--- a/src/gl/partrenderer.cpp Sun Jan 19 14:25:57 2020 +0200 +++ b/src/gl/partrenderer.cpp Wed Jan 22 00:23:29 2020 +0200 @@ -16,19 +16,54 @@ * along with this program. If not, see <http://www.gnu.org/licenses/>. */ +#include <GL/glut.h> #include <QMouseEvent> -#include <GL/glut.h> +#include <QMessageBox> #include "partrenderer.h" -PartRenderer::PartRenderer(Model* model, DocumentManager* documents, QWidget* parent) : + +static const char* vertexShaderSource = R"( +#version 330 core + +layout(location=0) in vec3 position; +layout(location=1) in vec4 color; +out vec4 vColor; +uniform mat4 CameraTransformation; + +void main() +{ + vColor = color; + gl_Position = CameraTransformation * vec4(position, 1.0); +} +)"; + +static const char* fragmentShaderSource = R"( +#version 330 core + +in vec4 vColor; +out vec4 fColor; + +void main() +{ + fColor = vColor; +} +)"; + +PartRenderer::PartRenderer(Model* model, DocumentManager* documents, const ColorTable& colorTable, QWidget* parent) : QOpenGLWidget{parent}, model{model}, documents{documents}, - compiler{new gl::Compiler{this}} + colorTable{colorTable}, + compiler{new gl::Compiler{this->colorTable, this}} { this->setMouseTracking(true); } +PartRenderer::~PartRenderer() +{ + delete this->objects.program; +} + void PartRenderer::initializeGL() { this->initializeOpenGLFunctions(); @@ -36,12 +71,64 @@ { abort(); } + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_VERTEX_ARRAY); + //this->compiler->initialize(); + //this->compiler->build(this->model, this->documents); this->initializeLighting(); this->initialized = true; this->rotation = QQuaternion::fromAxisAndAngle({1, 0, 0}, 30); this->rotation *= QQuaternion::fromAxisAndAngle({0, 1, 0}, 330); - this->compiler->build(this->model, this->documents); glLineWidth(2.0); + this->objects.program = new QOpenGLShaderProgram; + this->objects.program->create(); + this->checkForGLErrors(); + this->objects.program->addShaderFromSourceCode(QOpenGLShader::Vertex, ::vertexShaderSource); + this->checkForGLErrors(); + this->objects.program->addShaderFromSourceCode(QOpenGLShader::Fragment, ::fragmentShaderSource); + this->checkForGLErrors(); + this->objects.program->link(); + this->checkForGLErrors(); + this->objects.program->bind(); + this->checkForGLErrors(); + this->objects.buffer.create(); + this->checkForGLErrors(); + this->objects.buffer.bind(); + this->checkForGLErrors(); + this->objects.buffer.setUsagePattern(QOpenGLBuffer::StaticDraw); + this->checkForGLErrors(); + /* + GLfloat data[] = { + 20.0f, 20.0f, 6.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 30.0f, 20.0f, 6.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 30.0f, 30.0f, 6.0f, 0.0f, 0.0f, 1.0f, 1.0f, + }; + */ + GLfloat data[] = { + 0.00f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.75f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.75f, -0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + this->objects.buffer.allocate(data, sizeof data); + this->checkForGLErrors(); + this->objects.vertexArray.create(); + this->checkForGLErrors(); + this->objects.vertexArray.bind(); + this->checkForGLErrors(); + this->objects.program->enableAttributeArray(0); + this->checkForGLErrors(); + this->objects.program->enableAttributeArray(1); + this->checkForGLErrors(); + this->objects.program->setAttributeBuffer(0, GL_FLOAT, 0, 3); + this->checkForGLErrors(); + this->objects.program->setAttributeBuffer(1, GL_FLOAT, 3, 4); + this->checkForGLErrors(); + this->objects.vertexArray.release(); + this->checkForGLErrors(); + this->objects.buffer.release(); + this->checkForGLErrors(); + this->objects.program->release(); + this->checkForGLErrors(); } /* @@ -85,29 +172,27 @@ glMatrixMode(GL_MODELVIEW); } -static GLenum getGlTypeForVboClass(const gl::VboClass vboClass) +static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass) { switch (vboClass) { - case gl::VboClass::Lines: - case gl::VboClass::ConditionalLines: + case gl::ArrayClass::Lines: + case gl::ArrayClass::ConditionalLines: return GL_LINES; - case gl::VboClass::Triangles: + case gl::ArrayClass::Triangles: return GL_TRIANGLES; - case gl::VboClass::Quads: + case gl::ArrayClass::Quads: return GL_QUADS; } throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"}; } -// https://www.codemiles.com/c-opengl-examples/drawing-teapot-using-opengl-t9010.html?mobile=on -#include <QMessageBox> void PartRenderer::paintGL() { + /* glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_POLYGON_OFFSET_FILL); - glPolygonOffset (1.0f, 1.0f); + */ glEnable (GL_DEPTH_TEST); glShadeModel (GL_SMOOTH); glEnable (GL_MULTISAMPLE); @@ -118,6 +203,20 @@ void PartRenderer::renderScene() { + glClearColor(0.8f, 0.8f, 0.8f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glMatrixMode(GL_MODELVIEW); + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glLoadIdentity(); + //glTranslated(0.0, 0.0, -4.5 * this->compiler->modelDistance()); + //glTranslated(0.0, 0.0, -4.5); + //glMultMatrixf(padMatrix(this->rotation.toRotationMatrix()).constData()); + //xyz(glTranslatef, -this->compiler->modelCenter()); + auto rotationMatrix = padMatrix(this->rotation.toRotationMatrix()); + rotationMatrix(2, 3) = 0; + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1.0f, 1.0f); switch (this->renderStyle) { case gl::RenderStyle::Normal: @@ -128,60 +227,58 @@ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break; } - glMatrixMode(GL_MODELVIEW); - glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); - glEnable(GL_LIGHTING); - glLoadIdentity(); - glTranslatef(0.0, 0.0, -4.5 * this->compiler->modelDistance()); - glMultMatrixf(padMatrix(this->rotation.toRotationMatrix()).constData()); - xyz(glTranslatef, -this->compiler->modelCenter()); - glEnableClientState(GL_NORMAL_ARRAY); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - for (const gl::VboClass vboClass : {gl::VboClass::Lines, gl::VboClass::Triangles, gl::VboClass::Quads}) - { - const GLuint vboSurfaces = this->compiler->vbo({vboClass, gl::VboSubclass::Surfaces}); - const GLuint vboColors = this->compiler->vbo({vboClass, gl::VboSubclass::RegularColors}); - const GLuint vboNormals = this->compiler->vbo({vboClass, gl::VboSubclass::Normals}); - const std::size_t count = this->compiler->vboSize({vboClass, gl::VboSubclass::Surfaces}) / 3_z; - glBindBuffer(GL_ARRAY_BUFFER, vboSurfaces); - glVertexPointer(3, GL_FLOAT, 0, nullptr); - glBindBuffer(GL_ARRAY_BUFFER, vboColors); - glColorPointer(4, GL_FLOAT, 0, nullptr); - glBindBuffer(GL_ARRAY_BUFFER, vboNormals); - glNormalPointer(GL_FLOAT, 0, nullptr); - glDrawArrays(getGlTypeForVboClass(vboClass), 0, static_cast<GLsizei>(count)); - } - glBindBuffer(GL_ARRAY_BUFFER, 0); - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - const GLenum glError = this->glGetError(); - if (glError != GL_NO_ERROR) + this->objects.program->bind(); + this->checkForGLErrors(); + const int cameraTransformationUniform = glGetUniformLocation(this->objects.program->programId(), "CameraTransformation"); + this->checkForGLErrors(); + this->objects.program->setUniformValue(cameraTransformationUniform, rotationMatrix); + this->checkForGLErrors(); + this->objects.vertexArray.bind(); + this->checkForGLErrors(); + glDrawArrays(GL_TRIANGLES, 0, 3); + this->checkForGLErrors(); + this->objects.vertexArray.release(); + this->checkForGLErrors(); + this->objects.program->release(); + this->checkForGLErrors(); +#if 0 + // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering. + renderVao(gl::ArrayClass::Triangles); + renderVao(gl::ArrayClass::Quads); + renderVao(gl::ArrayClass::Lines); +#endif + glDisable(GL_POLYGON_OFFSET_FILL); +} + +void PartRenderer::renderVao(const gl::ArrayClass /*arrayClass*/) +{ + /* + this->compiler->bindVertexArray(arrayClass); + const std::size_t vertexCount = this->compiler->vboSize({arrayClass, gl::VboSubclass::VertexData}) / gl::FLOATS_PER_VERTEX; + glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount)); + this->compiler->releaseVertexArray(arrayClass); + this->checkForGLErrors(); + */ +} + +void PartRenderer::checkForGLErrors() +{ + GLenum glError; + QStringList errors; + while ((glError = glGetError()) != GL_NO_ERROR) { const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(::gluErrorString(glError))); + errors.append(glErrorString); + } + if (not errors.isEmpty()) + { QMessageBox::critical( this, tr("Rendering error"), - QString{"Failed to render: %1"}.arg(glErrorString)); + QString{"Failed to render.\n%1"}.arg(errors.join("\n"))); } - glDisable(GL_CULL_FACE); } -static QPointF pointToPointF(const QPoint& point) -{ - return {static_cast<qreal>(point.x()), static_cast<qreal>(point.y())}; -} - -/* -static QPoint pointFToPoint(const QPointF& point) -{ - return {static_cast<int>(std::round(point.x())), static_cast<int>(std::round(point.y()))}; -} -*/ - void PartRenderer::mouseMoveEvent(QMouseEvent* event) { const bool left = event->buttons() & Qt::LeftButton;