diff -r 21a5ecbe34e4 -r 3cef3b016330 src/gl/partrenderer.cpp --- a/src/gl/partrenderer.cpp Tue Apr 11 20:27:04 2023 +0300 +++ b/src/gl/partrenderer.cpp Tue Apr 11 22:39:18 2023 +0300 @@ -33,6 +33,8 @@ 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, @@ -120,24 +122,22 @@ { if (this->needBuild) { - gl::build(&this->shaders, this->model, this->colorTable, this->documents, this->renderPreferences); + 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 (true - and this->renderPreferences.lineAntiAliasing - and this->renderPreferences.style != gl::RenderStyle::PickScene - ) { + if (this->render_preferences->lineAntiAliasing) + { glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); } else { glDisable(GL_LINE_SMOOTH); } - if (this->renderPreferences.style != gl::RenderStyle::PickScene) + if (this->render_preferences->style != gl::RenderStyle::PickScene) { - const QColor& backgroundColor = this->renderPreferences.backgroundColor; + const QColor& backgroundColor = this->build_preferences->backgroundColor; glClearColor( static_cast(backgroundColor.redF()), static_cast(backgroundColor.greenF()), @@ -151,7 +151,7 @@ gl::setShaderUniform(&this->shaders, "useLighting", GL_FALSE); } this->checkForGLErrors(); - const QColor qs = this->renderPreferences.selectedColor; + 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); @@ -160,17 +160,18 @@ glEnable(GL_DEPTH_TEST); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(1.0f, 1.0f); - glLineWidth(this->renderPreferences.lineThickness); + 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(); this->renderVao(); this->renderVao(); }; - if (this->renderPreferences.wireframe and this->renderPreferences.style != gl::RenderStyle::PickScene) { + if (this->render_preferences->wireframe) + { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } - switch (this->renderPreferences.style) + switch (this->render_preferences->style) { case gl::RenderStyle::Normal: this->setFragmentStyle(gl::FragmentStyle::Normal); @@ -195,7 +196,6 @@ renderAllArrays(); break; case gl::RenderStyle::PickScene: - glLineWidth(3.0f); this->setFragmentStyle(gl::FragmentStyle::Id); renderAllArrays(); break; @@ -395,7 +395,7 @@ bool PartRenderer::isDark() const { - return luma(this->renderPreferences.backgroundColor) < 0.25; + return luma(this->build_preferences->backgroundColor) < 0.25; } Line<3> PartRenderer::cameraLine(const QPointF& point) const @@ -433,8 +433,16 @@ // 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(); - const gl::RenderStyle oldRenderStyle = this->renderPreferences.style; - this->renderPreferences.style = gl::RenderStyle::PickScene; + 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(); @@ -444,7 +452,7 @@ glReadPixels(where.x(), where.y(), 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); this->checkForGLErrors(); fbo.release(); - this->renderPreferences.style = oldRenderStyle; + this->render_preferences = old_render_preferences; return gl::idFromUcharColor(data); } @@ -458,23 +466,6 @@ } /** - * @brief Changes the way the scene is rendered - * @param newStyle new render style to use - */ -void PartRenderer::setRenderPreferences(const gl::RenderPreferences& newPreferences) -{ - bool mainColorChanged = this->renderPreferences.mainColor != newPreferences.mainColor; - bool backgroundColorChanged = this->renderPreferences.backgroundColor != newPreferences.backgroundColor; - this->renderPreferences = newPreferences; - if (mainColorChanged or backgroundColorChanged) - { - this->build(); - } - Q_EMIT this->renderPreferencesChanged(); - this->update(); -} - -/** * @return the currently highlighted object */ ModelId PartRenderer::getHighlightedObject() const