Wed, 08 Jan 2014 13:57:10 +0200
- if loading another file to replace an explicitly loaded file, this file won't get closed automatically and thus needs to be manually closed. We also need to check that it's safe to close before doing this. Also fixed a rather argh problem with ::save not using the proper path...
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013, 2014 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 <QGLWidget> #include <QWheelEvent> #include <QMouseEvent> #include <QContextMenuEvent> #include <QInputDialog> #include <QToolTip> #include <QTimer> #include <GL/glu.h> #include "main.h" #include "config.h" #include "document.h" #include "gldraw.h" #include "colors.h" #include "gui.h" #include "misc.h" #include "history.h" #include "dialogs.h" #include "addObjectDialog.h" #include "messagelog.h" #include "primitives.h" #include "misc/ringFinder.h" #include "moc_gldraw.cpp" static const LDFixedCameraInfo g_FixedCameras[6] = { {{ 1, 0, 0 }, X, Z, false, false }, {{ 0, 0, 0 }, X, Y, false, true }, {{ 0, 1, 0 }, Z, Y, true, true }, {{ -1, 0, 0 }, X, Z, false, true }, {{ 0, 0, 0 }, X, Y, true, true }, {{ 0, -1, 0 }, Z, Y, false, true }, }; // Matrix templates for circle drawing. 2 is substituted with // the scale value, 1 is inverted to -1 if needed. static const Matrix g_circleDrawTransforms[3] = { { 2, 0, 0, 0, 1, 0, 0, 0, 2 }, { 2, 0, 0, 0, 0, 2, 0, 1, 0 }, { 0, 1, 0, 2, 0, 0, 0, 0, 2 }, }; cfg (String, gl_bgcolor, "#FFFFFF") cfg (String, gl_maincolor, "#A0A0A0") cfg (Float, gl_maincolor_alpha, 1.0) cfg (String, gl_selectcolor, "#0080FF") cfg (Int, gl_linethickness, 2) cfg (Bool, gl_colorbfc, false) cfg (Int, gl_camera, GLRenderer::EFreeCamera) cfg (Bool, gl_blackedges, false) cfg (Bool, gl_axes, false) cfg (Bool, gl_wireframe, false) cfg (Bool, gl_logostuds, false) cfg (Bool, gl_aa, true) cfg (Bool, gl_linelengths, true) cfg (Bool, gl_drawangles, false) // argh const char* g_CameraNames[7] = { QT_TRANSLATE_NOOP ("GLRenderer", "Top"), QT_TRANSLATE_NOOP ("GLRenderer", "Front"), QT_TRANSLATE_NOOP ("GLRenderer", "Left"), QT_TRANSLATE_NOOP ("GLRenderer", "Bottom"), QT_TRANSLATE_NOOP ("GLRenderer", "Back"), QT_TRANSLATE_NOOP ("GLRenderer", "Right"), QT_TRANSLATE_NOOP ("GLRenderer", "Free") }; const GL::EFixedCamera g_Cameras[7] = { GL::ETopCamera, GL::EFrontCamera, GL::ELeftCamera, GL::EBottomCamera, GL::EBackCamera, GL::ERightCamera, GL::EFreeCamera }; // Definitions for visual axes, drawn on the screen const struct LDGLAxis { const QColor col; const Vertex vert; } g_GLAxes[3] = { { QColor (255, 0, 0), Vertex (10000, 0, 0) }, // X { QColor (80, 192, 0), Vertex (0, 10000, 0) }, // Y { QColor (0, 160, 192), Vertex (0, 0, 10000) }, // Z }; static bool g_glInvert = false; static QList<int> g_warnedColors; // ============================================================================= // ----------------------------------------------------------------------------- GLRenderer::GLRenderer (QWidget* parent) : QGLWidget (parent) { m_Picking = m_rangepick = false; m_camera = (GL::EFixedCamera) gl_camera; m_drawToolTip = false; m_EditMode = ESelectMode; m_rectdraw = false; m_panning = false; setFile (null); setDrawOnly (false); setMessageLog (null); m_width = m_height = -1; m_hoverpos = g_origin; m_toolTipTimer = new QTimer (this); m_toolTipTimer->setSingleShot (true); connect (m_toolTipTimer, SIGNAL (timeout()), this, SLOT (slot_toolTipTimer())); m_thickBorderPen = QPen (QColor (0, 0, 0, 208), 2, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin); m_thinBorderPen = m_thickBorderPen; m_thinBorderPen.setWidth (1); // Init camera icons for (const GL::EFixedCamera cam : g_Cameras) { QString iconname = fmt ("camera-%1", tr (g_CameraNames[cam]).toLower()); CameraIcon* info = &m_cameraIcons[cam]; info->img = new QPixmap (getIcon (iconname)); info->cam = cam; } for (int i = 0; i < 6; ++i) { m_overlays[i].img = null; m_depthValues[i] = 0.0f; } calcCameraIcons(); } // ============================================================================= // ----------------------------------------------------------------------------- GLRenderer::~GLRenderer() { for (int i = 0; i < 6; ++i) delete m_overlays[i].img; for (CameraIcon& info : m_cameraIcons) delete info.img; } // ============================================================================= // Calculates the "hitboxes" of the camera icons so that we can tell when the // cursor is pointing at the camera icon. // ----------------------------------------------------------------------------- void GLRenderer::calcCameraIcons() { int i = 0; for (CameraIcon& info : m_cameraIcons) { // MATH const long x1 = (m_width - (info.cam != EFreeCamera ? 48 : 16)) + ((i % 3) * 16) - 1, y1 = ((i / 3) * 16) + 1; info.srcRect = QRect (0, 0, 16, 16); info.destRect = QRect (x1, y1, 16, 16); info.selRect = QRect ( info.destRect.x(), info.destRect.y(), info.destRect.width() + 1, info.destRect.height() + 1 ); ++i; } } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::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 (gl_aa) { glEnable (GL_LINE_SMOOTH); glEnable (GL_POLYGON_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); glHint (GL_POLYGON_SMOOTH_HINT, GL_NICEST); } else { glDisable (GL_LINE_SMOOTH); glDisable (GL_POLYGON_SMOOTH); } } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::resetAngles() { rot (X) = 30.0f; rot (Y) = 325.f; pan (X) = pan (Y) = rot (Z) = 0.0f; zoomToFit(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::resetAllAngles() { /* EFixedCamera oldcam = camera(); for (int i = 0; i < 7; ++i) { setCamera ((EFixedCamera) i); resetAngles(); } setCamera (oldcam); */ resetAngles(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::initializeGL() { setBackground(); glLineWidth (gl_linethickness); setAutoFillBackground (false); setMouseTracking (true); setFocusPolicy (Qt::WheelFocus); compileAllObjects(); } // ============================================================================= // ----------------------------------------------------------------------------- QColor GLRenderer::getMainColor() { QColor col (gl_maincolor); if (!col.isValid()) return QColor (0, 0, 0); col.setAlpha (gl_maincolor_alpha * 255.f); return col; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::setBackground() { QColor col (gl_bgcolor); if (!col.isValid()) return; col.setAlpha (255); m_darkbg = luma (col) < 80; m_bgcolor = col; qglClearColor (col); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::setObjectColor (LDObject* obj, const ListType list) { QColor qcol; if (!obj->isColored()) return; if (list == GL::PickList) { // Make the color by the object's ID if we're picking, so we can make the // ID again from the color we get from the picking results. Be sure to use // the top level parent's index since we want a subfile's children point // to the subfile itself. long i = obj->topLevelParent()->getID(); // 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; qglColor (QColor (r, g, b)); return; } if ((list == BFCFrontList || list == BFCBackList) && obj->getType() != LDObject::ELine && obj->getType() != LDObject::ECondLine) { if (list == GL::BFCFrontList) qcol = QColor (40, 192, 0); else qcol = QColor (224, 0, 0); } else { if (obj->getColor() == maincolor) qcol = getMainColor(); else { LDColor* col = getColor (obj->getColor()); if (col) qcol = col->faceColor; } if (obj->getColor() == edgecolor) { qcol = (m_darkbg == false) ? Qt::black : Qt::white; LDColor* col; if (!gl_blackedges && obj->getParent() && (col = getColor (obj->getParent()->getColor()))) qcol = col->edgeColor; } if (qcol.isValid() == false) { // The color was unknown. Use main color to make the object at least // not appear pitch-black. if (obj->getColor() != edgecolor) qcol = getMainColor(); // Warn about the unknown colors, but only once. for (int i : g_warnedColors) if (obj->getColor() == i) return; log ("%1: Unknown color %2!\n", __func__, obj->getColor()); g_warnedColors << obj->getColor(); return; } } int r = qcol.red(), g = qcol.green(), b = qcol.blue(), a = qcol.alpha(); if (obj->topLevelParent()->isSelected()) { // Brighten it up for the select list. QColor selcolor (gl_selectcolor); r = (r + selcolor.red()) / 2; g = (g + selcolor.green()) / 2; b = (b + selcolor.blue()) / 2; } glColor4f ( ((double) r) / 255.0f, ((double) g) / 255.0f, ((double) b) / 255.0f, ((double) a) / 255.0f); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::refresh() { update(); swapBuffers(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::hardRefresh() { compileAllObjects(); refresh(); glLineWidth (gl_linethickness); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::resizeGL (int w, int h) { m_width = w; m_height = h; calcCameraIcons(); glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); glLoadIdentity(); gluPerspective (45.0f, (double) w / (double) h, 1.0f, 10000.0f); glMatrixMode (GL_MODELVIEW); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::drawGLScene() { if (getFile() == null) return; if (gl_wireframe && !isPicking()) glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_DEPTH_TEST); if (m_camera != EFreeCamera) { glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (-m_virtWidth, m_virtWidth, -m_virtHeight, m_virtHeight, -100.0f, 100.0f); glTranslatef (pan (X), pan (Y), 0.0f); if (m_camera != EFrontCamera && m_camera != EBackCamera) { glRotatef (90.0f, g_FixedCameras[camera()].glrotate[0], g_FixedCameras[camera()].glrotate[1], g_FixedCameras[camera()].glrotate[2]); } // Back camera needs to be handled differently if (m_camera == GLRenderer::EBackCamera) { glRotatef (180.0f, 1.0f, 0.0f, 0.0f); glRotatef (180.0f, 0.0f, 0.0f, 1.0f); } } else { glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef (0.0f, 0.0f, -2.0f); glTranslatef (pan (X), pan (Y), -zoom()); glRotatef (rot (X), 1.0f, 0.0f, 0.0f); glRotatef (rot (Y), 0.0f, 1.0f, 0.0f); glRotatef (rot (Z), 0.0f, 0.0f, 1.0f); } const GL::ListType list = (!isDrawOnly() && isPicking()) ? PickList : NormalList; if (gl_colorbfc && !isPicking() && !isDrawOnly()) { glEnable (GL_CULL_FACE); for (LDObject* obj : getFile()->getObjects()) { if (obj->isHidden()) continue; glCullFace (GL_BACK); glCallList (obj->glLists[BFCFrontList]); glCullFace (GL_FRONT); glCallList (obj->glLists[BFCBackList]); } glDisable (GL_CULL_FACE); } else { for (LDObject* obj : getFile()->getObjects()) { if (obj->isHidden()) continue; glCallList (obj->glLists[list]); } } if (gl_axes && !isPicking() && !isDrawOnly()) glCallList (m_axeslist); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } // ============================================================================= // ----------------------------------------------------------------------------- // This converts a 2D point on the screen to a 3D point in the model. If 'snap' // is true, the 3D point will snap to the current grid. // ----------------------------------------------------------------------------- Vertex GLRenderer::coordconv2_3 (const QPoint& pos2d, bool snap) const { assert (camera() != EFreeCamera); Vertex pos3d; const LDFixedCameraInfo* cam = &g_FixedCameras[m_camera]; const Axis axisX = cam->axisX; const Axis axisY = cam->axisY; const int negXFac = cam->negX ? -1 : 1, negYFac = cam->negY ? -1 : 1; // Calculate cx and cy - these are the LDraw unit coords the cursor is at. double cx = (-m_virtWidth + ((2 * pos2d.x() * m_virtWidth) / m_width) - pan (X)); double cy = (m_virtHeight - ((2 * pos2d.y() * m_virtHeight) / m_height) - pan (Y)); if (snap) { cx = Grid::snap (cx, (Grid::Config) axisX); cy = Grid::snap (cy, (Grid::Config) axisY); } cx *= negXFac; cy *= negYFac; roundToDecimals (cx, 4); roundToDecimals (cy, 4); // Create the vertex from the coordinates pos3d[axisX] = cx; pos3d[axisY] = cy; pos3d[3 - axisX - axisY] = getDepthValue(); return pos3d; } // ============================================================================= // ----------------------------------------------------------------------------- // Inverse operation for the above - convert a 3D position to a 2D screen // position. Don't ask me how this code manages to work, I don't even know. // ----------------------------------------------------------------------------- QPoint GLRenderer::coordconv3_2 (const Vertex& pos3d) const { GLfloat m[16]; const LDFixedCameraInfo* cam = &g_FixedCameras[m_camera]; const Axis axisX = cam->axisX; const Axis axisY = cam->axisY; const int negXFac = cam->negX ? -1 : 1, negYFac = cam->negY ? -1 : 1; glGetFloatv (GL_MODELVIEW_MATRIX, m); const double x = pos3d.x(); const double y = pos3d.y(); const double z = pos3d.z(); Vertex transformed; transformed[X] = (m[0] * x) + (m[1] * y) + (m[2] * z) + m[3]; transformed[Y] = (m[4] * x) + (m[5] * y) + (m[6] * z) + m[7]; transformed[Z] = (m[8] * x) + (m[9] * y) + (m[10] * z) + m[11]; double rx = (((transformed[axisX] * negXFac) + m_virtWidth + pan (X)) * m_width) / (2 * m_virtWidth); double ry = (((transformed[axisY] * negYFac) - m_virtHeight + pan (Y)) * m_height) / (2 * m_virtHeight); return QPoint (rx, -ry); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::paintEvent (QPaintEvent* ev) { Q_UNUSED (ev) makeCurrent(); m_virtWidth = zoom(); m_virtHeight = (m_height * m_virtWidth) / m_width; initGLData(); drawGLScene(); const QPen textpen (m_darkbg ? Qt::white : Qt::black); const QBrush polybrush (QColor (64, 192, 0, 128)); QPainter paint (this); QFontMetrics metrics = QFontMetrics (QFont()); paint.setRenderHint (QPainter::HighQualityAntialiasing); // If we wish to only draw the brick, stop here if (isDrawOnly()) return; if (m_camera != EFreeCamera && !isPicking()) { // Paint the overlay image if we have one const LDGLOverlay& overlay = m_overlays[m_camera]; if (overlay.img != null) { QPoint v0 = coordconv3_2 (m_overlays[m_camera].v0), v1 = coordconv3_2 (m_overlays[m_camera].v1); QRect targRect (v0.x(), v0.y(), abs (v1.x() - v0.x()), abs (v1.y() - v0.y())), srcRect (0, 0, overlay.img->width(), overlay.img->height()); paint.drawImage (targRect, *overlay.img, srcRect); } // Paint the coordinates onto the screen. QString text = fmt (tr ("X: %1, Y: %2, Z: %3"), m_hoverpos[X], m_hoverpos[Y], m_hoverpos[Z]); QFontMetrics metrics = QFontMetrics (font()); QRect textSize = metrics.boundingRect (0, 0, m_width, m_height, Qt::AlignCenter, text); paint.setPen (textpen); paint.drawText (m_width - textSize.width(), m_height - 16, textSize.width(), textSize.height(), Qt::AlignCenter, text); QPen linepen = m_thinBorderPen; linepen.setWidth (2); linepen.setColor (luma (m_bgcolor) < 40 ? Qt::white : Qt::black); // Mode-specific rendering if (getEditMode() == EDrawMode) { QPoint poly[4]; Vertex poly3d[4]; int numverts = 4; // Calculate polygon data if (!m_rectdraw) { numverts = m_drawedVerts.size() + 1; int i = 0; for (Vertex& vert : m_drawedVerts) poly3d[i++] = vert; // Draw the cursor vertex as the last one in the list. if (numverts <= 4) poly3d[i] = m_hoverpos; else numverts = 4; } else { // Get vertex information from m_rectverts if (m_drawedVerts.size() > 0) for (int i = 0; i < numverts; ++i) poly3d[i] = m_rectverts[i]; else poly3d[0] = m_hoverpos; } // Convert to 2D for (int i = 0; i < numverts; ++i) poly[i] = coordconv3_2 (poly3d[i]); if (numverts > 0) { // Draw the polygon-to-be paint.setPen (linepen); paint.setBrush (polybrush); paint.drawPolygon (poly, numverts); // Draw vertex blips for (int i = 0; i < numverts; ++i) { QPoint& blip = poly[i]; drawBlip (paint, blip); // Draw their coordinates paint.drawText (blip.x(), blip.y() - 8, poly3d[i].stringRep (true)); } // Draw line lenghts and angle info if appropriate if (numverts >= 2) { int numlines = (m_drawedVerts.size() == 1) ? 1 : m_drawedVerts.size() + 1; paint.setPen (textpen); for (int i = 0; i < numlines; ++i) { const int j = (i + 1 < numverts) ? i + 1 : 0; const int h = (i - 1 >= 0) ? i - 1 : numverts - 1; if (gl_linelengths) { const QString label = QString::number (poly3d[i].distanceTo (poly3d[j])); QPoint origin = QLineF (poly[i], poly[j]).pointAt (0.5).toPoint(); paint.drawText (origin, label); } if (gl_drawangles) { QLineF l0 (poly[h], poly[i]), l1 (poly[i], poly[j]); double angle = 180 - l0.angleTo (l1); if (angle < 0) angle = 180 - l1.angleTo (l0); QString label = QString::number (angle) + QString::fromUtf8 (QByteArray ("\302\260")); QPoint pos = poly[i]; pos.setY (pos.y() + metrics.height()); paint.drawText (pos, label); } } } } } elif (getEditMode() == ECircleMode) { // If we have not specified the center point of the circle yet, preview it on the screen. if (m_drawedVerts.isEmpty()) drawBlip (paint, coordconv3_2 (m_hoverpos)); else { QVector<Vertex> verts, verts2; const double dist0 = getCircleDrawDist (0), dist1 = (m_drawedVerts.size() >= 2) ? getCircleDrawDist (1) : -1; const int segs = lores; const double angleUnit = (2 * pi) / segs; Axis relX, relY; QVector<QPoint> ringpoints, circlepoints, circle2points; getRelativeAxes (relX, relY); // Calculate the preview positions of vertices for (int i = 0; i < segs; ++i) { Vertex v = g_origin; v[relX] = m_drawedVerts[0][relX] + (cos (i * angleUnit) * dist0); v[relY] = m_drawedVerts[0][relY] + (sin (i * angleUnit) * dist0); verts << v; if (dist1 != -1) { v[relX] = m_drawedVerts[0][relX] + (cos (i * angleUnit) * dist1); v[relY] = m_drawedVerts[0][relY] + (sin (i * angleUnit) * dist1); verts2 << v; } } int i = 0; for (const Vertex& v : verts + verts2) { // Calculate the 2D point of the vertex QPoint point = coordconv3_2 (v); // Draw a green blip at where it is drawBlip (paint, point); // Add it to the list of points for the green ring fill. ringpoints << point; // Also add the circle points to separate lists if (i < verts.size()) circlepoints << point; else circle2points << point; ++i; } // Insert the first point as the seventeenth one so that // the ring polygon is closed properly. if (ringpoints.size() >= 16) ringpoints.insert (16, ringpoints[0]); // Same for the outer ring. Note that the indices are offset by 1 // because of the insertion done above bumps the values. if (ringpoints.size() >= 33) ringpoints.insert (33, ringpoints[17]); // Draw the ring paint.setBrush ((m_drawedVerts.size() >= 2) ? polybrush : Qt::NoBrush); paint.setPen (Qt::NoPen); paint.drawPolygon (QPolygon (ringpoints)); // Draw the circles paint.setBrush (Qt::NoBrush); paint.setPen (linepen); paint.drawPolygon (QPolygon (circlepoints)); paint.drawPolygon (QPolygon (circle2points)); { // Draw the current radius in the middle of the circle. QPoint origin = coordconv3_2 (m_drawedVerts[0]); QString label = QString::number (dist0); paint.setPen (textpen); paint.drawText (origin.x() - (metrics.width (label) / 2), origin.y(), label); if (m_drawedVerts.size() >= 2) { label = QString::number (dist1); paint.drawText (origin.x() - (metrics.width (label) / 2), origin.y() + metrics.height(), label); } } } } } // Camera icons if (!isPicking()) { // Draw a background for the selected camera paint.setPen (m_thinBorderPen); paint.setBrush (QBrush (QColor (0, 128, 160, 128))); paint.drawRect (m_cameraIcons[camera()].selRect); // Draw the actual icons for (CameraIcon& info : m_cameraIcons) { // Don't draw the free camera icon when in draw mode if (&info == &m_cameraIcons[GL::EFreeCamera] && getEditMode() != ESelectMode) continue; paint.drawPixmap (info.destRect, *info.img, info.srcRect); } QString fmtstr = tr ("%1 Camera"); // Draw a label for the current camera in the bottom left corner { const int margin = 4; QString label; label = fmt (fmtstr, tr (g_CameraNames[camera()])); paint.setPen (textpen); paint.drawText (QPoint (margin, height() - (margin + metrics.descent())), label); } // Tool tips if (m_drawToolTip) { if (m_cameraIcons[m_toolTipCamera].destRect.contains (m_pos) == false) m_drawToolTip = false; else { QString label = fmt (fmtstr, tr (g_CameraNames[m_toolTipCamera])); QToolTip::showText (m_globalpos, label); } } } // Message log if (getMessageLog()) { int y = 0; const int margin = 2; QColor penColor = textpen.color(); for (const MessageManager::Line& line : getMessageLog()->getLines()) { penColor.setAlphaF (line.alpha); paint.setPen (penColor); paint.drawText (QPoint (margin, y + margin + metrics.ascent()), line.text); y += metrics.height(); } } // If we're range-picking, draw a rectangle encompassing the selection area. if (m_rangepick && !isPicking() && m_totalmove >= 10) { int x0 = m_rangeStart.x(), y0 = m_rangeStart.y(), x1 = m_pos.x(), y1 = m_pos.y(); QRect rect (x0, y0, x1 - x0, y1 - y0); QColor fillColor = (m_addpick ? "#40FF00" : "#00CCFF"); fillColor.setAlphaF (0.2f); paint.setPen (m_thickBorderPen); paint.setBrush (QBrush (fillColor)); paint.drawRect (rect); } } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::drawBlip (QPainter& paint, QPoint pos) const { QPen pen = m_thinBorderPen; const int blipsize = 8; pen.setWidth (1); paint.setPen (pen); paint.setBrush (QColor (64, 192, 0)); paint.drawEllipse (pos.x() - blipsize / 2, pos.y() - blipsize / 2, blipsize, blipsize); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::compileAllObjects() { if (!getFile()) return; // Compiling all is a big job, use a busy cursor setCursor (Qt::BusyCursor); m_knownVerts.clear(); for (LDObject* obj : getFile()->getObjects()) compileObject (obj); // Compile axes glDeleteLists (m_axeslist, 1); m_axeslist = glGenLists (1); glNewList (m_axeslist, GL_COMPILE); glBegin (GL_LINES); for (const LDGLAxis& ax : g_GLAxes) { qglColor (ax.col); compileVertex (ax.vert); compileVertex (-ax.vert); } glEnd(); glEndList(); setCursor (Qt::ArrowCursor); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::compileSubObject (LDObject* obj, const GLenum gltype) { glBegin (gltype); const int numverts = (obj->getType() != LDObject::ECondLine) ? obj->vertices() : 2; if (g_glInvert == false) for (int i = 0; i < numverts; ++i) compileVertex (obj->getVertex (i)); else for (int i = numverts - 1; i >= 0; --i) compileVertex (obj->getVertex (i)); glEnd(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::compileList (LDObject* obj, const GLRenderer::ListType list) { setObjectColor (obj, list); switch (obj->getType()) { case LDObject::ELine: { compileSubObject (obj, GL_LINES); } break; case LDObject::ECondLine: { // Draw conditional lines with a dash pattern - however, use a full // line when drawing a pick list to make selecting them easier. if (list != GL::PickList) { glLineStipple (1, 0x6666); glEnable (GL_LINE_STIPPLE); } compileSubObject (obj, GL_LINES); glDisable (GL_LINE_STIPPLE); } break; case LDObject::ETriangle: { compileSubObject (obj, GL_TRIANGLES); } break; case LDObject::EQuad: { compileSubObject (obj, GL_QUADS); } break; case LDObject::ESubfile: { LDSubfile* ref = static_cast<LDSubfile*> (obj); QList<LDObject*> objs; objs = ref->inlineContents (LDSubfile::DeepInline | LDSubfile::RendererInline); bool oldinvert = g_glInvert; if (ref->getTransform().getDeterminant() < 0) g_glInvert = !g_glInvert; LDObject* prev = ref->prev(); if (prev && prev->getType() == LDObject::EBFC && static_cast<LDBFC*> (prev)->type == LDBFC::InvertNext) g_glInvert = !g_glInvert; for (LDObject* obj : objs) { compileList (obj, list); obj->deleteSelf(); } g_glInvert = oldinvert; } break; default: break; } } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::compileVertex (const Vertex& vrt) { glVertex3d (vrt[X], -vrt[Y], -vrt[Z]); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::clampAngle (double& angle) const { while (angle < 0) angle += 360.0; while (angle > 360.0) angle -= 360.0; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::addDrawnVertex (Vertex pos) { // If we picked an already-existing vertex, stop drawing if (getEditMode() == EDrawMode) { for (Vertex& vert : m_drawedVerts) { if (vert == pos) { endDraw (true); return; } } } m_drawedVerts << pos; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::mouseReleaseEvent (QMouseEvent* ev) { const bool wasLeft = (m_lastButtons & Qt::LeftButton) && ! (ev->buttons() & Qt::LeftButton), wasRight = (m_lastButtons & Qt::RightButton) && ! (ev->buttons() & Qt::RightButton), wasMid = (m_lastButtons & Qt::MidButton) && ! (ev->buttons() & Qt::MidButton); if (m_panning) m_panning = false; if (wasLeft) { // Check if we selected a camera icon if (!m_rangepick) { for (CameraIcon & info : m_cameraIcons) { if (info.destRect.contains (ev->pos())) { setCamera (info.cam); goto end; } } } switch (getEditMode()) { case EDrawMode: { if (m_rectdraw) { if (m_drawedVerts.size() == 2) { endDraw (true); return; } } else { // If we have 4 verts, stop drawing. if (m_drawedVerts.size() >= 4) { endDraw (true); return; } if (m_drawedVerts.isEmpty() && ev->modifiers() & Qt::ShiftModifier) { m_rectdraw = true; updateRectVerts(); } } addDrawnVertex (m_hoverpos); } break; case ECircleMode: { if (m_drawedVerts.size() == 3) { endDraw (true); return; } addDrawnVertex (m_hoverpos); } break; case ESelectMode: { if (!isDrawOnly()) { if (m_totalmove < 10) m_rangepick = false; if (!m_rangepick) m_addpick = (m_keymods & Qt::ControlModifier); if (m_totalmove < 10 || m_rangepick) pick (ev->x(), ev->y()); } } break; } m_rangepick = false; } if (wasMid && getEditMode() != ESelectMode && m_drawedVerts.size() < 4 && m_totalmove < 10) { // Find the closest vertex to our cursor double mindist = 1024.0f; Vertex closest; bool valid = false; QPoint curspos = coordconv3_2 (m_hoverpos); for (const Vertex& pos3d: m_knownVerts) { QPoint pos2d = coordconv3_2 (pos3d); // Measure squared distance const double dx = abs (pos2d.x() - curspos.x()), dy = abs (pos2d.y() - curspos.y()), distsq = (dx * dx) + (dy * dy); if (distsq >= 1024.0f) // 32.0f ** 2 continue; // too far away if (distsq < mindist) { mindist = distsq; closest = pos3d; valid = true; // If it's only 4 pixels away, I think we found our vertex now. if (distsq <= 16.0f) // 4.0f ** 2 break; } } if (valid) addDrawnVertex (closest); } if (wasRight && !m_drawedVerts.isEmpty()) { // Remove the last vertex m_drawedVerts.removeLast(); if (m_drawedVerts.isEmpty()) m_rectdraw = false; } end: update(); m_totalmove = 0; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::mousePressEvent (QMouseEvent* ev) { m_totalmove = 0; if (ev->modifiers() & Qt::ControlModifier) { m_rangepick = true; m_rangeStart.setX (ev->x()); m_rangeStart.setY (ev->y()); m_addpick = (m_keymods & Qt::AltModifier); ev->accept(); } m_lastButtons = ev->buttons(); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::mouseMoveEvent (QMouseEvent* ev) { int dx = ev->x() - m_pos.x(); int dy = ev->y() - m_pos.y(); m_totalmove += abs (dx) + abs (dy); const bool left = ev->buttons() & Qt::LeftButton, mid = ev->buttons() & Qt::MidButton, shift = ev->modifiers() & Qt::ShiftModifier; if (mid || (left && shift)) { pan (X) += 0.03f * dx * (zoom() / 7.5f); pan (Y) -= 0.03f * dy * (zoom() / 7.5f); m_panning = true; } elif (left && !m_rangepick && camera() == EFreeCamera) { rot (X) = rot (X) + dy; rot (Y) = rot (Y) + dx; clampAngle (rot (X)); clampAngle (rot (Y)); } // Start the tool tip timer if (!m_drawToolTip) m_toolTipTimer->start (500); // Update 2d position m_pos = ev->pos(); m_globalpos = ev->globalPos(); // Calculate 3d position of the cursor m_hoverpos = (camera() != EFreeCamera) ? coordconv2_3 (m_pos, true) : g_origin; // Update rect vertices since m_hoverpos may have changed updateRectVerts(); update(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::keyPressEvent (QKeyEvent* ev) { m_keymods = ev->modifiers(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::keyReleaseEvent (QKeyEvent* ev) { m_keymods = ev->modifiers(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::wheelEvent (QWheelEvent* ev) { makeCurrent(); zoomNotch (ev->delta() > 0); zoom() = clamp (zoom(), 0.01, 10000.0); update(); ev->accept(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::leaveEvent (QEvent* ev) { (void) ev; m_drawToolTip = false; m_toolTipTimer->stop(); update(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::contextMenuEvent (QContextMenuEvent* ev) { g_win->spawnContextMenu (ev->globalPos()); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::setCamera (const GLRenderer::EFixedCamera cam) { m_camera = cam; gl_camera = (int) cam; g_win->updateEditModeActions(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::pick (int mouseX, int mouseY) { makeCurrent(); // Use particularly thick lines while picking ease up selecting lines. glLineWidth (max<double> (gl_linethickness, 6.5f)); // Clear the selection if we do not wish to add to it. if (!m_addpick) { QList<LDObject*> oldsel = selection(); getCurrentDocument()->clearSelection(); for (LDObject* obj : oldsel) compileObject (obj); } setPicking (true); // Paint the picking scene glDisable (GL_DITHER); glClearColor (1.0f, 1.0f, 1.0f, 1.0f); drawGLScene(); int x0 = mouseX, y0 = mouseY; int 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 (m_rangepick) { x1 = m_rangeStart.x(); y1 = m_rangeStart.y(); } else { x1 = x0 + 1; y1 = y0 + 1; } // x0 and y0 must be less than x1 and y1, respectively. if (x0 > x1) qSwap (x0, x1); if (y0 > y1) qSwap (y0, y1); // Clamp the values to ensure they're within bounds x0 = max (0, x0); y0 = max (0, y0); x1 = min (x1, m_width); y1 = min (y1, m_height); const int areawidth = (x1 - x0); const int areaheight = (y1 - y0); const qint32 numpixels = areawidth * areaheight; // Allocate space for the pixel data. uchar* const pixeldata = new uchar[4 * numpixels]; uchar* pixelptr = &pixeldata[0]; // Read pixels from the color buffer. glReadPixels (x0, m_height - y1, areawidth, areaheight, GL_RGBA, GL_UNSIGNED_BYTE, pixeldata); LDObject* removedObj = null; // Go through each pixel read and add them to the selection. for (qint32 i = 0; i < numpixels; ++i) { qint32 idx = (*(pixelptr + 0) * 0x10000) + (*(pixelptr + 1) * 0x00100) + (*(pixelptr + 2) * 0x00001); pixelptr += 4; if (idx == 0xFFFFFF) continue; // White is background; skip LDObject* obj = LDObject::fromID (idx); assert (obj != null); // If this is an additive single pick and the object is currently selected, // we remove it from selection instead. if (!m_rangepick && m_addpick) { if (obj->isSelected()) { obj->unselect(); removedObj = obj; break; } } obj->select(); } delete[] pixeldata; // Update everything now. g_win->updateSelection(); // Recompile the objects now to update their color for (LDObject* obj : selection()) compileObject (obj); if (removedObj) compileObject (removedObj); // Restore line thickness glLineWidth (gl_linethickness); setPicking (false); m_rangepick = false; glEnable (GL_DITHER); setBackground(); repaint(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::setEditMode (EditMode const& a) { m_EditMode = a; switch (a) { case ESelectMode: { unsetCursor(); setContextMenuPolicy (Qt::DefaultContextMenu); } break; case EDrawMode: case ECircleMode: { // Cannot draw into the free camera - use top instead. if (m_camera == EFreeCamera) setCamera (ETopCamera); // Disable the context menu - we need the right mouse button // for removing vertices. setContextMenuPolicy (Qt::NoContextMenu); // Use the crosshair cursor when drawing. setCursor (Qt::CrossCursor); // Clear the selection when beginning to draw. QList<LDObject*> priorsel = selection(); getCurrentDocument()->clearSelection(); for (LDObject* obj : priorsel) compileObject (obj); g_win->updateSelection(); m_drawedVerts.clear(); } break; } g_win->updateEditModeActions(); update(); } void GLRenderer::setFile (LDDocument* const& a) { m_File = a; if (a != null) initOverlaysFromObjects(); } // ============================================================================= // ----------------------------------------------------------------------------- Matrix GLRenderer::getCircleDrawMatrix (double scale) { Matrix transform = g_circleDrawTransforms[camera() % 3]; for (int i = 0; i < 9; ++i) { if (transform[i] == 2) transform[i] = scale; elif (transform[i] == 1 && camera() >= 3) transform[i] = -1; } return transform; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::endDraw (bool accept) { (void) accept; // Clean the selection and create the object QList<Vertex>& verts = m_drawedVerts; QList<LDObject*> objs; switch (getEditMode()) { case EDrawMode: { if (m_rectdraw) { LDQuad* quad = new LDQuad; // Copy the vertices from m_rectverts updateRectVerts(); for (int i = 0; i < quad->vertices(); ++i) quad->setVertex (i, m_rectverts[i]); quad->setColor (maincolor); objs << quad; } else { switch (verts.size()) { case 1: { // 1 vertex - add a vertex object LDVertex* obj = new LDVertex; obj->pos = verts[0]; obj->setColor (maincolor); objs << obj; } break; case 2: { // 2 verts - make a line LDLine* obj = new LDLine (verts[0], verts[1]); obj->setColor (edgecolor); objs << obj; } break; case 3: case 4: { LDObject* obj = (verts.size() == 3) ? static_cast<LDObject*> (new LDTriangle) : static_cast<LDObject*> (new LDQuad); obj->setColor (maincolor); for (int i = 0; i < obj->vertices(); ++i) obj->setVertex (i, verts[i]); objs << obj; } break; } } } break; case ECircleMode: { const int segs = lores, divs = lores; // TODO: make customizable double dist0 = getCircleDrawDist (0), dist1 = getCircleDrawDist (1); LDDocument* refFile = null; Matrix transform; bool circleOrDisc = false; if (dist1 < dist0) std::swap<double> (dist0, dist1); if (dist0 == dist1) { // If the radii are the same, there's no ring space to fill. Use a circle. refFile = ::getDocument ("4-4edge.dat"); transform = getCircleDrawMatrix (dist0); circleOrDisc = true; } elif (dist0 == 0 || dist1 == 0) { // If either radii is 0, use a disc. refFile = ::getDocument ("4-4disc.dat"); transform = getCircleDrawMatrix ((dist0 != 0) ? dist0 : dist1); circleOrDisc = true; } elif (g_RingFinder (dist0, dist1)) { // The ring finder found a solution, use that. Add the component rings to the file. for (const RingFinder::Component& cmp : g_RingFinder.bestSolution()->getComponents()) { // Get a ref file for this primitive. If we cannot find it in the // LDraw library, generate it. if ((refFile = ::getDocument (radialFileName (::Ring, lores, lores, cmp.num))) == null) { refFile = generatePrimitive (::Ring, lores, lores, cmp.num); refFile->setImplicit (false); } LDSubfile* ref = new LDSubfile; ref->setFileInfo (refFile); ref->setTransform (getCircleDrawMatrix (cmp.scale)); ref->setPosition (m_drawedVerts[0]); ref->setColor (maincolor); objs << ref; } } else { // Ring finder failed, last resort: draw the ring with quads QList<QLineF> c0, c1; Axis relX, relY, relZ; getRelativeAxes (relX, relY); relZ = (Axis) (3 - relX - relY); double x0 = m_drawedVerts[0][relX], y0 = m_drawedVerts[0][relY]; Vertex templ; templ[relX] = x0; templ[relY] = y0; templ[relZ] = getDepthValue(); // Calculate circle coords makeCircle (segs, divs, dist0, c0); makeCircle (segs, divs, dist1, c1); for (int i = 0; i < segs; ++i) { Vertex v0, v1, v2, v3; v0 = v1 = v2 = v3 = templ; v0[relX] += c0[i].x1(); v0[relY] += c0[i].y1(); v1[relX] += c0[i].x2(); v1[relY] += c0[i].y2(); v2[relX] += c1[i].x2(); v2[relY] += c1[i].y2(); v3[relX] += c1[i].x1(); v3[relY] += c1[i].y1(); LDQuad* q = new LDQuad (v0, v1, v2, v3); q->setColor (maincolor); // Ensure the quads always are BFC-front towards the camera if (camera() % 3 <= 0) q->invert(); objs << q; } } if (circleOrDisc) { LDSubfile* ref = new LDSubfile; ref->setFileInfo (refFile); ref->setTransform (transform); ref->setPosition (m_drawedVerts[0]); ref->setColor (maincolor); objs << ref; } } break; case ESelectMode: { // this shouldn't happen assert (false); return; } break; } if (objs.size() > 0) { for (LDObject* obj : objs) { getFile()->addObject (obj); compileObject (obj); } g_win->refresh(); g_win->endAction(); } m_drawedVerts.clear(); m_rectdraw = false; } // ============================================================================= // ----------------------------------------------------------------------------- double GLRenderer::getCircleDrawDist (int pos) const { assert (m_drawedVerts.size() >= pos + 1); const Vertex& v1 = (m_drawedVerts.size() >= pos + 2) ? m_drawedVerts[pos + 1] : m_hoverpos; Axis relX, relY; getRelativeAxes (relX, relY); const double dx = m_drawedVerts[0][relX] - v1[relX]; const double dy = m_drawedVerts[0][relY] - v1[relY]; return sqrt ((dx * dx) + (dy * dy)); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::getRelativeAxes (Axis& relX, Axis& relY) const { const LDFixedCameraInfo* cam = &g_FixedCameras[m_camera]; relX = cam->axisX; relY = cam->axisY; } // ============================================================================= // ----------------------------------------------------------------------------- static QList<Vertex> getVertices (LDObject* obj) { QList<Vertex> verts; if (obj->vertices() >= 2) { for (int i = 0; i < obj->vertices(); ++i) verts << obj->getVertex (i); } elif (obj->getType() == LDObject::ESubfile) { LDSubfile* ref = static_cast<LDSubfile*> (obj); QList<LDObject*> objs = ref->inlineContents (LDSubfile::DeepCacheInline); for (LDObject* obj : objs) { verts << getVertices (obj); obj->deleteSelf(); } } return verts; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::compileObject (LDObject* obj) { deleteLists (obj); for (const GL::ListType listType : g_glListTypes) { if (isDrawOnly() && listType != GL::NormalList) continue; GLuint list = glGenLists (1); glNewList (list, GL_COMPILE); obj->glLists[listType] = list; compileList (obj, listType); glEndList(); } // Mark in known vertices of this object QList<Vertex> verts = getVertices (obj); m_knownVerts << verts; removeDuplicates (m_knownVerts); obj->setGLInit (true); } // ============================================================================= // ----------------------------------------------------------------------------- uchar* GLRenderer::getScreencap (int& w, int& h) { w = m_width; h = m_height; uchar* cap = new uchar[4 * w * h]; m_screencap = true; update(); m_screencap = false; // Capture the pixels glReadPixels (0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, cap); return cap; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::slot_toolTipTimer() { // We come here if the cursor has stayed in one place for longer than a // a second. Check if we're holding it over a camera icon - if so, draw // a tooltip. for (CameraIcon & icon : m_cameraIcons) { if (icon.destRect.contains (m_pos)) { m_toolTipCamera = icon.cam; m_drawToolTip = true; update(); break; } } } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::deleteLists (LDObject* obj) { // Delete the lists but only if they have been initialized if (!obj->isGLInit()) return; for (const GL::ListType listType : g_glListTypes) glDeleteLists (obj->glLists[listType], 1); obj->setGLInit (false); } // ============================================================================= // ----------------------------------------------------------------------------- Axis GLRenderer::getCameraAxis (bool y, GLRenderer::EFixedCamera camid) { if (camid == (GL::EFixedCamera) - 1) camid = m_camera; const LDFixedCameraInfo* cam = &g_FixedCameras[camid]; return (y) ? cam->axisY : cam->axisX; } // ============================================================================= // ----------------------------------------------------------------------------- bool GLRenderer::setupOverlay (EFixedCamera cam, QString file, int x, int y, int w, int h) { QImage* img = new QImage (QImage (file).convertToFormat (QImage::Format_ARGB32)); LDGLOverlay& info = getOverlay (cam); if (img->isNull()) { critical (tr ("Failed to load overlay image!")); delete img; return false; } delete info.img; // delete the old image info.fname = file; info.lw = w; info.lh = h; info.ox = x; info.oy = y; info.img = img; if (info.lw == 0) info.lw = (info.lh * img->width()) / img->height(); elif (info.lh == 0) info.lh = (info.lw * img->height()) / img->width(); const Axis x2d = getCameraAxis (false, cam), y2d = getCameraAxis (true, cam); const double negXFac = g_FixedCameras[cam].negX ? -1 : 1, negYFac = g_FixedCameras[cam].negY ? -1 : 1; info.v0 = info.v1 = g_origin; info.v0[x2d] = - (info.ox * info.lw * negXFac) / img->width(); info.v0[y2d] = (info.oy * info.lh * negYFac) / img->height(); info.v1[x2d] = info.v0[x2d] + info.lw; info.v1[y2d] = info.v0[y2d] + info.lh; // Set alpha of all pixels to 0.5 for (long i = 0; i < img->width(); ++i) for (long j = 0; j < img->height(); ++j) { uint32 pixel = img->pixel (i, j); img->setPixel (i, j, 0x80000000 | (pixel & 0x00FFFFFF)); } updateOverlayObjects(); return true; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::clearOverlay() { if (camera() == EFreeCamera) return; LDGLOverlay& info = m_overlays[camera()]; delete info.img; info.img = null; updateOverlayObjects(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::setDepthValue (double depth) { assert (camera() < EFreeCamera); m_depthValues[camera()] = depth; } // ============================================================================= // ----------------------------------------------------------------------------- double GLRenderer::getDepthValue() const { assert (camera() < EFreeCamera); return m_depthValues[camera()]; } // ============================================================================= // ----------------------------------------------------------------------------- const char* GLRenderer::getCameraName() const { return g_CameraNames[camera()]; } // ============================================================================= // ----------------------------------------------------------------------------- LDGLOverlay& GLRenderer::getOverlay (int newcam) { return m_overlays[newcam]; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::zoomNotch (bool inward) { if (zoom() > 15) zoom() *= inward ? 0.833f : 1.2f; else zoom() += inward ? -1.2f : 1.2f; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::zoomToFit() { if (getFile() == null || m_width == -1 || m_height == -1) { zoom() = 30.0f; return; } bool lastfilled = false; bool firstrun = true; const uint32 white = 0xFFFFFFFF; bool inward = true; const int w = m_width, h = m_height; glClearColor (1.0, 1.0, 1.0, 1.0); glDisable (GL_DITHER); // Use the pick list while drawing the scene, this way we can tell whether borders // are background or not. setPicking (true); for (;;) { if (zoom() > 10000.0 || zoom() < 0.0) { // Obviously, there's nothing to draw if we get here. // Default to 30.0f and break out. zoom() = 30.0; break; } zoomNotch (inward); uchar* cap = new uchar[4 * w * h]; drawGLScene(); glReadPixels (0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, cap); uint32* imgdata = reinterpret_cast<uint32*> (cap); bool filled = false; // Check the top and bottom rows for (int i = 0; i < w && !filled; ++i) if (imgdata[i] != white || imgdata[((h - 1) * w) + i] != white) filled = true; // Left and right edges for (int i = 0; i < h && !filled; ++i) if (imgdata[i * w] != white || imgdata[(i * w) + w - 1] != white) filled = true; delete[] cap; 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 = !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 && !lastfilled) { 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 (!filled && lastfilled) break; inward = !filled; } lastfilled = filled; } setBackground(); setPicking (false); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::zoomAllToFit() { /* EFixedCamera oldcam = camera(); for (int i = 0; i < 7; ++i) { setCamera ((EFixedCamera) i); zoomToFit(); } setCamera (oldcam); */ zoomToFit(); } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::updateRectVerts() { if (!m_rectdraw) return; if (m_drawedVerts.isEmpty()) { for (int i = 0; i < 4; ++i) m_rectverts[i] = m_hoverpos; return; } Vertex v0 = m_drawedVerts[0], v1 = (m_drawedVerts.size() >= 2) ? m_drawedVerts[1] : m_hoverpos; const Axis ax = getCameraAxis (false), ay = getCameraAxis (true), az = (Axis) (3 - ax - ay); for (int i = 0; i < 4; ++i) m_rectverts[i][az] = getDepthValue(); m_rectverts[0][ax] = v0[ax]; m_rectverts[0][ay] = v0[ay]; m_rectverts[1][ax] = v1[ax]; m_rectverts[1][ay] = v0[ay]; m_rectverts[2][ax] = v1[ax]; m_rectverts[2][ay] = v1[ay]; m_rectverts[3][ax] = v0[ax]; m_rectverts[3][ay] = v1[ay]; } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::mouseDoubleClickEvent (QMouseEvent* ev) { if (!(ev->buttons() & Qt::LeftButton) || getEditMode() != ESelectMode) return; pick (ev->x(), ev->y()); if (selection().isEmpty()) return; LDObject* obj = selection().first(); AddObjectDialog::staticDialog (obj->getType(), obj); g_win->endAction(); ev->accept(); } // ============================================================================= // ----------------------------------------------------------------------------- LDOverlay* GLRenderer::findOverlayObject (EFixedCamera cam) { LDOverlay* ovlobj = null; for (LDObject* obj : getFile()->getObjects()) { if (obj->getType() == LDObject::EOverlay && static_cast<LDOverlay*> (obj)->getCamera() == cam) { ovlobj = static_cast<LDOverlay*> (obj); break; } } return ovlobj; } // ============================================================================= // ----------------------------------------------------------------------------- // Read in overlays from the current file and update overlay info accordingly. // ----------------------------------------------------------------------------- void GLRenderer::initOverlaysFromObjects() { for (EFixedCamera cam : g_Cameras) { if (cam == EFreeCamera) continue; LDGLOverlay& meta = m_overlays[cam]; LDOverlay* ovlobj = findOverlayObject (cam); if (!ovlobj && meta.img) { delete meta.img; meta.img = null; } elif (ovlobj && (!meta.img || meta.fname != ovlobj->getFileName())) setupOverlay (cam, ovlobj->getFileName(), ovlobj->getX(), ovlobj->getY(), ovlobj->getWidth(), ovlobj->getHeight()); } } // ============================================================================= // ----------------------------------------------------------------------------- void GLRenderer::updateOverlayObjects() { for (EFixedCamera cam : g_Cameras) { if (cam == EFreeCamera) continue; LDGLOverlay& meta = m_overlays[cam]; LDOverlay* ovlobj = findOverlayObject (cam); if (!meta.img && ovlobj) { // If this is the last overlay image, we need to remove the empty space after it as well. LDObject* nextobj = ovlobj->next(); if (nextobj && nextobj->getType() == LDObject::EEmpty) nextobj->deleteSelf(); // If the overlay object was there and the overlay itself is // not, remove the object. ovlobj->deleteSelf(); } elif (meta.img && !ovlobj) { // Inverse case: image is there but the overlay object is // not, thus create the object. ovlobj = new LDOverlay; // Find a suitable position to place this object. We want to place // this into the header, which is everything up to the first scemantic // object. If we find another overlay object, place this object after // the last one found. Otherwise, place it before the first schemantic // object and put an empty object after it (though don't do this if // there was no schemantic elements at all) int i, lastOverlay = -1; bool found = false; for (i = 0; i < getFile()->getObjectCount(); ++i) { LDObject* obj = getFile()->getObject (i); if (obj->isScemantic()) { found = true; break; } if (obj->getType() == LDObject::EOverlay) lastOverlay = i; } if (lastOverlay != -1) getFile()->insertObj (lastOverlay + 1, ovlobj); else { getFile()->insertObj (i, ovlobj); if (found) getFile()->insertObj (i + 1, new LDEmpty); } } if (meta.img && ovlobj) { ovlobj->setCamera (cam); ovlobj->setFileName (meta.fname); ovlobj->setX (meta.ox); ovlobj->setY (meta.oy); ovlobj->setWidth (meta.lw); ovlobj->setHeight (meta.lh); } } if (g_win->R() == this) g_win->refresh(); }