Merge branch 'pan-zoom'

This commit is contained in:
Matt Keeter 2014-03-24 19:49:17 -04:00
commit 4026982e1a
3 changed files with 63 additions and 6 deletions

View file

@ -1,12 +1,18 @@
#version 120 #version 120
uniform float zoom;
varying vec3 ec_pos; varying vec3 ec_pos;
void main() { void main() {
vec3 base3 = vec3(0.99, 0.96, 0.89); vec3 base3 = vec3(0.99, 0.96, 0.89);
vec3 base2 = vec3(0.92, 0.91, 0.83); vec3 base2 = vec3(0.92, 0.91, 0.83);
vec3 base00 = vec3(0.40, 0.48, 0.51); vec3 base00 = vec3(0.40, 0.48, 0.51);
vec3 ec_normal = normalize(cross(dFdx(ec_pos), dFdy(ec_pos))); vec3 ec_normal = normalize(cross(dFdx(ec_pos), dFdy(ec_pos)));
ec_normal.z *= zoom;
ec_normal = normalize(ec_normal);
float a = dot(ec_normal, vec3(0.0, 0.0, 1.0)); float a = dot(ec_normal, vec3(0.0, 0.0, 1.0));
float b = dot(ec_normal, vec3(-0.57, -0.57, 0.57)); float b = dot(ec_normal, vec3(-0.57, -0.57, 0.57));

View file

@ -10,7 +10,7 @@
Canvas::Canvas(const QGLFormat& format, QWidget *parent) Canvas::Canvas(const QGLFormat& format, QWidget *parent)
: QGLWidget(format, parent), mesh(NULL), : QGLWidget(format, parent), mesh(NULL),
scale(1), tilt(90), yaw(0), status(" ") scale(1), zoom(1), tilt(90), yaw(0), status(" ")
{ {
// Nothing to do here // Nothing to do here
} }
@ -30,6 +30,12 @@ void Canvas::load_mesh(Mesh* m)
pow(m->xmax() - m->xmin(), 2) + pow(m->xmax() - m->xmin(), 2) +
pow(m->ymax() - m->ymin(), 2) + pow(m->ymax() - m->ymin(), 2) +
pow(m->zmax() - m->zmin(), 2)); pow(m->zmax() - m->zmin(), 2));
// Reset other camera parameters
zoom = 1;
yaw = 0;
tilt = 90;
update(); update();
delete m; delete m;
@ -89,6 +95,9 @@ void Canvas::draw_mesh()
mesh_shader.uniformLocation("view_matrix"), mesh_shader.uniformLocation("view_matrix"),
1, GL_FALSE, view_matrix().data()); 1, GL_FALSE, view_matrix().data());
// Compensate for z-flattening when zooming
glUniform1f(mesh_shader.uniformLocation("zoom"), 1/zoom);
// Find and enable the attribute location for vertex position // Find and enable the attribute location for vertex position
const GLuint vp = mesh_shader.attributeLocation("vertex_position"); const GLuint vp = mesh_shader.attributeLocation("vertex_position");
glEnableVertexAttribArray(vp); glEnableVertexAttribArray(vp);
@ -122,12 +131,14 @@ QMatrix4x4 Canvas::view_matrix() const
{ {
m.scale(-1, width() / float(height()), 0.5); m.scale(-1, width() / float(height()), 0.5);
} }
m.scale(zoom, zoom, 1);
return m; return m;
} }
void Canvas::mousePressEvent(QMouseEvent* event) void Canvas::mousePressEvent(QMouseEvent* event)
{ {
if (event->button() == Qt::LeftButton) if (event->button() == Qt::LeftButton ||
event->button() == Qt::RightButton)
{ {
mouse_pos = event->pos(); mouse_pos = event->pos();
setCursor(Qt::ClosedHandCursor); setCursor(Qt::ClosedHandCursor);
@ -136,21 +147,59 @@ void Canvas::mousePressEvent(QMouseEvent* event)
void Canvas::mouseReleaseEvent(QMouseEvent* event) void Canvas::mouseReleaseEvent(QMouseEvent* event)
{ {
if (event->button() == Qt::LeftButton) if (event->button() == Qt::LeftButton ||
event->button() == Qt::RightButton)
{ {
unsetCursor(); unsetCursor();
} }
} }
void Canvas::mouseMoveEvent(QMouseEvent* event) void Canvas::mouseMoveEvent(QMouseEvent* event)
{
if (event->buttons() & Qt::LeftButton)
{ {
auto p = event->pos(); auto p = event->pos();
auto d = p - mouse_pos; auto d = p - mouse_pos;
if (event->buttons() & Qt::LeftButton)
{
yaw = fmod(yaw - d.x(), 360); yaw = fmod(yaw - d.x(), 360);
tilt = fmax(0, fmin(180, tilt - d.y())); tilt = fmax(0, fmin(180, tilt - d.y()));
mouse_pos = p;
update(); update();
} }
else if (event->buttons() & Qt::RightButton)
{
center = transform_matrix().inverted() *
view_matrix().inverted() *
QVector3D(-d.x() / (0.5*width()),
d.y() / (0.5*height()), 0);
update();
}
mouse_pos = p;
}
void Canvas::wheelEvent(QWheelEvent *event)
{
// Find GL position before the zoom operation
// (to zoom about mouse cursor)
auto p = event->pos();
QVector3D v(1 - p.x() / (0.5*width()),
p.y() / (0.5*height()) - 1, 0);
QVector3D a = transform_matrix().inverted() *
view_matrix().inverted() * v;
if (event->delta() < 0)
{
for (int i=0; i > event->delta(); --i)
zoom *= 1.001;
}
else if (event->delta() > 0)
{
for (int i=0; i < event->delta(); ++i)
zoom /= 1.001;
}
// Then find the cursor's GL position post-zoom and adjust center.
QVector3D b = transform_matrix().inverted() *
view_matrix().inverted() * v;
center += b - a;
update();
} }

View file

@ -32,6 +32,7 @@ protected:
void mousePressEvent(QMouseEvent* event); void mousePressEvent(QMouseEvent* event);
void mouseReleaseEvent(QMouseEvent* event); void mouseReleaseEvent(QMouseEvent* event);
void mouseMoveEvent(QMouseEvent* event); void mouseMoveEvent(QMouseEvent* event);
void wheelEvent(QWheelEvent* event);
private: private:
@ -48,6 +49,7 @@ private:
QVector3D center; QVector3D center;
float scale; float scale;
float zoom;
float tilt; float tilt;
float yaw; float yaw;