Thu, 09 Feb 2017 01:00:31 +0200
Removed some unused code
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2017 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 "miscallenous.h" #include "editHistory.h" #include "dialogs.h" #include "messageLog.h" #include "glCompiler.h" #include "primitives.h" #include "documentmanager.h" #include "grid.h" const CameraInfo g_cameraInfo[EnumLimits<Camera>::Count] = { {{ 1, 0, 0 }, X, Z, false, false, false }, // top {{ 0, 0, 0 }, X, Y, false, true, false }, // front {{ 0, 1, 0 }, Z, Y, true, true, false }, // left {{ -1, 0, 0 }, X, Z, false, true, true }, // bottom {{ 0, 0, 0 }, X, Y, true, true, true }, // back {{ 0, -1, 0 }, Z, Y, false, true, true }, // right {{ 1, 0, 0 }, X, Z, false, false, false }, // free (defensive dummy data) }; ConfigOption (QColor BackgroundColor = "#FFFFFF") ConfigOption (QColor MainColor = "#A0A0A0") ConfigOption (float MainColorAlpha = 1.0) ConfigOption (int LineThickness = 2) ConfigOption (bool BfcRedGreenView = false) ConfigOption (int Camera = 6) ConfigOption (bool BlackEdges = false) ConfigOption (bool DrawAxes = false) ConfigOption (bool DrawWireframe = false) ConfigOption (bool UseLogoStuds = false) ConfigOption (bool AntiAliasedLines = true) ConfigOption (bool RandomColors = false) ConfigOption (bool HighlightObjectBelowCursor = true) ConfigOption (bool DrawSurfaces = true) ConfigOption (bool DrawEdgeLines = true) ConfigOption (bool DrawConditionalLines = true) // ============================================================================= // GLRenderer::GLRenderer(Model* model, QWidget* parent) : QGLWidget {parent}, HierarchyElement {parent}, m_model {model} { m_camera = (Camera) m_config->camera(); m_currentEditMode = AbstractEditMode::createByType (this, EditModeType::Select); m_compiler = new GLCompiler (this); m_toolTipTimer = new QTimer (this); m_toolTipTimer->setSingleShot (true); m_thinBorderPen = QPen (QColor (0, 0, 0, 208), 1, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin); m_thinBorderPen.setWidth (1); setAcceptDrops (true); connect (m_toolTipTimer, SIGNAL (timeout()), this, SLOT (slot_toolTipTimer())); resetAllAngles(); m_needZoomToFit = true; // Init camera icons for (Camera camera : iterateEnum<Camera>()) { const char* cameraIconNames[EnumLimits<Camera>::Count] = { "camera-top", "camera-front", "camera-left", "camera-bottom", "camera-back", "camera-right", "camera-free" }; CameraIcon* info = &m_cameraIcons[camera]; info->image = GetIcon (cameraIconNames[camera]); info->camera = camera; } calcCameraIcons(); } // ============================================================================= // GLRenderer::~GLRenderer() { m_compiler->setRenderer (nullptr); delete m_compiler; delete m_currentEditMode; glDeleteBuffers (1, &m_axesVbo); glDeleteBuffers (1, &m_axesColorVbo); } // ============================================================================= // 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 int x1 = (m_width - (info.camera != FreeCamera ? 48 : 16)) + ((i % 3) * 16) - 1; int y1 = ((i / 3) * 16) + 1; info.sourceRect = QRect (0, 0, 16, 16); info.targetRect = QRect (x1, y1, 16, 16); info.hitRect = QRect ( info.targetRect.x(), info.targetRect.y(), info.targetRect.width() + 1, info.targetRect.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 (m_config->antiAliasedLines()) { 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); } } bool GLRenderer::isDrawOnly() const { return m_isDrawOnly; } void GLRenderer::setDrawOnly (bool value) { m_isDrawOnly = value; } GLCompiler* GLRenderer::compiler() const { return m_compiler; } LDObject* GLRenderer::objectAtCursor() const { return m_objectAtCursor; } // ============================================================================= // void GLRenderer::needZoomToFit() { m_needZoomToFit = true; } // ============================================================================= // void GLRenderer::resetAngles() { if (m_initialized) { // Why did I even bother trying to compute this by pen and paper? Let GL figure it out... glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glRotatef(30, 1, 0, 0); glRotatef(330, 0, 1, 0); glGetFloatv(GL_MODELVIEW_MATRIX, m_rotationMatrix.data()); glPopMatrix(); } panning(X) = panning(Y) = 0.0f; needZoomToFit(); } // ============================================================================= // void GLRenderer::resetAllAngles() { Camera oldcam = camera(); for (int i = 0; i < 7; ++i) { setCamera ((Camera) i); resetAngles(); } setCamera (oldcam); } // ============================================================================= // void GLRenderer::initializeGL() { initializeOpenGLFunctions(); setBackground(); glLineWidth (m_config->lineThickness()); glLineStipple (1, 0x6666); setAutoFillBackground (false); setMouseTracking (true); setFocusPolicy (Qt::WheelFocus); compiler()->initialize(); initializeAxes(); m_initialized = true; // Now that GL is initialized, we can reset angles. resetAllAngles(); } // ============================================================================= // void GLRenderer::initializeAxes() { // Definitions for visual axes, drawn on the screen struct { QColor color; Vertex extrema; } axisInfo[3] = { { QColor {192, 96, 96}, Vertex {10000, 0, 0} }, // X { QColor {48, 192, 48}, Vertex {0, 10000, 0} }, // Y { QColor {48, 112, 192}, Vertex {0, 0, 10000} }, // Z }; float axisdata[18]; float colorData[18]; memset (axisdata, 0, sizeof axisdata); for (int i = 0; i < 3; ++i) { const auto& data = axisInfo[i]; for (Axis axis : axes) { axisdata[(i * 6) + axis] = data.extrema[axis]; axisdata[(i * 6) + 3 + axis] = -data.extrema[axis]; } int offset = i * 6; colorData[offset + 0] = colorData[offset + 3] = data.color.red(); colorData[offset + 1] = colorData[offset + 4] = data.color.green(); colorData[offset + 2] = colorData[offset + 5] = data.color.blue(); } glGenBuffers (1, &m_axesVbo); glBindBuffer (GL_ARRAY_BUFFER, m_axesVbo); glBufferData (GL_ARRAY_BUFFER, sizeof axisdata, axisdata, GL_STATIC_DRAW); glGenBuffers (1, &m_axesColorVbo); glBindBuffer (GL_ARRAY_BUFFER, m_axesColorVbo); glBufferData (GL_ARRAY_BUFFER, sizeof colorData, colorData, GL_STATIC_DRAW); glBindBuffer (GL_ARRAY_BUFFER, 0); } // ============================================================================= // void GLRenderer::setBackground() { if (not m_isDrawingSelectionScene) { // Otherwise use the background that the user wants. QColor color = m_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); } } // ============================================================================= // void GLRenderer::refresh() { update(); if (isVisible()) swapBuffers(); } // ============================================================================= // void GLRenderer::hardRefresh() { if (m_initialized) { compiler()->compileModel (currentDocument()); refresh(); } } // ============================================================================= // 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 (m_needZoomToFit) { m_needZoomToFit = false; zoomAllToFit(); } if (m_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 (camera() != FreeCamera) { glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (-m_virtualWidth, m_virtualWidth, -m_virtualHeight, m_virtualHeight, -100.0f, 100.0f); glTranslatef(panning (X), panning (Y), 0.0f); if (camera() != FrontCamera and camera() != BackCamera) { glRotatef(90.0f, g_cameraInfo[camera()].glrotate[0], g_cameraInfo[camera()].glrotate[1], g_cameraInfo[camera()].glrotate[2]); } // Back camera needs to be handled differently if (camera() == BackCamera) { 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(panning (X), panning (Y), -zoom()); glMultMatrixf(m_rotationMatrix.constData()); } glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_COLOR_ARRAY); if (m_isDrawingSelectionScene) { drawVbos (TrianglesVbo, PickColorsVboComplement, GL_TRIANGLES); drawVbos (QuadsVbo, PickColorsVboComplement, GL_QUADS); drawVbos (LinesVbo, PickColorsVboComplement, GL_LINES); drawVbos (ConditionalLinesVbo, PickColorsVboComplement, GL_LINES); } else { if (m_config->bfcRedGreenView()) { glEnable (GL_CULL_FACE); glCullFace (GL_BACK); drawVbos (TrianglesVbo, BfcFrontColorsVboComplement, GL_TRIANGLES); drawVbos (QuadsVbo, BfcFrontColorsVboComplement, GL_QUADS); glCullFace (GL_FRONT); drawVbos (TrianglesVbo, BfcBackColorsVboComplement, GL_TRIANGLES); drawVbos (QuadsVbo, BfcBackColorsVboComplement, GL_QUADS); glDisable (GL_CULL_FACE); } else { ComplementVboType colors; if (m_config->randomColors()) colors = RandomColorsVboComplement; else colors = NormalColorsVboComplement; drawVbos (TrianglesVbo, colors, GL_TRIANGLES); drawVbos (QuadsVbo, colors, GL_QUADS); } drawVbos (LinesVbo, NormalColorsVboComplement, GL_LINES); glEnable (GL_LINE_STIPPLE); drawVbos (ConditionalLinesVbo, NormalColorsVboComplement, GL_LINES); glDisable (GL_LINE_STIPPLE); if (m_config->drawAxes()) { 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); CHECK_GL_ERROR(); } } glPopMatrix(); glBindBuffer (GL_ARRAY_BUFFER, 0); glDisableClientState (GL_VERTEX_ARRAY); glDisableClientState (GL_COLOR_ARRAY); CHECK_GL_ERROR(); glDisable (GL_CULL_FACE); glMatrixMode (GL_MODELVIEW); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } // ============================================================================= // void GLRenderer::drawVbos (SurfaceVboType surface, ComplementVboType colors, GLenum type) { // Filter this through some configuration options if ((isOneOf (surface, QuadsVbo, TrianglesVbo) and m_config->drawSurfaces() == false) or (surface == LinesVbo and m_config->drawEdgeLines() == false) or (surface == ConditionalLinesVbo and m_config->drawConditionalLines() == false)) { return; } int surfaceVboNumber = m_compiler->vboNumber(surface, SurfacesVboComplement); int colorVboNumber = m_compiler->vboNumber(surface, colors); m_compiler->prepareVBO(surfaceVboNumber, currentDocument()); m_compiler->prepareVBO(colorVboNumber, currentDocument()); GLuint surfaceVbo = m_compiler->vbo(surfaceVboNumber); GLuint colorVbo = m_compiler->vbo(colorVboNumber); 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(); glDrawArrays(type, 0, count); CHECK_GL_ERROR(); } } // ============================================================================= // // 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::convert2dTo3d (const QPoint& position2d, bool snap) const { if (camera() == FreeCamera) { return {0, 0, 0}; } else { Vertex position3d; const CameraInfo* camera = &g_cameraInfo[this->camera()]; Axis axisX = camera->localX; Axis axisY = camera->localY; int signX = camera->negatedX ? -1 : 1; int signY = camera->negatedY ? -1 : 1; // Calculate cx and cy - these are the LDraw unit coords the cursor is at. double cx = (-m_virtualWidth + ((2 * position2d.x() * m_virtualWidth) / m_width) - panning(X)); double cy = (m_virtualHeight - ((2 * position2d.y() * m_virtualHeight) / m_height) - panning(Y)); if (snap) { cx = grid()->snap(cx, Grid::Coordinate); cy = grid()->snap(cy, Grid::Coordinate); } cx *= signX; cy *= signY; roundToDecimals(cx, 4); roundToDecimals(cy, 4); // Create the vertex from the coordinates position3d.setCoordinate(axisX, cx); position3d.setCoordinate(axisY, cy); position3d.setCoordinate(static_cast<Axis>(3 - axisX - axisY), getDepthValue()); return position3d; } } /* * Inverse operation for the above - convert a 3D position to a 2D screen position. */ QPoint GLRenderer::convert3dTo2d(const Vertex& position3d) const { if (camera() == FreeCamera) { return {0, 0}; } else { const CameraInfo* camera = &g_cameraInfo[this->camera()]; Axis axisX = camera->localX; Axis axisY = camera->localY; int signX = camera->negatedX ? -1 : 1; int signY = camera->negatedY ? -1 : 1; int rx = (((position3d[axisX] * signX) + m_virtualWidth + panning(X)) * m_width) / (2 * m_virtualWidth); int ry = (((position3d[axisY] * signY) - m_virtualHeight + panning(Y)) * m_height) / (2 * m_virtualHeight); return {rx, -ry}; } } QPen GLRenderer::textPen() const { return {m_useDarkBackground ? Qt::white : Qt::black}; } QPen GLRenderer::linePen() const { QPen linepen = m_thinBorderPen; linepen.setWidth(2); linepen.setColor(luma(m_backgroundColor) < 40 ? Qt::white : Qt::black); return linepen; } // ============================================================================= // void GLRenderer::paintEvent(QPaintEvent*) { makeCurrent(); m_virtualWidth = zoom(); m_virtualHeight = (m_height * m_virtualWidth) / m_width; initGLData(); drawGLScene(); QPainter painter {this}; QFontMetrics metrics {QFont {}}; painter.setRenderHint(QPainter::Antialiasing); // If we wish to only draw the brick, stop here if (isDrawOnly() or m_isDrawingSelectionScene) return; #ifndef RELEASE { QString text = format("Rotation: %1\nPanning: (%2, %3), Zoom: %4", m_rotationMatrix, panning(X), panning(Y), zoom()); QRect textSize = metrics.boundingRect(0, 0, m_width, m_height, Qt::AlignCenter, text); painter.setPen(textPen()); painter.drawText((width() - textSize.width()) / 2, height() - textSize.height(), textSize.width(), textSize.height(), Qt::AlignCenter, text); } #endif if (camera() != FreeCamera) { // Paint the coordinates onto the screen. QString text = format(tr("X: %1, Y: %2, Z: %3"), m_position3D[X], m_position3D[Y], m_position3D[Z]); QFontMetrics metrics {font()}; QRect textSize = metrics.boundingRect (0, 0, m_width, m_height, Qt::AlignCenter, text); painter.setPen(textPen()); painter.drawText(m_width - textSize.width(), m_height - 16, textSize.width(), textSize.height(), Qt::AlignCenter, text); } { // Draw edit mode HUD m_currentEditMode->render(painter); // Draw a background for the selected camera painter.setPen(m_thinBorderPen); painter.setBrush(QBrush {QColor {0, 128, 160, 128}}); painter.drawRect(m_cameraIcons[camera()].hitRect); // Draw the camera icons for (CameraIcon& info : m_cameraIcons) { // Don't draw the free camera icon when we can't use the free camera if (&info == &m_cameraIcons[FreeCamera] and not m_currentEditMode->allowFreeCamera()) continue; painter.drawPixmap(info.targetRect, info.image, info.sourceRect); } // Draw a label for the current camera in the bottom left corner { int margin = 4; painter.setPen(textPen()); painter.drawText(QPoint {margin, height() - margin - metrics.descent()}, currentCameraName()); // Also render triangle count. if (m_model) { QPoint renderPoint = {margin, height() - margin - metrics.height() - metrics.descent()}; painter.drawText(renderPoint, format("â–³ %1", m_model->triangleCount())); } } // Tool tips if (m_drawToolTip) { if (not m_cameraIcons[m_toolTipCamera].targetRect.contains (m_mousePosition)) m_drawToolTip = false; else QToolTip::showText(m_globalpos, currentCameraName()); } } // Message log if (m_window->messageLog()) { int y = 0; int margin = 2; QColor penColor = textPen().color(); for (const MessageManager::Line& line : m_window->messageLog()->getLines()) { penColor.setAlphaF(line.alpha); painter.setPen(penColor); painter.drawText(QPoint {margin, y + margin + metrics.ascent()}, line.text); y += metrics.height(); } } } // ============================================================================= // void GLRenderer::drawPoint(QPainter& painter, QPointF pos, QColor color) const { int pointSize = 8; QPen pen = m_thinBorderPen; pen.setWidth(1); painter.setPen(pen); painter.setBrush(color); painter.drawEllipse(pos.x() - pointSize / 2, pos.y() - pointSize / 2, pointSize, pointSize); } void GLRenderer::drawBlipCoordinates(QPainter& painter, const Vertex& pos3d) { drawBlipCoordinates (painter, pos3d, convert3dTo2d (pos3d)); } void GLRenderer::drawBlipCoordinates(QPainter& painter, const Vertex& pos3d, QPointF pos) { painter.setPen (textPen()); painter.drawText (pos.x(), pos.y() - 8, pos3d.toString (true)); } // ============================================================================= // void GLRenderer::mouseReleaseEvent(QMouseEvent* ev) { bool wasLeft = (m_lastButtons & Qt::LeftButton) and not (ev->buttons() & Qt::LeftButton); Qt::MouseButtons releasedbuttons = m_lastButtons & ~ev->buttons(); m_panning = false; if (wasLeft) { // Check if we selected a camera icon if (not mouseHasMoved()) { for (CameraIcon& info : m_cameraIcons) { if (info.targetRect.contains (ev->pos())) { setCamera (info.camera); goto end; } } } } if (not isDrawOnly()) { AbstractEditMode::MouseEventData data; data.ev = ev; data.mouseMoved = mouseHasMoved(); data.keymods = m_currentKeyboardModifiers; data.releasedButtons = releasedbuttons; if (m_currentEditMode->mouseReleased (data)) goto end; } end: update(); m_totalMouseMove = 0; } // ============================================================================= // void GLRenderer::mousePressEvent(QMouseEvent* event) { m_totalMouseMove = 0; m_lastButtons = event->buttons(); if (m_currentEditMode->mousePressed(event)) event->accept(); } // ============================================================================= // void GLRenderer::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; if (not m_currentEditMode->mouseMoved (event)) { bool left = event->buttons() & Qt::LeftButton; bool mid = event->buttons() & Qt::MidButton; bool shift = event->modifiers() & Qt::ShiftModifier; if (mid or (left and shift)) { panning(X) += 0.03f * xMove * (zoom() / 7.5f); panning(Y) -= 0.03f * yMove * (zoom() / 7.5f); m_panning = true; m_isCameraMoving = true; } else if (left and camera() == FreeCamera and (xMove != 0 or yMove != 0)) { // Apply current rotation input to the rotation matrix // ref: https://forums.ldraw.org/thread-22006-post-24426.html#pid24426 glPushMatrix(); glLoadIdentity(); // 0.6 is an arbitrary rotation sensitivity scalar glRotatef(0.6 * hypot(xMove, yMove), yMove, xMove, 0); glMultMatrixf(m_rotationMatrix.constData()); glGetFloatv(GL_MODELVIEW_MATRIX, m_rotationMatrix.data()); glPopMatrix(); m_isCameraMoving = true; } } // Start the tool tip timer if (not m_drawToolTip) m_toolTipTimer->start (500); // Update 2d position m_mousePosition = event->pos(); m_globalpos = event->globalPos(); m_mousePositionF = event->localPos(); // Calculate 3d position of the cursor m_position3D = (camera() != FreeCamera) ? convert2dTo3d (m_mousePosition, true) : Origin; highlightCursorObject(); update(); event->accept(); } // ============================================================================= // void GLRenderer::keyPressEvent(QKeyEvent* event) { m_currentKeyboardModifiers = event->modifiers(); } // ============================================================================= // void GLRenderer::keyReleaseEvent(QKeyEvent* event) { m_currentKeyboardModifiers = event->modifiers(); m_currentEditMode->keyReleased(event); update(); } // ============================================================================= // void GLRenderer::wheelEvent(QWheelEvent* ev) { makeCurrent(); zoomNotch(ev->delta() > 0); zoom() = qBound(0.01, zoom(), 10000.0); m_isCameraMoving = true; update(); ev->accept(); } // ============================================================================= // void GLRenderer::leaveEvent(QEvent*) { m_drawToolTip = false; m_toolTipTimer->stop(); update(); } // ============================================================================= // void GLRenderer::contextMenuEvent(QContextMenuEvent* event) { m_window->spawnContextMenu(event->globalPos()); } // ============================================================================= // void GLRenderer::setCamera(Camera camera) { // The edit mode may forbid the free camera. if (m_currentEditMode->allowFreeCamera() or camera != FreeCamera) { m_camera = camera; m_config->setCamera(int {camera}); } } // ============================================================================= // void GLRenderer::pick (int mouseX, int mouseY, bool additive) { pick (QRect (mouseX, mouseY, mouseX + 1, mouseY + 1), additive); } // ============================================================================= // void GLRenderer::pick(const QRect& range, bool additive) { makeCurrent(); QSet<LDObject*> priorSelection = selectedObjects(); QSet<LDObject*> newSelection; // If we're doing an additive selection, we start off with the existing selection. // Otherwise we start selecting from scratch. if (additive) newSelection = priorSelection; // 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, m_width); y1 = qMin (y1, m_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, m_height - y1, areawidth, areaheight, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); QSet<int32_t> indices; // Go through each pixel read and add them to the selection. // Each pixel maps to an LDObject index injectively. // Note: black is background, those indices are skipped. for (unsigned char *pixelCursor = pixelData.begin(); pixelCursor < pixelData.end(); pixelCursor += 4) { int32_t index = pixelCursor[0] * 0x10000 + pixelCursor[1] * 0x100 + pixelCursor[2] * 0x1; if (index != 0) indices.insert(index); } // For each index read, resolve the LDObject behind it and add it to the selection. for (int32_t index : indices) { LDObject* object = LDObject::fromID(index); if (object != nullptr) { // If this is an additive single pick and the object is currently selected, // we remove it from selection instead. if (additive and newSelection.contains(object)) newSelection.remove(object); else newSelection.insert(object); } } // Select all objects that we now have selected that were not selected before. for (LDObject* object : newSelection - priorSelection) { currentDocument()->addToSelection(object); compileObject(object); } // Likewise, deselect whatever was selected that isn't anymore. for (LDObject* object : priorSelection - newSelection) { currentDocument()->removeFromSelection(object); compileObject(object); } m_window->updateSelection(); setPicking(false); repaint(); } // // Simpler version of GLRenderer::pick which simply picks whatever object on the cursor // LDObject* GLRenderer::pickOneObject (int mouseX, int mouseY) { unsigned char pixel[4]; makeCurrent(); setPicking(true); drawGLScene(); glReadPixels(mouseX, m_height - mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); LDObject* object = LDObject::fromID(pixel[0] * 0x10000 + pixel[1] * 0x100 + pixel[2] * 0x1); setPicking(false); repaint(); return object; } // ============================================================================= // void GLRenderer::setEditMode(EditModeType a) { if (m_currentEditMode and m_currentEditMode->type() == a) return; delete m_currentEditMode; m_currentEditMode = AbstractEditMode::createByType(this, a); // If we cannot use the free camera, use the top one instead. if (camera() == FreeCamera and not m_currentEditMode->allowFreeCamera()) setCamera(TopCamera); m_window->updateEditModeActions(); update(); } // ============================================================================= // EditModeType GLRenderer::currentEditModeType() const { return m_currentEditMode->type(); } // ============================================================================= // void GLRenderer::setPicking(bool value) { m_isDrawingSelectionScene = value; setBackground(); if (m_isDrawingSelectionScene) { glDisable(GL_DITHER); // Use particularly thick lines while picking ease up selecting lines. glLineWidth(qMax<double>(m_config->lineThickness(), 6.5)); } else { glEnable(GL_DITHER); // Restore line thickness glLineWidth(m_config->lineThickness()); } } // ============================================================================= // void GLRenderer::getRelativeAxes(Axis& relativeX, Axis& relativeY) const { const CameraInfo* camera = &g_cameraInfo[this->camera()]; relativeX = camera->localX; relativeY = camera->localY; } // ============================================================================= // Axis GLRenderer::getRelativeZ() const { const CameraInfo* camera = &g_cameraInfo[this->camera()]; return static_cast<Axis>(3 - camera->localX - camera->localY); } // ============================================================================= // void GLRenderer::compileObject (LDObject* obj) { compiler()->stageForCompilation (obj); } // ============================================================================= // void GLRenderer::forgetObject(LDObject* obj) { compiler()->dropObjectInfo(obj); compiler()->unstage(obj); if (m_objectAtCursor == obj) m_objectAtCursor = nullptr; } // ============================================================================= // QByteArray GLRenderer::capturePixels() { QByteArray result; result.resize (4 * width() * height()); m_takingScreenCapture = true; update(); // Smile! m_takingScreenCapture = false; glReadPixels(0, 0, width(), height(), GL_RGBA, GL_UNSIGNED_BYTE, result.data()); return result; } // ============================================================================= // 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.targetRect.contains (m_mousePosition)) { m_toolTipCamera = icon.camera; m_drawToolTip = true; update(); break; } } } // ============================================================================= // Axis GLRenderer::getCameraAxis (bool y, Camera camid) { if (camid == (Camera) -1) camid = camera(); const CameraInfo* cam = &g_cameraInfo[camid]; return (y) ? cam->localY : cam->localX; } // ============================================================================= // void GLRenderer::setDepthValue (double depth) { if (camera() < FreeCamera) m_depthValues[camera()] = depth; } // ============================================================================= // double GLRenderer::getDepthValue() const { if (camera() < FreeCamera) return m_depthValues[camera()]; else return 0.0; } // ============================================================================= // QString GLRenderer::cameraName (Camera camera) const { switch (camera) { case TopCamera: return tr ("Top Camera"); case FrontCamera: return tr ("Front Camera"); case LeftCamera: return tr ("Left Camera"); case BottomCamera: return tr ("Bottom Camera"); case BackCamera: return tr ("Back Camera"); case RightCamera: return tr ("Right Camera"); case FreeCamera: return tr ("Free Camera"); default: break; } return ""; } QString GLRenderer::currentCameraName() const { return cameraName (camera()); } // ============================================================================= // void GLRenderer::zoomNotch (bool inward) { zoom() *= inward ? 0.833f : 1.2f; } // ============================================================================= // void GLRenderer::zoomToFit() { zoom() = 30.0f; bool lastfilled = false; bool firstrun = true; enum { black = 0xFF000000 }; 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. zoom() = 30.0; break; } zoomNotch (inward); QVector<unsigned char> capture (4 * m_width * m_height); drawGLScene(); glReadPixels (0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, capture.data()); QImage image (capture.constData(), m_width, m_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) != black or image.pixel (i, m_height - 1) != black) { filled = true; break; } } // Left and right edges if (filled == false) { for (int i = 0; i < image.height(); ++i) { if (image.pixel (0, i) != black or image.pixel (m_width - 1, i) != black) { 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) { 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 GLRenderer::zoomAllToFit() { zoomToFit(); } // ============================================================================= // void GLRenderer::mouseDoubleClickEvent (QMouseEvent* ev) { if (m_currentEditMode->mouseDoubleClicked (ev)) ev->accept(); } // ============================================================================= // void GLRenderer::highlightCursorObject() { if (not m_config->highlightObjectBelowCursor() and objectAtCursor() == nullptr) return; LDObject* newObject = nullptr; LDObject* oldObject = objectAtCursor(); qint32 newIndex; if (m_isCameraMoving or not m_config->highlightObjectBelowCursor()) { newIndex = 0; } else { setPicking (true); drawGLScene(); setPicking (false); unsigned char pixel[4]; glReadPixels (m_mousePosition.x(), m_height - m_mousePosition.y(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel[0]); newIndex = pixel[0] * 0x10000 | pixel[1] * 0x100 | pixel[2]; } if (newIndex != (oldObject ? oldObject->id() : 0)) { if (newIndex != 0) newObject = LDObject::fromID (newIndex); m_objectAtCursor = newObject; if (oldObject) compileObject (oldObject); if (newObject) compileObject (newObject); } update(); } void GLRenderer::dragEnterEvent (QDragEnterEvent* ev) { if (m_window and ev->source() == m_window->getPrimitivesTree() and m_window->getPrimitivesTree()->currentItem()) ev->acceptProposedAction(); } void GLRenderer::dropEvent (QDropEvent* ev) { if (m_window and ev->source() == m_window->getPrimitivesTree()) { PrimitiveTreeItem* item = static_cast<PrimitiveTreeItem*> (m_window->getPrimitivesTree()->currentItem()); QString primitiveName = item->primitive()->name; LDSubfileReference* ref = currentDocument()->emplaceAt<LDSubfileReference>(m_window->suggestInsertPoint()); ref->setFileInfo (m_documents->getDocumentByName (primitiveName)); currentDocument()->addToSelection(ref); m_window->buildObjectList(); m_window->renderer()->refresh(); ev->acceptProposedAction(); } } Vertex const& GLRenderer::position3D() const { return m_position3D; } const CameraInfo& GLRenderer::cameraInfo (Camera camera) const { if (valueInEnum<Camera>(camera)) return g_cameraInfo[camera]; else return g_cameraInfo[0]; } bool GLRenderer::mouseHasMoved() const { return m_totalMouseMove >= 10; } QPoint const& GLRenderer::mousePosition() const { return m_mousePosition; } QPointF const& GLRenderer::mousePositionF() const { return m_mousePositionF; } void GLRenderer::makeCurrent() { QGLWidget::makeCurrent(); initializeOpenGLFunctions(); } int GLRenderer::depthNegateFactor() const { return g_cameraInfo[camera()].negatedDepth ? -1 : 1; } Qt::KeyboardModifiers GLRenderer::keyboardModifiers() const { return m_currentKeyboardModifiers; } Camera GLRenderer::camera() const { return m_camera; } double& GLRenderer::panning (Axis ax) { return (ax == X) ? m_panX[camera()] : m_panY[camera()]; } double GLRenderer::panning (Axis ax) const { return (ax == X) ? m_panX[camera()] : m_panY[camera()]; } double& GLRenderer::zoom() { return m_zoom[camera()]; }