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GLWidget.h
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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
/****************************************************************************
** Peter Beben: heavily modified this file for the purpose of
** this project.
****************************************************************************/
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include "Mesh.h"
#include "MeshWorker.h"
//#include "MessageLogger.h"
#include <QOpenGLWidget>
//#include <QOpenGLFunctions>
#include <QOpenGLExtraFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMatrix4x4>
#include <QRecursiveMutex>
class MessageLogger;
class MeshWorker;
QT_BEGIN_NAMESPACE
class QThread;
QT_END_NAMESPACE
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
class GLWidget : public QOpenGLWidget, protected QOpenGLExtraFunctions
{
Q_OBJECT
typedef void* MeshPtr;
public:
GLWidget(QWidget *parent = nullptr, MessageLogger *msgLogger = nullptr);
~GLWidget();
static bool isTransparent() { return m_transparent; }
static void setTransparent(bool t) { m_transparent = t; }
QSize minimumSizeHint() const override;
QSize sizeHint() const override;
public slots:
void setVectRotation(int angle, QVector3D v);
void setVectTranslation(QVector3D v);
void cleanup();
void setMesh(MeshPtr mesh);
void setRandomMesh(size_t ndim);
void getMesh(MeshPtr& mesh);
void viewGLMeshNorms(bool enabled);
void approxMeshNorms()
{ emit meshApproxNorms(); }
void noiseMesh(int nSweeps)
{ emit meshNoise(nSweeps); }
void smoothMesh(int nSweeps)
{ emit meshSmooth(nSweeps); }
void setNormScale(float scale) { setGLMeshNorms(scale*m_modelSize); }
void updateMesh(int opt=0);
signals:
void vectRotationChanged(int angle, QVector3D v);
void vectTranslationChanged(QVector3D v);
void meshGenerate(QVector3D norm, size_t ndim,
const std::function<float(float xu, float xv)> heightFun);
void meshApproxNorms();
void meshNoise(int nSweeps);
void meshSmooth(int nSweeps);
void logMessage(const QString& text);
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void mousePressEvent(QMouseEvent *event) override;
void mouseMoveEvent(QMouseEvent *event) override;
void wheelEvent(QWheelEvent *event) override;
private:
void setupVertexAttribs(QOpenGLBuffer vbo);
void setGLView();
void setGLMesh();
void setGLMeshNorms(float scale);
void setGLMeshDebug();
float frobeniusNorm4x4(QMatrix4x4 M);
int m_vRot;
QPoint m_lastMousePos;
//QPoint m_lastWheelPos;
Mesh m_mesh;
float m_aspectRatio;
float m_nearPlane;
float m_farPlane;
float m_modelSize;
static constexpr int m_alignMatCol = 4*sizeof(float);
static constexpr int m_alignSizMat33 = 3*m_alignMatCol;
static constexpr int m_alignSizMat44 = 4*m_alignMatCol;
static constexpr int m_projMatLoc = 0;
static constexpr int m_projMatSiz = m_alignSizMat44;
static constexpr int m_movMatLoc = m_projMatLoc + m_projMatSiz;
static constexpr int m_movMatSiz = m_alignSizMat44;
static constexpr int m_normMatLoc = m_movMatLoc + m_movMatSiz;
static constexpr int m_normMatSiz = m_alignSizMat33;
static constexpr size_t m_matUboSize = 2*m_alignSizMat44 + m_alignSizMat33;
static constexpr int m_lightPosLoc = 0;
static constexpr int m_lightPosSiz = 4*sizeof(float);
static constexpr int m_colorLoc = m_lightPosLoc + m_lightPosSiz;
static constexpr int m_colorSiz = 4*sizeof(float);
static constexpr size_t m_lightUboSize = 8*sizeof(float);
float m_normScale;
bool m_showMeshNorms;
QMatrix4x4 m_proj;
QMatrix4x4 m_camera;
QMatrix4x4 m_world;
QVector3D m_rotVect;
QVector3D m_movVect;
QOpenGLVertexArrayObject m_meshVao;
QOpenGLVertexArrayObject m_meshNormsVao;
QOpenGLVertexArrayObject m_meshDebugVao;
QOpenGLBuffer m_meshVbo;
QOpenGLBuffer m_meshEbo;
unsigned int m_matricesUbo;
unsigned int m_lightsUbo;
QOpenGLBuffer m_meshNormsVbo;
QOpenGLBuffer m_meshDebugVbo;
QOpenGLShaderProgram *m_shader;
QOpenGLShaderProgram *m_shaderWireframe;
static bool m_transparent;
MessageLogger* m_msgLogger;
QThread* m_meshThread;
MeshWorker* m_meshWorker;
QRecursiveMutex m_recMutex;
};
#endif