src/gl/compiler.cpp

Wed, 22 Jan 2020 00:23:29 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Wed, 22 Jan 2020 00:23:29 +0200
changeset 26
3a9e761e4faa
parent 22
6da867fa5429
child 27
c57fb7a5ffa3
permissions
-rw-r--r--

at least VAOs work now

/*
 *  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/>.
 */

#define GL_GLEXT_PROTOTYPES
#include <GL/glu.h>
#include <GL/glext.h>
#include <QMessageBox>
#include "gl/compiler.h"
#include "documentmanager.h"
#include "invert.h"
#include "ring.h"

gl::Compiler::Compiler(const ColorTable& colorTable, QObject* parent) :
	QObject{parent},
	colorTable{colorTable}
{
}

gl::Compiler::~Compiler()
{
	if (this->initialized)
	{
		for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1)
		{
			glDeleteProgram(this->glObjects[arrayId].program);
			glDeleteShader(this->glObjects[arrayId].vertexShader);
			glDeleteProgram(this->glObjects[arrayId].fragmentShader);
		}
	}
}

void gl::Compiler::initialize()
{
	if (not this->initialized)
	{
		this->initializeOpenGLFunctions();
		for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1)
		{
			QOpenGLVertexArrayObject& vao = this->vertexArrays[arrayId];
			vao.create();
			vao.bind();
			glGenBuffers(gl::numVboSubclasses, &this->storedVbo[gl::numVboSubclasses * arrayId]);
			this->buildShaders(arrayId);
			vao.release();
		}
		//glGenBuffers(countof(this->storedVbo), &this->storedVbo[0]);
		this->initialized = true;
	}
}

void gl::Compiler::build(Model* model, DocumentManager* context)
{
	this->boundingBox = {};
	std::vector<GLfloat> vboData[gl::numVbos];
	const std::vector<gl::Polygon> polygons = model->getPolygons(context);
	for (const gl::Polygon& polygon : polygons)
	{
		this->buildPolygon(polygon, vboData);
	}
	/*
	for (int index = 0; index < gl::numVbos; index += 1)
	{
		this->upload(index, vboData[index]);
	}*/
	for (int arrayId = 0; arrayId < gl::NUM_ARRAY_CLASSES; arrayId += 1)
	{
		this->vertexArrays[arrayId].bind();
		for (int i = 0; i < gl::numVboSubclasses; i += 1)
		{
			const int vboIndex = gl::vboIndex({static_cast<gl::ArrayClass>(arrayId), static_cast<gl::VboSubclass>(i)});
			this->upload(vboIndex, vboData[vboIndex]);
		}
		this->vertexArrays[arrayId].release();
	}
}

gl::ArrayClass classifyPolygon(const gl::Polygon& polygon)
{
	switch (polygon.type)
	{
	case gl::Polygon::EdgeLine:
		return gl::ArrayClass::Lines;
	case gl::Polygon::Triangle:
		return gl::ArrayClass::Triangles;
	case gl::Polygon::Quadrilateral:
		return gl::ArrayClass::Quads;
	case gl::Polygon::ConditionalEdge:
		return gl::ArrayClass::ConditionalLines;
	}
	return gl::ArrayClass::Lines;
}

[[maybe_unused]]
static QColor colorFromId(linetypes::Id id)
{
	// Calculate a color based from this index. This method caters for
	// 16777216 objects. I don't think that will be exceeded anytime soon.
	const int r = (id.value / 0x10000) % 0x100;
	const int g = (id.value / 0x100) % 0x100;
	const int b = id.value % 0x100;
	return {r, g, b};
}

void gl::Compiler::buildPolygon(gl::Polygon polygon, std::vector<GLfloat>* vboData)
{
	const gl::ArrayClass vboClass = classifyPolygon(polygon);
	std::vector<GLfloat>& vertexBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::VertexData})];
	std::vector<GLfloat>& normalsBuffer = vboData[gl::vboIndex({vboClass, gl::VboSubclass::Normals})];
	auto vertexRing = iter::ring(polygon.vertices, polygon.numPolygonVertices());
	reserveMore(normalsBuffer, polygon.numPolygonVertices() * 3_z);
	for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1)
	{
		const Point3D& v1 = vertexRing[i - 1];
		const Point3D& v2 = vertexRing[i];
		const Point3D& v3 = vertexRing[i + 1];
		const QVector3D normal = QVector3D::crossProduct(v3 - v2, v1 - v2).normalized();
		for (const GLfloat coord : {normal.x(), normal.y(), normal.z()})
			normalsBuffer.push_back(coord);
	}
	reserveMore(vertexBuffer, polygon.numPolygonVertices() * 7);
	const QColor color = this->getColorForPolygon(polygon);
	// Transform vertices so that they're suitable for GL rendering
	for (unsigned int i = 0; i < polygon.numPolygonVertices(); i += 1)
	{
		Point3D& point = polygon.vertices[i];
		polygon.vertices[i].y = -polygon.vertices[i].y;
		polygon.vertices[i].z = -polygon.vertices[i].z;
		this->boundingBox.consider(polygon.vertices[i]);
		vertexBuffer.push_back(static_cast<GLfloat>(point.x));
		vertexBuffer.push_back(static_cast<GLfloat>(point.y));
		vertexBuffer.push_back(static_cast<GLfloat>(point.z));
		vertexBuffer.push_back(static_cast<GLfloat>(color.redF()));
		vertexBuffer.push_back(static_cast<GLfloat>(color.greenF()));
		vertexBuffer.push_back(static_cast<GLfloat>(color.blueF()));
		vertexBuffer.push_back(static_cast<GLfloat>(color.alphaF()));
	}
}

QColor gl::Compiler::getColorForPolygon(const gl::Polygon& polygon)
{
	QColor color;
	// For normal colors, use the polygon's color.
	if (polygon.color == colors::main)
	{
		color = {255, 255, 64}; // mainColorRepresentation();
	}
	else if (polygon.color == colors::edge)
	{
		// Edge color is black, unless we have a dark background, in which case lines need to be bright.
		color = Qt::black; //luma(config::backgroundColor()) > 40 ? Qt::black : Qt::white;
	}
	else
	{
		// Not main or edge color, use the polygon's color as is.
		color = this->colorTable[polygon.color].faceColor;
	}
	return color;
}

Point3D gl::Compiler::modelCenter() const
{
	return boxCenter(this->boundingBox);
}

double gl::Compiler::modelDistance() const
{
	return longestMeasure(this->boundingBox);
}

void gl::Compiler::bindVertexArray(gl::ArrayClass arrayClass)
{
	this->vertexArrays[static_cast<int>(arrayClass)].bind();
	glUseProgram(this->glObjects[static_cast<int>(arrayClass)].program);
}

void gl::Compiler::releaseVertexArray(gl::ArrayClass arrayClass)
{
	this->vertexArrays[static_cast<int>(arrayClass)].release();
}

void gl::Compiler::buildShaders(int arrayId)
{
	/*
	this->glObjects[arrayId].vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(this->glObjects[arrayId].vertexShader, 1, &vertexShaderSource, nullptr);
	glCompileShader(this->glObjects[arrayId].vertexShader);
	this->glObjects[arrayId].fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(this->glObjects[arrayId].fragmentShader, 1, &fragmentShaderSource, nullptr);
	glCompileShader(this->glObjects[arrayId].fragmentShader);
	for (auto&& pair : {
		std::make_pair(this->glObjects[arrayId].vertexShader, tr("vertex shader")),
		std::make_pair(this->glObjects[arrayId].fragmentShader, tr("fragment shader")),
	})
	{
		GLint status;
		glGetShaderiv(this->glObjects[arrayId].fragmentShader, GL_COMPILE_STATUS, &status);
		if (status != GL_TRUE)
		{
			char compileLog[512];
			glGetShaderInfoLog(pair.first, countof(compileLog), nullptr, compileLog);
			QMessageBox::critical(nullptr, tr("Shader compile error"), tr("Unable to compile the %1. Compile log:\n\n%2").arg(pair.second).arg(compileLog));
			abort();
		}
	}
	this->glObjects[arrayId].program = glCreateProgram();
	glAttachShader(this->glObjects[arrayId].program, this->glObjects[arrayId].vertexShader);
	glAttachShader(this->glObjects[arrayId].program, this->glObjects[arrayId].fragmentShader);
	glLinkProgram(this->glObjects[arrayId].program);
	glUseProgram(this->glObjects[arrayId].program);
	const std::size_t size = gl::FLOATS_PER_VERTEX * sizeof(GLfloat);
	const GLuint posAttrib = static_cast<GLuint>(glGetAttribLocation(this->glObjects[arrayId].program, "position"));
	glEnableVertexAttribArray(posAttrib);
	glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, size, gl::offset(0));
	const GLuint colAttrib = static_cast<GLuint>(glGetAttribLocation(this->glObjects[arrayId].program, "color"));
	glEnableVertexAttribArray(colAttrib);
	glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, size, gl::offset(3 * sizeof(GLfloat)));
	*/
}

///
/// \brief Uploads data to a vbo
/// \param vboAddress Which vbo to upload to
/// \param data Data to upload to vbo
///
void gl::Compiler::upload(const int vboIndex, const std::vector<GLfloat>& data)
{
	glBindBuffer(GL_ARRAY_BUFFER, this->storedVbo[vboIndex]);
	glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof data[0]), data.data(), GL_STATIC_DRAW);
	this->storedVboSizes[vboIndex] = data.size();
}

GLuint gl::Compiler::vbo(const VboAddress vboAddress) const
{
	return this->storedVbo[gl::vboIndex(vboAddress)];
}

std::size_t gl::Compiler::vboSize(const VboAddress vboAddress) const
{
	return this->storedVboSizes[gl::vboIndex(vboAddress)];
}

int gl::vboIndex(const VboAddress vboAddress)
{
	return static_cast<std::uint8_t>(vboAddress.vboClass) * gl::numVboSubclasses
		+ static_cast<std::uint8_t>(vboAddress.vboSubclass);
}

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