 | 64 | } |
37 | 65 | else |
66 | { | |
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67 | if (fragmentStyle == FRAGSTYLE_BfcGreen) |
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68 | { |
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69 | vColor = vec4(0.2, 0.9, 0.2, 1.0); |
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70 | } |
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71 | else if (fragmentStyle == FRAGSTYLE_BfcRed) |
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72 | { |
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73 | vColor = vec4(0.9, 0.2, 0.2, 1.0); |
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74 | } |
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75 | else |
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76 | { |
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77 | vColor = color; |
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78 | } |
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79 | if (highlighted == id) |
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80 | { |
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81 | vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6; |
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82 | } |
37 | 83 | } |
48
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84 | |
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85 | vFragPos = vec3(modelMatrix * vec4(position, 1.0)); |
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86 | gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0); |
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87 | } |
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88 | )"; |
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89 | |
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90 | static const char* fragmentShaderSource = R"( |
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91 | #version 330 core |
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92 | |
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93 | in vec4 vColor; |
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94 | in vec3 vFragPos; |
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95 | in vec3 vNormal; |
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96 | out vec4 fColor; |
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97 | const vec3 lightPos = vec3(0.5, 0.5, 0.5); |
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98 | const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); |
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99 | const float ambientStrength = 0.7; |
46 | 100 | uniform bool useLighting; |
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101 | |
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102 | void main() |
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103 | { |
46 | 104 | if (useLighting) |
105 | { | |
106 | vec4 ambient = ambientStrength * lightColor; | |
107 | vec3 lightDirection = normalize(lightPos - vFragPos); | |
108 | vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor; | |
109 | fColor = (ambient + diffuse) * vColor; | |
110 | } | |
111 | else | |
112 | { | |
113 | fColor = vColor; | |
114 | } | |
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115 | } |
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116 | )"; |
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117 | |
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118 | gl::Compiler::Compiler(const ldraw::ColorTable& colorTable, QObject* parent) : |
26 | 119 | QObject{parent}, |
120 | colorTable{colorTable} | |
21 | 121 | { |
122 | } | |
123 | ||
19 | 124 | gl::Compiler::~Compiler() |
125 | { | |
26 | 126 | } |
19 | 127 | |
26 | 128 | void gl::Compiler::initialize() |
129 | { | |
130 | if (not this->initialized) | |
131 | { | |
132 | this->initializeOpenGLFunctions(); | |
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133 | for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1) |
26 | 134 | { |
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135 | auto& object = this->glObjects[i]; |
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136 | object.program = new QOpenGLShaderProgram; |
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137 | object.program->create(); |
28 | 138 | const bool vertexShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Vertex, ::vertexShaderSource); |
139 | QString log; | |
140 | if (not vertexShaderCompiled) | |
141 | { | |
142 | log += "\n" + tr("Vertex shader:") + "\n" + object.program->log(); | |
143 | } | |
144 | const bool fragmentShaderCompiled = object.program->addShaderFromSourceCode(QOpenGLShader::Fragment, ::fragmentShaderSource); | |
145 | if (not fragmentShaderCompiled) | |
146 | { | |
147 | log += "\n" + tr("Fragment shader:") + "\n" + object.program->log(); | |
148 | } | |
149 | if (not vertexShaderCompiled or not fragmentShaderCompiled) | |
150 | { | |
151 | QMessageBox::critical(nullptr, tr("Shader compile error"), tr("Could not compile shaders.") + "\n" + log); | |
152 | std::exit(-1); | |
153 | } | |
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154 | object.program->link(); |
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155 | object.program->bind(); |
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156 | object.buffer.create(); |
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157 | object.buffer.bind(); |
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158 | object.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw); |
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159 | object.vertexArray.create(); |
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160 | object.vertexArray.bind(); |
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161 | for (int k : {0, 1, 2, 3}) |
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162 | { |
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163 | object.program->enableAttributeArray(k); |
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164 | } |
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165 | constexpr int stride = sizeof(gl::Vertex); |
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166 | object.program->setAttributeBuffer(0, GL_FLOAT, offsetof(gl::Vertex, position), 3, stride); |
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167 | object.program->setAttributeBuffer(1, GL_FLOAT, offsetof(gl::Vertex, color), 4, stride); |
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168 | object.program->setAttributeBuffer(2, GL_FLOAT, offsetof(gl::Vertex, normal), 3, stride); |
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169 | glVertexAttribIPointer(3, 1, GL_INT, stride, (void*)offsetof(gl::Vertex, id)); |
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170 | object.vertexArray.release(); |
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171 | object.buffer.release(); |
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172 | object.program->release(); |
26 | 173 | } |
174 | this->initialized = true; | |
175 | } | |
19 | 176 | } |
21 | 177 | |
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178 | void gl::Compiler::build(Model* model, DocumentManager* context, const gl::RenderPreferences& preferences) |
21 | 179 | { |
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180 | this->boundingBox = {}; |
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181 | std::vector<gl::Vertex> vboData[gl::NUM_ARRAY_CLASSES]; |
21 | 182 | const std::vector<gl::Polygon> polygons = model->getPolygons(context); |
183 | for (const gl::Polygon& polygon : polygons) | |
184 | { | |
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185 | this->buildPolygon(polygon, vboData, preferences); |
21 | 186 | } |
26 | 187 | for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
21 | 188 | { |
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189 | auto& buffer = this->glObjects[arrayId].buffer; |
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190 | auto& vector = vboData[arrayId]; |
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191 | this->storedVertexCounts[arrayId] = vector.size(); |
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192 | buffer.bind(); |
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193 | buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0])); |
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194 | buffer.release(); |
21 | 195 | } |
196 | } | |
197 | ||
26 | 198 | gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
21 | 199 | { |
200 | switch (polygon.type) | |
201 | { | |
202 | case gl::Polygon::EdgeLine: | |
26 | 203 | return gl::ArrayClass::Lines; |
21 | 204 | case gl::Polygon::Triangle: |
26 | 205 | return gl::ArrayClass::Triangles; |
21 | 206 | case gl::Polygon::Quadrilateral: |
26 | 207 | return gl::ArrayClass::Quads; |
21 | 208 | case gl::Polygon::ConditionalEdge: |
26 | 209 | return gl::ArrayClass::ConditionalLines; |
21 | 210 | } |
26 | 211 | return gl::ArrayClass::Lines; |
21 | 212 | } |
213 | ||
47 | 214 | ldraw::Id gl::Compiler::idFromColor(const std::array<GLbyte, 3>& data) |
215 | { | |
216 | return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]}; | |
217 | } | |
218 | ||
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219 | void gl::Compiler::buildPolygon( |
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220 | gl::Polygon polygon, |
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221 | std::vector<gl::Vertex>* vboData, |
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222 | const gl::RenderPreferences& preferences) |
21 | 223 | { |
26 | 224 | const gl::ArrayClass vboClass = classifyPolygon(polygon); |
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225 | std::vector<gl::Vertex>& vertexBuffer = vboData[static_cast<int>(vboClass)]; |
21 | 226 | auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
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227 | reserveMore(vertexBuffer, polygon.numPolygonVertices()); |
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228 | const QColor color = this->getColorForPolygon(polygon, preferences); |
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229 | for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
21 | 230 | { |
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231 | const glm::vec3& v1 = vertexRing[i - 1]; |
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232 | const glm::vec3& v2 = vertexRing[i]; |
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233 | const glm::vec3& v3 = vertexRing[i + 1]; |
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234 | this->boundingBox.consider(polygon.vertices[i]); |
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235 | gl::Vertex& vertex = vertexBuffer.emplace_back(); |
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236 | vertex.position = polygon.vertices[i]; |
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237 | vertex.normal = glm::normalize(glm::cross(v1 - v2, v3 - v2)); |
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238 | vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()}; |
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239 | vertex.id = polygon.id.value; |
21 | 240 | } |
241 | } | |
242 | ||
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243 | QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon, const gl::RenderPreferences& preferences) |
21 | 244 | { |
245 | QColor color; | |
26 | 246 | // For normal colors, use the polygon's color. |
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247 | if (polygon.color == ldraw::mainColor) |
21 | 248 | { |
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249 | color = preferences.mainColor; |
21 | 250 | } |
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251 | else if (polygon.color == ldraw::edgeColor) |
21 | 252 | { |
26 | 253 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
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254 | color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white; |
21 | 255 | } |
256 | else | |
257 | { | |
26 | 258 | // Not main or edge color, use the polygon's color as is. |
259 | color = this->colorTable[polygon.color].faceColor; | |
21 | 260 | } |
261 | return color; | |
262 | } | |
263 | ||
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264 | glm::vec3 gl::Compiler::modelCenter() const |
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265 | { |
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266 | return boxCenter(this->boundingBox); |
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267 | } |
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268 | |
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269 | double gl::Compiler::modelDistance() const |
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270 | { |
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271 | return longestMeasure(this->boundingBox); |
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272 | } |
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273 | |
26 | 274 | void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
275 | { | |
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276 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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277 | object.vertexArray.bind(); |
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278 | object.program->bind(); |
26 | 279 | } |
280 | ||
281 | void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) | |
282 | { | |
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283 | auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
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284 | object.program->release(); |
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285 | object.vertexArray.release(); |
26 | 286 | } |
287 | ||
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288 | std::size_t gl::Compiler::vertexCount(const gl::ArrayClass arrayClass) const |
28 | 289 | { |
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290 | return this->storedVertexCounts[static_cast<int>(arrayClass)]; |
28 | 291 | } |