code is all clean now (but still broken)
This commit is contained in:
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d74f80530b
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7601caaada
6
resources.qrc
Normal file
6
resources.qrc
Normal file
@ -0,0 +1,6 @@
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<!DOCTYPE RCC><RCC version="1.0">
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<qresource>
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<file alias="shader.vert">src/shader.vert</file>
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<file alias="shader.frag">src/shader.frag</file>
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</qresource>
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</RCC>
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@ -8,9 +8,11 @@
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int main(int argc, char *argv[]) {
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using namespace std;
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QSurfaceFormat format;
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format.setRenderableType(QSurfaceFormat::RenderableType::OpenGL);
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format.setMajorVersion(2);
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format.setMinorVersion(1);
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format.setRenderableType(QSurfaceFormat::OpenGL);
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#ifndef QT_DEBUG
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qDebug("Debug build");
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format.setOption(QSurfaceFormat::DebugContext);
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#endif
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QSurfaceFormat::setDefaultFormat(format);
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QApplication app(argc, argv);
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MeshProcessor *mesh_processor = nullptr;
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@ -1,14 +1,12 @@
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#include "mesh_view.h"
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#include <QOpenGLFunctions_2_1>
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#include <QOpenGLContext>
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MeshView::MeshView(QOpenGLExtraFunctions *glf, const MyMesh &mesh,
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int pos_attr, int col_attr)
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: glf(glf),
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MeshView::MeshView(const MyMesh &mesh, QOpenGLShaderProgram &program)
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: buffer(QOpenGLBuffer::VertexBuffer),
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mesh(mesh) {
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GLfloat *verts = new GLfloat[mesh.n_faces() * 3 * 6];
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size_t i = 0;
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for (const FaceHandle face : mesh.faces()) {
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for (const VertexHandle vec : mesh.fv_range(face)) {
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verts[6*i + 0] = mesh.point(vec)[0];
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@ -21,43 +19,39 @@ MeshView::MeshView(QOpenGLExtraFunctions *glf, const MyMesh &mesh,
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}
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}
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vao.create();
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{QOpenGLVertexArrayObject::Binder binder(&vao);
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buffer.create();
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buffer.bind();
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buffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
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buffer.allocate(verts, nverts * 6 * sizeof (GLfloat));
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delete[] verts;
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GLuint vao, vbo;
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glf->glGenVertexArrays(1, &vao);
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glf->glGenBuffers(1, &vbo);
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glf->glBindVertexArray(vao);
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glf->glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glf->glBufferData(GL_ARRAY_BUFFER, nverts * 6 * sizeof (GLfloat), verts, GL_DYNAMIC_DRAW);
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glf->glVertexAttribPointer(pos_attr, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat), 0);
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glf->glEnableVertexAttribArray(pos_attr);
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glf->glVertexAttribPointer(col_attr, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat),
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(const void *) (3 * sizeof (GLfloat)));
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glf->glEnableVertexAttribArray(col_attr);
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glf->glBindVertexArray(0);
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program.setAttributeBuffer("pos", GL_FLOAT, 0, 3, 6 * sizeof (GLfloat));
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program.enableAttributeArray("pos");
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program.setAttributeBuffer("col", GL_FLOAT, 3 * sizeof (GLfloat), 3, 6 * sizeof (GLfloat));
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program.enableAttributeArray("col");
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}
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}
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MeshView::~MeshView() {
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glf->glDeleteVertexArrays(1, &vao);
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glf->glDeleteBuffers(1, &vbo);
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vao.destroy();
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buffer.destroy();
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}
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void MeshView::paint(QOpenGLContext *ctx,
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int model_attr, int wireframe_attr) const {
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void MeshView::paint(QOpenGLShaderProgram &program) {
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QOpenGLContext *ctx = QOpenGLContext::currentContext();
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QOpenGLExtraFunctions *glf = ctx->extraFunctions();
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void (*glPolygonMode)(GLenum, GLenum) = nullptr;
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glPolygonMode = (typeof glPolygonMode) ctx->getProcAddress("glPolygonMode");
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if (!glPolygonMode)
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qWarning("glPolygonMode not available");
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glf->glUniformMatrix4fv(model_attr, 1, GL_FALSE,
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mesh.transform.constData());
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program.setUniformValue("model", mesh.transform);
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{QOpenGLVertexArrayObject::Binder binder(&vao);
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/* Mesh */
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glf->glBindVertexArray(vao);
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glf->glEnable(GL_POLYGON_OFFSET_FILL);
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glf->glPolygonOffset(1.0, 2);
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glf->glDrawArrays(GL_TRIANGLES, 0, nverts);
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@ -65,9 +59,10 @@ void MeshView::paint(QOpenGLContext *ctx,
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glf->glDisable(GL_POLYGON_OFFSET_FILL);
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/* Wireframe */
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glf->glUniform1f(wireframe_attr, 1);
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program.setUniformValue("wireframe", 1);
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glf->glDrawArrays(GL_TRIANGLES, 0, nverts);
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if (glPolygonMode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glf->glLineWidth(3);
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glf->glUniform1f(wireframe_attr, 0);
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program.setUniformValue("wireframe", 1);
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}
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}
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@ -3,23 +3,22 @@
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#include "my_mesh.h"
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#include <QOpenGLExtraFunctions>
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#include <QOpenGLContext>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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class MeshView {
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GLuint vao;
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GLuint vbo;
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QOpenGLVertexArrayObject vao;
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QOpenGLBuffer buffer;
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size_t nverts;
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QOpenGLExtraFunctions *glf;
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public:
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const MyMesh &mesh;
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MeshView(QOpenGLExtraFunctions *glf, const MyMesh &mesh,
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int pos_attr, int col_attr);
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MeshView(const MyMesh &mesh, QOpenGLShaderProgram &program);
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~MeshView();
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void paint(QOpenGLContext *ctx,
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int model_attr, int wireframe_attr) const;
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void paint(QOpenGLShaderProgram &program);
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};
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#include "mesh_viewer.h"
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#include <tgmath.h>
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#include <algorithm>
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const GLchar *vertex_shader_source = R"glsl(
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attribute vec3 pos;
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attribute vec3 col;
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varying vec3 frag_col;
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uniform mat4 proj;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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gl_Position = proj * view * model * vec4(pos, 1.0);
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frag_col = col;
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}
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)glsl";
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const GLchar *fragment_shader_source = R"glsl(
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varying vec3 frag_col;
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uniform vec3 wf_col;
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uniform bool wireframe;
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uniform float alpha;
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void main() {
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if (!wireframe)
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// gl_FragColor = vec4(wf_col, alpha);
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gl_FragColor = vec4(.5, .5, .5, 1);
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else
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gl_FragColor = vec4(frag_col, alpha);
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}
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)glsl";
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#include <QOpenGLShader>
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#include <QOpenGLDebugLogger>
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#include <QtGlobal>
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MeshViewer::MeshViewer(QWidget *parent) : QOpenGLWidget(parent) {
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@ -48,96 +17,49 @@ QSize MeshViewer::sizeHint() const {
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}
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void GLAPIENTRY
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opengl_debug_cb(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam) {
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(void) source;
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(void) type;
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(void) id;
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(void) severity;
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(void) length;
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(void) userParam;
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qDebug() << "OpenGL debug output:" << message;
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}
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void MeshViewer::initializeGL() {
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// initializeOpenGLFunctions();
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QOpenGLFunctions *glf = context()->functions();
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#ifdef QT_DEBUG
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QOpenGLDebugLogger *logger = new QOpenGLDebugLogger(this);
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if (!logger->initialize()) {
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qDebug("OpenGL debug output unavailable");
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}
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connect(logger, &QOpenGLDebugLogger::messageLogged,
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[](const QOpenGLDebugMessage &message) {
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qDebug() << "OpenGL: " << message.message();
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});
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logger->startLogging();
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#endif
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qDebug("OpenGL version %d.%d",
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context()->format().majorVersion(),
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context()->format().minorVersion());
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(opengl_debug_cb, 0);
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/* Compile the vertex shader. */
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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GLint status;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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char log[1024];
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glGetShaderInfoLog(vertex_shader, sizeof log, NULL, log);
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fprintf(stderr, "Failed to compile the vertex shader: %s\n", log);
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exit(1);
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QOpenGLShader vertex_shader(QOpenGLShader::Vertex);
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if (!vertex_shader.compileSourceFile(":/shader.vert")) {
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qCritical() << vertex_shader.log();
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}
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/* Compile the fragment shader. */
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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char log[1024];
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glGetShaderInfoLog(fragment_shader, sizeof log, NULL, log);
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fprintf(stderr, "Failed to compile the fragment shader: %s\n", log);
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exit(1);
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QOpenGLShader fragment_shader(QOpenGLShader::Fragment);
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if (fragment_shader.compileSourceFile(":/shader.frag")) {
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qCritical() << fragment_shader.log();
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}
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/* Link the shader program. */
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GLuint shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glBindFragDataLocation(shader_program, 0, "out_color");
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glLinkProgram(shader_program);
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glGetProgramiv(shader_program, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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char log[1024];
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glGetProgramInfoLog(shader_program, sizeof log, NULL, log);
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fprintf(stderr, "Failed to link the shader program: %s\n", log);
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exit(1);
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if (!program.addShader(&vertex_shader)) {
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qCritical() << program.log();
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}
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if (!program.addShader(&fragment_shader)) {
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qCritical() << program.log();
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}
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if (!program.link()) {
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qCritical() << program.log();
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}
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program.bind();
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/* Use it. */
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glUseProgram(shader_program);
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program.setUniformValue("alpha", (GLfloat) 1);
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program.setUniformValue("wf_col", WIREFRAME_COLOR);
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/* Get the position attribute. */
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pos_attr = glGetAttribLocation(shader_program, "pos");
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col_attr = glGetAttribLocation(shader_program, "col");
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glf->glClearColor(1, 1, 1, 0);
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proj_attr = glGetUniformLocation(shader_program, "proj");
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view_attr = glGetUniformLocation(shader_program, "view");
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model_attr = glGetUniformLocation(shader_program, "model");
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wf_col_attr = glGetUniformLocation(shader_program, "wf_col");
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wireframe_attr = glGetUniformLocation(shader_program, "wireframe");
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alpha_attr = glGetUniformLocation(shader_program, "alpha");
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glf->glEnable(GL_DEPTH_TEST);
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glf->glEnable(GL_MULTISAMPLE);
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glUniform1f(alpha_attr, 1);
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glUniform3f(wf_col_attr, WIREFRAME_COLOR);
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glClearColor(1, 1, 1, 0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_MULTISAMPLE);
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qDebug("Mesh viewer initialized");
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qDebug("Mesh viewer: initialization complete");
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emit initialized();
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}
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@ -145,7 +67,7 @@ void MeshViewer::initializeGL() {
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void MeshViewer::resizeGL(int w, int h) {
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QMatrix4x4 projection;
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projection.perspective(FOV, (float) w/h, .01, 100);
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glUniformMatrix4fv(proj_attr, 1, GL_FALSE, projection.data());
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program.setUniformValue("proj", projection);
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}
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@ -154,17 +76,17 @@ void MeshViewer::paintGL() {
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QMatrix4x4 trans;
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trans.translate(0, 0, -cam_dist);
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QMatrix4x4 view = trans * rot;
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glUniformMatrix4fv(view_attr, 1, GL_FALSE, view.data());
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for (const MeshView m : meshes) {
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m.paint(context(), model_attr, wireframe_attr);
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program.setUniformValue("view", view);
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for (MeshView &m : meshes) {
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m.paint(program);
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}
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}
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void MeshViewer::addMesh(const MyMesh &mesh) {
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Q_ASSERT(isValid());
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makeCurrent();
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meshes.emplace_back(context()->extraFunctions(), mesh,
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pos_attr, col_attr);
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meshes.emplace_back(mesh, program);
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doneCurrent();
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update();
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}
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Q_OBJECT
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std::list<MeshView> meshes;
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GLint pos_attr, col_attr, proj_attr, view_attr, model_attr;
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GLint wf_col_attr, wireframe_attr, alpha_attr;
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QOpenGLShaderProgram program;
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QMatrix4x4 proj;
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QMatrix4x4 rot, rot_start;
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GLfloat cam_dist = 1;
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13
src/shader.frag
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13
src/shader.frag
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@ -0,0 +1,13 @@
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varying vec3 frag_col;
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uniform vec3 wf_col;
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uniform bool wireframe;
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uniform float alpha;
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void main() {
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if (!wireframe)
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// gl_FragColor = vec4(wf_col, alpha);
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gl_FragColor = vec4(.5, .5, .5, 1);
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else
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gl_FragColor = vec4(frag_col, alpha);
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}
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13
src/shader.vert
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13
src/shader.vert
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attribute vec3 pos;
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attribute vec3 col;
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varying vec3 frag_col;
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uniform mat4 proj;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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gl_Position = proj * view * model * vec4(pos, 1.0);
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frag_col = col;
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}
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Block a user