fractorium/Source/Fractorium/GLWidget.h

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#pragma once
#include "FractoriumEmberController.h"
/// <summary>
/// GLWidget class.
/// </summary>
class Fractorium;//Forward declaration since Fractorium uses this widget.
static const float GridStep = 1.0f / 8.0f;
/// <summary>
/// The main drawing area.
/// This uses the Qt wrapper around OpenGL to draw the output of the render to a texture whose
/// size matches the size of the window.
/// On top of that, the circles that represent the pre and post affine transforms for each xform are drawn.
/// Based on values specified on the GUI, it will either draw the presently selected xform, or all of them.
/// It can show/hide pre/post affine as well.
/// The currently selected xform is drawn with a circle around it, with all others only showing their axes.
/// The current xform is set by either clicking on it, or by changing the index of the xforms combo box on the main window.
/// A problem here is that all drawing is done using the legacy OpenGL fixed function pipeline which is deprecated
/// and even completely disabled on Mac OS. This will need to be replaced with shader programs for every draw operation.
/// Since this window has to know about various states of the renderer and the main window, it retains pointers to
/// the main window and several of its members.
/// This class uses a controller-based design similar to the main window.
/// </summary>
class GLWidget : public QGLWidget, protected QOpenGLFunctions_2_0//QOpenGLFunctions_3_2_Compatibility//QOpenGLFunctions_3_2_Core//, protected QOpenGLFunctions
{
Q_OBJECT
friend Fractorium;
friend FractoriumEmberController<float>;
friend FractoriumEmberController<double>;
friend GLEmberControllerBase;
friend GLEmberController<float>;
friend GLEmberController<double>;
public:
GLWidget(QWidget* parent);
~GLWidget();
void DrawQuad();
void SetMainWindow(Fractorium* f);
bool Init();
bool Drawing();
GLuint OutputTexID();
protected:
virtual void initializeGL();
virtual void paintGL();
virtual void keyPressEvent(QKeyEvent* e);
virtual void keyReleaseEvent(QKeyEvent* e);
virtual void mousePressEvent(QMouseEvent* e);
virtual void mouseReleaseEvent(QMouseEvent* e);
virtual void mouseMoveEvent(QMouseEvent* e);
virtual void wheelEvent(QWheelEvent* e);
virtual void resizeEvent(QResizeEvent* e);
private:
bool Allocate(bool force = false);
bool Deallocate();
void SetViewport();
void DrawGrid();
void DrawUnitSquare();
void DrawAffineHelper(int index, bool selected, bool pre, bool final, bool background);
GLEmberControllerBase* GLController();
bool m_Init;
bool m_Drawing;
GLint m_TexWidth;
GLint m_TexHeight;
GLint m_ViewWidth;
GLint m_ViewHeight;
GLuint m_OutputTexID;
Fractorium* m_Fractorium;
};