src/gl/partrenderer.cpp

Sun, 26 Jan 2020 14:29:30 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Sun, 26 Jan 2020 14:29:30 +0200
changeset 33
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parent 32
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child 34
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permissions
-rw-r--r--

replaced matrix and vertex classes with glm

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2020 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include <GL/glut.h>
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20 #include <glm/ext/matrix_transform.hpp>
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21 #include <glm/ext/matrix_clip_space.hpp>
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22 #include <QMouseEvent>
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23 #include <QMessageBox>
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24 #include "partrenderer.h"
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25
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26 PartRenderer::PartRenderer(Model* model, DocumentManager* documents, const ColorTable& colorTable, QWidget* parent) :
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27 QOpenGLWidget{parent},
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28 model{model},
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29 documents{documents},
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30 colorTable{colorTable},
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31 compiler{new gl::Compiler{this->colorTable, this}}
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32 {
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33 this->setMouseTracking(true);
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34 }
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35
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36 PartRenderer::~PartRenderer()
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37 {
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38 }
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39
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40 void PartRenderer::initializeGL()
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41 {
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42 this->initializeOpenGLFunctions();
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43 if (glGetError() != GL_NO_ERROR)
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44 {
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45 abort();
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46 }
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47 this->compiler->initialize();
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48 this->compiler->build(this->model, this->documents);
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49 this->initializeLighting();
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50 this->initialized = true;
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51 this->modelQuaternion = glm::angleAxis(glm::radians(30.0f), glm::vec3{-1, 0, 0});
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52 this->modelQuaternion *= glm::angleAxis(glm::radians(225.0f), glm::vec3{-0, 1, 0});
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53 this->updateViewMatrix();
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54 glLineWidth(2.0);
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55 this->update();
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56 }
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57
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58 void PartRenderer::initializeLighting()
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59 {
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60 GLfloat materialShininess[] = {5.0};
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61 GLfloat lightPosition[] = {1.0, 1.0, 1.0, 0.0};
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62 GLfloat ambientLightingLevel[] = {0.5, 0.5, 0.5, 1.0};
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63 glShadeModel(GL_SMOOTH);
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64 glMaterialfv(GL_FRONT, GL_SHININESS, materialShininess);
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65 glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLightingLevel);
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66 glLightfv(GL_LIGHT0, GL_DIFFUSE, ambientLightingLevel);
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67 glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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68 glEnable(GL_LIGHTING);
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69 glEnable(GL_LIGHT0);
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70 glEnable(GL_COLOR_MATERIAL);
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71 glEnable(GL_DEPTH_TEST);
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72 }
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73
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74 void PartRenderer::resizeGL(int width, int height)
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75 {
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76 glViewport(0, 0, width, height);
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77 this->projectionMatrix = glm::perspective(
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78 glm::radians(45.0f),
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79 static_cast<float>(width) / static_cast<float>(height),
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80 0.1f,
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81 10000.f);
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82 }
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83
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84 static GLenum getGlTypeForArrayClass(const gl::ArrayClass vboClass)
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85 {
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86 switch (vboClass)
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87 {
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88 case gl::ArrayClass::Lines:
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89 case gl::ArrayClass::ConditionalLines:
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90 return GL_LINES;
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91 case gl::ArrayClass::Triangles:
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92 return GL_TRIANGLES;
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93 case gl::ArrayClass::Quads:
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94 return GL_QUADS;
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95 }
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96 throw std::runtime_error{"Bad vbo class passed to getGlTypeForVboClass"};
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97 }
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98
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99 void PartRenderer::paintGL()
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100 {
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101 /*
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102 glEnable (GL_BLEND);
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103 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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104 */
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105 glEnable (GL_DEPTH_TEST);
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106 glShadeModel (GL_SMOOTH);
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107 glEnable (GL_MULTISAMPLE);
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108 glEnable (GL_LINE_SMOOTH);
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109 glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
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110 this->renderScene();
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111 }
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112
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113 void PartRenderer::renderScene()
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114 {
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115 glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
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116 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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117 glEnable(GL_DEPTH_TEST);
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118 glEnable(GL_LIGHTING);
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119 glEnable(GL_POLYGON_OFFSET_FILL);
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120 glPolygonOffset(1.0f, 1.0f);
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121 switch (this->renderStyle)
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122 {
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123 case gl::RenderStyle::Normal:
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124 case gl::RenderStyle::BfcRedGreen:
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125 case gl::RenderStyle::RandomColors:
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126 break;
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127 case gl::RenderStyle::Wireframe:
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128 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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129 break;
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130 }
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131 this->compiler->setUniformMatrix("CameraTransformation", this->projectionMatrix * this->viewMatrix * glm::mat4_cast(this->modelQuaternion));
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132 // Lines need to be rendered last so that anti-aliasing does not interfere with polygon rendering.
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133 renderVao(gl::ArrayClass::Triangles);
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134 renderVao(gl::ArrayClass::Quads);
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135 renderVao(gl::ArrayClass::Lines);
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136 glDisable(GL_POLYGON_OFFSET_FILL);
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137 }
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138
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139 void PartRenderer::updateViewMatrix()
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140 {
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141 // I'm not quite sure why using the exponent function on the zoom factor causes linear zoom behavior
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142 const double z = 2 * std::exp(this->zoom) * (1 + this->compiler->modelDistance());
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143 this->viewMatrix = glm::lookAt(glm::vec3{0, 0, z}, {0, 0, 0}, {0, -1, 0});
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144 }
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145
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146 void PartRenderer::renderVao(const gl::ArrayClass arrayClass)
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147 {
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148 this->compiler->bindVertexArray(arrayClass);
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149 const std::size_t vertexCount = this->compiler->vboSize(arrayClass) / gl::FLOATS_PER_VERTEX;
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150 glDrawArrays(getGlTypeForArrayClass(arrayClass), 0, static_cast<GLsizei>(vertexCount));
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151 this->compiler->releaseVertexArray(arrayClass);
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152 this->checkForGLErrors();
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153 }
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154
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155 void PartRenderer::checkForGLErrors()
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156 {
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157 GLenum glError;
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158 QStringList errors;
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159 while ((glError = glGetError()) != GL_NO_ERROR)
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160 {
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161 const QString glErrorString = QString::fromLatin1(reinterpret_cast<const char*>(::gluErrorString(glError)));
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162 errors.append(glErrorString);
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163 }
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164 if (not errors.isEmpty())
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165 {
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166 QMessageBox::critical(
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167 this,
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168 tr("Rendering error"),
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169 QString{"Failed to render.\n%1"}.arg(errors.join("\n")));
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170 }
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171 }
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172
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173 void PartRenderer::mouseMoveEvent(QMouseEvent* event)
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174 {
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175 const bool left = event->buttons() & Qt::LeftButton;
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176 const QPointF move = pointToPointF(event->pos()) - this->lastMousePosition;
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177 if (left and not move.isNull())
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178 {
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179 // q_x is the rotation of the brick along the vertical y-axis, because turning the
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180 // vertical axis causes horizontal (=x) rotation. Likewise q_y is the rotation of the
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181 // brick along the horizontal x-axis, which causes vertical rotation.
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182 const auto scalar = 0.006f;
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183 const float move_x = static_cast<float>(move.x());
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184 const float move_y = static_cast<float>(move.y());
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185 const glm::quat q_x = glm::angleAxis(scalar * move_x, glm::vec3{0, -1, 0});
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186 const glm::quat q_y = glm::angleAxis(scalar * move_y, glm::vec3{-1, 0, 0});
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187 this->modelQuaternion = q_x * q_y * this->modelQuaternion;
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188 this->update();
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189 }
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190 this->lastMousePosition = pointToPointF(event->pos());
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191 }
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192
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193 void PartRenderer::wheelEvent(QWheelEvent* event)
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194 {
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195 static constexpr double WHEEL_STEP = 1 / 1000.0;
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196 const double move = (-event->angleDelta().y()) * WHEEL_STEP;
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197 this->zoom = std::clamp(this->zoom + move, MIN_ZOOM, MAX_ZOOM);
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198 this->updateViewMatrix();
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199 this->update();
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200 }
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201
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202 void PartRenderer::setRenderStyle(const gl::RenderStyle newStyle)
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203 {
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204 this->renderStyle = newStyle;
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205 this->update();
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206 }
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207

mercurial