src/gl/partrenderer.cpp

Fri, 07 Feb 2020 02:01:21 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Fri, 07 Feb 2020 02:01:21 +0200
changeset 49
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parent 48
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child 51
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permissions
-rw-r--r--

wrote the id color in terms of the id value in the shader now that I can get the id to the shader properly

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2020 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 #include <GL/glut.h>
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20 #include <glm/ext/matrix_transform.hpp>
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21 #include <glm/ext/matrix_clip_space.hpp>
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22 #include <QMouseEvent>
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23 #include <QMessageBox>
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24 #include <QAbstractButton>
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25 #include "partrenderer.h"
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26
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27 PartRenderer::PartRenderer(
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28 Model* model,
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29 DocumentManager* documents,
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30 const ldraw::ColorTable& colorTable,
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31 QWidget* parent) :
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32 QOpenGLWidget{parent},
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33 model{model},
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34 documents{documents},
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35 colorTable{colorTable},
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36 compiler{new gl::Compiler{this->colorTable, this}}
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37 {
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38 this->setMouseTracking(true);
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39 }
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40
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41 PartRenderer::~PartRenderer()
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42 {
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43 }
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44
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45 void PartRenderer::initializeGL()
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46 {
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47 this->initializeOpenGLFunctions();
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48 if (glGetError() != GL_NO_ERROR)
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49 {
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50 abort();
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51 }
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52 this->compiler->initialize();
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53 this->compiler->build(this->model, this->documents, this->renderPreferences);
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54 this->initialized = true;
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55 this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0});
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56 this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0});
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57 this->updateViewMatrix();
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58 this->update();
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59 }
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60
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61 void PartRenderer::resizeGL(int width, int height)
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62 {
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63 glViewport(0, 0, width, height);
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64 this->projectionMatrix = glm::perspective(
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65 glm::radians(45.0f),
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66 static_cast<float>(width) / static_cast<float>(height),
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67 0.1f,
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68 10000.f);
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69 this->compiler->setUniformMatrix("projectionMatrix", this->projectionMatrix);
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70 }
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71
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72 static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass)
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73 {
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74 switch (vboClass)
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75 {
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76 case gl::ArrayClass::Lines:
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77 case gl::ArrayClass::ConditionalLines:
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78 return GL_LINES;
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79 case gl::ArrayClass::Triangles:
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80 return GL_TRIANGLES;
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81 case gl::ArrayClass::Quads:
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82 return GL_QUADS;
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83 }
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84 throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"};
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85 }
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86
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87 void PartRenderer::paintGL()
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88 {
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89 glEnable(GL_DEPTH_TEST);
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90 glShadeModel(GL_SMOOTH);
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91 glEnable(GL_MULTISAMPLE);
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92 this->renderScene();
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93 }
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94
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95 static QVector3D vec3FromQColor(const QColor& color)
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96 {
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97 return {(float)color.redF(), (float)color.greenF(), (float)color.blueF()};
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98 }
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99
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100 void PartRenderer::renderScene()
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101 {
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102 if (this->renderPreferences.lineAntiAliasing && this->renderPreferences.style != gl::RenderStyle::PickScene)
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103 {
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104 glEnable(GL_LINE_SMOOTH);
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105 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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106 }
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107 else {
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108 glDisable(GL_LINE_SMOOTH);
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109 }
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110 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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111 {
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112 const QColor& backgroundColor = this->renderPreferences.backgroundColor;
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113 glClearColor(
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114 static_cast<float>(backgroundColor.redF()),
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115 static_cast<float>(backgroundColor.greenF()),
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116 static_cast<float>(backgroundColor.blueF()),
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117 1.0f);
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118 this->compiler->setUniform("useLighting", true);
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119 }
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120 else
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121 {
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122 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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123 this->compiler->setUniform("useLighting", false);
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124 }
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125 this->compiler->setUniform("selectedColor", vec3FromQColor(this->renderPreferences.selectedColor));
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126 this->compiler->setUniform("highlighted", this->highlighted.value);
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127 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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128 glEnable(GL_DEPTH_TEST);
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129 glEnable(GL_POLYGON_OFFSET_FILL);
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130 glPolygonOffset(1.0f, 1.0f);
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131 glLineWidth(this->renderPreferences.lineThickness);
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132 switch (this->renderPreferences.style)
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133 {
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134 case gl::RenderStyle::Normal:
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135 this->setFragmentStyle(gl::FragmentStyle::Normal);
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136 this->renderAllArrays();
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137 break;
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138 case gl::RenderStyle::BfcRedGreen:
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139 glEnable(GL_CULL_FACE);
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140 glCullFace(GL_BACK);
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141 this->setFragmentStyle(gl::FragmentStyle::BfcGreen);
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142 renderVao(gl::ArrayClass::Triangles);
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143 renderVao(gl::ArrayClass::Quads);
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144 glCullFace(GL_FRONT);
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145 this->setFragmentStyle(gl::FragmentStyle::BfcRed);
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146 renderVao(gl::ArrayClass::Triangles);
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147 renderVao(gl::ArrayClass::Quads);
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148 glDisable(GL_CULL_FACE);
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149 this->setFragmentStyle(gl::FragmentStyle::Normal);
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150 renderVao(gl::ArrayClass::Lines);
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151 case gl::RenderStyle::RandomColors:
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152 this->setFragmentStyle(gl::FragmentStyle::RandomColors);
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153 this->renderAllArrays();
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154 break;
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155 case gl::RenderStyle::PickScene:
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156 glLineWidth(3.0f);
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157 this->setFragmentStyle(gl::FragmentStyle::Id);
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158 this->renderAllArrays();
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159 break;
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160 case gl::RenderStyle::Wireframe:
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161 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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162 this->setFragmentStyle(gl::FragmentStyle::Normal);
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163 this->renderAllArrays();
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164 break;
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165 }
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166 glDisable(GL_POLYGON_OFFSET_FILL);
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167 }
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168
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169 void PartRenderer::renderAllArrays()
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170 {
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171 // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering.
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172 renderVao(gl::ArrayClass::Triangles);
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173 renderVao(gl::ArrayClass::Quads);
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174 renderVao(gl::ArrayClass::Lines);
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175 }
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176
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177
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178 void PartRenderer::updateViewMatrix()
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179 {
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180 // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior
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181 const double z = 2 * std::exp(this->zoom) * (1 + this->compiler->modelDistance());
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182 this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0});
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183 this->compiler->setUniformMatrix("viewMatrix", this->viewMatrix);
31
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184 }
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185
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186 void PartRenderer::renderVao(const gl::ArrayClass arrayClass)
26
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187 {
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188 this->compiler->bindVertexArray(arrayClass);
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189 const std::size_t vertexCount = this->compiler->vertexCount(arrayClass);
26
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190 glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount));
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191 this->compiler->releaseVertexArray(arrayClass);
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192 this->checkForGLErrors();
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193 }
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194
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195 void PartRenderer::checkForGLErrors()
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196 {
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197 GLenum glError;
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198 QStringList errors;
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199 while ((glError = glGetError()) != GL_NO_ERROR)
21
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200 {
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201 const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(::gluErrorString(glError)));
26
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202 errors.append(glErrorString);
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203 }
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204 if (not errors.isEmpty())
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205 {
47
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206 QMessageBox box{this};
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207 box.setIcon(QMessageBox::Critical);
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208 box.setText(tr("Failed to render: %1").arg(errors.join("\n")));
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209 box.setWindowTitle(tr("Rendering error"));
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210 box.setStandardButtons(QMessageBox::Close);
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211 box.button(QMessageBox::Close)->setText(tr("Damn it"));
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212 box.exec();
21
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213 }
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214 }
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215
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216 void PartRenderer::mouseMoveEvent(QMouseEvent* event)
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217 {
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218 const bool left = event->buttons() & Qt::LeftButton;
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219 const QPointF move = pointToPointF(event->pos()) - this->lastMousePosition;
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220 if (left and not move.isNull())
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221 {
31
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diff changeset
222 // q_x is the rotation of the brick along the vertical y-axis, because turning the
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223 // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the
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224 // brick along the horizontal x-axis, which causes vertical rotation.
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225 const auto scalar = 0.006f;
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226 const float move_x = static_cast<float>(move.x());
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227 const float move_y = static_cast<float>(move.y());
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228 const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0});
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229 const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0});
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230 this->modelQuaternion = q_x * q_y * this->modelQuaternion;
34
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231 this->compiler->setUniformMatrix("modelMatrix", glm::mat4_cast(this->modelQuaternion));
17
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232 this->update();
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233 }
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234 this->lastMousePosition = pointToPointF(event->pos());
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235 }
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236
31
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diff changeset
237 void PartRenderer::wheelEvent(QWheelEvent* event)
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238 {
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diff changeset
239 static constexpr double WHEEL_STEP = 1 / 1000.0;
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240 const double move = (-event->angleDelta().y()) * WHEEL_STEP;
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241 this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM);
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242 this->updateViewMatrix();
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243 this->update();
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244 }
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245
47
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diff changeset
246 ldraw::Id PartRenderer::pick(const QPoint& where)
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247 {
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248 const gl::RenderStyle oldRenderStyle = this->renderPreferences.style;
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249 this->renderPreferences.style = gl::RenderStyle::PickScene;
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250 this->makeCurrent();
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251 this->renderScene();
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diff changeset
252 std::array<GLbyte, 3> data;
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253 glReadPixels(where.x(), this->height() - where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]);
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254 this->renderPreferences.style = oldRenderStyle;
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255 this->update();
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256 return gl::Compiler::idFromColor(data);
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257 }
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258
37
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diff changeset
259 /**
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260 * @brief Changes the color of rendered fragments
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261 * @param newFragmentStyle new fragment style to use
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262 */
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263 void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle)
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264 {
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diff changeset
265 this->compiler->setUniform("fragmentStyle", static_cast<int>(newFragmentStyle));
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266 }
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267
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268 /**
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269 * @brief Changes the way the scene is rendered
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270 * @param newStyle new render style to use
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271 */
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272 void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences)
18
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273 {
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274 bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor;
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275 bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor;
39
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276 this->renderPreferences = newPreferences;
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277 if (mainColorChanged or backgroundColorChanged)
39
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278 {
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279 this->compiler->build(this->model, this->documents, this->renderPreferences);
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280 }
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281 this->update();
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282 }
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283
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284 void PartRenderer::setHighlight(ldraw::Id highlightedId)
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285 {
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286 this->highlighted = highlightedId;
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287 }
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288

mercurial