mirror of https://github.com/vitalif/openscad
492 lines
14 KiB
C++
492 lines
14 KiB
C++
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/*
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* OpenSCAD (www.openscad.at)
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* Copyright (C) 2009 Clifford Wolf <clifford@clifford.at>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "openscad.h"
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#include "GLView.h"
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#include "Preferences.h"
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#include <QApplication>
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#include <QWheelEvent>
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#include <QMouseEvent>
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#include <QMessageBox>
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#include <QTimer>
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#define FAR_FAR_AWAY 100000.0
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GLView::GLView(QWidget *parent) : QGLWidget(parent)
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{
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viewer_distance = 500;
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object_rot_x = 35;
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object_rot_y = 0;
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object_rot_z = 25;
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object_trans_x = 0;
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object_trans_y = 0;
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object_trans_z = 0;
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mouse_drag_active = false;
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last_mouse_x = 0;
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last_mouse_y = 0;
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orthomode = false;
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showaxes = false;
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showcrosshairs = false;
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renderfunc = NULL;
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renderfunc_vp = NULL;
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for (int i = 0; i < 10; i++)
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shaderinfo[i] = 0;
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statusLabel = NULL;
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setMouseTracking(true);
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#ifdef ENABLE_OPENCSG
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opencsg_support = true;
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#endif
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}
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void GLView::setRenderFunc(void (*func)(void*), void *userdata)
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{
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this->renderfunc = func;
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this->renderfunc_vp = userdata;
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}
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void GLView::initializeGL()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifdef ENABLE_OPENCSG
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
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}
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const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20");
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if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0"))
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openscad_disable_gl20_env = NULL;
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if (glewIsSupported("GL_VERSION_2_0") && openscad_disable_gl20_env == NULL)
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{
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const char *vs_source =
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"uniform float xscale, yscale;\n"
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"attribute vec3 pos_b, pos_c;\n"
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"attribute vec3 trig, mask;\n"
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"varying vec3 tp, tr;\n"
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"varying float shading;\n"
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"void main() {\n"
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" vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n"
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" vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n"
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" float a = distance(vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n"
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" float b = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w));\n"
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" float c = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n"
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" float s = (a + b + c) / 2.0;\n"
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" float A = sqrt(s*(s-a)*(s-b)*(s-c));\n"
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" float ha = 2.0*A/a;\n"
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" gl_Position = p0;\n"
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" tp = mask * ha;\n"
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" tr = trig;\n"
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" vec3 normal, lightDir;\n"
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" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
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" lightDir = normalize(vec3(gl_LightSource[0].position));\n"
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" shading = abs(dot(normal, lightDir));\n"
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"}\n";
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const char *fs_source =
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"uniform vec4 color1, color2;\n"
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"varying vec3 tp, tr, tmp;\n"
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"varying float shading;\n"
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"void main() {\n"
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" gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n"
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" if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n"
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" gl_FragColor = color2;\n"
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"}\n";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL);
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL);
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glCompileShader(fs);
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GLuint edgeshader_prog = glCreateProgram();
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glAttachShader(edgeshader_prog, vs);
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glAttachShader(edgeshader_prog, fs);
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glLinkProgram(edgeshader_prog);
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shaderinfo[0] = edgeshader_prog;
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shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1");
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shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2");
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shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig");
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shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b");
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shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c");
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shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask");
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shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale");
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shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale");
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err));
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}
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GLint status;
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glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer);
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} else {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer);
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}
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glValidateProgram(edgeshader_prog);
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer);
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}
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}
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} else {
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opencsg_support = false;
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QTimer::singleShot(0, this, SLOT(display_opengl20_warning()));
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}
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#endif /* ENABLE_OPENCSG */
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}
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#ifdef ENABLE_OPENCSG
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void GLView::display_opengl20_warning()
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{
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QMessageBox::warning(NULL, "GLEW: GL_VERSION_2_0 is not supported!",
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"Warning: No support for OpenGL 2.0 found! OpenCSG View has been disabled.\n\n"
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"It is highly recommended to use OpenSCAD on a system with OpenGL 2.0 "
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"support. Please check if OpenGL 2.0 drivers are available for your "
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"graphics hardware.");
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}
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#endif
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void GLView::resizeGL(int w, int h)
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{
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#ifdef ENABLE_OPENCSG
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shaderinfo[9] = w;
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shaderinfo[10] = h;
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#endif
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glViewport(0, 0, w, h);
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w_h_ratio = sqrt((double)w / (double)h);
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}
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void GLView::paintGL()
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{
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const QColor &col = Preferences::inst()->color(Preferences::BACKGROUND_COLOR);
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glClearColor(col.redF(), col.greenF(), col.blueF(), 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (orthomode)
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glOrtho(-w_h_ratio*viewer_distance/10, +w_h_ratio*viewer_distance/10,
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-(1/w_h_ratio)*viewer_distance/10, +(1/w_h_ratio)*viewer_distance/10,
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-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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else
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glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +FAR_FAR_AWAY);
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gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0};
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GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0};
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glRotated(object_rot_x, 1.0, 0.0, 0.0);
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glRotated(object_rot_y, 0.0, 1.0, 0.0);
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glRotated(object_rot_z, 0.0, 0.0, 1.0);
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if (showcrosshairs)
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{
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glLineWidth(3);
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const QColor &col = Preferences::inst()->color(Preferences::CROSSHAIR_COLOR);
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glColor3f(col.redF(), col.greenF(), col.blueF());
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glBegin(GL_LINES);
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for (double xf = -1; xf <= +1; xf += 2)
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for (double yf = -1; yf <= +1; yf += 2) {
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double vd = viewer_distance/20;
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glVertex3d(-xf*vd, -yf*vd, -vd);
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glVertex3d(+xf*vd, +yf*vd, +vd);
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}
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glEnd();
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}
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glTranslated(object_trans_x, object_trans_y, object_trans_z);
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// Large gray axis cross inline with the model
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if (showaxes)
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{
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glLineWidth(1);
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glColor3d(0.5, 0.5, 0.5);
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glBegin(GL_LINES);
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glVertex3d(-viewer_distance/10, 0, 0);
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glVertex3d(+viewer_distance/10, 0, 0);
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glVertex3d(0, -viewer_distance/10, 0);
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glVertex3d(0, +viewer_distance/10, 0);
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glVertex3d(0, 0, -viewer_distance/10);
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glVertex3d(0, 0, +viewer_distance/10);
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glEnd();
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}
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glDepthFunc(GL_LESS);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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glLineWidth(2);
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glColor3d(1.0, 0.0, 0.0);
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if (renderfunc)
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renderfunc(renderfunc_vp);
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// Small axis cross in the lower left corner
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// FIXME: Adjust color to keep contrast with background
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if (showaxes)
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{
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glDepthFunc(GL_ALWAYS);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glTranslated(-0.8, -0.8, 0);
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glOrtho(-w_h_ratio*1000/10, +w_h_ratio*1000/10,
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-(1/w_h_ratio)*1000/10, +(1/w_h_ratio)*1000/10,
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-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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gluLookAt(0.0, -1000, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotated(object_rot_x, 1.0, 0.0, 0.0);
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glRotated(object_rot_y, 0.0, 1.0, 0.0);
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glRotated(object_rot_z, 0.0, 0.0, 1.0);
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glLineWidth(1);
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glBegin(GL_LINES);
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glColor3d(1.0, 0.0, 0.0);
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glVertex3d(0, 0, 0); glVertex3d(10, 0, 0);
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glColor3d(0.0, 1.0, 0.0);
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glVertex3d(0, 0, 0); glVertex3d(0, 10, 0);
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glColor3d(0.0, 0.0, 1.0);
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glVertex3d(0, 0, 0); glVertex3d(0, 0, 10);
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glEnd();
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GLdouble mat_model[16];
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glGetDoublev(GL_MODELVIEW_MATRIX, mat_model);
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GLdouble mat_proj[16];
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glGetDoublev(GL_PROJECTION_MATRIX, mat_proj);
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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GLdouble xlabel_x, xlabel_y, xlabel_z;
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gluProject(12, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z);
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xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y);
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GLdouble ylabel_x, ylabel_y, ylabel_z;
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gluProject(0, 12, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z);
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ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y);
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GLdouble zlabel_x, zlabel_y, zlabel_z;
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gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z);
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zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glTranslated(-1, -1, 0);
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glScaled(2.0/viewport[2], 2.0/viewport[3], 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// FIXME: Adjust color to keep contrast with background
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glColor3d(0.0, 0.0, 0.0);
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glBegin(GL_LINES);
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// X Label
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glVertex3d(xlabel_x-3, xlabel_y-3, 0); glVertex3d(xlabel_x+3, xlabel_y+3, 0);
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glVertex3d(xlabel_x-3, xlabel_y+3, 0); glVertex3d(xlabel_x+3, xlabel_y-3, 0);
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// Y Label
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glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0);
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glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0);
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// Z Label
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glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y-3, 0);
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glVertex3d(zlabel_x-3, zlabel_y+3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0);
|
||
|
glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0);
|
||
|
glEnd();
|
||
|
}
|
||
![]() |
|
||
![]() |
if (statusLabel) {
|
||
![]() |
QString msg;
|
||
![]() |
msg.sprintf("Viewport: translate = [ %.2f %.2f %.2f ], rotate = [ %.2f %.2f %.2f ], distance = %.2f",
|
||
![]() |
-object_trans_x, -object_trans_y, -object_trans_z,
|
||
|
fmodf(360 - object_rot_x + 90, 360), fmodf(360 - object_rot_y, 360), fmodf(360 - object_rot_z, 360), viewer_distance);
|
||
![]() |
statusLabel->setText(msg);
|
||
![]() |
}
|
||
![]() |
}
|
||
|
|
||
![]() |
void GLView::keyPressEvent(QKeyEvent *event)
|
||
|
{
|
||
|
if (event->key() == Qt::Key_Plus) {
|
||
|
viewer_distance *= 0.9;
|
||
|
updateGL();
|
||
|
return;
|
||
|
}
|
||
|
if (event->key() == Qt::Key_Minus) {
|
||
|
viewer_distance /= 0.9;
|
||
|
updateGL();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
![]() |
void GLView::wheelEvent(QWheelEvent *event)
|
||
|
{
|
||
|
viewer_distance *= pow(0.9, event->delta() / 120.0);
|
||
|
updateGL();
|
||
|
}
|
||
|
|
||
|
void GLView::mousePressEvent(QMouseEvent *event)
|
||
|
{
|
||
|
mouse_drag_active = true;
|
||
|
last_mouse_x = event->globalX();
|
||
|
last_mouse_y = event->globalY();
|
||
|
grabMouse();
|
||
![]() |
setFocus();
|
||
![]() |
}
|
||
|
|
||
|
static void mat_id(double *trg)
|
||
|
{
|
||
|
for (int i = 0; i < 16; i++)
|
||
|
trg[i] = i%5 == 0;
|
||
|
}
|
||
|
|
||
|
static void mat_mul(double *trg, const double *m1, const double *m2)
|
||
|
{
|
||
|
double m[16];
|
||
|
for (int x = 0; x < 4; x++)
|
||
|
for (int y = 0; y < 4; y++)
|
||
|
{
|
||
|
m[x+y*4] = 0;
|
||
|
for (int i = 0; i < 4; i++)
|
||
|
m[x+y*4] += m1[i+y*4] * m2[x+i*4];
|
||
|
}
|
||
|
for (int i = 0; i < 16; i++)
|
||
|
trg[i] = m[i];
|
||
|
}
|
||
|
|
||
|
static void mat_rot(double *trg, double angle, double x, double y, double z)
|
||
|
{
|
||
|
double s = sin(M_PI*angle/180), c = cos(M_PI*angle/180);
|
||
|
double cc = 1 - c;
|
||
|
double m[16] = {
|
||
|
x*x*cc+c, x*y*cc-z*s, x*z*cc+y*s, 0,
|
||
|
y*x*cc+z*s, y*y*cc+c, y*z*cc-x*s, 0,
|
||
|
x*z*cc-y*s, y*z*cc+x*s, z*z*cc+c, 0,
|
||
|
0, 0, 0, 1
|
||
|
};
|
||
|
for (int i = 0; i < 16; i++)
|
||
|
trg[i] = m[i];
|
||
![]() |
}
|
||
|
|
||
|
void GLView::mouseMoveEvent(QMouseEvent *event)
|
||
|
{
|
||
|
int this_mouse_x = event->globalX();
|
||
|
int this_mouse_y = event->globalY();
|
||
|
if (mouse_drag_active) {
|
||
![]() |
if ((event->buttons() & Qt::LeftButton) != 0) {
|
||
|
object_rot_x += (this_mouse_y-last_mouse_y) * 0.7;
|
||
|
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
|
||
|
object_rot_y += (this_mouse_x-last_mouse_x) * 0.7;
|
||
|
else
|
||
|
object_rot_z += (this_mouse_x-last_mouse_x) * 0.7;
|
||
![]() |
while (object_rot_x < 0)
|
||
|
object_rot_x += 360;
|
||
|
while (object_rot_x >= 360)
|
||
|
object_rot_x -= 360;
|
||
|
while (object_rot_y < 0)
|
||
|
object_rot_y += 360;
|
||
|
while (object_rot_y >= 360)
|
||
|
object_rot_y -= 360;
|
||
|
while (object_rot_z < 0)
|
||
|
object_rot_z += 360;
|
||
|
while (object_rot_z >= 360)
|
||
|
object_rot_z -= 360;
|
||
![]() |
} else {
|
||
|
double mx = +(this_mouse_x-last_mouse_x) * viewer_distance/1000;
|
||
|
double my = -(this_mouse_y-last_mouse_y) * viewer_distance/1000;
|
||
|
double rx[16], ry[16], rz[16], tm[16];
|
||
|
mat_rot(rx, -object_rot_x, 1.0, 0.0, 0.0);
|
||
|
mat_rot(ry, -object_rot_y, 0.0, 1.0, 0.0);
|
||
|
mat_rot(rz, -object_rot_z, 0.0, 0.0, 1.0);
|
||
|
mat_id(tm);
|
||
|
mat_mul(tm, rx, tm);
|
||
|
mat_mul(tm, ry, tm);
|
||
|
mat_mul(tm, rz, tm);
|
||
|
double vec[16] = {
|
||
|
0, 0, 0, mx,
|
||
|
0, 0, 0, 0,
|
||
|
0, 0, 0, my,
|
||
|
0, 0, 0, 1
|
||
|
};
|
||
|
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
|
||
|
vec[3] = 0;
|
||
|
vec[7] = my;
|
||
|
vec[11] = 0;
|
||
|
}
|
||
|
mat_mul(tm, tm, vec);
|
||
|
object_trans_x += tm[3];
|
||
|
object_trans_y += tm[7];
|
||
|
object_trans_z += tm[11];
|
||
|
}
|
||
![]() |
updateGL();
|
||
![]() |
emit doAnimateUpdate();
|
||
![]() |
}
|
||
|
last_mouse_x = this_mouse_x;
|
||
|
last_mouse_y = this_mouse_y;
|
||
|
}
|
||
|
|
||
|
void GLView::mouseReleaseEvent(QMouseEvent*)
|
||
|
{
|
||
|
mouse_drag_active = false;
|
||
|
releaseMouse();
|
||
|
}
|
||
|
|