src/gl/common.h

Sat, 02 Jul 2022 19:03:57 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Sat, 02 Jul 2022 19:03:57 +0300
changeset 315
23b47902d857
parent 291
42b4953dff85
child 376
3cef3b016330
permissions
-rw-r--r--

Improve preview of cylinder extrusion

/*
 *  LDForge: LDraw parts authoring CAD
 *  Copyright (C) 2013 - 2018 Teemu Piippo
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#pragma once
#include <GL/glew.h>
#include <QWidget>
#include <QColor>
#include <QOpenGLBuffer>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <glm/gtc/type_ptr.hpp>
#include "src/basics.h"
#include "src/colors.h"
#include "src/model.h"

class RenderLayer
{
protected:
	class PartRenderer* renderer;
public:
	virtual ~RenderLayer(){}
	virtual void initializeGL(){}
	virtual void paintGL(){}
	virtual void overpaint(QPainter*){}
	virtual void mvpMatrixChanged(const glm::mat4& mvpMatrix) = 0;
	virtual void mouseMoved(const QMouseEvent*){}
	virtual void mouseClick(const QMouseEvent*){}
	void setRendererPointer(class PartRenderer* newRenderer)
	{
		this->renderer = newRenderer;
	}
};

namespace gl
{
	class ShaderProgram;

	void buildShaders(
		QOpenGLShaderProgram* shaderProgram,
		const char* vertexShaderSource,
		const char* fragmentShaderSource);
	void checkForGLErrors(QWidget* parent);
	inline glm::vec3 colorToVector3(const QColor& color)
	{
		return {float_cast(color.redF()), float_cast(color.greenF()), float_cast(color.blueF())};
	}
	inline glm::vec4 colorToVector4(const QColor& color)
	{
		return {gl::colorToVector3(color), float_cast(color.alphaF())};
	}
}

class gl::ShaderProgram : public QOpenGLShaderProgram
{
public:
	using QOpenGLShaderProgram::QOpenGLShaderProgram;
	// for some reason I cannot overload setUniformValue properly with this template thing
	template<typename Float, glm::qualifier Prec>
	void setUniformMatrix(const char* uniformName, const glm::mat<4, 4, Float, Prec>& value)
	{
		const float (*array)[4][4] = reinterpret_cast<const float(*)[4][4]>(glm::value_ptr(value));
		this->setUniformValue(uniformName, *array);
	}
	template<typename Float, glm::qualifier Prec>
	void setUniformVector(const char* uniformName, const glm::vec<4, Float, Prec>& value)
	{
		this->setUniformValue(uniformName, value.x, value.y, value.z, value.w);
	}
};

namespace gl
{
	// Different ways to render the scene
	enum class RenderStyle
	{
		// Normal rendering style
		Normal,
		// Use green colour for front faces and red colour for back faces
		BfcRedGreen,
		// Use a different colour for each object
		RandomColors,
		// Render so that the colour of an object has an one to one correspondence with its id
		PickScene,
		// Render a scene where vertices can be picked
		VertexPickScene,
	};
	
	// Different ways to render fragments.
	// These are also defined in shaders
	enum class FragmentStyle
	{
		// Use normal colours
		Normal = 0,
		// Use a distinctive green colour for BFC red/green view
		BfcGreen = 1,
		// Use a distinctive red colour for BFC red/green view
		BfcRed = 2,
		// Use a colour based on the object to distinguish objects
		RandomColors = 3,
		// Use a colour that codes the object's id
		Id = 4,
		// Render everything black
		Black = 5,
	};

	// User options for rendering
	struct RenderPreferences
	{
		gl::RenderStyle style = gl::RenderStyle::Normal;
		QColor mainColor{255, 255, 64};
		QColor backgroundColor{48, 48, 48};
		QColor selectedColor{32, 32, 255};
		GLfloat lineThickness = 2.0f;
		bool lineAntiAliasing = true;
		bool drawAxes = true;
		bool wireframe = false;
	};
}

Q_DECLARE_METATYPE(gl::RenderStyle)

inline QDataStream &operator<<(QDataStream& stream, const gl::RenderStyle style)
{
	return stream << enum_value_cast(style);
}

inline QDataStream &operator>>(QDataStream& stream, gl::RenderStyle& style)
{
	return stream >> enum_value_cast(style);
}

constexpr glm::vec3 idToColor(std::int32_t id)
{
	const int r = (id & 0x0000ff) >> 0;
	const int g = (id & 0x00ff00) >> 8;
	const int b = (id & 0xff0000) >> 16;
	return {
		static_cast<float>(r) / 255.0f,
		static_cast<float>(g) / 255.0f,
		static_cast<float>(b) / 255.0f,
	};
}

#include <QPainter>
#include <QPainterPath>
inline void drawBorderedText(QPainter* painter, const QPointF& point, const QFont& font, const QString& text)
{
	QPainterPath path;
	path.addText(point, font, text);
	painter->save();
	painter->setBrush(Qt::white);
	painter->setPen({Qt::black, 0.1 * font.pointSizeF()});
	painter->drawPath(path);
	painter->restore();
}

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