fstl/src/canvas.cpp
2014-03-24 19:32:12 -04:00

199 lines
4.6 KiB
C++

#include <QMouseEvent>
#include <QDebug>
#include <cmath>
#include "canvas.h"
#include "backdrop.h"
#include "glmesh.h"
#include "mesh.h"
Canvas::Canvas(const QGLFormat& format, QWidget *parent)
: QGLWidget(format, parent), mesh(NULL),
scale(1), zoom(1), tilt(90), yaw(0), status(" ")
{
// Nothing to do here
}
Canvas::~Canvas()
{
delete mesh;
}
void Canvas::load_mesh(Mesh* m)
{
mesh = new GLMesh(m);
center = QVector3D(m->xmin() + m->xmax(),
m->ymin() + m->ymax(),
m->zmin() + m->zmax()) / 2;
scale = 2 / sqrt(
pow(m->xmax() - m->xmin(), 2) +
pow(m->ymax() - m->ymin(), 2) +
pow(m->zmax() - m->zmin(), 2));
update();
delete m;
}
void Canvas::set_status(const QString &s)
{
status = s;
update();
}
void Canvas::clear_status()
{
status = "";
update();
}
void Canvas::initializeGL()
{
initializeGLFunctions();
mesh_shader.addShaderFromSourceFile(QGLShader::Vertex, ":/gl/mesh.vert");
mesh_shader.addShaderFromSourceFile(QGLShader::Fragment, ":/gl/mesh.frag");
mesh_shader.link();
backdrop = new Backdrop();
}
void Canvas::paintEvent(QPaintEvent *event)
{
Q_UNUSED(event);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
backdrop->draw();
if (mesh) draw_mesh();
if (status.isNull()) return;
QPainter painter(this);
painter.setRenderHint(QPainter::Antialiasing);
painter.drawText(10, height() - 10, status);
}
void Canvas::draw_mesh()
{
mesh_shader.bind();
// Load the transform and view matrices into the shader
glUniformMatrix4fv(
mesh_shader.uniformLocation("transform_matrix"),
1, GL_FALSE, transform_matrix().data());
glUniformMatrix4fv(
mesh_shader.uniformLocation("view_matrix"),
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
const GLuint vp = mesh_shader.attributeLocation("vertex_position");
glEnableVertexAttribArray(vp);
// Then draw the mesh with that vertex position
mesh->draw(vp);
// Clean up state machine
glDisableVertexAttribArray(vp);
mesh_shader.release();
}
QMatrix4x4 Canvas::transform_matrix() const
{
QMatrix4x4 m;
m.rotate(tilt, QVector3D(1, 0, 0));
m.rotate(yaw, QVector3D(0, 0, 1));
m.scale(scale);
m.translate(-center);
return m;
}
QMatrix4x4 Canvas::view_matrix() const
{
QMatrix4x4 m;
if (width() > height())
{
m.scale(-height() / float(width()), 1, 0.5);
}
else
{
m.scale(-1, width() / float(height()), 0.5);
}
m.scale(zoom, zoom, 1);
return m;
}
void Canvas::mousePressEvent(QMouseEvent* event)
{
if (event->button() == Qt::LeftButton ||
event->button() == Qt::RightButton)
{
mouse_pos = event->pos();
setCursor(Qt::ClosedHandCursor);
}
}
void Canvas::mouseReleaseEvent(QMouseEvent* event)
{
if (event->button() == Qt::LeftButton ||
event->button() == Qt::RightButton)
{
unsetCursor();
}
}
void Canvas::mouseMoveEvent(QMouseEvent* event)
{
auto p = event->pos();
auto d = p - mouse_pos;
if (event->buttons() & Qt::LeftButton)
{
yaw = fmod(yaw - d.x(), 360);
tilt = fmax(0, fmin(180, tilt - d.y()));
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();
}