Before this commit, the outlines are generated in an arbitrary order
from the kd-tree. This worked just fine for continuous lines, but
for stippling, especially on curves, this meant that most of
the piecewise linear edges would have the stippling phase restart
from zero, leading to a very poor appearance.
This significantly improves performance e.g. in case of a sketch
containing a multitude of wooden panels, as the meshes can be
merely transformed instead of being joined.
The check was actually half-broken from the beginning and
until df83ee4; the thick red line was rendered properly but
the error text was rendered with width 0, which by chance worked
on some GL implementations. That commit has fixed the underlying
bug but left the text line width at 0 to avoid test breakage.
This commit fixes the bug, turns off the check completely, and
updates the tests to account for breakage.
The states are:
* Draw all lines (on top of shaded mesh).
* Draw occluded (by shaded mesh) lines as stippled.
* Do not draw occluded (by shaded mesh) lines.
As usual, the export output follows the screen output.
This has the following benefits:
* Less geometry to generate; we can do both in one pass;
* Less geometry to draw;
* Eliminate overdraw of outlines on top of emphasized edges;
* In future, being able to seamlessly stitch stippled lines.
The contour edges are now also drawn before emphasized edges;
this makes intersections of contour and emphasized edges look better
as the thinner emphasized edge doesn't clobber the depth buffer.
This has several desirable consequences:
* It is now possible to port SolveSpace to a later version of
OpenGL, such as OpenGLES 2, so that it runs on platforms that
only have that OpenGL version;
* The majority of geometry is now rendered without references to
the camera in C++ code, so a renderer can now submit it to
the video card once and re-rasterize with a different projection
matrix every time the projection is changed, avoiding expensive
reuploads;
* The DOGD (draw or get distance) interface is now
a straightforward Canvas implementation;
* There are no more direct references to SS.GW.(projection)
in sketch rendering code, which allows rendering to multiple
viewports;
* There are no more unnecessary framebuffer flips on CPU on Cocoa
and GTK;
* The platform-dependent GL code is now confined to rendergl1.cpp.
* The Microsoft and Apple headers required by it that are prone to
identifier conflicts are no longer included globally;
* The rendergl1.cpp implementation can now be omitted from
compilation to run SolveSpace headless or with a different
OpenGL version.
Note these implementation details of Canvas:
* GetCamera currently always returns a reference to the field
`Camera camera;`. This is so that a future renderer that caches
geometry in the video memory can define it as asserting, which
would provide assurance against code that could accidentally
put something projection-dependent in the cache;
* Line and triangle rendering is specified through a level of
indirection, hStroke and hFill. This is so that a future renderer
that batches geometry could cheaply group identical styles.
* DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix.
This is so that a future renderer into an output format that
uses 2d transforms (e.g. SVG) could easily derive those.
Some additional internal changes were required to enable this:
* Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>.
This is so that the renderer could cache uploaded textures
between API calls, which requires it to capture a (weak)
reference.
* The PlatformPathEqual function was properly extracted into
platform-specific code. This is so that the <windows.h> header
could be included only where needed (in platform/w32* as well
as rendergl1.cpp).
* The SBsp{2,3}::DebugDraw functions were removed. They can be
rewritten using the Canvas API if they are ever needed.
While no visual changes were originally intended, some minor fixes
happened anyway:
* The "emphasis" yellow line from top-left corner is now correctly
rendered much wider.
* The marquee rectangle is now pixel grid aligned.
* The hidden entities now do not clobber the depth buffer, removing
some minor artifacts.
* The workplane "tab" now scales with the font used to render
the workplane name.
* The workplane name font is now taken from the normals style.
* Workplane and constraint line stipple is insignificantly
different. This is so that it can reuse the existing stipple
codepaths; rendering of workplanes and constraints predates
those.
Some debug functionality was added:
* In graphics window, an fps counter that becomes red when
rendering under 60fps is drawn.
This is to ensure that:
* it is clear, when looking at the point of usage, what is
the purpose of "true" or "false";
* when refactoring, a simple search will bring up any places that
need to be changed.
Also, argument names were synchronized between declaration and
implementation.
As an exception, these are not annotated:
* Printf(/*halfLine=*/), to avoid pointless churn.
Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC
equivalent; the exact way it is handled varies slightly, but what
they all have in common is that in a switch statement over an
enumeration, any enumerand that is not explicitly (via case:) or
implicitly (via default:) handled in the switch triggers an error.
Moreover, we also change the switch statements in three ways:
* Switch statements that ought to be extended every time a new
enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed
to explicitly list every single enumerand, and not have a
default: branch.
Note that the assertions are kept because it is legal for
a enumeration to have a value unlike any of its defined
enumerands, and we can e.g. read garbage from a file, or
an uninitialized variable. This requires some rearranging if
a default: branch is undesired.
* Switch statements that ought to only ever see a few select
enumerands, are changed to always assert in the default: branch.
* Switch statements that do something meaningful for a few
enumerands, and ignore everything else, are changed to do nothing
in a default: branch, under the assumption that changing them
every time an enumerand is added or removed would just result
in noise and catch no bugs.
This commit also removes the {Request,Entity,Constraint}::UNKNOWN and
Entity::DATUM_POINT enumerands, as those were just fancy names for
zeroes. They mess up switch exhaustiveness checks and most of the time
were not the best way to implement what they did anyway.
Specifically, take the old code that looks like this:
class Foo {
enum { X = 1, Y = 2 };
int kind;
}
... foo.kind = Foo::X; ...
and convert it to this:
class Foo {
enum class Kind : uint32_t { X = 1, Y = 2 };
Kind kind;
}
... foo.kind = Foo::Kind::X;
(In some cases the enumeration would not be in the class namespace,
such as when it is generally useful.)
The benefits are as follows:
* The type of the field gives a clear indication of intent, both
to humans and tools (such as binding generators).
* The compiler is able to automatically warn when a switch is not
exhaustive; but this is currently suppressed by the
default: ssassert(false, ...)
idiom.
* Integers and plain enums are weakly type checked: they implicitly
convert into each other. This can hide bugs where type conversion
is performed but not intended. Enum classes are strongly type
checked.
* Plain enums pollute parent namespaces; enum classes do not.
Almost every defined enum we have already has a kind of ad-hoc
namespacing via `NAMESPACE_`, which is now explicit.
* Plain enums do not have a well-defined ABI size, which is
important for bindings. Enum classes can have it, if specified.
We specify the base type for all enums as uint32_t, which is
a safe choice and allows us to not change the numeric values
of any variants.
This commit introduces absolutely no functional change to the code,
just renaming and change of types. It handles almost all cases,
except GraphicsWindow::pending.operation, which needs minor
functional change.
Before this commit, the initial state allCoplanar=false took
precedence over allNonZeroLen=false, since detecting a zero-length
edge short-circuits AssembleLoops.
Before this commit, solids in the viewport were rendered with
"emphasized edges", with the intention to highlight selectable faces.
However, selectable faces are already surrounded by entities, and
so rendering emphasized edges adds little value.
After this commit, solids in the viewport are always rendered with
"sharp edges", like they are exported.
A new button is added, "Show/hide outline of solid model".
When the outline is hidden, it is rendered using the "solid edge"
style. When the outline is shown, it is rendered using the "outline"
style.
In SolveSpace's true WYSIWYG tradition, the 2d view export follows
the rendered view exactly.
Moreover, shell edges are not rendered anymore, since there is not
much need in them anymore and not drawing them lessens the overlap
between various kinds of lines, which already includes entities,
solid edges and outlines.
Before this change, the two buttons "Show/hide shaded model" (S) and
"Show/hide hidden lines" (H) resulted in drawing the following
elements in the following styles:
Button | Non-occluded | Non-occluded | Occluded | Occluded
state | solid edges | entities | solid edges | entities
--------+--------------+--------------+-------------+--------------
!S !H | | | solid-edge | entity style
--------+ | +-------------+--------------
S !H | | | invisible
--------+ solid-edge | entity style +-------------+--------------
!S H | | | |
--------+ | | solid-edge | entity style
S H | | | |
--------+--------------+--------------+-------------+--------------
After this change, they are drawn as follows:
Button | Non-occluded | Non-occluded | Occluded | Occluded
state | solid edges | entities | solid edges | entities
--------+--------------+--------------+-------------+--------------
!S !H | | | solid-edge | entity style
--------+ | +-------------+--------------
S !H | | | invisible
--------+ solid-edge | entity style +-------------+--------------
!S H | | | |
--------+ | | hidden-edge | stippled¹
S H | | | |
--------+--------------+--------------+-------------+--------------
¹ entity style, but the stipple parameters taken from hidden-edge
In SolveSpace's true WYSIWYG tradition, the 2d view export follows
the rendered view exactly.
Also, it is now possible to edit the stipple parameters of built-in
styles, so that by changing the hidden-edge style to non-stippled
it is possible to regain the old behavior.
Before this commit, "emphasized edges" were displayed as well as
exported. An "emphasized edge" is an edge between triangles that
come from different faces. They are helpful in the rendered
display because they hint at the locations of faces, but not
in the 2d export since they just clutter the drawing.
After this commit, "emphasized edges" are displayed but "sharp
edges" are exported. A "sharp edge" is an edge between triangles
where the two matching vertexes have different normals, indicating
a discontiguity in the surface. "Sharp edges" are also displayed
while post-viewing the exported geometry.
This will allow us to use non-POD classes inside these objects
in future and is otherwise functionally equivalent, as well
as more concise.
Note that there are some subtleties with handling of
brace-initialization. Specifically:
On aggregates (e.g. simple C-style structures) using an empty
brace-initializer zero-initializes the aggregate, i.e. it makes
all members zero.
On non-aggregates an empty brace-initializer calls the default
constructor. And if the constructor doesn't explicitly initialize
the members (which the auto-generated constructor doesn't) then
the members will be constructed but otherwise uninitialized.
So, what is an aggregate class? To quote the C++ standard
(C++03 8.5.1 §1):
An aggregate is an array or a class (clause 9) with no
user-declared constructors (12.1), no private or protected
non-static data members (clause 11), no base classes (clause 10),
and no virtual functions (10.3).
In SolveSpace, we only have to handle the case of base classes;
Constraint and Entity have those. Thus, they had to gain a default
constructor that does nothing but initializes the members to zero.
The main benefit is that std::swap will ensure that the type
of arguments is copy-constructible and move-constructible.
It is more concise as well.
When min and max are defined as macros, they will conflict
with STL header files included by other C++ libraries;
in this case STL will #undef any other definition.
Some extra code is necessary to determine that the back faces
should not be drawn in red for transparent solids. It is expected
that the user will first ensure that the shell is watertight
and then set the opacity; back faces are still drawn if
the opacity is exactly 1.
The savefile format is changed backwards-compatibly by stashing
the alpha value in uppermost byte of 4-byte hex color value
in Surface and Triangle clauses. The existing files have 00
in the high byte, so RgbColor::FromPackedInt treats that
as "opaque".
In principle, GTK3 is the way forward, and GTK2 is officially
deprecated, though still maintained. In practice however, GTK3
is often unbearably buggy; e.g. on my system, combo boxes
don't ever roll up in GTK3 windows. So I have added support
for both.
This required a few minor changes to the core, namely:
* GTK wants to know beforehand whether a menu item is a check
menu item or a regular one.
* GTK doesn't give us an easy way to execute something after
any event is processed, so an explicit idle timer is added.
This is a no-op on Win32.
* A few function signatures were const'ed, since GTK expects
immutable strings when converting to Glib::ustring.
However, don't use ssglLineWidth for UI drawing operations.
These only draw horizontal or vertical lines that don't need to
be antialiased, and thus don't require the workaround. In fact
the workaround would make them thicker than needed.
The SolveSpace top-level directory was getting a bit cluttered, so
following the example of numerous other free-software projects, we move the
main application source into a subdirectory and adjust the build systems
accordingly.
Also, got rid of the obj/ directory in favor of creating it on the fly in
Makefile.msvc.