#include "FractoriumPch.h"
#include "GLWidget.h"
#include "Fractorium.h"
//#define OLDDRAG 1
///
/// Constructor which passes parent widget to the base and initializes OpenGL profile.
/// This will need to change in the future to implement all drawing as shader programs.
///
/// The parent widget
GLWidget::GLWidget(QWidget* parent)
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
{
QGLFormat qglFormat;
m_Init = false;
m_Drawing = false;
m_TexWidth = 0;
m_TexHeight = 0;
m_OutputTexID = 0;
m_Fractorium = NULL;
qglFormat.setSwapInterval(1);//Vsync.
qglFormat.setDoubleBuffer(true);
qglFormat.setVersion(2, 0);
//qglFormat.setVersion(3, 2);
qglFormat.setProfile(QGLFormat::CompatibilityProfile);
//qglFormat.setProfile(QGLFormat::CoreProfile);
setFormat(qglFormat);
}
///
/// Empty destructor.
///
GLWidget::~GLWidget()
{
}
///
/// Draw the final rendered image as a texture on a quad that is the same size as the window.
/// Different action is taken based on whether a CPU or OpenCL renderer is used.
/// For CPU, the output image buffer must be copied to OpenGL every time it's drawn.
/// For OpenCL, the output image and the texture are the same thing, so no copying is necessary
/// and all image memory remains on the card.
///
void GLWidget::DrawQuad()
{
GLint texWidth = 0, texHeight = 0;
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
RendererBase* renderer = m_Fractorium->m_Controller->Renderer();
vector* finalImage = m_Fractorium->m_Controller->FinalImage();
//Ensure all allocation has taken place first.
if (m_OutputTexID != 0 && finalImage && !finalImage->empty())
{
glBindTexture(GL_TEXTURE_2D, m_OutputTexID);//The texture to draw to.
//Only draw if the dimensions match exactly.
if (m_TexWidth == width() && m_TexHeight == height() && ((m_TexWidth * m_TexHeight * 4) == finalImage->size()))
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1, 1, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//Copy data from CPU to OpenGL if using a CPU renderer. This is not needed when using OpenCL.
if (renderer->RendererType() == CPU_RENDERER)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_TexWidth, m_TexHeight, GL_RGBA, GL_UNSIGNED_BYTE, finalImage->data());
glBegin(GL_QUADS);//This will need to be converted to a shader at some point in the future.
glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
glTexCoord2f(1.0, 0.0); glVertex2f(1.0, 0.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
glBindTexture(GL_TEXTURE_2D, 0);//Stop using this texture.
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
///
/// Set drag and drag modifier states to nothing.
///
void GLEmberControllerBase::ClearDrag()
{
m_DragModifier = 0;
m_DragState = DragNone;
}
///
/// Wrapper around Allocate() call on the GL widget.
///
bool GLEmberControllerBase::Allocate(bool force) { return m_GL->Allocate(force); }
///
/// Clear the OpenGL output window to be the background color of the current ember.
/// Both buffers must be cleared, else artifacts will show up.
///
template
void GLEmberController::ClearWindow()
{
Ember* ember = m_FractoriumEmberController->CurrentEmber();
m_GL->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GL->glClearColor(ember->m_Background.r, ember->m_Background.g, ember->m_Background.b, 1.0);
m_GL->makeCurrent();
m_GL->swapBuffers();
m_GL->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GL->glClearColor(ember->m_Background.r, ember->m_Background.g, ember->m_Background.b, 1.0);
}
///
/// Set the currently selected xform.
/// The currently selected xform is drawn with a circle around it, with all others only showing their axes.
///
/// The xform.
template
void GLEmberController::SetSelectedXform(Xform* xform)
{
//By doing this check, it prevents triggering unnecessary events when selecting an xform on this window with the mouse,
//which will set the combo box on the main window, which will trigger this call. However, if the xform has been selected
//here with the mouse, the window has already repainted, so there's no need to do it again.
if (m_SelectedXform != xform || m_HoverXform != xform)
{
m_HoverXform = xform;
m_SelectedXform = xform;
if (m_GL->m_Init)
m_GL->repaint();//Force immediate redraw with repaint() instead of update().
}
}
///
/// Setters for main window pointers.
///
void GLWidget::SetMainWindow(Fractorium* f) { m_Fractorium = f; }
///
/// Getters for OpenGL state.
///
bool GLWidget::Init() { return m_Init; }
bool GLWidget::Drawing() { return m_Drawing; }
GLint GLWidget::MaxTexSize() { return m_MaxTexSize; }
GLuint GLWidget::OutputTexID() { return m_OutputTexID; }
///
/// Initialize OpenGL, called once at startup after the main window constructor finishes.
/// Although it seems an awkward place to put some of this setup code, the dimensions of the
/// main window and its widgets are not fully initialized before this is called.
/// Once this is done, the render timer is started after a short delay.
/// Rendering is then clear to begin.
///
void GLWidget::initializeGL()
{
if (!m_Init && initializeOpenGLFunctions() && m_Fractorium)
{
glClearColor(0.0, 0.0, 0.0, 1.0);
int w = m_Fractorium->ui.GLParentScrollArea->width();
int h = m_Fractorium->ui.GLParentScrollArea->height();
SetDimensions(w, h);
m_Fractorium->m_WidthSpin->setValue(w);
m_Fractorium->m_HeightSpin->setValue(h);
glEnable(GL_TEXTURE_2D);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_MaxTexSize);
glDisable(GL_TEXTURE_2D);
m_Fractorium->m_WidthSpin->setMaximum(m_MaxTexSize);
m_Fractorium->m_HeightSpin->setMaximum(m_MaxTexSize);
//Start with a flock of 10 random embers. Can't do this until now because the window wasn't maximized yet, so the sizes would have been off.
m_Fractorium->OnActionNewFlock(false);
m_Fractorium->m_Controller->DelayedStartRenderTimer();
m_Init = true;
}
}
///
/// The main drawing/update function.
/// First the quad will be drawn, then the remaining affine circles.
///
void GLWidget::paintGL()
{
FractoriumEmberControllerBase* controller = m_Fractorium->m_Controller.get();
//Ensure there is a renderer and that it's supposed to be drawing, signified by the running timer.
if (controller && controller->Renderer() && controller->RenderTimerRunning())
{
RendererBase* renderer = controller->Renderer();
m_Drawing = true;
controller->GLController()->DrawImage();
//Affine drawing.
bool pre = m_Fractorium->ui.PreAffineGroupBox->isChecked();
bool post = m_Fractorium->ui.PostAffineGroupBox->isChecked();
float unitX = fabs(renderer->UpperRightX(false) - renderer->LowerLeftX(false)) / 2.0f;
float unitY = fabs(renderer->UpperRightY(false) - renderer->LowerLeftY(false)) / 2.0f;
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-unitX, unitX, -unitY, unitY, -1, 1);//Projection matrix: OpenGL camera is always centered, just move the ember internally inside the renderer.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
controller->GLController()->DrawAffines(pre, post);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POINT_SMOOTH);
glFinish();
m_Drawing = false;
}
}
///
/// Draw the image on the quad.
///
template
void GLEmberController::DrawImage()
{
RendererBase* renderer = m_FractoriumEmberController->Renderer();
Ember* ember = m_FractoriumEmberController->CurrentEmber();
m_GL->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GL->glClearColor(ember->m_Background.r, ember->m_Background.g, ember->m_Background.b, 1.0);
m_GL->glDisable(GL_DEPTH_TEST);
renderer->EnterFinalAccum();//Lock, may not be necessary, but just in case.
renderer->EnterResize();
if (SizesMatch())//Ensure all sizes are correct. If not, do nothing.
{
vector* finalImage = m_FractoriumEmberController->FinalImage();
if (renderer->RendererType() == OPENCL_RENDERER || finalImage)//Final image only matters for CPU renderer.
if (renderer->RendererType() == OPENCL_RENDERER || finalImage->size() == renderer->FinalBufferSize())
m_GL->DrawQuad();//Output image is drawn here.
}
renderer->LeaveResize();//Unlock, may not be necessary.
renderer->LeaveFinalAccum();
}
///
/// Draw the affine circles.
///
/// True to draw pre affines, else don't.
/// True to draw post affines, else don't.
template
void GLEmberController::DrawAffines(bool pre, bool post)
{
QueryVMP();//Resolves to float or double specialization function depending on T.
Ember* ember = m_FractoriumEmberController->CurrentEmber();
bool dragging = m_DragState == DragDragging;
//Draw grid if control key is pressed.
if ((m_DragModifier & DragModControl) == DragModControl)
{
m_GL->glLineWidth(1.0f);
m_GL->DrawGrid();
}
//When dragging, only draw the selected xform's affine and hide all others.
if (!m_Fractorium->m_Settings->ShowAllXforms() && dragging)
{
if (m_SelectedXform)
DrawAffine(m_SelectedXform, m_AffineType == AffinePre, true);
}
else//Show all while dragging, or not dragging just hovering/mouse move.
{
if (pre && m_Fractorium->DrawAllPre())//Draw all pre affine if specified.
{
for (unsigned int i = 0; i < ember->TotalXformCount(); i++)
{
Xform* xform = ember->GetTotalXform(i);
bool selected = dragging ? (m_SelectedXform == xform) : (m_HoverXform == xform);
DrawAffine(xform, true, selected);
}
}
else if (pre && m_HoverXform)//Only draw current pre affine.
{
DrawAffine(m_HoverXform, true, true);
}
if (post && m_Fractorium->DrawAllPost())//Draw all post affine if specified.
{
for (unsigned int i = 0; i < ember->TotalXformCount(); i++)
{
Xform* xform = ember->GetTotalXform(i);
bool selected = dragging ? (m_SelectedXform == xform) : (m_HoverXform == xform);
DrawAffine(xform, false, selected);
}
}
else if (post && m_HoverXform)//Only draw current post affine.
{
DrawAffine(m_HoverXform, false, true);
}
}
if (dragging)//Draw large yellow dot on select or drag.
{
m_GL->glPointSize(6.0f);
m_GL->glBegin(GL_POINTS);
m_GL->glColor4f(1.0f, 1.0f, 0.5f, 1.0f);
m_GL->glVertex2f(m_DragHandlePos.x, m_DragHandlePos.y);
m_GL->glEnd();
m_GL->glPointSize(1.0f);//Restore point size.
}
else if (m_HoverType != HoverNone && m_HoverXform == m_SelectedXform)//Draw large turquoise dot on hover if they are hovering over the selected xform.
{
m_GL->glPointSize(6.0f);
m_GL->glBegin(GL_POINTS);
m_GL->glColor4f(0.5f, 1.0f, 1.0f, 1.0f);
m_GL->glVertex2f(m_HoverHandlePos.x, m_HoverHandlePos.y);
m_GL->glEnd();
m_GL->glPointSize(1.0f);
}
}
///
/// Set drag modifiers based on key press.
///
/// The event
bool GLEmberControllerBase::KeyPress(QKeyEvent* e)
{
#ifdef OLDDRAG
if (e->key() == Qt::Key_Shift)
m_DragModifier |= DragModShift;
else if (e->key() == Qt::Key_Control || e->key() == Qt::Key_C)
m_DragModifier |= DragModControl;
else if (e->key() == Qt::Key_Alt || e->key() == Qt::Key_A)
m_DragModifier |= DragModAlt;
else
return false;
return true;
#else
if (e->key() == Qt::Key_Control)
{
m_DragModifier |= DragModControl;
return true;
}
#endif
return false;
}
///
/// Call controller KeyPress().
///
/// The event
void GLWidget::keyPressEvent(QKeyEvent* e)
{
if (!GLController() || !GLController()->KeyPress(e))
QGLWidget::keyPressEvent(e);
update();
}
///
/// Set drag modifiers based on key release.
///
/// The event
bool GLEmberControllerBase::KeyRelease(QKeyEvent* e)
{
#ifdef OLDDRAG
if (e->key() == Qt::Key_Shift)
m_DragModifier &= ~DragModShift;
else if (e->key() == Qt::Key_Control || e->key() == Qt::Key_C)
m_DragModifier &= ~DragModControl;
else if (e->key() == Qt::Key_Alt || e->key() == Qt::Key_A)
m_DragModifier &= ~DragModAlt;
else
return false;
return true;
#else
if (e->key() == Qt::Key_Control)
{
m_DragModifier &= ~DragModControl;
return true;
}
#endif
return false;
}
///
/// Call controller KeyRelease().
///
/// The event
void GLWidget::keyReleaseEvent(QKeyEvent* e)
{
if (!GLController() || !GLController()->KeyRelease(e))
QGLWidget::keyReleaseEvent(e);
update();
}
///
/// Determine if the mouse click was over an affine circle
/// and set the appropriate selection information to be used
/// on subsequent mouse move events.
/// If nothing was selected, then reset the selection and drag states.
///
/// The event
template
void GLEmberController::MousePress(QMouseEvent* e)
{
v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
Ember* ember = m_FractoriumEmberController->CurrentEmber();
RendererBase* renderer = m_FractoriumEmberController->Renderer();
//Ensure everything has been initialized.
if (!renderer)
return;
m_MouseDownPos = glm::ivec2(e->x(), e->y());//Capture the raster coordinates of where the mouse was clicked.
m_MouseWorldPos = WindowToWorld(mouseFlipped, false);//Capture the world cartesian coordinates of where the mouse is.
m_BoundsDown.w = renderer->LowerLeftX(false);//Need to capture these because they'll be changing if scaling.
m_BoundsDown.x = renderer->LowerLeftY(false);
m_BoundsDown.y = renderer->UpperRightX(false);
m_BoundsDown.z = renderer->UpperRightY(false);
#ifndef OLDDRAG
Qt::KeyboardModifiers mod = e->modifiers();
if (mod.testFlag(Qt::ShiftModifier))
m_DragModifier |= DragModShift;
//if (mod.testFlag(Qt::ControlModifier))// || mod.testFlag(Qt::Key_C))
// m_DragModifier |= DragModControl;
if (mod.testFlag(Qt::AltModifier))// || mod.testFlag(Qt::Key_A))
m_DragModifier |= DragModAlt;
#endif
if (m_DragState == DragNone)//Only take action if the user wasn't already dragging.
{
m_MouseDownWorldPos = m_MouseWorldPos;//Set the mouse down position to the current position.
if (e->button() & Qt::LeftButton)
{
int xformIndex = UpdateHover(mouseFlipped);//Determine if an affine circle was clicked.
if (m_HoverXform && xformIndex != -1)
{
m_SelectedXform = m_HoverXform;
m_DragSrcTransform = Affine2D(m_AffineType == AffinePre ? m_SelectedXform->m_Affine : m_SelectedXform->m_Post);//Copy the affine of the xform that was selected.
m_DragHandlePos = m_HoverHandlePos;
m_DragHandleOffset = m_DragHandlePos - m_MouseWorldPos;
m_DragState = DragDragging;
//The user has selected an xform by clicking on it, so update the main GUI by selecting this xform in the combo box.
m_Fractorium->CurrentXform(xformIndex);
//Draw large yellow dot on select or drag.
m_GL->glPointSize(6.0f);
m_GL->glBegin(GL_POINTS);
m_GL->glColor4f(1.0f, 1.0f, 0.5f, 1.0f);
m_GL->glVertex2f(m_DragHandlePos.x, m_DragHandlePos.y);
m_GL->glEnd();
m_GL->glPointSize(1.0f);//Restore point size.
m_GL->repaint();
}
else//Nothing was selected.
{
//m_SelectedXform = NULL;
m_DragState = DragNone;
}
}
else if (e->button() == Qt::MiddleButton)//Middle button does whole image translation.
{
m_CenterDownX = ember->m_CenterX;//Capture where the center of the image is because this value will change when panning.
m_CenterDownY = ember->m_CenterY;
m_DragState = DragPanning;
}
else if (e->button() == Qt::RightButton)//Right button does whole image rotation and scaling.
{
UpdateHover(mouseFlipped);
m_SelectedXform = m_HoverXform;
m_CenterDownX = ember->m_CenterX;//Capture these because they will change when rotating and scaling.
m_CenterDownY = ember->m_CenterY;
m_RotationDown = ember->m_Rotate;
m_ScaleDown = ember->m_PixelsPerUnit;
m_DragState = DragRotateScale;
}
}
}
///
/// Call controller MousePress().
///
/// The event
void GLWidget::mousePressEvent(QMouseEvent* e)
{
setFocus();//Must do this so that this window gets keyboard events.
if (GLEmberControllerBase* controller = GLController())
controller->MousePress(e);
QGLWidget::mousePressEvent(e);
}
///
/// Reset the selection and dragging state, but re-calculate the
/// hovering state because the mouse might still be over an affine circle.
///
/// The event
template
void GLEmberController::MouseRelease(QMouseEvent* e)
{
v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
m_MouseWorldPos = WindowToWorld(mouseFlipped, false);
if (m_DragState == DragDragging && (e->button() & Qt::LeftButton))
UpdateHover(mouseFlipped);
m_DragState = DragNone;
#ifndef OLDDRAG
m_DragModifier = 0;
#endif
m_GL->repaint();//Force immediate redraw.
}
///
/// Call controller MouseRelease().
///
/// The event
void GLWidget::mouseReleaseEvent(QMouseEvent* e)
{
setFocus();//Must do this so that this window gets keyboard events.
if (GLEmberControllerBase* controller = GLController())
controller->MouseRelease(e);
QGLWidget::mouseReleaseEvent(e);
}
///
/// If dragging, update relevant values and reset entire rendering process.
/// If hovering, update display.
///
/// The event
template
void GLEmberController::MouseMove(QMouseEvent* e)
{
bool draw = true;
glm::ivec2 mouse(e->x(), e->y());
v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
Ember* ember = m_FractoriumEmberController->CurrentEmber();
//First check to see if the mouse actually moved.
if (mouse == m_MousePos)
return;
m_MousePos = mouse;
m_MouseWorldPos = WindowToWorld(mouseFlipped, false);
v3T mouseDelta = m_MouseWorldPos - m_MouseDownWorldPos;//Determine how far the mouse has moved in world cartesian coordinates.
//Update status bar on main window, regardless of whether anything is being dragged.
if (m_Fractorium->m_Controller->RenderTimerRunning())
m_Fractorium->SetCoordinateStatus(e->x(), e->y(), m_MouseWorldPos.x, m_MouseWorldPos.y);
if (m_SelectedXform && m_DragState == DragDragging)//Dragging and affine.
{
bool pre = m_AffineType == AffinePre;
Affine2D* affine = pre ? &m_SelectedXform->m_Affine : &m_SelectedXform->m_Post;//Determine pre or post affine.
if (m_HoverType == HoverTranslation)
*affine = CalcDragTranslation();
else if (m_HoverType == HoverXAxis)
*affine = CalcDragXAxis();
else if (m_HoverType == HoverYAxis)
*affine = CalcDragYAxis();
m_FractoriumEmberController->FillAffineWithXform(m_SelectedXform, pre);//Update the spinners in the affine tab of the main window.
m_FractoriumEmberController->UpdateRender();//Restart the rendering process.
}
else if (m_DragState == DragPanning)//Translating the whole image.
{
T x = -(m_MouseWorldPos.x - m_MouseDownWorldPos.x);
T y = (m_MouseWorldPos.y - m_MouseDownWorldPos.y);
Affine2D rotMat;
rotMat.C(m_CenterDownX);
rotMat.F(m_CenterDownY);
rotMat.Rotate(ember->m_Rotate);
v2T v1(x, y);
v2T v2 = rotMat.TransformVector(v1);
ember->m_CenterX = v2.x;
ember->m_CenterY = ember->m_RotCenterY = v2.y;
m_FractoriumEmberController->SetCenter(ember->m_CenterX, ember->m_CenterY);//Will restart the rendering process.
}
else if (m_DragState == DragRotateScale)//Rotating and scaling the whole image.
{
T rot = CalcRotation();
T scale = CalcScale();
ember->m_Rotate = NormalizeDeg180(m_RotationDown + rot);
m_Fractorium->SetRotation(ember->m_Rotate, true);
ember->m_PixelsPerUnit = m_ScaleDown + scale;
m_Fractorium->SetScale(ember->m_PixelsPerUnit);//Will restart the rendering process.
}
else
{
//If the user doesn't already have a key down, and they aren't dragging, clear the keys to be safe.
//This is done because if they do an alt+tab between windows, it thinks the alt key is down.
if (e->modifiers() == Qt::NoModifier)
ClearDrag();
//Check if they weren't dragging and weren't hovering over any affine.
//In that case, nothing needs to be done.
if (UpdateHover(mouseFlipped) == -1)
draw = false;
//Xform* previousHover = m_HoverXform;
//
//if (UpdateHover(mouseFlipped) == -1)
// m_HoverXform = m_SelectedXform;
//
//if (m_HoverXform == previousHover)
// draw = false;
}
//Only update if the user was dragging or hovered over a point.
//Use repaint() to update immediately for a more responsive feel.
if ((m_DragState != DragNone) || draw)
m_GL->update();
//m_GL->repaint();
}
///
/// Call controller MouseMove().
///
/// The event
void GLWidget::mouseMoveEvent(QMouseEvent* e)
{
setFocus();//Must do this so that this window gets keyboard events.
if (GLEmberControllerBase* controller = GLController())
controller->MouseMove(e);
QGLWidget::mouseMoveEvent(e);
}
///
/// Mouse wheel changes the scale (pixels per unit) which
/// will zoom in the image in our out, while sacrificing quality.
/// If the user needs to preserve quality, they can use the zoom spinner
/// on the main window.
///
/// The event
template
void GLEmberController::Wheel(QWheelEvent* e)
{
Ember* ember = m_FractoriumEmberController->CurrentEmber();
if (m_Fractorium && !(e->buttons() & Qt::MiddleButton))//Middle button does whole image translation, so ignore the mouse wheel while panning to avoid inadvertent zooming.
m_Fractorium->SetScale(ember->m_PixelsPerUnit + (e->angleDelta().y() >= 0 ? 50 : -50));
}
///
/// Call controller Wheel().
///
/// The event
void GLWidget::wheelEvent(QWheelEvent* e)
{
if (GLEmberControllerBase* controller = GLController())
controller->Wheel(e);
//Do not call QGLWidget::wheelEvent(e) because this should only affect the scale and not the position of the scroll bars.
}
///
/// Respond to a resize event which will set the read only
/// main window width and height spinners.
/// The main window will take care of stopping and restarting the
/// render timer.
///
/// The event
void GLWidget::resizeEvent(QResizeEvent* e)
{
if (m_Fractorium)
{
}
}
///
/// Set the dimensions of the drawing area.
/// This will be called from the main window's SyncSizes() function.
///
/// Width in pixels
/// Height in pixels
void GLWidget::SetDimensions(int w, int h)
{
setFixedSize(w, h);
m_Fractorium->ui.GLParentScrollAreaContents->setFixedSize(w, h);
}
///
/// Set up texture memory to match the size of the window.
/// If first allocation, generate, bind and set parameters.
/// If subsequent call, only take action if dimensions don't match the window. In such case,
/// first deallocate, then reallocate.
///
/// True if success, else false.
bool GLWidget::Allocate(bool force)
{
bool alloc = false;
bool resize = force || m_TexWidth != width() || m_TexHeight != height();
bool doIt = resize || m_OutputTexID == 0;
if (doIt)
{
m_TexWidth = width();
m_TexHeight = height();
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
if (resize)
{
glBindTexture(GL_TEXTURE_2D, m_OutputTexID);
Deallocate();
}
glGenTextures(1, &m_OutputTexID);
glBindTexture(GL_TEXTURE_2D, m_OutputTexID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//Fractron had this as GL_LINEAR_MIPMAP_LINEAR for OpenCL and Cuda.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TexWidth, m_TexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
alloc = true;
}
if (alloc)
{
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
return m_OutputTexID != 0;
}
///
/// Deallocate texture memory.
///
/// True if anything deleted, else false.
bool GLWidget::Deallocate()
{
bool deleted = false;
if (m_OutputTexID != 0)
{
glDeleteTextures(1, &m_OutputTexID);
m_OutputTexID = 0;
deleted = true;
}
return deleted;
}
///
/// Set the viewport to match the window dimensions.
/// If the dimensions already match, no action is taken.
///
void GLWidget::SetViewport()
{
if (m_Init && (m_ViewWidth != m_TexWidth || m_ViewHeight != m_TexHeight))
{
glViewport(0, 0, (GLint)m_TexWidth, (GLint)m_TexHeight);
m_ViewWidth = m_TexWidth;
m_ViewHeight = m_TexHeight;
}
}
///
/// Determine whether the dimensions of the renderer's current ember match
/// the dimensions of the widget, texture and viewport.
/// Since this uses the renderer's dimensions, this
/// must be called after the renderer has set the current ember.
///
/// True if all sizes match, else false.
template
bool GLEmberController::SizesMatch()
{
Ember* ember = m_FractoriumEmberController->CurrentEmber();
return (ember &&
ember->m_FinalRasW == m_GL->width() &&
ember->m_FinalRasH == m_GL->height() &&
m_GL->width() == m_GL->m_TexWidth &&
m_GL->height() == m_GL->m_TexHeight &&
m_GL->m_TexWidth == m_GL->m_ViewWidth &&
m_GL->m_TexHeight == m_GL->m_ViewHeight);
}
///
/// Draw the grid in response to the control key being pressed.
/// The frequency of the grid lines will change depending on the zoom.
/// Calculated with the frame always centered, the renderer just moves the camera.
///
void GLWidget::DrawGrid()
{
RendererBase* renderer = m_Fractorium->m_Controller->Renderer();
float unitX = fabs(renderer->UpperRightX(false) - renderer->LowerLeftX(false)) / 2.0f;
float unitY = fabs(renderer->UpperRightY(false) - renderer->LowerLeftY(false)) / 2.0f;
float rad = max(unitX, unitY);
float xLow = floor(-unitX);
float xHigh = ceil(unitX);
float yLow = floor(-unitY);
float yHigh = ceil(unitY);
glBegin(GL_LINES);
if (rad <= 8.0f)
{
glColor4f(0.5f, 0.5f, 0.5f, 0.5f);
for (float x = xLow; x <= xHigh; x += GridStep)
{
glVertex2f(x, yLow);
glVertex2f(x, yHigh);
}
for (float y = yLow; y < yHigh; y += GridStep)
{
glVertex2f(xLow, y);
glVertex2f(xHigh, y);
}
}
if (unitX <= 64.0f)
{
glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
for (float x = xLow; x <= xHigh; x += 1.0f)
{
glVertex2f(x, yLow);
glVertex2f(x, yHigh);
}
for (float y = yLow; y < yHigh; y += 1.0f)
{
glVertex2f(xLow, y);
glVertex2f(xHigh, y);
}
}
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(xHigh, 0.0f);
glColor4f(0.5f, 0.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(xLow, 0.0f);
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.0f, yHigh);
glColor4f(0.0f, 0.5f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.0f, yLow);
glEnd();
}
///
/// Draw the unit square.
///
void GLWidget::DrawUnitSquare()
{
glLineWidth(1.0f);
glBegin(GL_LINES);
glColor4f(1.0f, 1.0f, 1.0f, 0.25f);
glVertex2f(-1,-1);
glVertex2f( 1,-1);
glVertex2f(-1, 1);
glVertex2f( 1, 1);
glVertex2f(-1,-1);
glVertex2f(-1, 1);
glVertex2f( 1,-1);
glVertex2f( 1, 1);
glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
glVertex2f(-1, 0);
glVertex2f( 1, 0);
glColor4f(0.0f, 1.0f, 0.0f, 0.5f);
glVertex2f( 0,-1);
glVertex2f( 0, 1);
glEnd();
}
///
/// Draw the pre or post affine circle for the passed in xform.
/// For drawing affine transforms, multiply the identity model view matrix by the
/// affine for each xform, so that all points are considered to be "1".
///
/// A pointer to the xform whose affine will be drawn
/// True for pre affine, else false for post.
/// True if selected (draw enclosing circle), else false (only draw axes).
template
void GLEmberController::DrawAffine(Xform* xform, bool pre, bool selected)
{
Ember* ember = m_FractoriumEmberController->CurrentEmber();
bool final = ember->IsFinalXform(xform);
int index = ember->GetXformIndex(xform);
size_t size = ember->m_Palette.m_Entries.size();
v4T color = ember->m_Palette.m_Entries[Clamp(xform->m_ColorX * size, 0, size - 1)];
Affine2D* affine = pre ? &xform->m_Affine : &xform->m_Post;
//For some incredibly strange reason, even though glm and OpenGL use matrices with a column-major
//data layout, nothing will work here unless they are flipped to row major order. This is how it was
//done in Fractron.
m4T mat = affine->ToMat4RowMajor();
m_GL->glPushMatrix();
m_GL->glLoadIdentity();
MultMatrix(mat);
m_GL->glLineWidth(3.0f);//One 3px wide, colored black, except green on x axis for post affine.
m_GL->DrawAffineHelper(index, selected, pre, final, true);
m_GL->glLineWidth(1.0f);//Again 1px wide, colored white, to give a white middle with black outline effect.
m_GL->DrawAffineHelper(index, selected, pre, final, false);
m_GL->glPointSize(5.0f);//Three black points, one in the center and two on the circle. Drawn big 5px first to give a black outline.
m_GL->glBegin(GL_POINTS);
m_GL->glColor4f(0.0f, 0.0f, 0.0f, selected ? 1.0f : 0.5f);
m_GL->glVertex2f(0.0f, 0.0f);
m_GL->glVertex2f(1.0f, 0.0f);
m_GL->glVertex2f(0.0f, 1.0f);
m_GL->glEnd();
m_GL->glLineWidth(2.0f);//Draw lines again for y axis only, without drawing the circle, using the color of the selected xform.
m_GL->glBegin(GL_LINES);
m_GL->glColor4f(color.r, color.g, color.b, 1.0f);
m_GL->glVertex2f(0.0f, 0.0f);
m_GL->glVertex2f(0.0f, 1.0f);
m_GL->glEnd();
m_GL->glPointSize(3.0f);//Draw smaller white points, to give a black outline effect.
m_GL->glBegin(GL_POINTS);
m_GL->glColor4f(1.0f, 1.0f, 1.0f, selected ? 1.0f : 0.5f);
m_GL->glVertex2f(0.0f, 0.0f);
m_GL->glVertex2f(1.0f, 0.0f);
m_GL->glVertex2f(0.0f, 1.0f);
m_GL->glEnd();
m_GL->glPopMatrix();
}
///
/// Draw the axes, and optionally the surrounding circle
/// of an affine transform.
///
///
/// True if selected (draw enclosing circle), else false (only draw axes).
///
///
///
void GLWidget::DrawAffineHelper(int index, bool selected, bool pre, bool final, bool background)
{
float px = 1.0f;
float py = 0.0f;
QColor col = final ? m_Fractorium->m_FinalXformComboColor : m_Fractorium->m_XformComboColors[index % XFORM_COLOR_COUNT];
glBegin(GL_LINES);
//Circle part.
if (!background)
{
glColor4f(col.redF(), col.greenF(), col.blueF(), 1.0f);//Draw pre affine transform with white.
}
else
{
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);//Draw pre affine transform outline with white.
}
if (selected)
{
for (int i = 1; i <= 64; i++)//The circle.
{
float theta = (float)M_PI * 2.0f * (float)(i % 64) / 64.0f;
float x = (float)cos(theta);
float y = (float)sin(theta);
glVertex2f(px, py);
glVertex2f(x, y);
px = x;
py = y;
}
}
//Lines from center to circle.
if (!background)
{
glColor4f(col.redF(), col.greenF(), col.blueF(), 1.0f);
}
else
{
if (pre)
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);//Draw pre affine transform outline with white.
else
glColor4f(0.0f, 0.75f, 0.0f, 1.0f);//Draw post affine transform outline with green.
}
//The lines from the center to the circle.
glVertex2f(0.0f, 0.0f);//X axis.
glVertex2f(1.0f, 0.0f);
if (background)
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.0f);//Y axis.
glVertex2f(0.0f, 1.0f);
glEnd();
}
///
/// Determine the index of the xform being hovered over if any.
/// Give precedence to the currently selected xform, if any.
///
/// The mouse raster coordinates to check
/// The index of the xform being hovered over, else -1 if no hover.
template
int GLEmberController::UpdateHover(v3T& glCoords)
{
bool pre = m_Fractorium->ui.PreAffineGroupBox->isChecked();
bool post = m_Fractorium->ui.PostAffineGroupBox->isChecked();
bool preAll = pre && m_Fractorium->DrawAllPre();
bool postAll = post && m_Fractorium->DrawAllPost();
unsigned int bestIndex = -1;
T bestDist = 10;
Ember* ember = m_FractoriumEmberController->CurrentEmber();
m_HoverType = HoverNone;
//If there's a selected/current xform, check it first so it gets precedence over the others.
if (m_SelectedXform != NULL)
{
//These checks prevent highlighting the pre/post selected xform circle, when one is set to show all, and the other
//is set to show current, and the user hovers over another xform, but doesn't select it, then moves the mouse
//back over the hidden circle for the pre/post that was set to only show current.
bool checkSelPre = preAll || (pre && m_HoverXform == m_SelectedXform);
bool checkSelPost = postAll || (post && m_HoverXform == m_SelectedXform);
if (CheckXformHover(m_SelectedXform, glCoords, bestDist, checkSelPre, checkSelPost))
{
m_HoverXform = m_SelectedXform;
bestIndex = ember->GetTotalXformIndex(m_SelectedXform);
}
}
//Check all xforms.
for (unsigned int i = 0; i < ember->TotalXformCount(); i++)
{
Xform* xform = ember->GetTotalXform(i);
if (preAll || (pre && m_HoverXform == xform))//Only check pre affine if they are shown.
{
if (CheckXformHover(xform, glCoords, bestDist, true, false))
{
m_HoverXform = xform;
bestIndex = i;
}
}
if (postAll || (post && m_HoverXform == xform))//Only check post affine if they are shown.
{
if (CheckXformHover(xform, glCoords, bestDist, false, true))
{
m_HoverXform = xform;
bestIndex = i;
}
}
}
return bestIndex;
}
///
/// Determine the passed in xform's pre/post affine transforms are being hovered over.
/// Meant to be called in succession when checking all xforms for hover, and the best
/// hover distance is recorded in the bestDist reference parameter.
/// Mouse coordinates will be converted internally to world cartesian coordinates for checking.
///
/// A pointer to the xform to check for hover
/// The mouse raster coordinates to check
/// Reference to hold the best distance found so far
/// True to check pre affine, else don't.
/// True to check post affine, else don't.
/// True if hovering and the distance is smaller than the bestDist parameter
template
bool GLEmberController::CheckXformHover(Xform* xform, v3T& glCoords, T& bestDist, bool pre, bool post)
{
bool preFound = false, postFound = false;
float dist = 0.0f;
v3T pos;
Ember* ember = m_FractoriumEmberController->CurrentEmber();
if (pre)
{
v3T translation(xform->m_Affine.C()/* - ember->m_CenterX*/, /*ember->m_CenterY + */xform->m_Affine.F(), 0);
v3T transScreen = glm::project(translation, m_Modelview, m_Projection, m_Viewport);
v3T xAxis(xform->m_Affine.A(), xform->m_Affine.D(), 0);
v3T xAxisScreen = glm::project(translation + xAxis, m_Modelview, m_Projection, m_Viewport);
v3T yAxis(xform->m_Affine.B(), xform->m_Affine.E(), 0);
v3T yAxisScreen = glm::project(translation + yAxis, m_Modelview, m_Projection, m_Viewport);
pos = translation;
dist = glm::distance(glCoords, transScreen);
if (dist < bestDist)
{
bestDist = dist;
m_HoverType = HoverTranslation;
m_HoverHandlePos = pos;
preFound = true;
}
pos = translation + xAxis;
dist = glm::distance(glCoords, xAxisScreen);
if (dist < bestDist)
{
bestDist = dist;
m_HoverType = HoverXAxis;
m_HoverHandlePos = pos;
preFound = true;
}
pos = translation + yAxis;
dist = glm::distance(glCoords, yAxisScreen);
if (dist < bestDist)
{
bestDist = dist;
m_HoverType = HoverYAxis;
m_HoverHandlePos = pos;
preFound = true;
}
if (preFound)
m_AffineType = AffinePre;
}
if (post)
{
v3T translation(xform->m_Post.C()/* - ember->m_CenterX*/, /*ember->m_CenterY + */xform->m_Post.F(), 0);
v3T transScreen = glm::project(translation, m_Modelview, m_Projection, m_Viewport);
v3T xAxis(xform->m_Post.A(), xform->m_Post.D(), 0);
v3T xAxisScreen = glm::project(translation + xAxis, m_Modelview, m_Projection, m_Viewport);
v3T yAxis(xform->m_Post.B(), xform->m_Post.E(), 0);
v3T yAxisScreen = glm::project(translation + yAxis, m_Modelview, m_Projection, m_Viewport);
pos = translation;
dist = glm::distance(glCoords, transScreen);
if (dist < bestDist)
{
bestDist = dist;
m_HoverType = HoverTranslation;
m_HoverHandlePos = pos;
postFound = true;
}
pos = translation + xAxis;
dist = glm::distance(glCoords, xAxisScreen);
if (dist < bestDist)
{
bestDist = dist;
m_HoverType = HoverXAxis;
m_HoverHandlePos = pos;
postFound = true;
}
pos = translation + yAxis;
dist = glm::distance(glCoords, yAxisScreen);
if (dist < bestDist)
{
bestDist = dist;
m_HoverType = HoverYAxis;
m_HoverHandlePos = pos;
postFound = true;
}
if (postFound)
m_AffineType = AffinePost;
}
return preFound || postFound;
}
///
/// Calculate the new affine transform when dragging with the x axis with the left mouse button.
/// The value returned will depend on whether any modifier keys were held down.
/// None: Rotate and scale only.
/// Local Pivot:
/// Shift: Rotate only about affine center.
/// Alt: Free transform.
/// Shift + Alt: Rotate single axis about affine center.
/// Control: Rotate and scale, snapping to grid.
/// Control + Shift: Rotate only, snapping to grid.
/// Control + Alt: Free transform, snapping to grid.
/// Control + Shift + Alt: Rotate single axis about affine center, snapping to grid.
/// World Pivot:
/// Shift + Alt: Rotate single axis about world center.
/// Control + Shift + Alt: Rotate single axis about world center, snapping to grid.
/// All others are the same as local pivot.
///
/// The new affine transform to be assigned to the selected xform
template
Affine2D GLEmberController::CalcDragXAxis()
{
v3T t3, newAxis, newPos;
Affine2D result = m_DragSrcTransform;
bool worldPivotShiftAlt = !m_Fractorium->LocalPivot() &&
((m_DragModifier & DragModShift) == DragModShift) &&
((m_DragModifier & DragModAlt) == DragModAlt);
if (worldPivotShiftAlt)
t3 = v3T(0, 0, 0);
else
t3 = v3T(m_DragSrcTransform.O(), 0);
if ((m_DragModifier & DragModShift) == DragModShift)
{
v3T targetAxis = m_MouseWorldPos - t3;
v3T norm = glm::normalize(targetAxis);
if ((m_DragModifier & DragModControl) == DragModControl)
norm = SnapToNormalizedAngle(norm, 24);
if (worldPivotShiftAlt)
newAxis = norm * glm::length(m_DragSrcTransform.O() + m_DragSrcTransform.X());
else
newAxis = norm * glm::length(m_DragSrcTransform.X());
}
else
{
if ((m_DragModifier & DragModControl) == DragModControl)
newPos = SnapToGrid(m_MouseWorldPos);
else
newPos = m_MouseWorldPos + m_DragHandleOffset;
newAxis = newPos - t3;
}
if ((m_DragModifier & DragModAlt) == DragModAlt)
{
if (worldPivotShiftAlt)
result.X(v2T(newAxis) - m_DragSrcTransform.O());
else
result.X(v2T(newAxis));
}
else
{
result.RotateScaleXTo(v2T(newAxis));
}
m_DragHandlePos = v3T(result.O() + result.X(), 0);
return result;
}
///
/// Calculate the new affine transform when dragging with the y axis with the left mouse button.
/// The value returned will depend on whether any modifier keys were held down.
/// None: Rotate and scale only.
/// Local Pivot:
/// Shift: Rotate only about affine center.
/// Alt: Free transform.
/// Shift + Alt: Rotate single axis about affine center.
/// Control: Rotate and scale, snapping to grid.
/// Control + Shift: Rotate only, snapping to grid.
/// Control + Alt: Free transform, snapping to grid.
/// Control + Shift + Alt: Rotate single axis about affine center, snapping to grid.
/// World Pivot:
/// Shift + Alt: Rotate single axis about world center.
/// Control + Shift + Alt: Rotate single axis about world center, snapping to grid.
/// All others are the same as local pivot.
///
/// The new affine transform to be assigned to the selected xform
template
Affine2D GLEmberController::CalcDragYAxis()
{
v3T t3, newAxis, newPos;
Affine2D result = m_DragSrcTransform;
bool worldPivotShiftAlt = !m_Fractorium->LocalPivot() &&
((m_DragModifier & DragModShift) == DragModShift) &&
((m_DragModifier & DragModAlt) == DragModAlt);
if (worldPivotShiftAlt)
t3 = v3T(0, 0, 0);
else
t3 = v3T(m_DragSrcTransform.O(), 0);
if ((m_DragModifier & DragModShift) == DragModShift)
{
v3T targetAxis = m_MouseWorldPos - t3;
v3T norm = glm::normalize(targetAxis);
if ((m_DragModifier & DragModControl) == DragModControl)
norm = SnapToNormalizedAngle(norm, 24);
if (worldPivotShiftAlt)
newAxis = norm * glm::length(m_DragSrcTransform.O() + m_DragSrcTransform.Y());
else
newAxis = norm * glm::length(m_DragSrcTransform.Y());
}
else
{
if ((m_DragModifier & DragModControl) == DragModControl)
newPos = SnapToGrid(m_MouseWorldPos);
else
newPos = m_MouseWorldPos + m_DragHandleOffset;
newAxis = newPos - t3;
}
if ((m_DragModifier & DragModAlt) == DragModAlt)
{
if (worldPivotShiftAlt)
result.Y(v2T(newAxis) - m_DragSrcTransform.O());
else
result.Y(v2T(newAxis));
}
else
{
result.RotateScaleYTo(v2T(newAxis));
}
m_DragHandlePos = v3T(result.O() + result.Y(), 0);
return result;
}
///
/// Calculate the new affine transform when dragging the center with the left mouse button.
/// The value returned will depend on whether any modifier keys were held down.
/// None: Free transform.
/// Local Pivot:
/// Shift: Rotate about world center, keeping orientation the same.
/// Control: Free transform, snapping to grid.
/// Control + Shift: Rotate about world center, keeping orientation the same, snapping to grid.
/// World Pivot:
/// Shift: Rotate about world center, rotating orientation.
/// Control + Shift: Rotate about world center, rotating orientation, snapping to grid.
/// All others are the same as local pivot.
///
/// The new affine transform to be assigned to the selected xform
template
Affine2D GLEmberController::CalcDragTranslation()
{
v3T newPos, newX, newY;
Affine2D result = m_DragSrcTransform;
bool worldPivotShift = !m_Fractorium->LocalPivot() && ((m_DragModifier & DragModShift) == DragModShift);
if ((m_DragModifier & DragModShift) == DragModShift)
{
v3T norm = glm::normalize(m_MouseWorldPos);
if ((m_DragModifier & DragModControl) == DragModControl)
norm = SnapToNormalizedAngle(norm, 12);
newPos = glm::length(m_DragSrcTransform.O()) * norm;
if (worldPivotShift)
{
T startAngle = atan2(m_DragSrcTransform.O().y, m_DragSrcTransform.O().x);
T endAngle = atan2(newPos.y, newPos.x);
T angle = startAngle - endAngle;
result.Rotate(angle * RAD_2_DEG);
}
}
else
{
if ((m_DragModifier & DragModControl) == DragModControl)
newPos = SnapToGrid(m_MouseWorldPos);
else
newPos = m_MouseWorldPos + m_DragHandleOffset;
}
result.O(v2T(newPos));
m_DragHandlePos = newPos;
return result;
}
///
/// Thin wrapper to check if all controllers are ok and return a pointer to the GLController.
///
/// A pointer to the GLController if everything is ok, else false.
GLEmberControllerBase* GLWidget::GLController()
{
if (m_Fractorium && m_Fractorium->ControllersOk())
return m_Fractorium->m_Controller->GLController();
return NULL;
}