Wed, 25 May 2022 20:36:34 +0300
Fix pick() picking from weird places on the screen with high DPI scaling
glReadPixels reads data from the frame buffer, which contains data after
high DPI scaling, so any reads to that need to take this scaling into account
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2020 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/>. */ #pragma once #include "basics.h" namespace utility { // http://stackoverflow.com/a/18204188/3629665 template<typename T> inline T rotl10(T x) { return (x << 10) | ((x >> 22) & 0x000000ff); } template<typename T> inline T rotl20(T x) { return (x << 20) | ((x >> 12) & 0x000000ff); } inline QString format(const QString& format_string) { return format_string; } template<typename T, typename... Rest> QString format(const QString& format_string, T&& arg, Rest&&... rest) { return format(format_string.arg(arg), std::forward<Rest>(rest)...); } inline QString quoted(QString string) { if (string.contains("'")) { string.replace("\"", "\\\""); string = "\"" + string + "\""; } else { string = "'" + string + "'"; } return string; } /** * @brief Converts the specified vertex to a simple string * @param vertex vertex to convert * @return "x y z"-formatted string */ inline QString vertexToString(const glm::vec3& vertex) { return utility::format("%1 %2 %3", vertex.x, vertex.y, vertex.z); } inline QString vertexToStringParens(const glm::vec3& vertex) { return utility::format("(%1, %2, %3)", vertex.x, vertex.y, vertex.z); } } template<typename T, glm::qualifier Q> inline unsigned int qHash(const glm::vec<3, T, Q>& key) { return qHash(key.x) ^ utility::rotl10(qHash(key.y)) ^ utility::rotl20(qHash(key.z)); }