23 #include "gl/compiler.h" |
23 #include "gl/compiler.h" |
24 #include "documentmanager.h" |
24 #include "documentmanager.h" |
25 #include "invert.h" |
25 #include "invert.h" |
26 #include "ring.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 |
28 gl::Compiler::Compiler(const ColorTable& colorTable, QObject* parent) : |
55 gl::Compiler::Compiler(const ColorTable& colorTable, QObject* parent) : |
29 QObject{parent}, |
56 QObject{parent}, |
30 colorTable{colorTable} |
57 colorTable{colorTable} |
31 { |
58 { |
32 } |
59 } |
33 |
60 |
34 gl::Compiler::~Compiler() |
61 gl::Compiler::~Compiler() |
35 { |
62 { |
36 if (this->initialized) |
63 } |
37 { |
64 |
38 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
65 void gl::Compiler::initialize() |
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66 { |
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67 if (not this->initialized) |
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68 { |
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69 this->initializeOpenGLFunctions(); |
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70 for (int i = 0; i < gl::NUM_ARRAY_CLASSES; i += 1) |
39 { |
71 { |
40 glDeleteProgram(this->glObjects[arrayId].program); |
72 auto& object = this->glObjects[i]; |
41 glDeleteShader(this->glObjects[arrayId].vertexShader); |
73 object.program = new QOpenGLShaderProgram; |
42 glDeleteProgram(this->glObjects[arrayId].fragmentShader); |
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(); |
43 } |
91 } |
44 } |
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45 } |
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46 |
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47 void gl::Compiler::initialize() |
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48 { |
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49 if (not this->initialized) |
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50 { |
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51 this->initializeOpenGLFunctions(); |
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52 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
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53 { |
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54 QOpenGLVertexArrayObject& vao = this->vertexArrays[arrayId]; |
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55 vao.create(); |
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56 vao.bind(); |
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57 glGenBuffers(gl::numVboSubclasses, &this->storedVbo[gl::numVboSubclasses * arrayId]); |
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58 this->buildShaders(arrayId); |
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59 vao.release(); |
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60 } |
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61 //glGenBuffers(countof(this->storedVbo), &this->storedVbo[0]); |
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62 this->initialized = true; |
92 this->initialized = true; |
63 } |
93 } |
64 } |
94 } |
65 |
95 |
66 void gl::Compiler::build(Model* model, DocumentManager* context) |
96 void gl::Compiler::build(Model* model, DocumentManager* context) |
67 { |
97 { |
68 this->boundingBox = {}; |
98 this->boundingBox = {}; |
69 std::vector<GLfloat> vboData[gl::numVbos]; |
99 std::vector<GLfloat> vboData[gl::NUM_ARRAY_CLASSES]; |
70 const std::vector<gl::Polygon> polygons = model->getPolygons(context); |
100 const std::vector<gl::Polygon> polygons = model->getPolygons(context); |
71 for (const gl::Polygon& polygon : polygons) |
101 for (const gl::Polygon& polygon : polygons) |
72 { |
102 { |
73 this->buildPolygon(polygon, vboData); |
103 this->buildPolygon(polygon, vboData); |
74 } |
104 } |
75 /* |
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76 for (int index = 0; index < gl::numVbos; index += 1) |
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77 { |
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78 this->upload(index, vboData[index]); |
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79 }*/ |
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80 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
105 for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1) |
81 { |
106 { |
82 this->vertexArrays[arrayId].bind(); |
107 auto& buffer = this->glObjects[arrayId].buffer; |
83 for (int i = 0; i < gl::numVboSubclasses; i += 1) |
108 auto& vector = vboData[arrayId]; |
84 { |
109 this->storedVboSizes[arrayId] = vector.size(); |
85 const int vboIndex = gl::vboIndex({static_cast<gl::ArrayClass>(arrayId), static_cast<gl::VboSubclass>(i)}); |
110 buffer.bind(); |
86 this->upload(vboIndex, vboData[vboIndex]); |
111 buffer.allocate(vector.data(), static_cast<int>(vector.size() * sizeof vector[0])); |
87 } |
112 buffer.release(); |
88 this->vertexArrays[arrayId].release(); |
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89 } |
113 } |
90 } |
114 } |
91 |
115 |
92 gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
116 gl::ArrayClass classifyPolygon(const gl::Polygon& polygon) |
93 { |
117 { |
117 } |
141 } |
118 |
142 |
119 void gl::Compiler::buildPolygon(gl::Polygon polygon, std::vector<GLfloat>* vboData) |
143 void gl::Compiler::buildPolygon(gl::Polygon polygon, std::vector<GLfloat>* vboData) |
120 { |
144 { |
121 const gl::ArrayClass vboClass = classifyPolygon(polygon); |
145 const gl::ArrayClass vboClass = classifyPolygon(polygon); |
122 std::vector<GLfloat>& vertexBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::VertexData})]; |
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 /* |
123 std::vector<GLfloat>& normalsBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::Normals})]; |
149 std::vector<GLfloat>& normalsBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::Normals})]; |
124 auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
150 auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices()); |
125 reserveMore(normalsBuffer, polygon.numPolygonVertices() * 3_z); |
151 reserveMore(normalsBuffer, polygon.numPolygonVertices() * 3_z); |
126 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
152 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
127 { |
153 { |
130 const Point3D& v3 = vertexRing[i + 1]; |
156 const Point3D& v3 = vertexRing[i + 1]; |
131 const QVector3D normal = QVector3D::crossProduct(v3 - v2, v1 - v2).normalized(); |
157 const QVector3D normal = QVector3D::crossProduct(v3 - v2, v1 - v2).normalized(); |
132 for (const GLfloat coord : {normal.x(), normal.y(), normal.z()}) |
158 for (const GLfloat coord : {normal.x(), normal.y(), normal.z()}) |
133 normalsBuffer.push_back(coord); |
159 normalsBuffer.push_back(coord); |
134 } |
160 } |
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161 */ |
135 reserveMore(vertexBuffer, polygon.numPolygonVertices() * 7); |
162 reserveMore(vertexBuffer, polygon.numPolygonVertices() * 7); |
136 const QColor color = this->getColorForPolygon(polygon); |
163 const QColor color = this->getColorForPolygon(polygon); |
137 // Transform vertices so that they're suitable for GL rendering |
164 // Transform vertices so that they're suitable for GL rendering |
138 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
165 for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1) |
139 { |
166 { |
182 return longestMeasure(this->boundingBox); |
209 return longestMeasure(this->boundingBox); |
183 } |
210 } |
184 |
211 |
185 void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
212 void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass) |
186 { |
213 { |
187 this->vertexArrays[static_cast<int>(arrayClass)].bind(); |
214 auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
188 glUseProgram(this->glObjects[static_cast<int>(arrayClass)].program); |
215 object.vertexArray.bind(); |
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216 object.program->bind(); |
189 } |
217 } |
190 |
218 |
191 void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) |
219 void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass) |
192 { |
220 { |
193 this->vertexArrays[static_cast<int>(arrayClass)].release(); |
221 auto& object = this->glObjects[static_cast<int>(arrayClass)]; |
194 } |
222 object.program->release(); |
195 |
223 object.vertexArray.release(); |
196 void gl::Compiler::buildShaders(int arrayId) |
224 } |
197 { |
225 |
198 /* |
226 std::size_t gl::Compiler::vboSize(const gl::ArrayClass arrayClass) const |
199 this->glObjects[arrayId].vertexShader = glCreateShader(GL_VERTEX_SHADER); |
227 { |
200 glShaderSource(this->glObjects[arrayId].vertexShader, 1, &vertexShaderSource, nullptr); |
228 return this->storedVboSizes[static_cast<int>(arrayClass)]; |
201 glCompileShader(this->glObjects[arrayId].vertexShader); |
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202 this->glObjects[arrayId].fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); |
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203 glShaderSource(this->glObjects[arrayId].fragmentShader, 1, &fragmentShaderSource, nullptr); |
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204 glCompileShader(this->glObjects[arrayId].fragmentShader); |
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205 for (auto&& pair : { |
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206 std::make_pair(this->glObjects[arrayId].vertexShader, tr("vertex shader")), |
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207 std::make_pair(this->glObjects[arrayId].fragmentShader, tr("fragment shader")), |
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208 }) |
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209 { |
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210 GLint status; |
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211 glGetShaderiv(this->glObjects[arrayId].fragmentShader, GL_COMPILE_STATUS, &status); |
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212 if (status != GL_TRUE) |
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213 { |
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214 char compileLog[512]; |
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215 glGetShaderInfoLog(pair.first, countof(compileLog), nullptr, compileLog); |
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216 QMessageBox::critical(nullptr, tr("Shader compile error"), tr("Unable to compile the %1. Compile log:\n\n%2").arg(pair.second).arg(compileLog)); |
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217 abort(); |
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218 } |
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219 } |
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220 this->glObjects[arrayId].program = glCreateProgram(); |
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221 glAttachShader(this->glObjects[arrayId].program, this->glObjects[arrayId].vertexShader); |
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222 glAttachShader(this->glObjects[arrayId].program, this->glObjects[arrayId].fragmentShader); |
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223 glLinkProgram(this->glObjects[arrayId].program); |
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224 glUseProgram(this->glObjects[arrayId].program); |
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225 const std::size_t size = gl::FLOATS_PER_VERTEX * sizeof(GLfloat); |
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226 const GLuint posAttrib = static_cast<GLuint>(glGetAttribLocation(this->glObjects[arrayId].program, "position")); |
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227 glEnableVertexAttribArray(posAttrib); |
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228 glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, size, gl::offset(0)); |
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229 const GLuint colAttrib = static_cast<GLuint>(glGetAttribLocation(this->glObjects[arrayId].program, "color")); |
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230 glEnableVertexAttribArray(colAttrib); |
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231 glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, size, gl::offset(3 * sizeof(GLfloat))); |
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232 */ |
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233 } |
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234 |
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235 /// |
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236 /// \brief Uploads data to a vbo |
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237 /// \param vboAddress Which vbo to upload to |
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238 /// \param data Data to upload to vbo |
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239 /// |
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240 void gl::Compiler::upload(const int vboIndex, const std::vector<GLfloat>& data) |
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241 { |
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242 glBindBuffer(GL_ARRAY_BUFFER, this->storedVbo[vboIndex]); |
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243 glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof data[0]), data.data(), GL_STATIC_DRAW); |
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244 this->storedVboSizes[vboIndex] = data.size(); |
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245 } |
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246 |
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247 GLuint gl::Compiler::vbo(const VboAddress vboAddress) const |
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248 { |
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249 return this->storedVbo[gl::vboIndex(vboAddress)]; |
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250 } |
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251 |
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252 std::size_t gl::Compiler::vboSize(const VboAddress vboAddress) const |
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253 { |
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254 return this->storedVboSizes[gl::vboIndex(vboAddress)]; |
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255 } |
229 } |
256 |
230 |
257 int gl::vboIndex(const VboAddress vboAddress) |
231 int gl::vboIndex(const VboAddress vboAddress) |
258 { |
232 { |
259 return static_cast<std::uint8_t>(vboAddress.vboClass) * gl::numVboSubclasses |
233 return static_cast<std::uint8_t>(vboAddress.vboClass) * gl::numVboSubclasses |