src/gl/partrenderer.cpp

Tue, 11 Apr 2023 22:39:18 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Tue, 11 Apr 2023 22:39:18 +0300
changeset 376
3cef3b016330
parent 360
41b38b9e05a2
child 382
94d5587bb0c4
permissions
-rw-r--r--

Split GL preferences that affect GL build to a new build preferences structure, modifying that requires rebuild, modifying render preferences does not

/*
 *  LDForge: LDraw parts authoring CAD
 *  Copyright (C) 2013 - 2020 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/>.
 */

#include <GL/glew.h>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <QOpenGLFramebufferObject>
#include <QPainter>
#include <GL/glu.h>
#include <QMouseEvent>
#include <QMessageBox>
#include <QAbstractButton>
#include "src/geometry.h"
#include "src/model.h"
#include "src/settings.h"
#include "src/gl/partrenderer.h"
#include "src/gl/compiler.h"

static constexpr double MIN_ZOOM = -3.0;
static constexpr double MAX_ZOOM = 3.0;
const gl::RenderPreferences PartRenderer::default_render_preferences{};
const gl::build_preferences PartRenderer::default_build_preferences{};

PartRenderer::PartRenderer(
	QTextDocument* model,
	DocumentManager* documents,
	const ColorTable& colorTable,
	QWidget* parent) :
	QOpenGLWidget{parent},
	model{model},
	documents{documents},
	colorTable{colorTable}
{
	this->setMouseTracking(true);
	this->setFocusPolicy(Qt::WheelFocus);
	QSurfaceFormat surfaceFormat;
	surfaceFormat.setSamples(8);
	this->setFormat(surfaceFormat);
	const auto setNeedBuild = [&]{this->needBuild = true;};
	connect(model, &QTextDocument::contentsChange, setNeedBuild);
	const auto updateLayerMvpMatrix = [this]{
		const glm::mat4 newMvpMatrix = this->projectionMatrix * this->viewMatrix * this->modelMatrix;
		for (RenderLayer* layer : this->activeRenderLayers) {
			layer->mvpMatrixChanged(newMvpMatrix);
		}
		for (RenderLayer* layer : this->inactiveRenderLayers) {
			layer->mvpMatrixChanged(newMvpMatrix);
		}
	};
	connect(this, &PartRenderer::modelMatrixChanged, updateLayerMvpMatrix);
	connect(this, &PartRenderer::viewMatrixChanged, updateLayerMvpMatrix);
	connect(this, &PartRenderer::projectionMatrixChanged, updateLayerMvpMatrix);
}

PartRenderer::~PartRenderer()
{
}

void PartRenderer::initializeGL()
{
	glewInit();
	gl::initializeModelShaders(&this->shaders);
	for (RenderLayer* layer : this->activeRenderLayers) {
		layer->initializeGL();
	}
	for (RenderLayer* layer : this->inactiveRenderLayers) {
		layer->initializeGL();
	}
	connect(this->model, &QTextDocument::contentsChanged, this, &PartRenderer::build);
	this->initialized = true;
	this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0});
	this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0});
	this->updateModelMatrix();
	this->updateViewMatrix();
	this->update();
}

void PartRenderer::resizeGL(int width, int height)
{
	this->viewportVector = {0, 0, width, height};
	glViewport(0, 0, width, height);
	this->projectionMatrix = glm::perspective(
		glm::radians(45.0f),
		static_cast<float>(width) / static_cast<float>(height),
		0.1f,
		10000.f);
	gl::setShaderUniformMatrix(&this->shaders, "projectionMatrix", this->projectionMatrix);
	Q_EMIT projectionMatrixChanged(this->projectionMatrix);
}

void PartRenderer::paintGL()
{
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	this->renderScene();
	for (RenderLayer* layer : this->activeRenderLayers) {
		layer->paintGL();
	}
	QPainter painter{this};
	painter.setRenderHint(QPainter::Antialiasing);
	for (RenderLayer* layer : this->activeRenderLayers) {
		layer->overpaint(&painter);
	}
}

void PartRenderer::renderScene()
{
	if (this->needBuild)
	{
		gl::build(&this->shaders, this->model, this->colorTable, this->documents, this->build_preferences);
		this->boundingBox = gl::boundingBoxForModel(this->model, this->documents);
		this->needBuild = false;
	}
	this->checkForGLErrors();
	if (this->render_preferences->lineAntiAliasing)
	{
		glEnable(GL_LINE_SMOOTH);
		glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
	}
	else {
		glDisable(GL_LINE_SMOOTH);
	}
	if (this->render_preferences->style != gl::RenderStyle::PickScene)
	{
		const QColor& backgroundColor = this->build_preferences->backgroundColor;
		glClearColor(
			static_cast<float>(backgroundColor.redF()),
			static_cast<float>(backgroundColor.greenF()),
			static_cast<float>(backgroundColor.blueF()),
			1.0f);
		gl::setShaderUniform(&this->shaders, "useLighting", GL_TRUE);
	}
	else
	{
		glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
		gl::setShaderUniform(&this->shaders, "useLighting", GL_FALSE);
	}
	this->checkForGLErrors();
	const QColor qs = this->render_preferences->selectedColor;
	const glm::vec4 selectedColor{qs.redF(), qs.greenF(), qs.blueF(), 1.0f};
	gl::setShaderUniformVector(&this->shaders, "selectedColor", selectedColor);
	gl::setShaderUniform(&this->shaders, "highlighted", this->highlighted.value);
	this->checkForGLErrors();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_POLYGON_OFFSET_FILL);
	glPolygonOffset(1.0f, 1.0f);
	glLineWidth(this->render_preferences->lineThickness);
	const auto renderAllArrays = [this](){
		// Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering.
		this->renderVao<gl::ArrayClass::Triangles>();
		this->renderVao<gl::ArrayClass::Quads>();
		this->renderVao<gl::ArrayClass::Lines>();
	};
	if (this->render_preferences->wireframe)
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	}
	switch (this->render_preferences->style)
	{
	case gl::RenderStyle::Normal:
		this->setFragmentStyle(gl::FragmentStyle::Normal);
		renderAllArrays();
		break;
	case gl::RenderStyle::BfcRedGreen:
		glEnable(GL_CULL_FACE);
		glCullFace(GL_BACK);
		this->setFragmentStyle(gl::FragmentStyle::BfcGreen);
		renderVao<gl::ArrayClass::Triangles>();
		renderVao<gl::ArrayClass::Quads>();
		glCullFace(GL_FRONT);
		this->setFragmentStyle(gl::FragmentStyle::BfcRed);
		renderVao<gl::ArrayClass::Triangles>();
		renderVao<gl::ArrayClass::Quads>();
		glDisable(GL_CULL_FACE);
		this->setFragmentStyle(gl::FragmentStyle::Normal);
		renderVao<gl::ArrayClass::Lines>();
		break;
	case gl::RenderStyle::RandomColors:
		this->setFragmentStyle(gl::FragmentStyle::RandomColors);
		renderAllArrays();
		break;
	case gl::RenderStyle::PickScene:
		this->setFragmentStyle(gl::FragmentStyle::Id);
		renderAllArrays();
		break;
	case gl::RenderStyle::VertexPickScene:
		glLineWidth(1.0f);
		this->setFragmentStyle(gl::FragmentStyle::Black);
		renderAllArrays();
		break;
	}
	glDisable(GL_POLYGON_OFFSET_FILL);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}


void PartRenderer::updateViewMatrix()
{
	// I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior
	const float modelDistance = longestMeasure(this->boundingBox);
	const double z  = 2.0 * std::exp(this->zoom) * (1 + static_cast<double>(modelDistance));
	this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0});
	gl::setShaderUniformMatrix(&this->shaders, "viewMatrix", this->viewMatrix);
	Q_EMIT this->viewMatrixChanged(this->viewMatrix);
}

void PartRenderer::updateModelMatrix()
{
	this->modelMatrix = glm::translate(glm::mat4_cast(this->modelQuaternion), -this->modelViewOrigin);
	gl::setShaderUniformMatrix(&this->shaders, "modelMatrix", modelMatrix);
	Q_EMIT this->modelMatrixChanged(this->modelMatrix);
	this->update();
}

void PartRenderer::build()
{
	this->needBuild = true;
}

void PartRenderer::renderVao(const gl::ArrayClass arrayClass, const GLenum glType)
{
	gl::bindModelShaderVertexArray(&this->shaders, arrayClass);
	const std::size_t vertexCount = gl::vertexCount(&this->shaders, arrayClass);
	this->checkForGLErrors();
	glDrawArrays(glType, 0, static_cast<GLsizei>(vertexCount));
	this->checkForGLErrors();
	gl::releaseModelShaderVertexArray(&this->shaders, arrayClass);
	this->checkForGLErrors();
}

void PartRenderer::checkForGLErrors()
{
	gl::checkForGLErrors(this);
}

void gl::checkForGLErrors(QWidget* parent)
{
	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 box{parent};
		box.setIcon(QMessageBox::Critical);
		box.setText(QObject::tr("OpenGL error: %1").arg(errors.join("\n")));
		box.setWindowTitle(QObject::tr("OpenGL error"));
		box.setStandardButtons(QMessageBox::Close);
		box.button(QMessageBox::Close)->setText(QObject::tr("Damn it"));
		box.exec();
	}
}

void PartRenderer::mouseMoveEvent(QMouseEvent* event)
{
	if (not this->frozen) {
		const bool left = event->buttons() & Qt::LeftButton;
		const QPoint move = event->pos() - this->lastMousePosition;
		this->totalMouseMove += move.manhattanLength();
		if (left and not move.isNull())
		{
			// q_x is the rotation of the brick along the vertical y-axis, because turning the
			// vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the
			// brick along the horizontal x-axis, which causes vertical rotation.
			const auto scalar = 0.006f;
			const float move_x = static_cast<float>(move.x());
			const float move_y = static_cast<float>(move.y());
			const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0});
			const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0});
			this->modelQuaternion = q_x * q_y * this->modelQuaternion;
			this->updateModelMatrix();
		}
		this->lastMousePosition = event->pos();
		for (RenderLayer* layer : this->activeRenderLayers) {
			layer->mouseMoved(event);
		}
		this->update();
	}
}

void PartRenderer::mousePressEvent(QMouseEvent* event)
{
	if (not this->frozen) {
		this->totalMouseMove = 0;
		this->lastMousePosition = event->pos();
		this->lastClickTime = steady_clock::now();
	}
}

void PartRenderer::mouseReleaseEvent(QMouseEvent* event)
{
	using namespace std::chrono_literals;
	if (true
		and not frozen
		and this->totalMouseMove < 50.0 / sqrt(2)
		and (steady_clock::now() - this->lastClickTime) < 0.5s
	) {
		for (RenderLayer* layer : this->activeRenderLayers) {
			layer->mouseClick(event);
		}
		this->update();
	}
}

void PartRenderer::keyReleaseEvent(QKeyEvent* event)
{
	if (event->key() == Qt::Key_Pause) {
		this->frozen = not this->frozen;
	}
}

void PartRenderer::wheelEvent(QWheelEvent* event)
{
	if (not this->frozen) {
		static constexpr double WHEEL_STEP = 1 / 1000.0;
		const double move = (-event->angleDelta().y()) * WHEEL_STEP;
		this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM);
		this->updateViewMatrix();
		this->update();
	}
}

void PartRenderer::addRenderLayer(RenderLayer* layer)
{
	this->activeRenderLayers.push_back(layer);
	layer->setRendererPointer(this);
	this->update();
}

void PartRenderer::setLayerEnabled(RenderLayer* layer, bool enabled)
{
	auto& from = enabled ? this->inactiveRenderLayers : this->activeRenderLayers;
	auto& to = enabled ? this->activeRenderLayers : this->inactiveRenderLayers;
	auto it = std::find(from.begin(), from.end(), layer);
	if (it != from.end()) {
		from.erase(it);
		to.push_back(layer);
	}
}

/**
 * @brief Converts the specified on the screen into the 3D world. The point is unprojected twice into 3D and the
 * intersection of the resulting line with the specified plane is returned. If the intersection point lies behind
 * the camera, no value is returned.
 * @param point 2D window co-ordinates to convert.
 * @param plane Plane to raycast against
 * @return world co-ordinates, or no value if the point is behind the camera.
 */
std::optional<glm::vec3> PartRenderer::screenToModelCoordinates(const QPointF& point, const Plane& plane) const
{
	const Line line = this->cameraLine(point);
	std::optional<glm::vec3> result;
	result = linePlaneIntersection(line, plane, 0.01f);
	// If the point lies behind the camera, do not return a result.
	if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0)
	{
		result.reset();
	}
	return result;
}

/**
 * @brief Converts the specified point to 2D window coordinates, with Y-coordinate inverted for Qt
 * @param point Point to unproject
 * @return screen coordinates
 */
QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const
{
	const glm::vec3 projected = glm::project(
		point,
		this->viewMatrix * this->modelMatrix,
		this->projectionMatrix,
		this->viewportVector);
	return toQPointF(glm::vec2{projected.x, static_cast<float>(this->height()) - projected.y});
}

bool PartRenderer::isDark() const
{
	return luma(this->build_preferences->backgroundColor) < 0.25;
}

Line<3> PartRenderer::cameraLine(const QPointF& point) const
{
	const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0});
	const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1});
	return lineFromPoints(p1, p2);
}

void PartRenderer::setModelViewOrigin(const glm::vec3& newViewOrigin)
{
	this->modelViewOrigin = newViewOrigin;
	this->updateModelMatrix();
}

/**
 * @brief Unprojects the specified window coordinates to model coordinates
 * @param win Window coordinates to project. Z-coordinate indicates depth
 * @return model coordinates
 */
glm::vec3 PartRenderer::unproject(const glm::vec3& win) const
{
	return glm::unProject(
		glm::vec3{win.x, static_cast<float>(this->height()) - win.y, win.z},
		this->viewMatrix * this->modelMatrix,
		this->projectionMatrix,
		viewportVector);
}

int32_t PartRenderer::pick(QPoint where)
{
	// y is flipped, take that into account
	where.setY(this->height() - where.y());
	// Since we are dealing with pixel data right from the framebuffer, its size
	// will be affected by High DPI scaling. We need to take this into account
	// and multiply the pixel positions by the screen pixel scaling factor.
	where *= this->devicePixelRatioF();
	static const gl::RenderPreferences pick_scene_preferences {
		.style = gl::RenderStyle::PickScene,
		.selectedColor = {},
		.lineThickness = 3.0f,
		.lineAntiAliasing = false,
		.drawAxes = false,
		.wireframe = false,
	};
	const gl::RenderPreferences* old_render_preferences = this->render_preferences;
	this->render_preferences = &pick_scene_preferences;
	this->makeCurrent();
	QOpenGLFramebufferObject fbo{this->width(), this->height(), QOpenGLFramebufferObject::CombinedDepthStencil};
	fbo.bind();
	this->renderScene();
	std::array<GLubyte, 3> data;
	this->checkForGLErrors();
	glReadPixels(where.x(), where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]);
	this->checkForGLErrors();
	fbo.release();
	this->render_preferences = old_render_preferences;
	return gl::idFromUcharColor(data);
}

/**
 * @brief Changes the color of rendered fragments
 * @param newFragmentStyle new fragment style to use
 */
void PartRenderer::setFragmentStyle(gl::FragmentStyle newFragmentStyle)
{
	gl::setShaderUniform(&this->shaders, "fragmentStyle", static_cast<int>(newFragmentStyle));
}

/**
 * @return the currently highlighted object
 */
ModelId PartRenderer::getHighlightedObject() const
{
	return this->highlighted;
}

void PartRenderer::setSelection(const QSet<int32_t>& selection)
{
#if 0
	Q_ASSERT(not selection.contains({0}));
	gl::setModelShaderSelectedObjects(&this->shaders, selection);
	this->update();
#endif
}

glm::vec3 PartRenderer::cameraVector(const QPointF& point) const
{
	const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0});
	const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1});
	return p2 - p1;
}

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