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// ************************************************************************** //
//
// BornAgain: simulate and fit scattering at grazing incidence
//
//! @file GUI/ba3d/view/canvas.cpp
//! @brief Implements Canvas class
//!
//! @homepage http://www.bornagainproject.org
//! @license GNU General Public License v3 or higher (see COPYING)
//! @copyright Forschungszentrum Jülich GmbH 2018
//! @authors Scientific Computing Group at MLZ (see CITATION, AUTHORS)
//
// ************************************************************************** //
#include "GUI/ba3d/view/canvas.h"
#include "Base/Utils/Assert.h"
#include "GUI/ba3d/model/geometry.h"
#include "GUI/ba3d/model/model.h"
#include "GUI/ba3d/view/buffer.h"
#include "GUI/ba3d/view/program.h"
#include <QMouseEvent>
#include <QSysInfo>
#include <cmath>
#include <cstdlib>
namespace
{
float ZoomInScale()
{
if (QSysInfo::productType() == "osx")
return 1.02f;
return 1.25f;
}
float ZoomOutScale()
{
if (QSysInfo::productType() == "osx")
return 0.98f;
return 0.8f;
}
const float rot_speed_h = 0.4f; // camera rotation speed in horizontal direction
const float rot_speed_v = 0.4f; // camera rotation speed in vertical direction
// Default camera position in accordance with RealSpaceBuilder.h
const float cameraDefaultPosY = -200.0f; // default camera position on Y axis
const float cameraDefaultPosZ = 120.0f; // default camera position on Z axis
} // namespace
namespace RealSpace
{
Canvas::Canvas()
: aspectRatio(1), colorBgR(1), colorBgG(1), colorBgB(1), currentZoomLevel(0), camera(nullptr),
program(nullptr), model(nullptr), m_isInitializedGL(false)
{
connect(&geometryStore(), &GeometryStore::deletingGeometry, this, &Canvas::releaseBuffer);
}
Canvas::~Canvas()
{
cleanup();
}
void Canvas::setBgColor(QColor const& c)
{
colorBgR = float(c.redF());
colorBgG = float(c.greenF());
colorBgB = float(c.blueF());
update();
}
void Canvas::setCamera(Camera* c)
{
camera = c;
setCamera();
}
void Canvas::setProgram(Program* p)
{
program = p;
if (program)
program->needsInit();
update();
}
void Canvas::setModel(Model* m)
{
releaseBuffers();
disconnect(modelUpdated);
model = m;
modelUpdated = connect(model, &Model::updated, [this](bool withEye) {
if (withEye)
setCamera();
else
update();
});
setCamera();
// connect(camera, &RealSpace::Camera::updated, model, &Model::cameraUpdated);
camera->set();
}
Model* Canvas::getModel()
{
return model;
}
void Canvas::setCamera(bool full)
{
if (camera) {
camera->setAspectRatio(aspectRatio);
if (full && model)
camera->lookAt(model->defCamPos);
}
update();
}
void Canvas::initializeGL()
{
setCamera((camera = new Camera));
setProgram((program = new Program));
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &Canvas::cleanup);
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_isInitializedGL = true;
}
void Canvas::resizeGL(int w, int h)
{
int w1 = qMax(1, w), h1 = qMax(1, h);
viewport.setRect(0, 0, w1, h1);
aspectRatio = float(w1) / float(h1);
setCamera(false);
}
void Canvas::paintGL()
{
glClearColor(colorBgR, colorBgG, colorBgB, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (camera && program && model) {
program->init();
program->bind();
program->set(*camera);
program->setAxis(false);
// opaque objects
model->draw(*this);
// transparent objects
glEnable(GL_BLEND);
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
model->drawBlend(*this);
glDisable(GL_BLEND);
glDepthMask(true);
if (!model->modelIsEmpty()) {
// Draw 3D coordinate axes in lower left corner
glViewport(0, 0, viewport.width() / 9, viewport.height() / 5);
QMatrix4x4 matObject3DAxes;
matObject3DAxes.setToIdentity(); // 3D axes transformation matrix is Identity
program->set(matObject3DAxes);
program->setMatModel(camera->matModel3DAxes);
program->setAxis(true);
std::unique_ptr<Buffer3DAxes> buf3DAxes(new Buffer3DAxes());
buf3DAxes->draw3DAxes();
}
program->release();
}
}
QVector3D Canvas::unproject(QPoint const& p)
{
float x = p.x(), y = viewport.height() - p.y();
return QVector3D(x, y, 1).unproject(matModel, matProj, viewport);
}
void Canvas::mousePressEvent(QMouseEvent* e)
{
switch (e->button()) {
case Qt::LeftButton:
mouseButton = btnTURN;
break;
case Qt::RightButton:
mouseButton = btnZOOM;
break;
default:
mouseButton = btnNONE;
break;
}
if (camera) {
matModel = camera->matModel;
matProj = camera->matProj;
e_last = e->pos();
}
}
void Canvas::mouseMoveEvent(QMouseEvent* e)
{
if (camera) {
float delta_x = e->pos().x() - e_last.x();
float delta_y = e->pos().y() - e_last.y();
switch (mouseButton) {
case btnTURN: {
if (delta_x != 0)
horizontalCameraTurn(-delta_x * rot_speed_h); // -ve for consistency with Blender
if (delta_y != 0)
verticalCameraTurn(-delta_y * rot_speed_v); // -ve for consistency with Blender
e_last = e->pos();
break;
}
case btnZOOM: {
float d = (e->y() - e_last.y()) / float(viewport.height());
camera->zoomBy(1 + d);
break;
}
default:
break;
}
update();
}
}
void Canvas::mouseReleaseEvent(QMouseEvent*)
{
if (camera) {
camera->endTransform(true);
update();
}
}
void Canvas::wheelEvent(QWheelEvent* e)
{
if (camera) {
if (e->delta() < 0) {
// Zoom in
camera->zoomBy(ZoomInScale());
currentZoomLevel += 1;
} else {
// Zoom out
camera->zoomBy(ZoomOutScale());
currentZoomLevel -= 1;
}
camera->endTransform(true);
update();
}
e->accept(); // disabling the event from propagating further to the parent widgets
}
void Canvas::releaseBuffer(Geometry const* g)
{
delete buffers.take(g);
}
void Canvas::releaseBuffers()
{
for (auto b : buffers.values())
delete b;
buffers.clear();
}
void Canvas::draw(QColor const& color, QMatrix4x4 const& mat, Geometry const& geo)
{
auto it = buffers.find(&geo);
Buffer* buf;
if (buffers.end() == it)
buffers.insert(&geo, buf = new Buffer(geo)); // created on demand
else
buf = *it;
ASSERT(program);
program->set(color);
program->set(mat);
buf->draw();
}
void Canvas::cleanup()
{
makeCurrent();
releaseBuffers();
delete camera;
camera = nullptr;
delete program;
program = nullptr;
m_isInitializedGL = false;
doneCurrent();
}
bool Canvas::isInitialized() const
{
return m_isInitializedGL && model != nullptr;
}
void Canvas::defaultView()
{
// Default view
if (isInitialized()) {
RealSpace::Camera::Position defPos(
RealSpace::Vector3D(0, cameraDefaultPosY, cameraDefaultPosZ), // eye
RealSpace::Vector3D(0, 0, 0), // center
RealSpace::Vector3D::_z); // up
// Default position of camera for 3D axes and object are the same
camera->lookAt3DAxes(defPos);
camera->lookAt(defPos);
camera->endTransform(true);
currentZoomLevel = 0; // reset zoom level to default value
update();
}
}
void Canvas::sideView()
{
// Side view at current zoom level
if (isInitialized()) {
RealSpace::Vector3D eye(0, cameraDefaultPosY, 0);
// Side view 3D axes is zoom scale independent
camera->lookAt3DAxes(RealSpace::Camera::Position(eye, // eye
RealSpace::Vector3D(0, 0, 0), // center
RealSpace::Vector3D::_z)); // up
// Side view 3D object is zoom scale dependent
if (currentZoomLevel >= 0)
eye.y *= std::pow(ZoomInScale(), std::abs(currentZoomLevel));
else
eye.y *= std::pow(ZoomOutScale(), std::abs(currentZoomLevel));
camera->lookAt(RealSpace::Camera::Position(eye, // eye
RealSpace::Vector3D(0, 0, 0), // center
RealSpace::Vector3D::_z)); // up
camera->endTransform(true);
update();
}
}
void Canvas::topView()
{
// Top view at current zoom level
if (isInitialized()) {
// Setting a tiny offset in y value of eye such that eye and up vectors are not parallel
RealSpace::Vector3D eye(0, -0.5, -cameraDefaultPosY);
// Top view 3D axes is zoom scale independent
camera->lookAt3DAxes(RealSpace::Camera::Position(eye, // eye
RealSpace::Vector3D(0, 0, 0), // center
RealSpace::Vector3D::_z)); // up
// Top view 3D object is zoom scale dependent
if (currentZoomLevel >= 0)
eye.z *= std::pow(ZoomInScale(), std::abs(currentZoomLevel));
else
eye.z *= std::pow(ZoomOutScale(), std::abs(currentZoomLevel));
camera->lookAt(RealSpace::Camera::Position(eye, // eye
RealSpace::Vector3D(0, 0, 0), // center
RealSpace::Vector3D::_z)); // up
camera->endTransform(true);
update();
}
}
void Canvas::horizontalCameraTurn(float angle)
{
if (isInitialized()) {
float theta = angle * static_cast<float>(M_PI / 180.0); // in radians
// Horizontal camera turn for 3D axes
Camera::Position initial_pos3DAxes = camera->getPos3DAxes();
RealSpace::Vector3D v_eye3DAxes = initial_pos3DAxes.eye; // camera's position vector
RealSpace::Vector3D v_ctr3DAxes = initial_pos3DAxes.ctr;
RealSpace::Vector3D v_up3DAxes = initial_pos3DAxes.up;
RealSpace::Vector3D v_axis3DAxes = v_up3DAxes.normalized(); // normalized rotation axis
// Rotating camera's position (eye) about up vector
RealSpace::Vector3D v_rot_eye3DAxes =
v_up3DAxes * (1 - std::cos(theta)) * dot(v_axis3DAxes, v_eye3DAxes)
+ v_eye3DAxes * std::cos(theta) + cross(v_axis3DAxes, v_eye3DAxes) * std::sin(theta);
Camera::Position rotated_pos3DAxes(v_rot_eye3DAxes, v_ctr3DAxes, v_up3DAxes);
camera->lookAt3DAxes(rotated_pos3DAxes);
// Horizontal camera turn for 3D object
Camera::Position initial_pos = camera->getPos();
RealSpace::Vector3D v_eye = initial_pos.eye; // camera's position vector
RealSpace::Vector3D v_ctr = initial_pos.ctr;
RealSpace::Vector3D v_up = initial_pos.up;
RealSpace::Vector3D v_axis = v_up.normalized(); // normalized rotation axis
// Rotating camera's position (eye) about up vector
RealSpace::Vector3D v_rot_eye = v_up * (1 - std::cos(theta)) * dot(v_axis, v_eye)
+ v_eye * std::cos(theta)
+ cross(v_axis, v_eye) * std::sin(theta);
Camera::Position rotated_pos(v_rot_eye, v_ctr, v_up);
camera->lookAt(rotated_pos);
camera->endTransform(true);
}
}
void Canvas::verticalCameraTurn(float angle)
{
if (isInitialized()) {
float theta = angle * static_cast<float>(M_PI / 180.0); // in radians
// Vertical camera turn for 3D axes
Camera::Position initial_pos3DAxes = camera->getPos3DAxes();
RealSpace::Vector3D v_eye3DAxes = initial_pos3DAxes.eye; // camera's position vector
RealSpace::Vector3D v_ctr3DAxes = initial_pos3DAxes.ctr;
RealSpace::Vector3D v_up3DAxes = initial_pos3DAxes.up;
RealSpace::Vector3D v_axis3DAxes =
cross(v_up3DAxes, v_eye3DAxes).normalized(); // normalized rotation axis
// Rotating camera's position (eye) about an axis perpendicular to up and eye vectors
RealSpace::Vector3D v_rot_eye3DAxes =
v_up3DAxes * (1 - std::cos(theta)) * dot(v_axis3DAxes, v_eye3DAxes)
+ v_eye3DAxes * std::cos(theta) + cross(v_axis3DAxes, v_eye3DAxes) * std::sin(theta);
Camera::Position rotated_pos3DAxes(v_rot_eye3DAxes, v_ctr3DAxes, v_up3DAxes);
camera->lookAt3DAxes(rotated_pos3DAxes);
// Vertical camera turn for 3D object
Camera::Position initial_pos = camera->getPos();
RealSpace::Vector3D v_eye = initial_pos.eye; // camera's position vector
RealSpace::Vector3D v_ctr = initial_pos.ctr;
RealSpace::Vector3D v_up = initial_pos.up;
RealSpace::Vector3D v_axis = cross(v_up, v_eye).normalized(); // normalized rotation axis
// Rotating camera's position (eye) about an axis perpendicular to up and eye vectors
RealSpace::Vector3D v_rot_eye = v_up * (1 - std::cos(theta)) * dot(v_axis, v_eye)
+ v_eye * std::cos(theta)
+ cross(v_axis, v_eye) * std::sin(theta);
Camera::Position rotated_pos(v_rot_eye, v_ctr, v_up);
camera->lookAt(rotated_pos);
camera->endTransform(true);
}
}
} // namespace RealSpace
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