WIP: foreground light, enhanced navigation ...

This commit is contained in:
Matthias Koefferlein 2020-04-13 18:13:17 +02:00
parent 194a2747e6
commit fd2749895c
3 changed files with 355 additions and 182 deletions

View File

@ -122,9 +122,7 @@ hit_point_with_cuboid (const QVector3D &line, const QVector3D &line_dir, const Q
for (std::vector<std::pair<bool, QVector3D> >::const_iterator i = cutpoints.begin (); i != cutpoints.end (); ++i) {
if (i->first) {
double dist = QVector3D::dotProduct (i->second - line, ld_norm);
if (dist < -epsilon) {
// ignore all cutpoints behind us
} else if (min_dist_index < 0) {
if (min_dist_index < 0) {
min_dist = dist;
min_dist_index = int (i - cutpoints.begin ());
} else if (dist < min_dist) {

View File

@ -45,147 +45,51 @@ namespace lay
D25ViewWidget::D25ViewWidget (QWidget *parent)
: QOpenGLWidget (parent),
m_shapes_program (0), m_dragging (false), m_rotating (false), m_cam_azimuth (0.0), m_cam_elevation (0.0), m_top_view (false)
m_shapes_program (0)
{
QSurfaceFormat format;
format.setDepthBufferSize (24);
format.setSamples (4); // more -> widget extends beyond boundary!
format.setStencilBufferSize (8);
// @@@? format.setVersion (3, 2);
format.setProfile (QSurfaceFormat::CoreProfile);
setFormat (format);
m_scale_factor = 1.0;
m_focus_dist = 0.0;
m_zmin = m_zmax = 0.0;
mp_view = 0;
}
D25ViewWidget::~D25ViewWidget ()
{
// Make sure the context is current and then explicitly
// destroy all underlying OpenGL resources.
makeCurrent();
makeCurrent ();
delete m_shapes_program;
doneCurrent();
doneCurrent ();
}
void
D25ViewWidget::initializeGL ()
D25ViewWidget::reset ()
{
QOpenGLFunctions::initializeOpenGLFunctions();
m_scale_factor = 1.0;
m_focus_dist = 0.0;
m_fov = 60.0;
m_cam_azimuth = m_cam_elevation = 0.0;
m_top_view = false;
m_dragging = m_rotating = false;
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 *shapes_vertex_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"layout (location = 0) in vec4 posAttr;\n"
"\n"
"void main() {\n"
" gl_Position = posAttr;\n"
"}\n";
static const char *shapes_geometry_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"\n"
"uniform vec4 color;\n"
"uniform vec4 ambient;\n"
"uniform vec3 illum;\n"
"out lowp vec4 vertexColor;\n"
"uniform mat4 matrix;\n"
"layout (triangles) in;\n"
"layout (triangle_strip, max_vertices = 3) out;\n"
"\n"
"void main() {\n"
" vec4 p0 = gl_in[0].gl_Position;\n"
" vec4 p1 = gl_in[1].gl_Position;\n"
" vec4 p2 = gl_in[2].gl_Position;\n"
" vec3 n = cross(p2.xyz - p0.xyz, p1.xyz - p0.xyz);\n"
" float dp = dot(normalize(n), illum);\n"
" vertexColor.rgb = color.rgb * (dp * 0.5 + 0.5) - (min(0.0, dp) * 0.5 * ambient.rgb);\n"
" vertexColor.a = 1.0;\n"
" gl_Position = matrix * p0;\n"
" EmitVertex();\n"
" gl_Position = matrix * p1;\n"
" EmitVertex();\n"
" gl_Position = matrix * p2;\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n";
static const char *shapes_fragment_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"in lowp vec4 vertexColor;\n"
"out lowp vec4 fragColor;\n"
"void main() {\n"
" fragColor = vertexColor;\n"
"}\n";
m_shapes_program = new QOpenGLShaderProgram (this);
if (! m_shapes_program->addShaderFromSourceCode (QOpenGLShader::Vertex, shapes_vertex_shader_source)) {
throw tl::Exception (std::string ("Shapes vertex shader compilation failed:\n") + tl::to_string (m_shapes_program->log ()));
}
if (! m_shapes_program->addShaderFromSourceCode (QOpenGLShader::Geometry, shapes_geometry_shader_source)) {
throw tl::Exception (std::string ("Shapes geometry shader compilation failed:\n") + tl::to_string (m_shapes_program->log ()));
}
if (! m_shapes_program->addShaderFromSourceCode (QOpenGLShader::Fragment, shapes_fragment_shader_source)) {
throw tl::Exception (std::string ("Shapes fragment shader compilation failed:\n") + tl::to_string (m_shapes_program->log ()));
}
if (! m_shapes_program->link ()) {
throw tl::Exception (std::string ("Shapes shader program linking failed failed:\n") + tl::to_string (m_shapes_program->log ()));
}
// grid plane shader source
static const char *gridplan_vertex_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"layout (location = 0) in vec4 posAttr;\n"
"uniform mat4 matrix;\n"
"\n"
"void main() {\n"
" gl_Position = matrix * posAttr;\n"
"}\n";
static const char *gridplan_fragment_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"uniform lowp vec4 color;\n"
"out lowp vec4 fragColor;\n"
"void main() {\n"
" fragColor = color;\n"
"}\n";
m_gridplane_program = new QOpenGLShaderProgram (this);
if (! m_gridplane_program->addShaderFromSourceCode (QOpenGLShader::Vertex, gridplan_vertex_shader_source)) {
throw tl::Exception (std::string ("Grid plane vertex shader compilation failed:\n") + tl::to_string (m_gridplane_program->log ()));
}
if (! m_gridplane_program->addShaderFromSourceCode (QOpenGLShader::Fragment, gridplan_fragment_shader_source)) {
throw tl::Exception (std::string ("Grid plane fragment shader compilation failed:\n") + tl::to_string (m_gridplane_program->log ()));
}
if (! m_gridplane_program->link ()) {
throw tl::Exception (std::string ("Grid plane shader program linking failed:\n") + tl::to_string (m_gridplane_program->log ()));
}
refresh ();
}
void
D25ViewWidget::wheelEvent (QWheelEvent *event)
{
if (event->angleDelta ().y () == 0) {
return;
}
double px = (event->pos ().x () - width () / 2) * 2.0 / width ();
double py = -(event->pos ().y () - height () / 2) * 2.0 / height ();
@ -193,15 +97,14 @@ D25ViewWidget::wheelEvent (QWheelEvent *event)
std::pair<QVector3D, QVector3D> ray = camera_normal (cam_perspective () * cam_trans (), px, py);
// by definition the ray goes through the camera position
float focal_length = 2.0;
QVector3D hp = hit_point_with_scene (cam_position () + focal_length * ray.second, ray.second);
QVector3D hp = hit_point_with_scene (ray.second);
if (false /*@@@*/ && (event->modifiers () & Qt::ShiftModifier)) {
if (event->modifiers () & Qt::ControlModifier) {
// "Shift" is closeup
// "Ctrl" is closeup
double f = event->angleDelta ().y () * (1.0 / (90 * 8));
m_displacement += -(f / m_scale_factor) * cam_position ().length () * ray.second;
m_displacement += -((f / m_scale_factor) * cam_dist ()) * ray.second;
} else {
@ -212,8 +115,8 @@ D25ViewWidget::wheelEvent (QWheelEvent *event)
QVector3D initial_displacement = m_displacement;
QVector3D displacement = m_displacement;
displacement += hp * (1.0 - f) / (f * m_scale_factor);
m_scale_factor *= f;
displacement += hp * (1.0 - f) / m_scale_factor;
// normalize the scene translation so the scene does not "flee"
@ -227,7 +130,7 @@ D25ViewWidget::wheelEvent (QWheelEvent *event)
}
update_cam_trans ();
refresh ();
}
void
@ -235,7 +138,7 @@ D25ViewWidget::keyPressEvent (QKeyEvent *event)
{
if (event->key () == Qt::Key_Shift) {
m_top_view = true;
update_cam_trans ();
refresh ();
}
}
@ -244,19 +147,25 @@ D25ViewWidget::keyReleaseEvent (QKeyEvent *event)
{
if (event->key () == Qt::Key_Shift) {
m_top_view = false;
update_cam_trans ();
refresh ();
}
}
QVector3D
D25ViewWidget::hit_point_with_scene (const QVector3D &line, const QVector3D &line_dir)
D25ViewWidget::hit_point_with_scene (const QVector3D &line_dir)
{
double min_focus_dist = 0.5;
QVector3D corner = (QVector3D (m_bbox.left (), m_zmin, -(m_bbox.bottom () + m_bbox.height ())) + m_displacement) * m_scale_factor;
QVector3D dim = QVector3D (m_bbox.width (), m_zmax - m_zmin, m_bbox.height ()) * m_scale_factor;
QVector3D line = cam_position ();
std::pair<bool, QVector3D> hp = lay::hit_point_with_cuboid (line, line_dir, corner, dim);
if (! hp.first) {
return line;
return line + line_dir * min_focus_dist;
} else if (QVector3D::dotProduct (line_dir, hp.second - line) < min_focus_dist) {
// limit to min focus distance (not behind)
return line + line_dir * min_focus_dist;
} else {
return hp.second;
}
@ -279,13 +188,27 @@ D25ViewWidget::mousePressEvent (QMouseEvent *event)
m_start_displacement = m_displacement;
m_focus_dist = 2.0;
m_hit_point = QVector3D ();
if (m_dragging || m_rotating) {
if (m_dragging) {
QVector3D cd = cam_direction ();
QVector3D cp = cam_position ();
QVector3D hp = hit_point_with_scene (cp + m_focus_dist * cd, cd);
m_focus_dist = std::max (m_focus_dist, double ((cp - hp).length ()));
// by definition the ray goes through the camera position
QVector3D hp = hit_point_with_scene (cam_direction ());
m_focus_dist = std::max (m_focus_dist, double ((m_start_cam_position - hp).length ()));
} else if (m_rotating) {
double px = (event->pos ().x () - width () / 2) * 2.0 / width ();
double py = -(event->pos ().y () - height () / 2) * 2.0 / height ();
// compute vector of line of sight
std::pair<QVector3D, QVector3D> ray = camera_normal (cam_perspective () * cam_trans (), px, py);
// by definition the ray goes through the camera position
m_hit_point = hit_point_with_scene (ray.second);
m_focus_dist = std::max (m_focus_dist, double ((m_start_cam_position - m_hit_point).length ()));
}
}
@ -299,42 +222,65 @@ D25ViewWidget::mouseReleaseEvent (QMouseEvent * /*event*/)
void
D25ViewWidget::mouseMoveEvent (QMouseEvent *event)
{
if (! m_dragging && ! m_rotating) {
return;
}
if (m_dragging) {
// for the chosen perspective transformation:
double cal = 0.6 * m_focus_dist;
QPoint d = event->pos () - m_start_pos;
double f = cal * 2.0 / double (height ());
double f = tan ((cam_fov () / 2) / 180.0 * M_PI) * m_focus_dist * 2.0 / double (height ());
double dx = d.x () * f;
double dy = -d.y () * f;
QVector3D xv (cos (cam_azimuth () * M_PI / 180.0), 0.0, -sin (cam_azimuth () * M_PI / 180.0));
double re = sin (cam_elevation () * M_PI / 180.0);
QVector3D yv (-re * xv.z (), cos (cam_elevation () * M_PI / 180.0), re * xv.x ());
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;
m_displacement = m_start_displacement + drag / m_scale_factor;
update_cam_trans ();
} else if (m_rotating) {
// @@@ needs redo ...
// @@@ consider m_top_view
double focus_dist = 4.0; // @@@
} else {
QPoint d = event->pos () - m_start_pos;
double f = tan ((cam_fov () / 2) / 180.0 * M_PI) * m_focus_dist * 2.0 / double (height ());
double dx = d.x () * f;
double dy = -d.y () * f;
double ax = atan (d.x () / (0.5 * height ())) * 180 / M_PI;
double ay = atan (-d.y () / (0.5 * height ())) * 180 / M_PI;
if (m_hit_point.x () * dx < 0 && (dx + 2.0 * m_hit_point.x ()) * m_hit_point.x () > 0) {
m_cam_elevation = m_start_cam_elevation + ay;
m_cam_azimuth = m_start_cam_azimuth + ax;
double da = asin (dx / m_hit_point.x () - 1.0) * 180.0 / M_PI;
// @@@ printf("@@@ hp=%g,%g,%g drag=%g,%g -> da=%g\n", m_hit_point.x(), m_hit_point.y(), m_hit_point.z(), drag.x(), drag.z(), da); fflush(stdout);
m_cam_azimuth = m_start_cam_azimuth + da;
update_cam_trans ();
}
#if 0
// elevation change
if (! m_top_view) {
dp = m_hit_point + QVector3D (0.0, float (drag.y ()), 0.0);
double de = QVector3D::crossProduct (dp, m_hit_point).length () * (drag.y () > 0 ? 1.0 : -1.0) / (dp.length () * m_hit_point.length ()) * 180.0 / M_PI;
m_cam_elevation = m_start_cam_elevation + de;
}
#endif
}
refresh ();
}
double
D25ViewWidget::cam_fov () const
{
return m_fov; // @@@
}
double
D25ViewWidget::cam_dist () const
{
return 4.0; // @@@
}
QVector3D
@ -348,8 +294,7 @@ D25ViewWidget::cam_direction () const
QVector3D
D25ViewWidget::cam_position () const
{
double focus_dist = 4.0; // @@@
return cam_direction () * -focus_dist;
return cam_direction () * -cam_dist ();
}
double
@ -367,10 +312,9 @@ D25ViewWidget::cam_elevation () const
QMatrix4x4
D25ViewWidget::cam_perspective () const
{
double focus_dist = 4.0; // @@@
QMatrix4x4 t;
t.perspective (60.0f, float (width ()) / float (height ()), 0.1f, 100.0f);
t.translate (QVector3D (0.0, 0.0, -focus_dist));
t.perspective (cam_fov (), float (width ()) / float (height ()), 0.1f, 10000.0f);
t.translate (QVector3D (0.0, 0.0, -cam_dist ()));
return t;
}
@ -384,7 +328,7 @@ D25ViewWidget::cam_trans () const
}
void
D25ViewWidget::update_cam_trans ()
D25ViewWidget::refresh ()
{
QVector3D cp = cam_position ();
@ -399,12 +343,9 @@ D25ViewWidget::attach_view (LayoutView *view)
if (mp_view != view) {
mp_view = view;
m_layers.clear ();
m_vertex_chunks.clear ();
if (mp_view) {
prepare_view ();
}
prepare_view ();
reset ();
}
}
@ -412,12 +353,20 @@ D25ViewWidget::attach_view (LayoutView *view)
void
D25ViewWidget::prepare_view ()
{
double z = 0.0, dz = 0.2; // @@@
m_layers.clear ();
m_vertex_chunks.clear ();
m_bbox = db::DBox ();
bool zset = false;
m_zmin = m_zmax = 0.0;
if (! mp_view) {
m_bbox = db::DBox (-1.0, -1.0, 1.0, 1.0);
return;
}
double z = 0.0, dz = 0.2; // @@@
for (lay::LayerPropertiesConstIterator lp = mp_view->begin_layers (); ! lp.at_end (); ++lp) {
if (! lp->has_children () && lp->visible (true) && lp->cellview_index () >= 0 && lp->cellview_index () < int (mp_view->cellviews ())) {
@ -427,11 +376,9 @@ D25ViewWidget::prepare_view ()
m_vertex_chunks.push_back (chunks_type ());
LayerInfo info;
// @@@ use alpha?
info.color[0] = ((color >> 16) & 0xff) / 255.0f;
info.color[1] = ((color >> 8) & 0xff) / 255.0f;
info.color[2] = (color & 0xff) / 255.0f;
info.color[3] = 1.0;
info.vertex_chunk = &m_vertex_chunks.back ();
m_layers.push_back (info);
@ -627,20 +574,178 @@ D25ViewWidget::render_layout (D25ViewWidget::chunks_type &chunks, const db::Layo
}
}
static std::pair<double, double> find_grid (double v)
{
for (int p = -12; p < 12; ++p) {
double g10 = pow (10, double (p));
if (v > 100 * g10) {
continue;
} else if (v < 10 * g10) {
return std::make_pair (g10, g10);
} else if (v < 20 * g10) {
return std::make_pair (g10, g10 * 0.1);
} else if (v < 50 * g10) {
return std::make_pair (2.0 * g10, g10);
} else {
return std::make_pair (5.0 * g10, g10);
}
}
return std::make_pair (v, v);
}
void
D25ViewWidget::initializeGL ()
{
QOpenGLFunctions::initializeOpenGLFunctions();
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 *shapes_vertex_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"layout (location = 0) in vec4 posAttr;\n"
"\n"
"void main() {\n"
" gl_Position = posAttr;\n"
"}\n";
static const char *shapes_geometry_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"\n"
"uniform vec4 color;\n"
"uniform vec4 ambient;\n"
"uniform vec3 illum;\n"
"out lowp vec4 vertexColor;\n"
"uniform mat4 geo_matrix;\n"
"uniform mat4 cam_matrix;\n"
"layout (triangles) in;\n"
"layout (triangle_strip, max_vertices = 3) out;\n"
"\n"
"void main() {\n"
" vec4 p0 = gl_in[0].gl_Position;\n"
" vec4 p1 = gl_in[1].gl_Position;\n"
" vec4 p2 = gl_in[2].gl_Position;\n"
" vec3 n = cross(p2.xyz - p0.xyz, p1.xyz - p0.xyz);\n"
" float dp = dot(normalize(n), illum);\n"
" vertexColor = color * (dp * 0.5 + 0.5) - (min(0.0, dp) * 0.5 * ambient);\n"
" vertexColor.a = 1.0;\n"
" gl_Position = cam_matrix * geo_matrix * p0;\n"
" EmitVertex();\n"
" gl_Position = cam_matrix * geo_matrix * p1;\n"
" EmitVertex();\n"
" gl_Position = cam_matrix * geo_matrix * p2;\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n";
static const char *shapes_fragment_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"in lowp vec4 vertexColor;\n"
"out lowp vec4 fragColor;\n"
"\n"
"vec4 color_by_z(lowp vec4 c, highp float z) {\n"
" lowp vec4 mist_color = vec4(c.g * 0.4, c.g * 0.4, c.g * 0.4, 1.0);\n"
" highp float d = 0.12;\n" // d + dd/2 = 0.15 = 1/?
" highp float dd = 0.06;\n"
" highp float f = 1.0;\n"
" if (z < d - dd) {\n"
" f = 0.0;\n"
" } else if (z < d + dd) {\n"
" f = (z - (d - dd)) / (2.0 * dd);\n"
" }\n"
" return (1.0 - f) * mist_color + f * c;\n"
"};\n"
"\n"
"void main() {\n"
" fragColor = color_by_z(vertexColor, gl_FragCoord.w);\n"
"}\n";
m_shapes_program = new QOpenGLShaderProgram (this);
if (! m_shapes_program->addShaderFromSourceCode (QOpenGLShader::Vertex, shapes_vertex_shader_source)) {
throw tl::Exception (std::string ("Shapes vertex shader compilation failed:\n") + tl::to_string (m_shapes_program->log ()));
}
if (! m_shapes_program->addShaderFromSourceCode (QOpenGLShader::Geometry, shapes_geometry_shader_source)) {
throw tl::Exception (std::string ("Shapes geometry shader compilation failed:\n") + tl::to_string (m_shapes_program->log ()));
}
if (! m_shapes_program->addShaderFromSourceCode (QOpenGLShader::Fragment, shapes_fragment_shader_source)) {
throw tl::Exception (std::string ("Shapes fragment shader compilation failed:\n") + tl::to_string (m_shapes_program->log ()));
}
if (! m_shapes_program->link ()) {
throw tl::Exception (std::string ("Shapes shader program linking failed failed:\n") + tl::to_string (m_shapes_program->log ()));
}
// grid plane shader source
static const char *gridplan_vertex_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"layout (location = 0) in vec4 posAttr;\n"
"uniform mat4 matrix;\n"
"\n"
"vec4 color_by_z(vec4 face_color, highp float z) {\n"
" vec4 mist_color = vec4(1.0, 1.0, 1.0, 1.0);\n"
" highp float d = -2.309;\n" // tan(camera_fov/2)*camera_dist
" highp float dd = 0.0;\n"
" highp float f = 1.0;\n"
" if (z < d - dd) {\n"
" f = 0.0;\n"
" } else if (z < d + dd) {\n"
" f = (z - (d - dd)) / (2.0 * dd);\n"
" }\n"
" return (1.0 - f) * mist_color + f * face_color;\n"
"};\n"
"\n"
"void main() {\n"
" gl_Position = matrix * posAttr;\n"
"}\n";
static const char *gridplan_fragment_shader_source =
"#version 320 es\n"
"#undef lowp\n"
"#undef highp\n"
"#undef mediump\n"
"uniform lowp vec4 color;\n"
"out lowp vec4 fragColor;\n"
"void main() {\n"
" fragColor = color;\n"
"}\n";
m_gridplane_program = new QOpenGLShaderProgram (this);
if (! m_gridplane_program->addShaderFromSourceCode (QOpenGLShader::Vertex, gridplan_vertex_shader_source)) {
throw tl::Exception (std::string ("Grid plane vertex shader compilation failed:\n") + tl::to_string (m_gridplane_program->log ()));
}
if (! m_gridplane_program->addShaderFromSourceCode (QOpenGLShader::Fragment, gridplan_fragment_shader_source)) {
throw tl::Exception (std::string ("Grid plane fragment shader compilation failed:\n") + tl::to_string (m_gridplane_program->log ()));
}
if (! m_gridplane_program->link ()) {
throw tl::Exception (std::string ("Grid plane shader program linking failed:\n") + tl::to_string (m_gridplane_program->log ()));
}
}
void
D25ViewWidget::paintGL ()
{
printf("@@@ width=%d,height=%d\n", width(),height()); // @@@
const qreal retinaScale = devicePixelRatio ();
glViewport (0, 0, width () * retinaScale, height () * retinaScale);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// @@@ white background: glClearColor (1.0, 1.0, 1.0, 1.0);
const int positions = 0;
m_shapes_program->bind ();
QMatrix4x4 scene_trans;
// provide the displacement and scaling (in this order!)
@ -649,13 +754,19 @@ D25ViewWidget::paintGL ()
// this way we can use y as z coordinate when drawing
scene_trans.scale (1.0, 1.0, -1.0);
m_shapes_program->setUniformValue ("matrix", cam_perspective () * cam_trans () * scene_trans);
const int positions = 0;
m_shapes_program->bind ();
m_shapes_program->setUniformValue ("geo_matrix", cam_trans () * scene_trans);
m_shapes_program->setUniformValue ("cam_matrix", cam_perspective ());
// NOTE: z axis of illum points towards the scene because we include the z inversion in the scene transformation matrix
m_shapes_program->setUniformValue ("illum", QVector3D (-3.0, -4.0, 2.0).normalized ());
m_shapes_program->setUniformValue ("ambient", QVector4D (0.5, 0.5, 0.5, 0.5));
glEnable (GL_DEPTH_TEST);
glEnableVertexAttribArray (positions);
for (std::list<LayerInfo>::const_iterator l = m_layers.begin (); l != m_layers.end (); ++l) {
@ -675,24 +786,82 @@ D25ViewWidget::paintGL ()
m_gridplane_program->bind ();
glEnable (GL_DEPTH_TEST);
glEnableVertexAttribArray (positions);
// @@@ m_gridplane_program->setUniformValue ("matrix", m_cam_trans * m_scene_trans);
m_gridplane_program->setUniformValue ("matrix", QMatrix4x4 ()); // @@@
m_gridplane_program->setUniformValue ("matrix", cam_perspective () * cam_trans () * scene_trans);
std::pair<double, double> gg = find_grid (std::max (m_bbox.width (), m_bbox.height ()));
double gminor = gg.second, gmajor = gg.first;
double margin = std::max (m_bbox.width (), m_bbox.height ()) * 0.02;
double l = m_bbox.left () - margin;
double r = m_bbox.right () + margin;
double b = m_bbox.bottom () - margin;
double t = m_bbox.top () + margin;
// @@@
// major and minor grid lines
GLfloat gridline_vertices[6000];
size_t nmax = sizeof (gridline_vertices) / sizeof (GLfloat);
const double epsilon = 1e-6;
for (int major = 0; major < 2; ++major) {
m_gridplane_program->setUniformValue ("color", 1.0, 1.0, 1.0, major ? 0.25f : 0.15f);
size_t index = 0;
double x, y;
double step = (major ? gmajor : gminor);
x = ceil (l / step) * step;
for ( ; index < nmax && x < r - step * epsilon; x += step) {
if ((fabs (floor (x / gmajor + 0.5) * gmajor - x) < epsilon) == (major != 0)) {
gridline_vertices [index++] = x;
gridline_vertices [index++] = 0.0;
gridline_vertices [index++] = b;
gridline_vertices [index++] = x;
gridline_vertices [index++] = 0.0;
gridline_vertices [index++] = t;
}
}
y = ceil (b / step) * step;
for ( ; index < nmax && y < t - step * epsilon; y += step) {
if ((fabs (floor (y / gmajor + 0.5) * gmajor - y) < epsilon) == (major != 0)) {
gridline_vertices [index++] = l;
gridline_vertices [index++] = 0.0;
gridline_vertices [index++] = y;
gridline_vertices [index++] = r;
gridline_vertices [index++] = 0.0;
gridline_vertices [index++] = y;
}
}
glVertexAttribPointer (positions, 3, GL_FLOAT, GL_FALSE, 0, gridline_vertices);
glLineWidth (2.0);
glDrawArrays (GL_LINES, 0, index / 3);
}
// base plane
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
float (l), 0.0f, float (b), float (l), 0.0f, float (t), float (r), 0.0f, float (t),
float (l), 0.0f, float (b), float (r), 0.0f, float (t), float (r), 0.0f, float (b)
};
m_gridplane_program->setUniformValue ("color", 1.0, 1.0, 1.0, 0.2f);
m_gridplane_program->setUniformValue ("color", 1.0, 1.0, 1.0, 0.1f);
glVertexAttribPointer (positions, 3, GL_FLOAT, GL_FALSE, 0, plane_vertices);
glDrawArrays (GL_TRIANGLES, 0, 6);
#if 0
#if 0
GLfloat gridline_vertices[] = {
-1.0, 0.0, -2.0, -1.0, 0.0, 0.0,
@ -743,6 +912,7 @@ D25ViewWidget::paintGL ()
glLineWidth (2.0);
glDrawArrays (GL_LINES, 0, 36);
#endif
glDisableVertexAttribArray (positions);
@ -752,7 +922,7 @@ D25ViewWidget::paintGL ()
void
D25ViewWidget::resizeGL (int /*w*/, int /*h*/)
{
update_cam_trans ();
refresh ();
}
}

View File

@ -76,6 +76,8 @@ private:
bool m_top_view;
QVector3D m_displacement;
double m_focus_dist;
double m_fov;
QVector3D m_hit_point;
QPoint m_start_pos;
QVector3D m_start_cam_position;
double m_start_cam_azimuth, m_start_cam_elevation;
@ -97,18 +99,21 @@ private:
void paintGL ();
void resizeGL (int w, int h);
void update_cam_trans ();
void refresh ();
void reset ();
void prepare_view ();
void render_layout (D25ViewWidget::chunks_type &chunks, const db::Layout &layout, const db::Cell &cell, unsigned int layer, double zstart, double zstop);
void render_polygon (D25ViewWidget::chunks_type &chunks, const db::Polygon &poly, double dbu, double zstart, double zstop);
void render_wall (D25ViewWidget::chunks_type &chunks, const db::Edge &poly, double dbu, double zstart, double zstop);
QVector3D hit_point_with_scene(const QVector3D &line, const QVector3D &line_dir);
QVector3D hit_point_with_scene(const QVector3D &line_dir);
double cam_elevation () const;
double cam_azimuth () const;
QVector3D cam_position () const;
QVector3D cam_direction () const;
QMatrix4x4 cam_perspective () const;
QMatrix4x4 cam_trans () const;
double cam_dist () const;
double cam_fov () const;
};
}