Thu, 20 Jun 2019 08:54:35 +0300
uuid things
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2018 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/>. */ #define GL_GLEXT_PROTOTYPES #include <GL/glu.h> #include <GL/glext.h> #include <QContextMenuEvent> #include <QToolTip> #include <QTimer> #include <GL/glu.h> #include "main.h" #include "lddocument.h" #include "glrenderer.h" #include "colors.h" #include "mainwindow.h" #include "editHistory.h" #include "glcompiler.h" #include "primitives.h" #include "documentmanager.h" #include "grid.h" /* * Constructs a GL renderer. */ gl::Renderer::Renderer(const Model* model, QWidget* parent) : QGLWidget {parent}, HierarchyElement {parent}, m_model {model}, m_cameras { {"Top camera", {topCameraMatrix, X, Z, false, false, false}}, // top {"Front camera", {frontCameraMatrix, X, Y, false, true, false}}, // front {"Left camera", {leftCameraMatrix, Z, Y, true, true, false}}, // left {"Bottom camera", {bottomCameraMatrix, X, Z, false, true, true}}, // bottom {"Back camera", {backCameraMatrix, X, Y, true, true, true}}, // back {"Right camera", {rightCameraMatrix, Z, Y, false, true, true}}, // right {"Free camera", GLCamera::FreeCamera}, // free } { Q_ASSERT(model != nullptr); m_camera = (gl::CameraType) config::camera(); m_compiler = new gl::Compiler (this); m_toolTipTimer = new QTimer (this); m_toolTipTimer->setSingleShot (true); setAcceptDrops (true); connect (m_toolTipTimer, SIGNAL (timeout()), this, SLOT (showCameraIconTooltip())); resetAllAngles(); m_needZoomToFit = true; // Init camera icons for (gl::CameraType camera : iterateEnum<gl::CameraType>()) { const char* cameraIconNames[EnumLimits<gl::CameraType>::Count] = { "camera-top", "camera-front", "camera-left", "camera-bottom", "camera-back", "camera-right", "camera-free" }; CameraIcon* info = &m_cameraIcons[static_cast<int>(camera)]; info->image = MainWindow::getIcon (cameraIconNames[static_cast<int>(camera)]); info->camera = camera; } connect( this->m_compiler, &gl::Compiler::sceneChanged, this, qOverload<>(&gl::Renderer::update) ); calcCameraIcons(); } /* * Destructs the GL renderer. */ gl::Renderer::~Renderer() { freeAxes(); } /* * Deletes the axes VBOs */ void gl::Renderer::freeAxes() { if (m_axesInitialized) { glDeleteBuffers(1, &m_axesVbo); glDeleteBuffers(1, &m_axesColorVbo); m_axesInitialized = false; } } /* * Calculates the camera icon locations. */ void gl::Renderer::calcCameraIcons() { int i = 0; const int columns = 3; const int firstAtLastRow = countof(m_cameras) - (countof(m_cameras) % columns); for (CameraIcon& cameraIcon : m_cameraIcons) { int row = i / columns; int column = i % columns; // Do right-justifying on the last row. if (i >= firstAtLastRow) column += columns - (countof(m_cameras) % columns); int x1 = width() - 48 + (column * 16) - 1; int y1 = (row * 16) + 1; cameraIcon.sourceRect = {0, 0, 16, 16}; cameraIcon.targetRect = {x1, y1, 16, 16}; cameraIcon.hitRect = { cameraIcon.targetRect.x(), cameraIcon.targetRect.y(), cameraIcon.targetRect.width() + 1, cameraIcon.targetRect.height() + 1 }; ++i; } } /* * Returns the camera currently in use. */ GLCamera& gl::Renderer::currentCamera() { return m_cameras[static_cast<int>(camera())]; } /* * Returns the camera currently in use. */ const GLCamera& gl::Renderer::currentCamera() const { return m_cameras[static_cast<int>(camera())]; } /* * Prepares the GL context for rendering. */ void gl::Renderer::initGLData() { glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable (GL_POLYGON_OFFSET_FILL); glPolygonOffset (1.0f, 1.0f); glEnable (GL_DEPTH_TEST); glShadeModel (GL_SMOOTH); glEnable (GL_MULTISAMPLE); if (config::antiAliasedLines()) { glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); } else { glDisable (GL_LINE_SMOOTH); } } /* * Returns the object currently highlighted by the cursor. */ const Uuid& gl::Renderer::objectAtCursor() const { return m_objectAtCursor; } // ============================================================================= // void gl::Renderer::needZoomToFit() { m_needZoomToFit = true; } // ============================================================================= // void gl::Renderer::resetAngles() { if (m_initialized) { m_rotation = QQuaternion::fromAxisAndAngle({1, 0, 0}, 30); m_rotation *= QQuaternion::fromAxisAndAngle({0, 1, 0}, 330); } currentCamera().setPanning(0, 0); needZoomToFit(); } // ============================================================================= // void gl::Renderer::resetAllAngles() { gl::CameraType const oldCamera = camera(); for (gl::CameraType camera : iterateEnum<gl::CameraType>()) { setCamera(camera); resetAngles(); } setCamera(oldCamera); } // ============================================================================= // void gl::Renderer::initializeGL() { initializeOpenGLFunctions(); if (glGetError() != GL_NO_ERROR) { abort(); } setBackground(); glLineWidth (config::lineThickness()); glLineStipple (1, 0x6666); setAutoFillBackground (false); setMouseTracking (true); setFocusPolicy (Qt::WheelFocus); m_compiler->initialize(); initializeAxes(); initializeLighting(); m_initialized = true; // Now that GL is initialized, we can reset angles. resetAllAngles(); } void gl::Renderer::initializeLighting() { GLfloat materialShininess[] = {5.0}; GLfloat lightPosition[] = {1.0, 1.0, 1.0, 0.0}; GLfloat ambientLightingLevel[] = {0.5, 0.5, 0.5, 1.0}; glShadeModel(GL_SMOOTH); glMaterialfv(GL_FRONT, GL_SHININESS, materialShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLightingLevel); glLightfv(GL_LIGHT0, GL_DIFFUSE, ambientLightingLevel); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); } // ============================================================================= // void gl::Renderer::initializeAxes() { freeAxes(); float axisVertexData[3][6]; float axisColorData[3][6]; auto compileAxis = [&](Axis axis, QColor color, Vertex extrema) { axisVertexData[axis][0] = extrema[X]; axisVertexData[axis][1] = extrema[Y]; axisVertexData[axis][2] = extrema[Z]; axisVertexData[axis][3] = -extrema[X]; axisVertexData[axis][4] = -extrema[Y]; axisVertexData[axis][5] = -extrema[Z]; axisColorData[axis][0] = axisColorData[axis][3] = color.red(); axisColorData[axis][1] = axisColorData[axis][4] = color.green(); axisColorData[axis][2] = axisColorData[axis][5] = color.blue(); }; compileAxis(X, {192, 96, 96}, {10000, 0, 0}); compileAxis(Y, {48, 192, 48}, {0, 10000, 0}); compileAxis(Z, {48, 112, 192}, {0, 0, 10000}); glGenBuffers(1, &m_axesVbo); glBindBuffer(GL_ARRAY_BUFFER, m_axesVbo); glBufferData(GL_ARRAY_BUFFER, sizeof axisVertexData, axisVertexData, GL_STATIC_DRAW); glGenBuffers(1, &m_axesColorVbo); glBindBuffer(GL_ARRAY_BUFFER, m_axesColorVbo); glBufferData(GL_ARRAY_BUFFER, sizeof axisColorData, axisColorData, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } // ============================================================================= // void gl::Renderer::setBackground() { if (not m_isDrawingSelectionScene) { // Otherwise use the background that the user wants. QColor color = config::backgroundColor(); if (color.isValid()) { color.setAlpha(255); m_useDarkBackground = luma(color) < 80; m_backgroundColor = color; qglClearColor(color); } } else { // The picking scene requires a black background. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } } QColor gl::Renderer::backgroundColor() const { return m_backgroundColor; } // ============================================================================= // void gl::Renderer::resizeGL (int width, int height) { calcCameraIcons(); glViewport (0, 0, width, height); glMatrixMode (GL_PROJECTION); glLoadIdentity(); gluPerspective (45.0f, (double) width / (double) height, near, far); glMatrixMode (GL_MODELVIEW); // Unfortunately Qt does not provide a resized() signal so we have to manually feed the information. for (GLCamera& camera : m_cameras) camera.rendererResized(width, height); } /* * Pads a 3×3 matrix into a 4×4 one by adding cells from the identity matrix. */ QMatrix4x4 padMatrix(const QMatrix3x3& stub) { return { stub(0, 0), stub(0, 1), stub(0, 2), 0, stub(1, 0), stub(1, 1), stub(1, 2), 0, stub(2, 0), stub(2, 1), stub(2, 2), 0, 0, 0, 0, 1 }; } // ============================================================================= // void gl::Renderer::drawGLScene() { if (m_needZoomToFit) { m_needZoomToFit = false; zoomAllToFit(); } if (config::drawWireframe() and not m_isDrawingSelectionScene) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); if (config::lighting() and not m_isDrawingSelectionScene) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); if (camera() != gl::FreeCamera) { glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMultMatrixf(currentCamera().realMatrix().constData()); glMultMatrixf(ldrawToGLAdapterMatrix.constData()); drawFixedCameraBackdrop(); } else { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -2.0f); glTranslatef(panning (X), panning (Y), -zoom()); glMultMatrixf(padMatrix(m_rotation.toRotationMatrix()).constData()); xyz(glTranslatef, -m_compiler->modelCenter()); } glEnableClientState (GL_NORMAL_ARRAY); glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_COLOR_ARRAY); if (m_isDrawingSelectionScene) { drawVbos (VboClass::Triangles, VboSubclass::PickColors); drawVbos (VboClass::Quads, VboSubclass::PickColors); drawVbos (VboClass::Lines, VboSubclass::PickColors); drawVbos (VboClass::ConditionalLines, VboSubclass::PickColors); } else { if (config::bfcRedGreenView()) { glEnable (GL_CULL_FACE); glCullFace (GL_BACK); drawVbos (VboClass::Triangles, VboSubclass::BfcFrontColors); drawVbos (VboClass::Quads, VboSubclass::BfcFrontColors); glCullFace (GL_FRONT); drawVbos (VboClass::Triangles, VboSubclass::BfcBackColors); drawVbos (VboClass::Quads, VboSubclass::BfcBackColors); glDisable (GL_CULL_FACE); } else { VboSubclass colors; if (config::randomColors()) colors = VboSubclass::RandomColors; else colors = VboSubclass::RegularColors; drawVbos (VboClass::Triangles, colors); drawVbos (VboClass::Quads, colors); } drawVbos (VboClass::Lines, VboSubclass::RegularColors); if (config::useLineStipple()) glEnable (GL_LINE_STIPPLE); drawVbos (VboClass::ConditionalLines, VboSubclass::RegularColors); glDisable (GL_LINE_STIPPLE); if (config::drawAxes()) { glDisableClientState (GL_NORMAL_ARRAY); glBindBuffer (GL_ARRAY_BUFFER, m_axesVbo); glVertexPointer (3, GL_FLOAT, 0, NULL); glBindBuffer (GL_ARRAY_BUFFER, m_axesVbo); glColorPointer (3, GL_FLOAT, 0, NULL); glDrawArrays (GL_LINES, 0, 6); glEnableClientState (GL_NORMAL_ARRAY); CHECK_GL_ERROR(); } } glPopMatrix(); glBindBuffer (GL_ARRAY_BUFFER, 0); glDisableClientState (GL_VERTEX_ARRAY); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); CHECK_GL_ERROR(); glDisable (GL_CULL_FACE); glMatrixMode (GL_MODELVIEW); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } /* * Draws a set of VBOs onto the scene. Renders surfaces with appropriate normals and colors. * * Parameters: * - surface determines what kind of surface to draw (triangles, quadrilaterals, edges or conditional edges) * - colors determines what VBO subclass to use for colors */ void gl::Renderer::drawVbos(VboClass surface, VboSubclass colors) { // Filter this through some configuration options if ((isOneOf(surface, VboClass::Quads, VboClass::Triangles) and config::drawSurfaces() == false) or (surface == VboClass::Lines and config::drawEdgeLines() == false) or (surface == VboClass::ConditionalLines and config::drawConditionalLines() == false)) { return; } GLenum type; switch (surface) { case VboClass::_End: case VboClass::Lines: case VboClass::ConditionalLines: type = GL_LINES; break; case VboClass::Triangles: type = GL_TRIANGLES; break; case VboClass::Quads: type = GL_QUADS; break; } VboSubclass normals; if (colors != VboSubclass::BfcBackColors) normals = VboSubclass::Normals; else normals = VboSubclass::InvertedNormals; int surfaceVboNumber = m_compiler->vboNumber(surface, VboSubclass::Surfaces); int colorVboNumber = m_compiler->vboNumber(surface, colors); int normalVboNumber = m_compiler->vboNumber(surface, normals); m_compiler->prepareVBO(surfaceVboNumber); m_compiler->prepareVBO(colorVboNumber); m_compiler->prepareVBO(normalVboNumber); GLuint surfaceVbo = m_compiler->vbo(surfaceVboNumber); GLuint colorVbo = m_compiler->vbo(colorVboNumber); GLuint normalVbo = m_compiler->vbo(normalVboNumber); GLsizei count = m_compiler->vboSize(surfaceVboNumber) / 3; if (count > 0) { glBindBuffer(GL_ARRAY_BUFFER, surfaceVbo); glVertexPointer(3, GL_FLOAT, 0, nullptr); CHECK_GL_ERROR(); glBindBuffer(GL_ARRAY_BUFFER, colorVbo); glColorPointer(4, GL_FLOAT, 0, nullptr); CHECK_GL_ERROR(); glBindBuffer(GL_ARRAY_BUFFER, normalVbo); glNormalPointer(GL_FLOAT, 0, nullptr); CHECK_GL_ERROR(); glDrawArrays(type, 0, count); CHECK_GL_ERROR(); } } QPen gl::Renderer::textPen() const { return {m_useDarkBackground ? Qt::white : Qt::black}; } bool gl::Renderer::freeCameraAllowed() const { return true; } void gl::Renderer::paintEvent(QPaintEvent*) { makeCurrent(); initGLData(); drawGLScene(); if (isDrawingSelectionScene()) return; QPainter painter {this}; painter.setRenderHint(QPainter::Antialiasing); overpaint(painter); } void gl::Renderer::overpaint(QPainter &painter) { // Draw a background for the selected camera painter.setPen(thinBorderPen); painter.setBrush(QBrush {QColor {0, 128, 160, 128}}); painter.drawRect(m_cameraIcons[static_cast<int>(camera())].hitRect); // Draw the camera icons for (const CameraIcon& info : m_cameraIcons) { // Don't draw the free camera icon when we can't use the free camera if (info.camera == gl::FreeCamera and not freeCameraAllowed()) continue; painter.drawPixmap(info.targetRect, info.image, info.sourceRect); } // Draw a label for the current camera in the bottom left corner { QFontMetrics metrics {QFont {}}; int margin = 4; painter.setPen(textPen()); painter.drawText(QPoint {margin, height() - margin - metrics.descent()}, currentCamera().name()); } } // ============================================================================= // void gl::Renderer::mouseReleaseEvent(QMouseEvent* event) { bool wasLeft = (m_lastButtons & Qt::LeftButton) and not (event->buttons() & Qt::LeftButton); m_panning = false; // Check if we selected a camera icon if (wasLeft and not mouseHasMoved()) { for (CameraIcon& info : m_cameraIcons) { if (info.targetRect.contains (event->pos())) { setCamera (info.camera); break; } } } update(); m_totalMouseMove = 0; } // ============================================================================= // void gl::Renderer::mousePressEvent(QMouseEvent* event) { m_lastButtons = event->buttons(); m_totalMouseMove = 0; } // ============================================================================= // void gl::Renderer::mouseMoveEvent(QMouseEvent* event) { int xMove = event->x() - m_mousePosition.x(); int yMove = event->y() - m_mousePosition.y(); m_totalMouseMove += qAbs(xMove) + qAbs(yMove); m_isCameraMoving = false; bool left = event->buttons() & Qt::LeftButton; bool mid = event->buttons() & Qt::MidButton; bool shift = event->modifiers() & Qt::ShiftModifier; if (mid or (left and shift)) { currentCamera().pan(xMove, yMove); m_panning = true; m_isCameraMoving = true; } else if (left and camera() == gl::FreeCamera and (xMove != 0 or yMove != 0)) { QQuaternion versor = QQuaternion::fromAxisAndAngle(yMove, xMove, 0, 0.6 * hypot(xMove, yMove)); m_rotation = versor * m_rotation; m_isCameraMoving = true; } // Start the tool tip timer m_toolTipTimer->start (500); // Update 2d position m_mousePosition = event->pos(); m_globalpos = event->globalPos(); m_mousePositionF = event->localPos(); highlightCursorObject(); update(); event->accept(); } // ============================================================================= // void gl::Renderer::keyPressEvent(QKeyEvent* event) { m_currentKeyboardModifiers = event->modifiers(); } // ============================================================================= // void gl::Renderer::keyReleaseEvent(QKeyEvent* event) { m_currentKeyboardModifiers = event->modifiers(); update(); } // ============================================================================= // void gl::Renderer::wheelEvent(QWheelEvent* ev) { makeCurrent(); currentCamera().zoomNotch(ev->delta() > 0); m_isCameraMoving = true; update(); ev->accept(); } // ============================================================================= // void gl::Renderer::leaveEvent(QEvent*) { m_toolTipTimer->stop(); update(); } // ============================================================================= // void gl::Renderer::setCamera(gl::CameraType camera) { // The edit mode may forbid the free camera. if (freeCameraAllowed() or camera != gl::FreeCamera) { m_camera = camera; config::setCamera(static_cast<int>(camera)); } } /* * Resolves a pixel pointer to an RGB color. * pixel[0..2] must be valid. */ static QRgb colorFromPixel(uint8_t* pixel) { return pixel[0] << 16 | pixel[1] << 8 | pixel[2] | 0xff000000; } /* * Returns the set of objects found in the specified pixel area. */ QItemSelection gl::Renderer::pick(const QRect& range) { makeCurrent(); QItemSelection result; // Paint the picking scene setPicking(true); drawGLScene(); int x0 = range.left(); int y0 = range.top(); int x1 = x0 + range.width(); int y1 = y0 + range.height(); // Clamp the values to ensure they're within bounds x0 = qMax (0, x0); y0 = qMax (0, y0); x1 = qMin (x1, width()); y1 = qMin (y1, height()); const int areawidth = (x1 - x0); const int areaheight = (y1 - y0); const qint32 numpixels = areawidth * areaheight; // Allocate space for the pixel data. QVector<unsigned char> pixelData; pixelData.resize(4 * numpixels); // Read pixels from the color buffer. glReadPixels(x0, height() - y1, areawidth, areaheight, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); QSet<QRgb> pixelColors; // Go through each pixel read and add them to the selection. // Each pixel maps to an LDObject injectively. // Note: black is background, those indices are skipped. for (int i : ::range(0, 4, pixelData.size() - 4)) { QRgb color = colorFromPixel(&pixelData[i]); if (color != BlackRgb) pixelColors.insert(color); } // For each index read, resolve the LDObject behind it and add it to the selection. for (QRgb color : pixelColors) { QModelIndex index = m_model->objectByPickingColor(color); if (index.isValid()) result.select(index, index); } setPicking(false); repaint(); return result; } /* * Simpler version of gl::Renderer::pick which simply picks whatever object on the cursor */ QModelIndex gl::Renderer::pick(int mouseX, int mouseY) { makeCurrent(); setPicking(true); drawGLScene(); unsigned char pixel[4]; glReadPixels(mouseX, height() - mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); QModelIndex result = m_model->objectByPickingColor(colorFromPixel(pixel)); setPicking(false); repaint(); return result; } // ============================================================================= // void gl::Renderer::setPicking(bool picking) { m_isDrawingSelectionScene = picking; setBackground(); if (m_isDrawingSelectionScene) { glDisable(GL_DITHER); // Use particularly thick lines while picking ease up selecting lines. glLineWidth(qMax<double>(config::lineThickness(), 6.5)); } else { glEnable(GL_DITHER); // Restore line thickness glLineWidth(config::lineThickness()); } } /* * Returns an image containing the current render of the scene. */ QImage gl::Renderer::screenCapture() { // Read the current render to a buffer of pixels. We use RGBA format even though the image should be fully opaque at all times. // This is because apparently GL_RGBA/GL_UNSIGNED_BYTE is the only setting pair that is guaranteed to actually work! // ref: https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glReadPixels.xml QVector<unsigned char> pixelData; pixelData.resize(4 * width() * height()); glReadPixels(0, 0, width(), height(), GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); // Prepare the image and return it. It appears that GL and Qt formats have red and blue swapped and the Y axis flipped. QImage image {pixelData.constData(), width(), height(), QImage::Format_ARGB32}; return image.rgbSwapped().mirrored(); } /* * Show a tooltip if the cursor is currently hovering over a camera icon. */ void gl::Renderer::showCameraIconTooltip() { for (CameraIcon & icon : m_cameraIcons) { if (icon.targetRect.contains (m_mousePosition)) { QToolTip::showText(m_globalpos, m_cameras[static_cast<int>(icon.camera)].name()); update(); break; } } } // ============================================================================= // void gl::Renderer::zoomToFit() { currentCamera().setZoom(30.0f); bool lastfilled = false; bool firstrun = true; bool inward = true; int runaway = 50; // Use the pick list while drawing the scene, this way we can tell whether borders // are background or not. setPicking (true); while (--runaway) { if (zoom() > 10000.0 or zoom() < 0.0) { // Nothing to draw if we get here. currentCamera().setZoom(30.0); break; } currentCamera().zoomNotch(inward); QVector<unsigned char> capture (4 * width() * height()); drawGLScene(); glReadPixels (0, 0, width(), height(), GL_RGBA, GL_UNSIGNED_BYTE, capture.data()); QImage image (capture.constData(), width(), height(), QImage::Format_ARGB32); bool filled = false; // Check the top and bottom rows for (int i = 0; i < image.width(); ++i) { if (image.pixel (i, 0) != BlackRgb or image.pixel (i, height() - 1) != BlackRgb) { filled = true; break; } } // Left and right edges if (filled == false) { for (int i = 0; i < image.height(); ++i) { if (image.pixel (0, i) != BlackRgb or image.pixel (width() - 1, i) != BlackRgb) { filled = true; break; } } } if (firstrun) { // If this is the first run, we don't know enough to determine // whether the zoom was to fit, so we mark in our knowledge so // far and start over. inward = not filled; firstrun = false; } else { // If this run filled the screen and the last one did not, the // last run had ideal zoom - zoom a bit back and we should reach it. if (filled and not lastfilled) { currentCamera().zoomNotch(false); break; } // If this run did not fill the screen and the last one did, we've // now reached ideal zoom so we're done here. if (not filled and lastfilled) break; inward = not filled; } lastfilled = filled; } setPicking (false); } // ============================================================================= // void gl::Renderer::zoomAllToFit() { zoomToFit(); } // ============================================================================= // void gl::Renderer::highlightCursorObject() { if (not config::highlightObjectBelowCursor() and not objectAtCursor().isValid()) return; QModelIndex newIndex; QModelIndex oldIndex = m_objectAtCursor; if (not m_isCameraMoving and config::highlightObjectBelowCursor()) { setPicking (true); drawGLScene(); setPicking (false); unsigned char pixel[4]; glReadPixels( m_mousePosition.x(), height() - m_mousePosition.y(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel[0] ); newIndex = model()->objectByPickingColor(colorFromPixel(pixel)); } if (newIndex != oldIndex) { m_objectAtCursor = newIndex; emit objectHighlightingChanged(oldIndex, newIndex); } update(); } bool gl::Renderer::mouseHasMoved() const { return m_totalMouseMove >= 10; } QPoint const& gl::Renderer::mousePosition() const { return m_mousePosition; } QPointF const& gl::Renderer::mousePositionF() const { return m_mousePositionF; } Qt::KeyboardModifiers gl::Renderer::keyboardModifiers() const { return m_currentKeyboardModifiers; } gl::CameraType gl::Renderer::camera() const { return m_camera; } double gl::Renderer::panning (Axis ax) const { return (ax == X) ? currentCamera().panningX() : currentCamera().panningY(); } double gl::Renderer::zoom() { return currentCamera().zoom(); } bool gl::Renderer::isDrawingSelectionScene() const { return m_isDrawingSelectionScene; } Qt::MouseButtons gl::Renderer::lastButtons() const { return m_lastButtons; } const Model* gl::Renderer::model() const { return m_model; } /* * This virtual function lets derivative classes render something to the fixed camera * before the main brick is rendered. */ void gl::Renderer::drawFixedCameraBackdrop() {} QItemSelectionModel* gl::Renderer::selectionModel() const { return m_compiler->selectionModel(); } void gl::Renderer::setSelectionModel(QItemSelectionModel* selectionModel) { this->m_compiler->setSelectionModel(selectionModel); } void gl::Renderer::fullUpdate() { this->m_compiler->fullUpdate(); update(); }