src/layers/axeslayer.cpp

Tue, 28 Jun 2022 00:25:10 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Tue, 28 Jun 2022 00:25:10 +0300
changeset 279
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parent 264
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child 377
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permissions
-rw-r--r--

Add build system information to the about dialog

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 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 <QPainter>
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20 #include <QPainterPath>
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21 #include "src/gl/partrenderer.h"
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22 #include "src/layers/axeslayer.h"
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23
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24 static constexpr char vertexShaderSource[] = R"(
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25 #version 330 core
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26
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27 layout (location = 0) in vec3 in_position;
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28 layout (location = 1) in vec3 in_color;
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29 uniform mat4 mvp;
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30 smooth out vec3 ex_color;
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31
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32 void main()
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33 {
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34 gl_Position = mvp * vec4(in_position, 1.0);
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35 ex_color = in_color;
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36 }
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37 )";
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38
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39 static constexpr char fragmentShaderSource[] = R"(
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40 #version 330 core
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41
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42 out vec4 color;
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43 smooth in vec3 ex_color;
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44
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45 void main(void)
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46 {
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47 color = vec4(ex_color, 1);
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48 }
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49 )";
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50
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51 void AxesLayer::initializeGL()
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52 {
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53 constexpr struct VertexType
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54 {
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55 glm::vec3 position;
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56 glm::vec3 color;
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57 } data[] = {
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58 {{10000, 0, 0}, {1, 0, 0}},
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59 {{0, 0, 0}, {1, 0, 0}},
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60 {{-10000, 0, 0}, {0.5, 0, 0}},
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61 {{0, 0, 0}, {0.5, 0, 0}},
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62 {{0, 10000, 0}, {0, 1, 0}},
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63 {{0, 0, 0}, {0, 1, 0}},
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64 {{0, -10000, 0}, {0, 0.5, 0}},
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65 {{0, 0, 0}, {0, 0.5, 0}},
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66 {{0, 0, 10000}, {0, 0, 1}},
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67 {{0, 0, 0}, {0, 0, 1}},
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68 {{0, 0, -10000}, {0, 0, 0.5}},
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69 {{0, 0, 0}, {0, 0, 0.5}},
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70 };
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71 constexpr int stride = sizeof(VertexType);
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72 this->shader.initialize(
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73 ::vertexShaderSource,
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74 ::fragmentShaderSource,
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75 QOpenGLBuffer::StaticDraw,
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76 {
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77 GLAttributeSpec{
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78 .type = GL_FLOAT,
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79 .offset = offsetof(VertexType, position),
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80 .tuplesize = 3,
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81 .stride = stride,
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82 },
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83 {
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84 .type = GL_FLOAT,
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85 .offset = offsetof(VertexType, color),
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86 .tuplesize = 3,
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87 .stride = stride,
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88 },
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89 });
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90 this->shader.bufferData(&data[0], countof(data), sizeof data[0]);
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91 }
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92
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93 void AxesLayer::overpaint(QPainter* painter)
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94 {
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95 painter->save();
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96 QFont font;
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97 font.setStyle(QFont::StyleItalic);
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98 font.setBold(true);
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99 painter->setFont(font);
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100 QFontMetrics fontMetrics{font};
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101 const auto renderText = [&](const QString& text, const PointOnRectagle& intersection)
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102 {
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103 QPointF position = toQPointF(intersection.position);
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104 const RectangleSide side = intersection.side;
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105 switch (side)
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106 {
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107 case RectangleSide::Top:
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108 position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())};
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109 break;
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110 case RectangleSide::Left:
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111 break;
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112 case RectangleSide::Bottom:
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113 position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())};
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114 break;
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115 case RectangleSide::Right:
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116 position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0};
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117 break;
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118 }
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119 drawBorderedText(painter, position, font, text);
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120 };
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121 const QRectF box {QPointF{0, 0}, sizeToSizeF(this->renderer->size())};
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122 const QPointF p1 = this->renderer->modelToScreenCoordinates(glm::vec3{0, 0, 0});
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123 static const struct
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124 {
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125 QString text;
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126 glm::vec3 direction;
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127 } directions[] =
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128 {
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129 {"+x", {1, 0, 0}},
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130 {"-x", {-1, 0, 0}},
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131 {"+y", {0, 1, 0}},
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132 {"-y", {0, -1, 0}},
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133 {"+z", {0, 0, 1}},
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134 {"-z", {0, 0, -1}},
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135 };
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136 for (const auto& axis : directions)
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137 {
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138 const QPointF x_p = this->renderer->modelToScreenCoordinates(axis.direction);
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139 const auto intersection = rayRectangleIntersection(
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140 rayFromPoints(toVec2(p1), toVec2(x_p)),
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141 box);
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142 if (intersection.has_value())
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143 {
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144 renderText(axis.text, *intersection);
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145 }
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146 }
245
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147 painter->restore();
234
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148 }
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149
215
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150 void AxesLayer::paintGL()
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151 {
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152 glLineWidth(5);
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153 glEnable(GL_LINE_SMOOTH);
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154 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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155 this->shader.draw(GL_LINES);
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156 glDisable(GL_LINE_SMOOTH);
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157 }
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158
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159 void AxesLayer::mvpMatrixChanged(const glm::mat4& mvpMatrix)
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160 {
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161 this->shader.setMvpMatrix(mvpMatrix);
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162 }

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