Mostly complete from the Python original
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commit
97cf902b87
18 changed files with 527 additions and 0 deletions
129
src/canvas.cpp
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129
src/canvas.cpp
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#include <QMouseEvent>
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#include <QDebug>
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#include "canvas.h"
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#include "glmesh.h"
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#include "mesh.h"
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Canvas::Canvas(const QGLFormat& format, QWidget *parent)
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: QGLWidget(format, parent), mesh(NULL),
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scale(1), tilt(90), yaw(0)
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{
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// Nothing to do here
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}
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Canvas::~Canvas()
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{
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delete mesh;
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}
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void Canvas::load_mesh(Mesh* m)
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{
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mesh = new GLMesh(m);
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center = QVector3D(m->xmin() + m->xmax(),
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m->ymin() + m->ymax(),
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m->zmin() + m->zmax()) / 2;
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scale = 2 / sqrt(
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pow(m->xmax() - m->xmin(), 2) +
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pow(m->ymax() - m->ymin(), 2) +
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pow(m->zmax() - m->zmin(), 2));
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update();
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delete m;
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}
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void Canvas::initializeGL()
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{
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mesh_shader.addShaderFromSourceFile(QGLShader::Vertex, ":/gl/mesh.vert");
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mesh_shader.addShaderFromSourceFile(QGLShader::Fragment, ":/gl/mesh.frag");
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mesh_shader.link();
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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}
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void Canvas::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (mesh) draw_mesh();
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}
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void Canvas::draw_mesh()
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{
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mesh_shader.bind();
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// Load the transform and view matrices into the shader
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glUniformMatrix4fv(
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mesh_shader.uniformLocation("transform_matrix"),
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1, GL_FALSE, transform_matrix().data());
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glUniformMatrix4fv(
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mesh_shader.uniformLocation("view_matrix"),
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1, GL_FALSE, view_matrix().data());
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// Find and enable the attribute location for vertex position
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const GLuint vp = mesh_shader.attributeLocation("vertex_position");
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glEnableVertexAttribArray(vp);
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// Then draw the mesh with that vertex position
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mesh->draw(vp);
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// Clean up state machine
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glDisableVertexAttribArray(vp);
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mesh_shader.release();
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}
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QMatrix4x4 Canvas::transform_matrix() const
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{
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QMatrix4x4 m;
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m.rotate(tilt, QVector3D(1, 0, 0));
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m.rotate(yaw, QVector3D(0, 0, 1));
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m.scale(scale);
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m.translate(-center);
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return m;
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}
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QMatrix4x4 Canvas::view_matrix() const
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{
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QMatrix4x4 m;
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if (width() > height())
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{
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m.scale(height() / float(width()), 1, 0.5);
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}
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else
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{
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m.scale(1, width() / float(height()), 0.5);
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}
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return m;
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}
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void Canvas::mousePressEvent(QMouseEvent* event)
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{
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if (event->button() == Qt::LeftButton)
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{
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mouse_pos = event->pos();
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setCursor(Qt::ClosedHandCursor);
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}
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}
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void Canvas::mouseReleaseEvent(QMouseEvent* event)
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{
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if (event->button() == Qt::LeftButton)
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{
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unsetCursor();
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}
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}
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void Canvas::mouseMoveEvent(QMouseEvent* event)
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{
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if (event->buttons() & Qt::LeftButton)
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{
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auto p = event->pos();
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auto d = p - mouse_pos;
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yaw = fmod(yaw + d.x(), 360);
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tilt = fmax(0, fmin(180, tilt - d.y()));
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mouse_pos = p;
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update();
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}
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}
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