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Initial source commit
Initial source commit
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76
Source/Fractorium/GLWidget.h
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76
Source/Fractorium/GLWidget.h
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#pragma once
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#include "FractoriumEmberController.h"
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/// <summary>
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/// GLWidget class.
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/// </summary>
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class Fractorium;//Forward declaration since Fractorium uses this widget.
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static const float GridStep = 1.0f / 8.0f;
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/// <summary>
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/// The main drawing area.
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/// This uses the Qt wrapper around OpenGL to draw the output of the render to a texture whose
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/// size matches the size of the window.
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/// On top of that, the circles that represent the pre and post affine transforms for each xform are drawn.
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/// Based on values specified on the GUI, it will either draw the presently selected xform, or all of them.
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/// It can show/hide pre/post affine as well.
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/// The currently selected xform is drawn with a circle around it, with all others only showing their axes.
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/// The current xform is set by either clicking on it, or by changing the index of the xforms combo box on the main window.
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/// A problem here is that all drawing is done using the legacy OpenGL fixed function pipeline which is deprecated
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/// and even completely disabled on Mac OS. This will need to be replaced with shader programs for every draw operation.
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/// Since this window has to know about various states of the renderer and the main window, it retains pointers to
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/// the main window and several of its members.
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/// This class uses a controller-based design similar to the main window.
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/// </summary>
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class GLWidget : public QGLWidget, protected QOpenGLFunctions_2_0//QOpenGLFunctions_3_2_Compatibility//QOpenGLFunctions_3_2_Core//, protected QOpenGLFunctions
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{
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Q_OBJECT
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friend Fractorium;
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friend FractoriumEmberController<float>;
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friend FractoriumEmberController<double>;
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friend GLEmberControllerBase;
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friend GLEmberController<float>;
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friend GLEmberController<double>;
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public:
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GLWidget(QWidget* parent);
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~GLWidget();
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void DrawQuad();
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void SetMainWindow(Fractorium* f);
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bool Init();
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bool Drawing();
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GLuint OutputTexID();
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protected:
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virtual void initializeGL();
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virtual void paintGL();
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virtual void keyPressEvent(QKeyEvent* e);
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virtual void keyReleaseEvent(QKeyEvent* e);
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virtual void mousePressEvent(QMouseEvent* e);
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virtual void mouseReleaseEvent(QMouseEvent* e);
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virtual void mouseMoveEvent(QMouseEvent* e);
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virtual void wheelEvent(QWheelEvent* e);
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virtual void resizeEvent(QResizeEvent* e);
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private:
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bool Allocate(bool force = false);
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bool Deallocate();
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void SetViewport();
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void DrawGrid();
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void DrawUnitSquare();
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void DrawAffineHelper(bool selected, bool pre, bool final, bool background);
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GLEmberControllerBase* GLController();
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bool m_Init;
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bool m_Drawing;
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GLint m_TexWidth;
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GLint m_TexHeight;
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GLint m_ViewWidth;
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GLint m_ViewHeight;
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GLuint m_OutputTexID;
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Fractorium* m_Fractorium;
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};
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