klayout/src/plugins/tools/view_25d/lay_plugin/layD25ViewWidget.cc

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/*
KLayout Layout Viewer
Copyright (C) 2006-2020 Matthias Koefferlein
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 2 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, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "layD25ViewWidget.h"
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#include "tlException.h"
#include <QWheelEvent>
#include <QMouseEvent>
#include "math.h"
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namespace lay
{
D25ViewWidget::D25ViewWidget (QWidget *parent)
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: QOpenGLWidget (parent),
m_program (0), m_dragging (false), m_rotating (false), m_cam_azimuth (0.0), m_cam_elevation (0.0)
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{
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QSurfaceFormat format;
format.setDepthBufferSize (24);
format.setSamples (4); // more -> widget extends beyond boundary!
setFormat (format);
m_cam_position = QVector3D (0.0, 0.0, 3.0); // @@@
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}
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D25ViewWidget::~D25ViewWidget ()
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{
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// Make sure the context is current and then explicitly
// destroy all underlying OpenGL resources.
makeCurrent();
delete m_program;
doneCurrent();
}
void
D25ViewWidget::initializeGL ()
{
QOpenGLFunctions::initializeOpenGLFunctions();
glEnable (GL_DEPTH_TEST);
glEnable (GL_BLEND);
// @@@ dark background
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// @@@ white background
glBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
static const char *vertexShaderSource =
"attribute highp vec4 posAttr;\n"
"uniform highp mat4 matrix;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = matrix * posAttr;\n"
"}\n";
static const char *fragmentShaderSource =
"varying lowp vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n";
m_program = new QOpenGLShaderProgram (this);
if (! m_program->addShaderFromSourceCode (QOpenGLShader::Vertex, vertexShaderSource)) {
throw tl::Exception (std::string ("Vertex shader compilation failed:\n") + tl::to_string (m_program->log ()));
}
if (! m_program->addShaderFromSourceCode (QOpenGLShader::Fragment, fragmentShaderSource)) {
throw tl::Exception (std::string ("Fragment shader compilation failed:\n") + tl::to_string (m_program->log ()));
}
if (! m_program->link ()) {
throw tl::Exception (std::string ("Linking failed:\n") + tl::to_string (m_program->log ()));
}
m_posAttr = m_program->attributeLocation ("posAttr");
m_colAttr = m_program->attributeLocation ("colAttr");
m_matrixUniform = m_program->uniformLocation ("matrix");
}
static QVector3D cam_direction (double azimuth, double elevation)
{
// positive azimuth: camera looks left
// positive elevation: camera looks up
double y = sin (elevation * M_PI / 180.0);
double r = cos (elevation * M_PI / 180.0);
double x = r * sin (azimuth * M_PI / 180.0);
double z = r * cos (azimuth * M_PI / 180.0);
return QVector3D (x, y, -z);
}
void
D25ViewWidget::wheelEvent (QWheelEvent *event)
{
double cal = 0.6;
int dx = event->pos ().x () - width () / 2;
int dy = -(event->pos ().y () - height () / 2);
double da = atan (dx * cal * 2.0 / height ()) * 180 / M_PI;
double de = atan (dy * cal * 2.0 / height ()) * 180 / M_PI;
m_cam_position += (event->angleDelta ().y () * (1.0 / (45 * 8))) * cam_direction (m_cam_azimuth + da, m_cam_elevation + de);
update_cam_trans ();
}
void
D25ViewWidget::mousePressEvent (QMouseEvent *event)
{
m_dragging = m_rotating = false;
if (event->button () == Qt::MidButton) {
m_dragging = true;
} else if (event->button () == Qt::LeftButton) {
m_rotating = true;
}
m_start_pos = event->pos ();
m_start_cam_position = m_cam_position;
m_start_cam_azimuth = m_cam_azimuth;
m_start_cam_elevation = m_cam_elevation;
}
void
D25ViewWidget::mouseReleaseEvent (QMouseEvent *event)
{
m_dragging = false;
}
void
D25ViewWidget::mouseMoveEvent (QMouseEvent *event)
{
double focus_dist = 4.0; // 4 times focal length
if (m_dragging) {
// for the chosen perspective transformation:
double cal = 0.6 * focus_dist;
QPoint d = event->pos () - m_start_pos;
double f = cal * 2.0 / double (height ());
double dx = d.x () * f;
double dy = -d.y () * f;
QVector3D xv (cos (m_start_cam_azimuth * M_PI / 180.0), 0.0, -sin (m_start_cam_azimuth * M_PI / 180.0));
double re = sin (m_start_cam_elevation * M_PI / 180.0);
QVector3D yv (-re * xv.z (), cos (m_start_cam_elevation * M_PI / 180.0), re * xv.x ());
QVector3D drag = xv * dx + yv * dy;
// "-drag" because we're not dragging the camera, we're dragging the scene
m_cam_position = m_start_cam_position - drag;
update_cam_trans ();
} else if (m_rotating) {
QPoint d = event->pos () - m_start_pos;
double ax = atan (d.x () / (0.5 * height ())) * 180 / M_PI;
double ay = atan (-d.y () / (0.5 * height ())) * 180 / M_PI;
m_cam_elevation = m_start_cam_elevation + ay;
m_cam_azimuth = m_start_cam_azimuth + ax;
m_cam_position = (cam_direction (m_cam_azimuth, m_cam_elevation) * -focus_dist) + cam_direction (m_start_cam_azimuth, m_start_cam_elevation) * focus_dist + m_start_cam_position;
update_cam_trans ();
}
}
void
D25ViewWidget::update_cam_trans ()
{
printf("@@@ e=%g a=%g x,y,z=%g,%g,%g\n", m_cam_elevation, m_cam_azimuth, m_cam_position.x(), m_cam_position.y(), m_cam_position.z()); fflush(stdout);
QMatrix4x4 t;
// third: elevation
t.rotate (-m_cam_elevation, 1.0, 0.0, 0.0);
// second: azimuth
t.rotate (m_cam_azimuth, 0.0, 1.0, 0.0);
// first: translate the origin into the cam's position
t.translate (-m_cam_position);
m_cam_trans = t;
update ();
}
void
D25ViewWidget::paintGL ()
{
const qreal retinaScale = devicePixelRatio ();
glViewport (0, 0, width () * retinaScale, height () * retinaScale);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor (1.0, 1.0, 1.0, 1.0);
m_program->bind ();
QMatrix4x4 matrix;
matrix.perspective (60.0f, float (width ()) / float (height ()), 0.1f, 100.0f);
matrix *= m_cam_trans;
m_program->setUniformValue (m_matrixUniform, matrix);
glEnableVertexAttribArray (m_posAttr);
glEnableVertexAttribArray (m_colAttr);
GLfloat vertices[] = {
0.0f, 0.707f, -1.0,
-0.5f, -0.5f, -1.0,
0.5f, -0.5f, -1.0,
-0.6 + 0.0f, 0.0707f, -1.0,
-0.6 + -0.05f, -0.05f, -1.0,
-0.6 + 0.05f, -0.05f, -1.0,
0.0f, 0.707f, -1.5,
-0.5f, -0.5f, -1.5,
0.5f, -0.5f, -1.5,
0.0f, 0.707f, -2.0,
-0.5f, -0.5f, -2.0,
0.5f, -0.5f, -2.0
};
GLfloat colors[] = {
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f
};
glVertexAttribPointer (m_posAttr, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer (m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
glDrawArrays (GL_TRIANGLES, 0, 12);
GLfloat plane_vertices[] = {
-1.05, 0.0, -2.05, -1.05, 0.0, 0.05, 1.05, 0.0, 0.05,
-1.05, 0.0, -2.05, 1.05, 0.0, 0.05, 1.05, 0.0, -2.05
};
GLfloat plane_colors[] = {
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f
};
glVertexAttribPointer (m_posAttr, 3, GL_FLOAT, GL_FALSE, 0, plane_vertices);
glVertexAttribPointer (m_colAttr, 4, GL_FLOAT, GL_FALSE, 0, plane_colors);
glDrawArrays (GL_TRIANGLES, 0, 6);
GLfloat gridline_vertices[] = {
-1.0, 0.0, -2.0, -1.0, 0.0, 0.0,
-0.75, 0.0, -2.0, -0.75, 0.0, 0.0,
-0.5, 0.0, -2.0, -0.5, 0.0, 0.0,
-0.25, 0.0, -2.0, -0.25, 0.0, 0.0,
0.0, 0.0, -2.0, 0.0, 0.0, 0.0,
0.25, 0.0, -2.0, 0.25, 0.0, 0.0,
0.5, 0.0, -2.0, 0.5, 0.0, 0.0,
0.75, 0.0, -2.0, 0.75, 0.0, 0.0,
1.0, 0.0, -2.0, 1.0, 0.0, 0.0,
1.0, 0.0, -2.0, -1.0, 0.0, -2.0,
1.0, 0.0, -1.75, -1.0, 0.0, -1.75,
1.0, 0.0, -1.5 , -1.0, 0.0, -1.5,
1.0, 0.0, -1.25, -1.0, 0.0, -1.25,
1.0, 0.0, -1.0, -1.0, 0.0, -1.0,
1.0, 0.0, -0.75, -1.0, 0.0, -0.75,
1.0, 0.0, -0.5 , -1.0, 0.0, -0.5,
1.0, 0.0, -0.25, -1.0, 0.0, -0.25,
1.0, 0.0, 0.0, -1.0, 0.0, 0.0
};
GLfloat gridline_colors[] = {
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f,
1.0f, 1.0f, 1.0f, 0.2f
};
glVertexAttribPointer (m_posAttr, 3, GL_FLOAT, GL_FALSE, 0, gridline_vertices);
glVertexAttribPointer (m_colAttr, 4, GL_FLOAT, GL_FALSE, 0, gridline_colors);
glLineWidth (2.0);
glDrawArrays (GL_LINES, 0, 36);
glDisableVertexAttribArray (m_posAttr);
glDisableVertexAttribArray (m_colAttr);
m_program->release ();
}
void
D25ViewWidget::resizeGL (int /*w*/, int /*h*/)
{
update_cam_trans ();
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}
}