refactoring
wireframe display worked on 3d-model display
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@@ -27,25 +27,34 @@ public:
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}
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/** render the given grid using GL commands */
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void renderSolid(const RenderSettings& rs, const RenderTriangle& rt) {
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void renderSolid(const RenderSettings& rs, const RenderTriangle& rt, bool wireframe) {
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rs.shader->bind();
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rs.shader->setModelMatrix(QMatrix4x4());
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rs.shader->setVertices(rt.getVertices().data());
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rs.shader->setNormals(rt.getNormals().data());
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rs.shader->setVertexColor(rt.getRGBA().data());
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glDrawArrays(GL_TRIANGLES, 0, rt.getVertices().size()/3);
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rs.shader->setVertices(rt.getVertices());
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rs.shader->setNormals(rt.getNormals());
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rs.shader->setVertexColor(rt.getRGBA());
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glDrawArrays(GL_TRIANGLES, 0, rt.count());
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rs.shader->unsetVertices();
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rs.shader->unsetNormals();
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rs.shader->unsetVertexColor();
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if (wireframe) {
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RenderTriangle rt2 = rt.toWireframe(false);
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rs.shader->setColor(0,0,0,128);
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rs.shader->setVertices(rt2.getVertices());
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//rs.shader->setVertexColor(rt2.getRGBA());
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glDrawArrays(GL_LINES, 0, rt2.count());
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rs.shader->unsetVertices();
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//rs.shader->unsetVertexColor();
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}
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rs.shader->release();
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}
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/** render the given grid using GL commands */
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void renderTransp(const RenderSettings& rs, const RenderTriangle& rt) {
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void renderTransp(const RenderSettings& rs, const RenderTriangle& rt, bool wireframe) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -53,14 +62,24 @@ public:
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rs.shader->bind();
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rs.shader->setModelMatrix(QMatrix4x4());
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rs.shader->setVertices(rt.getVertices().data());
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rs.shader->setNormals(rt.getNormals().data());
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rs.shader->setVertexColor(rt.getRGBA().data());
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glDrawArrays(GL_TRIANGLES, 0, rt.getVertices().size()/3);
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rs.shader->setVertices(rt.getVertices());
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rs.shader->setNormals(rt.getNormals());
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rs.shader->setVertexColor(rt.getRGBA());
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glDrawArrays(GL_TRIANGLES, 0, rt.count());
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rs.shader->unsetVertices();
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rs.shader->unsetNormals();
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rs.shader->unsetVertexColor();
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if (wireframe) {
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RenderTriangle rt2 = rt.toWireframe(false);
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rs.shader->setColor(0,0,0,128);
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rs.shader->setVertices(rt2.getVertices());
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//rs.shader->setVertexColor(rt2.getRGBA());
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glDrawArrays(GL_LINES, 0, rt2.count());
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rs.shader->unsetVertices();
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//rs.shader->unsetVertexColor();
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}
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rs.shader->release();
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glDisable(GL_BLEND);
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