Thu, 13 Jun 2013 14:00:34 +0300
Minor tweak to drawing rectangle selection (don't draw it if it was to be an additive pick)
/* * 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 <QGLWidget> #include <QWheelEvent> #include <QMouseEvent> #include <QContextMenuEvent> #include <QInputDialog> #include <QTimer> #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" #include "history.h" #include "dialogs.h" static const struct staticCameraMeta { const char glrotate[3]; const Axis axisX, axisY; const bool negX, negY; } g_staticCameras[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 }, }; 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 (int, gl_camera, GLRenderer::Free); cfg (bool, gl_blackedges, true); cfg (bool, gl_axes, false); cfg (bool, gl_wireframe, false); // CameraIcon::img is a heap-allocated QPixmap because otherwise it gets // initialized before program gets to main() and constructs a QApplication // and Qt doesn't like that. struct CameraIcon { QPixmap* img; QRect srcRect, destRect, selRect; GL::Camera cam; } g_CameraIcons[7]; const char* g_CameraNames[7] = { "Top", "Front", "Left", "Bottom", "Back", "Right", "Free" }; const GL::Camera g_Cameras[7] = { GL::Top, GL::Front, GL::Left, GL::Bottom, GL::Back, GL::Right, GL::Free }; const struct GLAxis { const QColor col; const vertex vert; } g_GLAxes[3] = { { QColor (255, 0, 0), vertex (10000, 0, 0) }, { QColor (128, 192, 0), vertex (0, 10000, 0) }, { QColor (0, 160, 192), vertex (0, 0, 10000) }, }; // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= GLRenderer::GLRenderer (QWidget* parent) : QGLWidget (parent) { m_picking = m_rangepick = false; m_camera = (GL::Camera) gl_camera.value; m_drawToolTip = false; m_editMode = Select; m_rectdraw = false; m_panning = false; setFile (null); setDrawOnly (false); resetAngles (); 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::Camera cam : g_Cameras) { str iconname; iconname.format ("camera-%s", str (g_CameraNames[cam]).lower ().c ()); CameraIcon* info = &g_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; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::calcCameraIcons () { ushort i = 0; for (CameraIcon& info : g_CameraIcons) { const long x1 = (m_width - (info.cam != Free ? 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); glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); } // ============================================================================= void GLRenderer::resetAngles () { m_rotX = 30.0f; m_rotY = 325.f; m_panX = m_panY = m_rotZ = 0.0f; zoomToFit (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::initializeGL () { setBackground (); glLineWidth (gl_linethickness); setAutoFillBackground (false); setMouseTracking (true); setFocusPolicy (Qt::WheelFocus); compileAllObjects (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= QColor GLRenderer::getMainColor () { QColor col (gl_maincolor.value.chars()); if (!col.isValid ()) return QColor (0, 0, 0); col.setAlpha (gl_maincolor_alpha * 255.f); return col; } // ----------------------------------------------------------------------------- void GLRenderer::setBackground () { QColor col (gl_bgcolor.value.chars()); if (!col.isValid ()) return; col.setAlpha (255); m_darkbg = luma (col) < 80; m_bgcolor = col; qglClearColor (col); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static vector<short> g_warnedColors; 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 index color if we're picking, so we can // make the index from the color we get from the picking results. Be sure // to use the top level parent's index since inlinees don't have an index. long i = obj->topLevelParent ()->getIndex (file ()); // 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; qglColor (QColor (r, g, b)); return; } if ((list == BFCFrontList || list == BFCBackList) && obj->getType () != LDObject::Line && obj->getType () != LDObject::CondLine) { if (list == GL::BFCFrontList) qcol = QColor (80, 192, 0); else qcol = QColor (224, 0, 0); } else { if (obj->color () == maincolor) qcol = getMainColor (); else { color* col = getColor (obj->color ()); qcol = col->faceColor; } if (obj->color () == edgecolor) { qcol = luma (m_bgcolor) < 40 ? QColor (64, 64, 64) : Qt::black; color* col; if (!gl_blackedges && obj->parent () != null && (col = getColor (obj->parent ()->color ())) != null) 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->color () != edgecolor) qcol = getMainColor (); // Warn about the unknown colors, but only once. for (short i : g_warnedColors) if (obj->color () == i) return; printf ("%s: Unknown color %d!\n", __func__, obj->color ()); g_warnedColors << obj->color (); return; } } long r = qcol.red (), g = qcol.green (), b = qcol.blue (), a = qcol.alpha (); if (obj->topLevelParent ()->selected ()) { // Brighten it up for the select list. const uchar add = 51; r = min (r + add, 255l); g = min (g + add, 255l); b = min (b + add, 255l); } 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 (file () == null) return; if (gl_wireframe && !picking ()) glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_DEPTH_TEST); if (m_camera != GLRenderer::Free) { glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); glOrtho (-m_virtWidth, m_virtWidth, -m_virtHeight, m_virtHeight, -100.0f, 100.0f); glTranslatef (m_panX, m_panY, 0.0f); glRotatef (90.0f, g_staticCameras[m_camera].glrotate[0], g_staticCameras[m_camera].glrotate[1], g_staticCameras[m_camera].glrotate[2]); // Back camera needs to be handled differently if (m_camera == GLRenderer::Back) { 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 (m_panX, m_panY, -zoom ()); glRotatef (m_rotX, 1.0f, 0.0f, 0.0f); glRotatef (m_rotY, 0.0f, 1.0f, 0.0f); glRotatef (m_rotZ, 0.0f, 0.0f, 1.0f); } const GL::ListType list = (!drawOnly () && m_picking) ? PickList : NormalList; if (gl_colorbfc && !m_picking && !drawOnly ()) { glEnable (GL_CULL_FACE); for (LDObject* obj : file ()->objs ()) { if (obj->hidden ()) continue; glCullFace (GL_BACK); glCallList (obj->glLists[BFCFrontList]); glCullFace (GL_FRONT); glCallList (obj->glLists[BFCBackList]); } glDisable (GL_CULL_FACE); } else { for (LDObject* obj : file ()->objs ()) { if (obj->hidden ()) continue; glCallList (obj->glLists[list]); } } if (gl_axes && !m_picking && !drawOnly ()) glCallList (m_axeslist); glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } // ============================================================================= vertex GLRenderer::coordconv2_3 (const QPoint& pos2d, bool snap) const { assert (camera () != Free); vertex pos3d; const staticCameraMeta* cam = &g_staticCameras[m_camera]; const Axis axisX = cam->axisX; const Axis axisY = cam->axisY; const short 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) - m_panX); double cy = (m_virtHeight - ((2 * pos2d.y () * m_virtHeight) / m_height) - m_panY); if (snap) { cx = Grid::snap (cx, (Grid::Config) axisX); cy = Grid::snap (cy, (Grid::Config) axisY); } cx *= negXFac; cy *= negYFac; pos3d = g_origin; pos3d[axisX] = atof (fmt ("%.3f", cx)); pos3d[axisY] = atof (fmt ("%.3f", cy)); pos3d[3 - axisX - axisY] = depthValue (); return pos3d; } // ============================================================================= QPoint GLRenderer::coordconv3_2 (const vertex& pos3d) const { GLfloat m[16]; const staticCameraMeta* cam = &g_staticCameras[m_camera]; const Axis axisX = cam->axisX; const Axis axisY = cam->axisY; const short 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 + m_panX) * m_width) / (2 * m_virtWidth); double ry = (((transformed[axisY] * negYFac) - m_virtHeight + m_panY) * 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 (); QPainter paint (this); QFontMetrics metrics = QFontMetrics (QFont ()); paint.setRenderHint (QPainter::HighQualityAntialiasing); // If we wish to only draw the brick, stop here if (drawOnly ()) return; if (m_camera != Free && !picking ()) { // Paint the overlay image if we have one const overlayMeta& 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. str text = fmt ("X: %s, Y: %s, Z: %s", ftoa (m_hoverpos[X]).chars (), ftoa (m_hoverpos[Y]).chars (), ftoa (m_hoverpos[Z]).chars ()); QFontMetrics metrics = QFontMetrics (font ()); QRect textSize = metrics.boundingRect (0, 0, m_width, m_height, Qt::AlignCenter, text); paint.setPen (m_darkbg ? Qt::white : Qt::black); paint.drawText (m_width - textSize.width (), m_height - 16, textSize.width (), textSize.height (), Qt::AlignCenter, text); // If we're drawing, draw the vertices onto the screen. if (editMode () == Draw) { const short blipsize = 8; int numverts = 4; if (!m_rectdraw) numverts = m_drawedVerts.size () + 1; if (numverts > 0) { QPoint poly[4]; vertex polyverts[4]; if (!m_rectdraw) { uchar i = 0; for (vertex& vert : m_drawedVerts) { poly[i] = coordconv3_2 (vert); polyverts[i] = vert; ++i; } // Draw the cursor vertex as the last one in the list. if (numverts <= 4) { poly[i] = coordconv3_2 (m_hoverpos); polyverts[i] = m_hoverpos; } else { numverts = 4; } } else { if (m_drawedVerts.size () > 0) { // Get vertex information from m_rectverts for (int i = 0; i < numverts; ++i) { polyverts[i] = m_rectverts[i]; poly[i] = coordconv3_2 (polyverts[i]); } } else { poly[0] = coordconv3_2 (m_hoverpos); polyverts[0] = m_hoverpos; } } // Draw the polygon-to-be QPen pen = m_thinBorderPen; pen.setWidth (2); pen.setColor (luma (m_bgcolor) < 40 ? Qt::white : Qt::black); paint.setPen (pen); paint.setBrush (QColor (128, 192, 0, 128)); paint.drawPolygon (poly, numverts); // Draw vertex blips pen = m_thinBorderPen; pen.setWidth (1); paint.setPen (pen); paint.setBrush (QColor (128, 192, 0)); for (ushort i = 0; i < numverts; ++i) { QPoint& blip = poly[i]; paint.drawEllipse (blip.x () - blipsize / 2, blip.y () - blipsize / 2, blipsize, blipsize); // Draw their coordinates paint.drawText (blip.x (), blip.y () - 8, polyverts[i].stringRep (true)); } } } } // Camera icons if (!m_picking) { // Draw a background for the selected camera paint.setPen (m_thinBorderPen); paint.setBrush (QBrush (QColor (0, 128, 160, 128))); paint.drawRect (g_CameraIcons[camera ()].selRect); // Draw the actual icons for (CameraIcon& info : g_CameraIcons) { // Don't draw the free camera icon when in draw mode if (&info == &g_CameraIcons[GL::Free] && editMode () != Select) continue; paint.drawPixmap (info.destRect, *info.img, info.srcRect); } // Draw a label for the current camera in the top left corner { const ushort margin = 4; str label; label.format ("%s Camera", g_CameraNames[camera ()]); paint.setPen (m_darkbg ? Qt::white : Qt::black); paint.drawText (QPoint (margin, margin + metrics.ascent ()), label); } // Tool tips if (m_drawToolTip) { if (g_CameraIcons[m_toolTipCamera].destRect.contains (m_pos) == false) m_drawToolTip = false; else { QPen bord = m_thinBorderPen; bord.setBrush (Qt::black); const ushort margin = 2; ushort x0 = m_pos.x (), y0 = m_pos.y (); str label; label.format ("%s Camera", g_CameraNames[m_toolTipCamera]); const ushort textWidth = metrics.width (label), textHeight = metrics.height (), fullWidth = textWidth + (2 * margin), fullHeight = textHeight + (2 * margin); QRect area (m_pos.x (), m_pos.y (), fullWidth, fullHeight); if (x0 + fullWidth > m_width) x0 -= fullWidth; if (y0 + fullHeight > m_height) y0 -= fullHeight; paint.setBrush (QColor (0, 128, 255, 208)); paint.setPen (bord); paint.drawRect (x0, y0, fullWidth, fullHeight); paint.setBrush (Qt::black); paint.drawText (QPoint (x0 + margin, y0 + margin + metrics.ascent ()), label); } } } // If we're range-picking, draw a rectangle encompassing the selection area. if (m_rangepick && !m_picking && m_totalmove >= 10) { const short 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 ? "#80FF00" : "#00CCFF"); fillColor.setAlphaF (0.2f); paint.setPen (m_thickBorderPen); paint.setBrush (QBrush (fillColor)); paint.drawRect (rect); } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::compileAllObjects () { if (!file ()) return; m_knownVerts.clear (); for (LDObject* obj : file ()->objs ()) compileObject (obj); // Compile axes glDeleteLists (m_axeslist, 1); m_axeslist = glGenLists (1); glNewList (m_axeslist, GL_COMPILE); glBegin (GL_LINES); for (const GLAxis& ax : g_GLAxes) { qglColor (ax.col); compileVertex (ax.vert); compileVertex (-ax.vert); } glEnd (); glEndList (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static bool g_glInvert = false; void GLRenderer::compileSubObject (LDObject* obj, const GLenum gltype) { glBegin (gltype); const short numverts = (obj->getType () != LDObject::CondLine) ? obj->vertices () : 2; if (g_glInvert == false) for (short i = 0; i < numverts; ++i) compileVertex (obj->m_coords[i]); else for (short i = numverts - 1; i >= 0; --i) compileVertex (obj->m_coords[i]); glEnd (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::compileList (LDObject* obj, const GLRenderer::ListType list) { setObjectColor (obj, list); switch (obj->getType ()) { case LDObject::Line: compileSubObject (obj, GL_LINES); break; case LDObject::CondLine: if (list != GL::PickList) { glLineStipple (1, 0x6666); glEnable (GL_LINE_STIPPLE); } compileSubObject (obj, GL_LINES); glDisable (GL_LINE_STIPPLE); break; case LDObject::Triangle: compileSubObject (obj, GL_TRIANGLES); break; case LDObject::Quad: compileSubObject (obj, GL_QUADS); break; case LDObject::Subfile: { LDSubfile* ref = static_cast<LDSubfile*> (obj); vector<LDObject*> objs = ref->inlineContents (true, true); bool oldinvert = g_glInvert; if (ref->transform ().determinant () < 0) g_glInvert = !g_glInvert; LDObject* prev = ref->prev (); if (prev && prev->getType () == LDObject::BFC && static_cast<LDBFC*> (prev)->type == LDBFC::InvertNext) g_glInvert = !g_glInvert; for (LDObject* obj : objs) { compileList (obj, list); delete obj; } g_glInvert = oldinvert; } break; case LDObject::Radial: { LDRadial* rad = static_cast<LDRadial*> (obj); vector<LDObject*> objs = rad->decompose (true); bool oldinvert = g_glInvert; if (rad->transform ().determinant () < 0) g_glInvert = !g_glInvert; LDObject* prev = rad->prev (); if (prev && prev->getType () == LDObject::BFC && static_cast<LDBFC*> (prev)->type == LDBFC::InvertNext) g_glInvert = !g_glInvert; for (LDObject* obj : objs) { compileList (obj, list); delete obj; } g_glInvert = oldinvert; } break; #if 0 TODO: find a proper way to draw vertices without having them be affected by zoom. case LDObject::Vertex: { LDVertex* pVert = static_cast<LDVertex*> (obj); LDTriangle* pPoly; vertex* vPos = &(pVert->pos); 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->coords[0] = {vPos->x, vPos->y + ((i >= 4 ? 1 : -1) * 0.4f * fPolyScale), vPos->z}; pPoly->coords[1] = { vPos->x + BIPYRAMID_COORD (0), vPos->y, vPos->z + BIPYRAMID_COORD (1) }; pPoly->coords[2] = { vPos->x + BIPYRAMID_COORD (1), vPos->y, vPos->z + BIPYRAMID_COORD (2) }; pPoly->dColor = pVert->dColor; compileOneObject (pPoly, list); delete pPoly; } } break; #endif // 0 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 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); const bool wasRight = (m_lastButtons & Qt::RightButton) && !(ev->buttons() & Qt::RightButton); const bool 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 : g_CameraIcons) { if (info.destRect.contains (ev->pos ())) { setCamera (info.cam); goto end; } } } switch (editMode ()) { case Draw: 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.size () == 0 && ev->modifiers () & Qt::ShiftModifier) { m_rectdraw = true; updateRectVerts (); } } addDrawnVertex (m_hoverpos); break; case Select: if (!drawOnly ()) { 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 && editMode () == Draw && 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 double dx = abs (pos2d.x () - curspos.x ()); double dy = abs (pos2d.y () - curspos.y ()); double 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 (valid) addDrawnVertex (closest); } if (wasRight && m_drawedVerts.size () > 0) { // Remove the last vertex m_drawedVerts.erase (m_drawedVerts.size () - 1); if (m_drawedVerts.size () == 0) 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)) { m_panX += 0.03f * dx * (zoom () / 7.5f); m_panY -= 0.03f * dy * (zoom () / 7.5f); m_panning = true; } else if (left && !m_rangepick && camera () == Free) { m_rotX = m_rotX + (dy); m_rotY = m_rotY + (dx); clampAngle (m_rotX); clampAngle (m_rotY); } // Start the tool tip timer if (!m_drawToolTip) m_toolTipTimer->start (1000); // Update 2d position m_pos = ev->pos (); // Calculate 3d position of the cursor m_hoverpos = (camera () != Free) ? 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); setZoom (clamp<double> (zoom (), 0.01f, 10000.0f)); update (); ev->accept (); } // ============================================================================= void GLRenderer::leaveEvent (QEvent* ev) { Q_UNUSED (ev); m_drawToolTip = false; m_toolTipTimer->stop (); update (); } // ============================================================================= void GLRenderer::contextMenuEvent (QContextMenuEvent* ev) { g_win->spawnContextMenu (ev->globalPos ()); } // ============================================================================= void GLRenderer::setCamera (const GL::Camera cam) { m_camera = cam; gl_camera = (int) cam; g_win->updateEditModeActions (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::pick (uint mouseX, uint mouseY) { GLint viewport[4]; 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) { vector<LDObject*> oldsel = g_win->sel (); g_win->sel ().clear (); for (LDObject* obj : oldsel) { obj->setSelected (false); compileObject (obj); } } m_picking = true; // Paint the picking scene glDisable (GL_DITHER); glClearColor (1.0f, 1.0f, 1.0f, 1.0f); drawGLScene (); 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 (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) 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, m_width); y1 = min<short> (y1, m_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] == m_height); // Read pixels from the color buffer. glReadPixels (x0, viewport[3] - y1, areawidth, areaheight, GL_RGBA, GL_UNSIGNED_BYTE, pixeldata); LDObject* removedObj = null; // 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 = file ()->obj (idx); // If this is an additive single pick and the object is currently selected, // we remove it from selection instead. if (!m_rangepick && m_addpick) { bool removed = false; for (ulong i = 0; i < g_win->sel ().size(); ++i) { if (g_win->sel ()[i] == obj) { g_win->sel ().erase (i); obj->setSelected (false); removed = true; removedObj = obj; } } if (removed) break; } g_win->sel () << obj; } delete[] pixeldata; // Remove duplicated entries g_win->sel ().makeUnique (); // Update everything now. g_win->updateSelection (); // Recompile the objects now to update their color for (LDObject* obj : g_win->sel ()) compileObject (obj); if (removedObj) compileObject (removedObj); // Restore line thickness glLineWidth (gl_linethickness); m_picking = false; m_rangepick = false; glEnable (GL_DITHER); setBackground (); update (); } // ============================================================================= READ_ACCESSOR (EditMode, GLRenderer::editMode) { return m_editMode; } SET_ACCESSOR (EditMode, GLRenderer::setEditMode) { m_editMode = val; switch (editMode ()) { case Select: unsetCursor (); setContextMenuPolicy (Qt::DefaultContextMenu); break; case Draw: if (m_camera == Free) return; // Cannot draw with the free camera // 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. // FIXME: make the selection clearing stuff in ::pick a method and use it // here! This code doesn't update the GL lists. g_win->sel ().clear (); g_win->updateSelection (); m_drawedVerts.clear (); break; } g_win->updateEditModeActions (); update (); } // ============================================================================= void GLRenderer::endDraw (bool accept) { (void) accept; // Clean the selection and create the object vector<vertex>& verts = m_drawedVerts; LDObject* obj = null; 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); obj = quad; } else { switch (verts.size ()) { case 1: // 1 vertex - add a vertex object obj = new LDVertex; static_cast<LDVertex*> (obj)->pos = verts[0]; obj->setColor (maincolor); break; case 2: // 2 verts - make a line obj = new LDLine (verts[0], verts[1]); obj->setColor (edgecolor); break; case 3: case 4: obj = (verts.size () == 3) ? static_cast<LDObject*> (new LDTriangle) : static_cast<LDObject*> (new LDQuad); obj->setColor (maincolor); for (ushort i = 0; i < obj->vertices (); ++i) obj->setVertex (i, verts[i]); break; } } if (obj) { file ()->openHistory (); file ()->addObject (obj); compileObject (obj); g_win->fullRefresh (); file ()->closeHistory (); } m_drawedVerts.clear (); m_rectdraw = false; } static vector<vertex> getVertices (LDObject* obj) { vector<vertex> verts; if (obj->vertices () >= 2) for (int i = 0; i < obj->vertices (); ++i) verts << obj->getVertex (i); else if (obj->getType () == LDObject::Subfile || obj->getType () == LDObject::Radial) { vector<LDObject*> objs; if (obj->getType () == LDObject::Subfile) objs = static_cast<LDSubfile*> (obj)->inlineContents (true, true); else objs = static_cast<LDRadial*> (obj)->decompose (true); for (LDObject* obj : objs) { verts << getVertices (obj); delete obj; } } return verts; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void GLRenderer::compileObject (LDObject* obj) { deleteLists (obj); for (const GL::ListType listType : g_glListTypes) { if (drawOnly () && 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 vector<vertex> verts = getVertices (obj); m_knownVerts << verts; m_knownVerts.makeUnique (); obj->m_glinit = true; } // ============================================================================= uchar* GLRenderer::screencap (ushort& w, ushort& 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); // Restore the background setBackground (); 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 : g_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->m_glinit) return; for (const GL::ListType listType : g_glListTypes) glDeleteLists (obj->glLists[listType], 1); obj->m_glinit = false; } // ============================================================================= Axis GLRenderer::cameraAxis (bool y) { const staticCameraMeta* cam = &g_staticCameras[m_camera]; return (y) ? cam->axisY : cam->axisX; } // ============================================================================= void GLRenderer::setupOverlay () { if (camera () == Free) return; OverlayDialog dlg; if (!dlg.exec ()) return; QImage* img = new QImage (dlg.fpath ().chars ()); overlayMeta& info = getOverlay (camera ()); if (img->isNull ()) { critical ("Failed to load overlay image!"); delete img; return; } delete info.img; // delete the old image info.fname = dlg.fpath (); info.lw = dlg.lwidth (); info.lh = dlg.lheight (); info.ox = dlg.ofsx (); info.oy = dlg.ofsy (); info.img = img; if (info.lw == 0) info.lw = (info.lh * img->width ()) / img->height (); else if (info.lh == 0) info.lh = (info.lw * img->height ()) / img->width (); const Axis x2d = cameraAxis (false), y2d = cameraAxis (true); double negXFac = g_staticCameras[m_camera].negX ? -1 : 1, negYFac = g_staticCameras[m_camera].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; info.fname = dlg.fpath (); // 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)); } } void GLRenderer::clearOverlay () { if (camera () == Free) return; overlayMeta& info = m_overlays[camera ()]; delete info.img; info.img = null; } void GLRenderer::setDepthValue (double depth) { assert (camera () < Free); m_depthValues[camera ()] = depth; } double GLRenderer::depthValue () const { assert (camera () < Free); return m_depthValues[camera ()]; } const char* GLRenderer::cameraName () const { return g_CameraNames[camera ()]; } overlayMeta& GLRenderer::getOverlay (int newcam) { return m_overlays[newcam]; } void deleteCameraIcons () { for (CameraIcon& info : g_CameraIcons) delete info.img; } void GLRenderer::zoomNotch (bool inward) { if (zoom () > 15) setZoom (zoom () * (inward ? 0.833f : 1.2f)); else setZoom (zoom () + (inward ? -1.2f : 1.2f)); } // ============================================================================= void GLRenderer::zoomToFit () { if (file () == null) { setZoom (30.0f); return; } bool lastfilled = false; bool firstrun = true; const uint32 white = 0xFFFFFFFF; bool inward = true; ulong run = 0; const ushort 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. m_picking = true; for (;;) { if (zoom () > 10000.0f || zoom () < 0.0f) { // Obviously, there's nothing to draw if we get here. // Default to 30.0f and break out. setZoom (30.0f); 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 (ushort i = 0; i < w && !filled; ++i) if (imgdata[i] != white || imgdata[((h - 1) * w) + i] != white) filled = true; // Left and right edges for (ushort i = 0; i < h && !filled; ++i) if (imgdata[i * w] != white || imgdata[(i * w) + (w - 1)] != white) filled = true; 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; } delete[] cap; lastfilled = filled; ++run; } setBackground (); m_picking = false; } // ============================================================================= void GLRenderer::updateRectVerts () { if (!m_rectdraw) return; if (m_drawedVerts.size () == 0) { 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 = cameraAxis (false), ay = cameraAxis (true), az = (Axis) (3 - ax - ay); for (int i = 0; i < 4; ++i) m_rectverts[i][az] = depthValue (); 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]; }