mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-22 05:30:06 -05:00
15fdc860b8
-Add buttons to copy and paste affine transforms. -Show xform names on the column headers of the xaos table. -Add a color-coded third column to the variations tree which shows any properties of each variation which are non-standard. -Draw a transparent circle over hovered xforms. -Change how xforms respond to dragging. Rotate only is now the default, and scale will only happen with shift. --Optionally do scale and rotate when holding shift, via a setting in the options dialog. --Bug fixes -Snapping when dragging was wrong sometimes. -The program would very rarely crash on startup due to some values being in an uninitialized state. --Code changes -Change almost every variation to use fma() in OpenCL when doing computations of the form a * b + c. This provides a slight speedup, mostly in double precision mode. -Also apply fma() to affine calcs. -Cleanup of OpenGL affine drawing code. -Separate the concept of hovering and selecting xforms.
118 lines
3.8 KiB
C++
118 lines
3.8 KiB
C++
#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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class GLEmberControllerBase;
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template<typename T> class GLEmberController;
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template<typename T> class FractoriumEmberController;
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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 QOpenGLWidget, protected
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#ifdef USE_GLSL
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QOpenGLFunctions
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#else
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QOpenGLFunctions_2_0
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#endif
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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 GLEmberControllerBase;
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friend GLEmberController<float>;
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#ifdef DO_DOUBLE
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friend GLEmberController<double>;
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friend FractoriumEmberController<double>;
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#endif
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public:
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GLWidget(QWidget* p = nullptr);
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~GLWidget();
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void InitGL();
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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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GLint MaxTexSize();
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GLuint OutputTexID();
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GLint TexWidth();
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GLint TexHeight();
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protected:
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virtual void initializeGL() override;
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virtual void paintGL() override;
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virtual void keyPressEvent(QKeyEvent* e) override;
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virtual void keyReleaseEvent(QKeyEvent* e) override;
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virtual void mousePressEvent(QMouseEvent* e) override;
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virtual void mouseReleaseEvent(QMouseEvent* e) override;
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virtual void mouseMoveEvent(QMouseEvent* e) override;
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virtual void wheelEvent(QWheelEvent* e) override;
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void DrawPointOrLine(const QVector4D& col, const GLfloat* vertices, int size, int drawType, bool dashed = false, GLfloat pointSize = 1.0f);
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void DrawPointOrLine(const QVector4D& col, const std::vector<float>& vertices, int drawType, bool dashed = false, GLfloat pointSize = 1.0f);
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private:
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void SetDimensions(int w, int h);
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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 DrawUnitSquare();
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void DrawAffineHelper(int index, bool selected, bool hovered, bool pre, bool final, bool background);
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GLEmberControllerBase* GLController();
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bool m_Init = false;
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bool m_Drawing = false;
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GLint m_MaxTexSize = 16384;
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GLint m_TexWidth = 0;
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GLint m_TexHeight = 0;
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GLint m_ViewWidth = 0;
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GLint m_ViewHeight = 0;
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GLuint m_OutputTexID = 0;
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#ifdef USE_GLSL
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GLuint m_PosAttr;
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GLuint m_ColAttr;
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GLuint m_PointSizeUniform;
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GLuint m_MatrixUniform;
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GLuint m_TexturePosAttr;
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GLuint m_TextureUniform;
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GLuint m_TextureMatrixUniform;
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glm::ivec4 m_Viewport;
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QMatrix4x4 m_ProjMatrix;
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QMatrix4x4 m_ModelViewMatrix;
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QMatrix4x4 m_ModelViewProjectionMatrix;
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QMatrix4x4 m_TextureProjMatrix;
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vector<float> m_Verts;
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std::array<GLfloat, 10> m_TexVerts = std::array<GLfloat, 10>
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{
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0, 0,
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0, 1,
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1, 1,
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1, 0,
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0, 0
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};
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QOpenGLShaderProgram* m_Program = nullptr;
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QOpenGLShaderProgram* m_QuadProgram = nullptr;
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#endif
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Fractorium* m_Fractorium = nullptr;
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};
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