Fri, 26 Apr 2013 18:11:34 +0300
Added insert from action to import file contents from another file
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 Santeri 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/>. */ #include <QtGui> #include <QGLWidget> #include <GL/glu.h> #include "common.h" #include "config.h" #include "file.h" #include "gldraw.h" #include "bbox.h" #include "colors.h" #include "gui.h" #include "misc.h" static double g_faObjectOffset[3]; static double g_StoredBBoxSize; static short g_dPulseTick = 0; static const short g_dNumPulseTicks = 8; static const short g_dPulseInterval = 65; cfg (str, gl_bgcolor, "#CCCCD9"); cfg (str, gl_maincolor, "#707078"); cfg (float, gl_maincolor_alpha, 1.0); cfg (int, gl_linethickness, 2); cfg (bool, gl_colorbfc, true); cfg (bool, gl_selflash, false); // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= GLRenderer::GLRenderer (QWidget* parent) : QGLWidget (parent) { resetAngles (); picking = rangepick = false; pulseTimer = new QTimer (this); connect (pulseTimer, SIGNAL (timeout ()), this, SLOT (slot_timerUpdate ())); } // ============================================================================= void GLRenderer::resetAngles () { rotX = 30.0f; rotY = 325.f; panX = panY = rotZ = 0.0f; zoom = 1.0f; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::initializeGL () { glLoadIdentity(); glMatrixMode (GL_MODELVIEW); setBackground (); glEnable (GL_POLYGON_OFFSET_FILL); glPolygonOffset (1.0f, 1.0f); glEnable (GL_DEPTH_TEST); glShadeModel (GL_SMOOTH); glEnable (GL_MULTISAMPLE); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); glLineWidth (gl_linethickness); setMouseTracking (true); setFocusPolicy (Qt::WheelFocus); compileObjects (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= QColor GLRenderer::getMainColor () { QColor col (gl_maincolor.value.chars()); if (!col.isValid ()) return QColor (0, 0, 0); // shouldn't happen col.setAlpha (gl_maincolor_alpha * 255.f); return col; } // ----------------------------------------------------------------------------- void GLRenderer::setBackground () { QColor col (gl_bgcolor.value.chars()); if (!col.isValid ()) return; darkbg = luma (col) < 80; glClearColor ( ((double)col.red()) / 255.0f, ((double)col.green()) / 255.0f, ((double)col.blue()) / 255.0f, 1.0f); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static vector<short> g_daWarnedColors; void GLRenderer::setObjectColor (LDObject* obj) { QColor qCol; if (picking) { // Make the color by the object's index color if we're picking, so we can // make the index from the color we get from the picking results. long i = obj->getIndex (g_CurrentFile); // If we couldn't find the index, this object must not be from this file, // therefore it must be an object inlined from another file through a // subfile reference. Use the reference's index. if (i == -1) i = obj->topLevelParent ()->getIndex (g_CurrentFile); // We should have the index now. assert (i != -1); // Calculate a color based from this index. This method caters for // 16777216 objects. I don't think that'll be exceeded anytime soon. :) // ATM biggest is 53588.dat with 12600 lines. double r = (i / (256 * 256)) % 256, g = (i / 256) % 256, b = i % 256; glColor3f (r / 255.f, g / 255.f, b / 255.f); return; } if (obj->dColor == -1) return; #if 0 if (gl_colorbfc && obj->getType () != OBJ_Line && obj->getType () != OBJ_CondLine) { if (bBackSide) glColor4f (0.9f, 0.0f, 0.0f, 1.0f); else glColor4f (0.0f, 0.8f, 0.0f, 1.0f); return; } #endif if (obj->dColor == dMainColor) qCol = getMainColor (); else { color* col = getColor (obj->dColor); if (col != null) qCol = col->qColor; else { // The color was unknown. Use main color to make the object at least // not appear pitch-black. qCol = getMainColor (); // Warn about the unknown colors, but only once. for (short i : g_daWarnedColors) if (obj->dColor == i) return; printf ("%s: Unknown color %d!\n", __func__, obj->dColor); g_daWarnedColors.push_back (obj->dColor); return; } } long r = qCol.red (), g = qCol.green (), b = qCol.blue (), a = qCol.alpha (); // If it's selected, brighten it up, also pulse flash it if desired. if (g_ForgeWindow->isSelected (obj)) { short dTick, dNumTicks; if (gl_selflash) { dTick = (g_dPulseTick < (g_dNumPulseTicks / 2)) ? g_dPulseTick : (g_dNumPulseTicks - g_dPulseTick); dNumTicks = g_dNumPulseTicks; } else { dTick = 2; dNumTicks = 5; } const long lAdd = ((dTick * 128) / dNumTicks); r = min (r + lAdd, 255l); g = min (g + lAdd, 255l); b = min (b + lAdd, 255l); // a = 255; } glColor4f ( ((double) r) / 255.0f, ((double) g) / 255.0f, ((double) b) / 255.0f, ((double) a) / 255.0f); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::refresh () { paintGL (); swapBuffers (); } // ============================================================================= void GLRenderer::hardRefresh () { compileObjects (); refresh (); glLineWidth (gl_linethickness); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::resizeGL (int w, int h) { width = w; height = h; glViewport (0, 0, w, h); glLoadIdentity (); glMatrixMode (GL_PROJECTION); gluPerspective (45.0f, (double)w / (double)h, 0.1f, 100.0f); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::paintGL () { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode (GL_MODELVIEW); if (g_CurrentFile == null) return; glPushMatrix (); glLoadIdentity (); glTranslatef (0.0f, 0.0f, -5.0f); glTranslatef (panX, panY, -zoom); glRotatef (rotX, 1.0f, 0.0f, 0.0f); glRotatef (rotY, 0.0f, 1.0f, 0.0f); glRotatef (rotZ, 0.0f, 0.0f, 1.0f); for (LDObject* obj : g_CurrentFile->objects) glCallList ((picking == false) ? obj->uGLList : obj->uGLPickList); glPopMatrix (); // If we're range-picking, draw a rectangle encompassing the selection area. if (rangepick && !picking) { const short x0 = rangeStart.x (), y0 = rangeStart.y (), x1 = pos.x (), y1 = pos.y (); glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); glOrtho (.0, width, height, .0, -1.0, 1.0); for (int x : {GL_QUADS, GL_LINE_LOOP}) { if (x == GL_QUADS) { // Use a green color when picking additive, a blue color when normally. if (addpick) glColor4f (0.5f, 1.f, 0.f, 0.2f); else glColor4f (0.f, 0.8f, 1.f, 0.2f); } else { if (darkbg) glColor4f (1.f, 1.f, 1.f, 0.7f); else glColor4f (0.f, 0.f, 0.f, 0.7f); } glBegin (x); glVertex2i (x0, y0); glVertex2i (x1, y0); glVertex2i (x1, y1); glVertex2i (x0, y1); glEnd (); } glPopMatrix (); glMatrixMode (GL_MODELVIEW); } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::compileObjects () { objLists.clear (); g_faObjectOffset[0] = -(g_BBox.v0.x + g_BBox.v1.x) / 2; g_faObjectOffset[1] = -(g_BBox.v0.y + g_BBox.v1.y) / 2; g_faObjectOffset[2] = -(g_BBox.v0.z + g_BBox.v1.z) / 2; g_StoredBBoxSize = g_BBox.size (); if (!g_CurrentFile) { printf ("renderer: no files loaded, cannot compile anything\n"); return; } for (LDObject* obj : g_CurrentFile->objects) { GLuint* upaLists[2] = { &obj->uGLList, &obj->uGLPickList }; for (GLuint* upMemberList : upaLists) { GLuint uList = glGenLists (1); glNewList (uList, GL_COMPILE); picking = (upMemberList == &obj->uGLPickList); compileOneObject (obj); picking = false; glEndList (); *upMemberList = uList; } objLists.push_back (obj->uGLList); } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= template<class T> void GLRenderer::compileSubObject (LDObject* obj, const GLenum eGLType, const short dVerts) { T* newobj = static_cast<T*> (obj); glBegin (eGLType); for (short i = 0; i < dVerts; ++i) compileVertex (newobj->vaCoords[i]); glEnd (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::compileOneObject (LDObject* obj) { setObjectColor (obj); switch (obj->getType ()) { case OBJ_Line: compileSubObject<LDLine> (obj, GL_LINES, 2); break; case OBJ_CondLine: glLineStipple (1, 0x6666); glEnable (GL_LINE_STIPPLE); compileSubObject<LDCondLine> (obj, GL_LINES, 2); glDisable (GL_LINE_STIPPLE); break; case OBJ_Triangle: compileSubObject<LDTriangle> (obj, GL_TRIANGLES, 3); break; case OBJ_Quad: compileSubObject<LDQuad> (obj, GL_QUADS, 4); break; case OBJ_Subfile: { LDSubfile* ref = static_cast<LDSubfile*> (obj); vector<LDObject*> objs = ref->inlineContents (true, true); for (LDObject* obj : objs) { compileOneObject (obj); delete obj; } } break; case OBJ_Radial: { LDRadial* pRadial = static_cast<LDRadial*> (obj); std::vector<LDObject*> objs = pRadial->decompose (true); for (LDObject* obj : objs) { compileOneObject (obj); delete obj; } } break; #if 0 TODO: find a proper way to draw vertices without having them be affected by zoom. case OBJ_Vertex: { LDVertex* pVert = static_cast<LDVertex*> (obj); LDTriangle* pPoly; vertex* vPos = &(pVert->vPosition); const double fPolyScale = max (fZoom, 1.0); #define BIPYRAMID_COORD(N) ((((i + N) % 4) >= 2 ? 1 : -1) * 0.3f * fPolyScale) for (int i = 0; i < 8; ++i) { pPoly = new LDTriangle; pPoly->vaCoords[0] = {vPos->x, vPos->y + ((i >= 4 ? 1 : -1) * 0.4f * fPolyScale), vPos->z}; pPoly->vaCoords[1] = { vPos->x + BIPYRAMID_COORD (0), vPos->y, vPos->z + BIPYRAMID_COORD (1) }; pPoly->vaCoords[2] = { vPos->x + BIPYRAMID_COORD (1), vPos->y, vPos->z + BIPYRAMID_COORD (2) }; pPoly->dColor = pVert->dColor; compileOneObject (pPoly); delete pPoly; } } break; #endif // 0 default: break; } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::compileVertex (vertex& vert) { glVertex3d ( (vert.x + g_faObjectOffset[0]) / g_StoredBBoxSize, -(vert.y + g_faObjectOffset[1]) / g_StoredBBoxSize, -(vert.z + g_faObjectOffset[2]) / g_StoredBBoxSize); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::clampAngle (double& angle) { while (angle < 0) angle += 360.0; while (angle > 360.0) angle -= 360.0; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::mouseReleaseEvent (QMouseEvent* ev) { if ((lastButtons & Qt::LeftButton) && !(ev->buttons() & Qt::LeftButton)) { if (!rangepick) addpick = (keymods & Qt::ControlModifier); if (totalmove < 10 || rangepick) pick (ev->x (), ev->y ()); rangepick = false; totalmove = 0; } } // ============================================================================= void GLRenderer::mousePressEvent (QMouseEvent* ev) { if (ev->buttons () & Qt::LeftButton) totalmove = 0; if (ev->modifiers () & Qt::ShiftModifier) { rangepick = true; rangeStart.setX (ev->x ()); rangeStart.setY (ev->y ()); addpick = (keymods & Qt::ControlModifier); } lastButtons = ev->buttons (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::mouseMoveEvent (QMouseEvent* ev) { int dx = ev->x () - pos.x (); int dy = ev->y () - pos.y (); totalmove += abs (dx) + abs (dy); if (ev->buttons () & Qt::LeftButton && !rangepick) { rotX = rotX + (dy); rotY = rotY + (dx); clampAngle (rotX); clampAngle (rotY); } if (ev->buttons () & Qt::MidButton) { panX += 0.03f * dx; panY -= 0.03f * dy; } pos = ev->pos (); updateGL (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::keyPressEvent (QKeyEvent* ev) { keymods = ev->modifiers (); } void GLRenderer::keyReleaseEvent (QKeyEvent* ev) { keymods = ev->modifiers (); } // ============================================================================= void GLRenderer::wheelEvent (QWheelEvent* ev) { zoom += (-ev->delta () / 100.0); zoom = clamp (zoom, 0.01, 100.0); ev->accept (); updateGL (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::updateSelFlash () { if (gl_selflash && g_ForgeWindow->sel.size() > 0) { pulseTimer->start (g_dPulseInterval); g_dPulseTick = 0; } else pulseTimer->stop (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::pick (uint mouseX, uint mouseY) { GLint viewport[4]; LDObject* removedObject = null; // Clear the selection if we do not wish to add to it. if (addpick == false) { std::vector<LDObject*> paOldSelection = g_ForgeWindow->sel; g_ForgeWindow->sel.clear (); // Recompile the prior selection to remove the highlight color for (LDObject* obj : paOldSelection) recompileObject (obj); } picking = true; // Paint the picking scene glDisable (GL_DITHER); glClearColor (1.0f, 1.0f, 1.0f, 1.0f); paintGL (); glGetIntegerv (GL_VIEWPORT, viewport); short x0 = mouseX, y0 = mouseY; short x1, y1; // Determine how big an area to read - with range picking, we pick by // the area given, with single pixel picking, we use an 1 x 1 area. if (rangepick) { x1 = rangeStart.x (); y1 = rangeStart.y (); } else { x1 = x0 + 1; y1 = y0 + 1; } // x0 and y0 must be less than x1 and y1, respectively. if (x0 > x1) dataswap (x0, x1); if (y0 > y1) dataswap (y0, y1); // Clamp the values to ensure they're within bounds x0 = max<short> (0, x0); y0 = max<short> (0, y0); x1 = min<short> (x1, width); y1 = min<short> (y1, height); const short areawidth = (x1 - x0); const short areaheight = (y1 - y0); const long numpixels = areawidth * areaheight; // Allocate space for the pixel data. uchar* const pixeldata = new uchar[4 * numpixels]; uchar* pixelptr = &pixeldata[0]; assert (viewport[3] == height); // Read pixels from the color buffer. glReadPixels (x0, viewport[3] - y1, areawidth, areaheight, GL_RGBA, GL_UNSIGNED_BYTE, pixeldata); // Go through each pixel read and add them to the selection. for (long i = 0; i < numpixels; ++i) { uint32 idx = (*(pixelptr) * 0x10000) + (*(pixelptr + 1) * 0x00100) + (*(pixelptr + 2) * 0x00001); pixelptr += 4; if (idx == 0xFFFFFF) continue; // White is background; skip LDObject* obj = g_CurrentFile->object (idx); // If this is an additive single pick and the object is currently selected, // we remove it from selection instead. if (!rangepick && addpick) { bool removed = false; for (ulong i = 0; i < g_ForgeWindow->sel.size(); ++i) { if (g_ForgeWindow->sel[i] == obj) { g_ForgeWindow->sel.erase (g_ForgeWindow->sel.begin () + i); removedObject = obj; removed = true; } } if (removed) break; } g_ForgeWindow->sel.push_back (obj); } delete[] pixeldata; // Remove duplicate entries. For this to be effective, the vector must be // sorted first. std::vector<LDObject*>& sel = g_ForgeWindow->sel; std::sort (sel.begin(), sel.end ()); std::vector<LDObject*>::iterator pos = std::unique (sel.begin (), sel.end ()); sel.resize (std::distance (sel.begin (), pos)); // Update everything now. g_ForgeWindow->buildObjList (); picking = false; rangepick = false; glEnable (GL_DITHER); setBackground (); updateSelFlash (); for (LDObject* obj : g_ForgeWindow->sel) recompileObject (obj); if (removedObject != null) recompileObject (removedObject); paintGL (); swapBuffers (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::recompileObject (LDObject* obj) { // Replace the old list with the new one. for (ulong i = 0; i < objLists.size(); ++i) if (objLists[i] == obj->uGLList) objLists.erase (objLists.begin() + i); GLuint uList = glGenLists (1); glNewList (uList, GL_COMPILE); compileOneObject (obj); glEndList (); objLists.push_back (uList); obj->uGLList = uList; } // ============================================================================= void GLRenderer::slot_timerUpdate () { ++g_dPulseTick %= g_dNumPulseTicks; for (LDObject* obj : g_ForgeWindow->sel) recompileObject (obj); paintGL (); swapBuffers (); }