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// ************************************************************************************************
//
// BornAgain: simulate and fit reflection and scattering
//
//! @file Img3D/View/Canvas.cpp
//! @brief Implements class Canvas.
//!
//! @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 "Img3D/View/Canvas.h"
#include "Base/Util/Assert.h"
#include "Img3D/Model/Geometry.h"
#include "Img3D/Model/GeometryStore.h"
#include "Img3D/Model/Model.h"
#include "Img3D/Plot/AxesPlotter.h"
#include "Img3D/Plot/BodyPlotter.h"
#include "Img3D/View/Camera.h"
#include "Img3D/View/Shader.h"
#include <QMouseEvent>
#include <QVBoxLayout>
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;
}
// 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 Img3D {
Canvas::Canvas()
: aspectRatio(1)
, currentZoomLevel(0)
, m_model(nullptr)
, m_is_initializedGL(false)
{
connect(&geometryStore(), &GeometryStore::deletingGeometry, this, &Canvas::releaseBuffer);
// layout for caution messages
setLayout(new QVBoxLayout);
layout()->setAlignment(Qt::AlignCenter);
}
Canvas::~Canvas()
{
releaseBuffers();
}
void Canvas::setCamera(Camera* c)
{
m_camera.reset(c);
switchCamera(true);
}
void Canvas::setShader(Shader* p)
{
m_shader.reset(p);
if (m_shader)
m_shader->needsInit();
update();
}
void Canvas::setModel(Model* m)
{
releaseBuffers();
m_model = m;
switchCamera(true);
if (!m || !m_camera)
return;
m_camera->set();
}
void Canvas::switchCamera(bool full)
{
if (m_camera) {
m_camera->setAspectRatio(aspectRatio);
if (full && m_model)
m_camera->lookAt(m_model->defaultCameraPosition);
}
update();
}
void Canvas::initializeGL()
{
setCamera(new Camera);
setShader(new Shader);
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_is_initializedGL = 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);
switchCamera(false);
}
void Canvas::paintGL()
{
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!m_camera || !m_shader || !m_model || m_model->modelIsEmpty())
return;
m_shader->init();
m_shader->bind();
m_shader->setCamera(*m_camera);
m_shader->setAxis(false);
// opaque objects
for (const PlottableBody* o : m_model->objects())
drawBody(*o);
// transparent objects
glEnable(GL_BLEND);
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (const PlottableBody* o : m_model->transparentObjects())
drawBody(*o);
glDisable(GL_BLEND);
glDepthMask(true);
// 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
m_shader->setMatObject(matObject3DAxes);
m_shader->setMatModel(m_camera->matAxes());
m_shader->setAxis(true);
std::unique_ptr<AxesPlotter> buf3DAxes(new AxesPlotter());
buf3DAxes->draw3DAxes();
m_shader->release();
}
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 (!m_camera)
return;
matModel = m_camera->matModel();
matProj = m_camera->matProj();
m_last_mouse_coords = e->pos();
}
void Canvas::mouseMoveEvent(QMouseEvent* e)
{
if (!m_camera)
return;
const float delta_x = e->pos().x() - m_last_mouse_coords.x();
const float delta_y = e->pos().y() - m_last_mouse_coords.y();
switch (mouseButton) {
case btnTURN: {
if (!isInitialized())
break;
// minus sign for consistency with Blender; arbitrary prefactor for decent rotation speed
if (delta_x != 0)
m_camera->horizontalTurn(-0.007f * delta_x);
if (delta_y != 0)
m_camera->verticalTurn(-0.007f * delta_y);
m_last_mouse_coords = e->pos();
break;
}
case btnZOOM: {
const float d = (e->y() - m_last_mouse_coords.y()) / float(viewport.height());
m_camera->zoomBy(1 + d);
break;
}
default:
break;
}
update();
}
void Canvas::mouseReleaseEvent(QMouseEvent*)
{
if (!m_camera)
return;
m_camera->endTransform(true);
update();
}
void Canvas::wheelEvent(QWheelEvent* e)
{
if (m_camera) {
if (e->angleDelta().y() < 0) {
// Zoom in
m_camera->zoomBy(ZoomInScale());
currentZoomLevel += 1;
} else {
// Zoom out
m_camera->zoomBy(ZoomOutScale());
currentZoomLevel -= 1;
}
m_camera->endTransform(true);
update();
}
e->accept(); // disable the event from propagating further to the parent widgets
}
void Canvas::releaseBuffer(Geometry const* g)
{
delete m_buffers.take(g);
}
void Canvas::releaseBuffers()
{
for (BodyPlotter* b : m_buffers.values())
delete b;
m_buffers.clear();
}
void Canvas::drawBody(const PlottableBody& object)
{
if (!object.valid())
return;
ASSERT(m_shader);
m_shader->setColor(object.color());
m_shader->setMatObject(object.matrix());
Geometry const& geo = object.geo();
auto it = m_buffers.find(&geo);
BodyPlotter* buf;
if (m_buffers.end() == it)
m_buffers.insert(&geo, buf = new BodyPlotter(geo)); // created on demand
else
buf = *it;
buf->draw();
}
bool Canvas::isInitialized() const
{
return m_is_initializedGL && m_model != nullptr;
}
void Canvas::defaultView()
{
// Default view
if (!isInitialized())
return;
const CameraParams defPos({0, cameraDefaultPosY, cameraDefaultPosZ}, // eye
{0, 0, 0}, // center
{0, 0, 1}); // up
// Default position of camera for 3D axes and object are the same
m_camera->lookAt3DAxes(defPos);
m_camera->lookAt(defPos);
m_camera->endTransform(true);
currentZoomLevel = 0; // reset zoom level to default value
update();
}
void Canvas::sideView()
{
// Side view at current zoom level
if (!isInitialized())
return;
F3 eye(0, cameraDefaultPosY, 0);
// Side view 3D axes is zoom scale independent
m_camera->lookAt3DAxes(CameraParams(eye, // eye
{0, 0, 0}, // center
{0, 0, 1})); // up
// Side view 3D object is zoom scale dependent
if (currentZoomLevel >= 0)
eye.setY(eye.y() * std::pow(ZoomInScale(), std::abs(currentZoomLevel)));
else
eye.setY(eye.y() * std::pow(ZoomOutScale(), std::abs(currentZoomLevel)));
m_camera->lookAt(CameraParams(eye, // eye
{0, 0, 0}, // center
{0, 0, 1})); // up
m_camera->endTransform(true);
update();
}
void Canvas::topView()
{
// Top view at current zoom level
if (!isInitialized())
return;
// Setting a tiny offset in y value of eye such that eye and up vectors are not parallel
Img3D::F3 eye(0, -0.5, -cameraDefaultPosY);
// Top view 3D axes is zoom scale independent
m_camera->lookAt3DAxes(CameraParams(eye, // eye
{0, 0, 0}, // center
{0, 0, 1})); // up
// Top view 3D object is zoom scale dependent
if (currentZoomLevel >= 0)
eye.setZ(eye.z() * std::pow(ZoomInScale(), std::abs(currentZoomLevel)));
else
eye.setZ(eye.z() * std::pow(ZoomOutScale(), std::abs(currentZoomLevel)));
m_camera->lookAt(CameraParams(eye, // eye
{0, 0, 0}, // center
{0, 0, 1})); // up
m_camera->endTransform(true);
update();
}
} // namespace Img3D
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