mirror of https://github.com/vitalif/openscad
575 lines
17 KiB
C++
575 lines
17 KiB
C++
/*
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* OpenSCAD (www.openscad.org)
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* Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and
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* Marius Kintel <marius@kintel.net>
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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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* As a special exception, you have permission to link this program
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* with the CGAL library and distribute executables, as long as you
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* follow the requirements of the GNU GPL in regard to all of the
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* software in the executable aside from CGAL.
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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 "GLView.h"
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#include "Preferences.h"
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#include "renderer.h"
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#include <QApplication>
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#include <QWheelEvent>
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#include <QCheckBox>
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#include <QDialogButtonBox>
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#include <QMouseEvent>
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#include <QMessageBox>
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#include <QPushButton>
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#include <QSettings>
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#include <QTimer>
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#include <QTextEdit>
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#include <QVBoxLayout>
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#include "mathc99.h"
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#include <stdio.h>
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#ifdef ENABLE_OPENCSG
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# include <opencsg.h>
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#endif
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#ifdef _WIN32
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#include <GL/wglew.h>
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#elif !defined(__APPLE__)
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#include <GL/glxew.h>
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#endif
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#define FAR_FAR_AWAY 100000.0
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GLView::GLView(QWidget *parent) : QGLWidget(parent), renderer(NULL)
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{
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init();
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}
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GLView::GLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent)
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{
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init();
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}
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void GLView::init()
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{
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this->viewer_distance = 500;
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this->object_rot_x = 35;
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this->object_rot_y = 0;
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this->object_rot_z = -25;
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this->object_trans_x = 0;
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this->object_trans_y = 0;
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this->object_trans_z = 0;
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this->mouse_drag_active = false;
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this->showedges = false;
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this->showfaces = true;
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this->orthomode = false;
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this->showaxes = false;
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this->showcrosshairs = false;
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for (int i = 0; i < 10; i++)
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this->shaderinfo[i] = 0;
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this->statusLabel = NULL;
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setMouseTracking(true);
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#ifdef ENABLE_OPENCSG
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this->is_opencsg_capable = false;
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this->has_shaders = false;
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this->opencsg_support = true;
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static int sId = 0;
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this->opencsg_id = sId++;
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#endif
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}
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void GLView::setRenderer(Renderer *r)
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{
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this->renderer = r;
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updateGL();
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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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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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#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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}
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// All OpenGL 2 contexts are OpenCSG capable
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if (GLEW_VERSION_2_0 && !openscad_disable_gl20_env) this->is_opencsg_capable = true;
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// If OpenGL < 2, check for extensions
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else if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true;
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else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) {
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this->is_opencsg_capable = true;
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}
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#ifdef WIN32
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else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true;
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#elif !defined(__APPLE__)
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else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true;
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#endif
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if (GLEW_VERSION_2_0 && !openscad_disable_gl20_env) this->has_shaders = true;
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if (!this->is_opencsg_capable) {
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opencsg_support = false;
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QSettings settings;
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// FIXME: This should be an OpenCSG capability warning, not an OpenGL 2 warning
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if (settings.value("editor/opengl20_warning_show",true).toBool()) {
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QTimer::singleShot(0, this, SLOT(display_opencsg_warning()));
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}
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}
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if (opencsg_support && this->has_shaders) {
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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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}
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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_opencsg_warning()
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{
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// data
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QString title = QString("OpenGL context is not OpenCSG capable");
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QString rendererinfo;
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rendererinfo.sprintf("GLEW version %s\n"
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"%s (%s)\n"
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"OpenGL version %s\n",
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glewGetString(GLEW_VERSION),
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glGetString(GL_RENDERER), glGetString(GL_VENDOR),
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glGetString(GL_VERSION));
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QString message = QString("Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG 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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"or support for the framebuffer_object or pbuffer extensions. "
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"Your renderer information is as follows:\n\n%1").arg(rendererinfo);
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QString note = QString("Uncheck to hide this message in the future");
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// presentation
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QDialog *dialog = new QDialog(this);
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dialog->setSizeGripEnabled(true);
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dialog->setWindowTitle(title);
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dialog->resize(500,300);
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QVBoxLayout *layout = new QVBoxLayout(dialog);
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dialog->setLayout(layout);
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QTextEdit *textEdit = new QTextEdit(dialog);
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textEdit->setPlainText(message);
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layout->addWidget(textEdit);
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QCheckBox *checkbox = new QCheckBox(note,dialog);
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checkbox->setCheckState(Qt::Checked);
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layout->addWidget(checkbox);
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QDialogButtonBox *buttonbox =
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new QDialogButtonBox( QDialogButtonBox::Ok, Qt::Horizontal,dialog);
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layout->addWidget(buttonbox);
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buttonbox->button(QDialogButtonBox::Ok)->setFocus();
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buttonbox->button(QDialogButtonBox::Ok)->setDefault(true);
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// action
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connect(buttonbox, SIGNAL(accepted()), dialog, SLOT(accept()));
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connect(checkbox, SIGNAL(clicked(bool)),
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Preferences::inst()->openCSGWarningBox, SLOT(setChecked(bool)));
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connect(checkbox, SIGNAL(clicked(bool)),
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Preferences::inst(), SLOT(openCSGWarningChanged(bool)));
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dialog->exec();
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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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setupPerspective();
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}
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void GLView::setupPerspective()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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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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}
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void GLView::setupOrtho(double distance, bool offset)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if(offset)
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glTranslated(-0.8, -0.8, 0);
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double l = distance/10;
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glOrtho(-w_h_ratio*l, +w_h_ratio*l,
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-(1/w_h_ratio)*l, +(1/w_h_ratio)*l,
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-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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}
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void GLView::paintGL()
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{
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glEnable(GL_LIGHTING);
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if (orthomode)
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setupOrtho(viewer_distance);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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const QColor &bgcol = Preferences::inst()->color(Preferences::BACKGROUND_COLOR);
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glClearColor(bgcol.redF(), bgcol.greenF(), bgcol.blueF(), 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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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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glTranslated(object_trans_x, object_trans_y, object_trans_z);
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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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// FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them
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// to change color based on view orientation.
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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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// Large gray axis cross inline with the model
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// FIXME: This is always gray - adjust color to keep contrast with background
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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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double l = viewer_distance/10;
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glVertex3d(-l, 0, 0);
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glVertex3d(+l, 0, 0);
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glVertex3d(0, -l, 0);
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glVertex3d(0, +l, 0);
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glVertex3d(0, 0, -l);
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glVertex3d(0, 0, +l);
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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 (this->renderer) {
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#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG)
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// FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet
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OpenCSG::setContext(this->opencsg_id);
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#endif
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this->renderer->draw(showfaces, showedges);
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}
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// Small axis cross in the lower left corner
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if (showaxes)
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{
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glDepthFunc(GL_ALWAYS);
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setupOrtho(1000,true);
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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);
|
|
ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y);
|
|
|
|
GLdouble zlabel_x, zlabel_y, zlabel_z;
|
|
gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z);
|
|
zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glTranslated(-1, -1, 0);
|
|
glScaled(2.0/viewport[2], 2.0/viewport[3], 1);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
// FIXME: This was an attempt to keep contrast with background, but is suboptimal
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|
// (e.g. nearly invisible against a gray background).
|
|
int r,g,b;
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|
bgcol.getRgb(&r, &g, &b);
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|
glColor3d((255.0-r)/255.0, (255.0-g)/255.0, (255.0-b)/255.0);
|
|
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);
|
|
// Y Label
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|
glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0);
|
|
glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0);
|
|
// Z Label
|
|
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);
|
|
glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0);
|
|
glEnd();
|
|
|
|
//Restore perspective for next paint
|
|
if(!orthomode)
|
|
setupPerspective();
|
|
}
|
|
|
|
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 = event->globalPos();
|
|
grabMouse();
|
|
setFocus();
|
|
}
|
|
|
|
|
|
void GLView::normalizeAngle(GLdouble& angle)
|
|
{
|
|
while(angle < 0)
|
|
angle += 360;
|
|
while(angle > 360)
|
|
angle -= 360;
|
|
}
|
|
|
|
void GLView::mouseMoveEvent(QMouseEvent *event)
|
|
{
|
|
QPoint this_mouse = event->globalPos();
|
|
double dx = (this_mouse.x()-last_mouse.x()) * 0.7;
|
|
double dy = (this_mouse.y()-last_mouse.y()) * 0.7;
|
|
if (mouse_drag_active) {
|
|
if (event->buttons() & Qt::LeftButton
|
|
#ifdef Q_WS_MAC
|
|
&& !(event->modifiers() & Qt::MetaModifier)
|
|
#endif
|
|
) {
|
|
// Left button rotates in xz, Shift-left rotates in xy
|
|
// On Mac, Ctrl-Left is handled as right button on other platforms
|
|
object_rot_x += dy;
|
|
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
|
|
object_rot_y += dx;
|
|
else
|
|
object_rot_z += dx;
|
|
|
|
normalizeAngle(object_rot_x);
|
|
normalizeAngle(object_rot_y);
|
|
normalizeAngle(object_rot_z);
|
|
} else {
|
|
// Right button pans
|
|
// Shift-right zooms
|
|
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
|
|
viewer_distance += (GLdouble)dy;
|
|
} else {
|
|
object_trans_x += dx;
|
|
object_trans_z -= dy;
|
|
}
|
|
}
|
|
updateGL();
|
|
emit doAnimateUpdate();
|
|
}
|
|
last_mouse = this_mouse;
|
|
}
|
|
|
|
void GLView::mouseReleaseEvent(QMouseEvent*)
|
|
{
|
|
mouse_drag_active = false;
|
|
releaseMouse();
|
|
}
|