fractorium/Source/Fractorium/GLWidget.h
Person dee4304bf2 --User changes
-Attempt to preserve xaos when adding xforms. Note this is not an exact copy, but just a preservation of some values based on position.
 -Add some acceleration to the changing of spinner values when dragging the right mouse button to adjust.
 -Make the pivot be the center of the viewable area when doing drag/rotate/scale with the right mouse button.
 --Clamp minimum scale to 10
 --Draw a line from the mouse position to the pivot.
 -Keep a cache of the last added final xform with each flame so that it can be quickly added, removed, then added back for testing its effect.
 --This is not saved with the xml file and is solely for interactive editing.

--Bug fixes
 -File filtering in open and save dialogs were broken.
 -Right clicking on integer spin boxes was causing the context menu to pop up, when it should be supressed just like double spin boxes.
 -Deleting xforms was still broken.

--Code changes
 -Refactor the code for adding and pasting xforms into a single global static function called AddXformsWithXaos().
2018-08-10 18:06:04 -07:00

118 lines
3.8 KiB
C++

#pragma once
#include "FractoriumEmberController.h"
/// <summary>
/// GLWidget class.
/// </summary>
class Fractorium;//Forward declaration since Fractorium uses this widget.
class GLEmberControllerBase;
template<typename T> class GLEmberController;
template<typename T> class FractoriumEmberController;
/// <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 QOpenGLWidget, protected
#ifdef USE_GLSL
QOpenGLFunctions
#else
QOpenGLFunctions_2_0
#endif
{
Q_OBJECT
friend Fractorium;
friend FractoriumEmberController<float>;
friend GLEmberControllerBase;
friend GLEmberController<float>;
#ifdef DO_DOUBLE
friend GLEmberController<double>;
friend FractoriumEmberController<double>;
#endif
public:
GLWidget(QWidget* p = nullptr);
~GLWidget();
void InitGL();
void DrawQuad();
void SetMainWindow(Fractorium* f);
bool Init();
bool Drawing();
GLint MaxTexSize();
GLuint OutputTexID();
GLint TexWidth();
GLint TexHeight();
protected:
virtual void initializeGL() override;
virtual void paintGL() override;
virtual void keyPressEvent(QKeyEvent* e) override;
virtual void keyReleaseEvent(QKeyEvent* e) override;
virtual void mousePressEvent(QMouseEvent* e) override;
virtual void mouseReleaseEvent(QMouseEvent* e) override;
virtual void mouseMoveEvent(QMouseEvent* e) override;
virtual void wheelEvent(QWheelEvent* e) override;
void DrawPointOrLine(const QVector4D& col, const GLfloat* vertices, int size, int drawType, bool dashed = false, GLfloat pointSize = 1.0f);
void DrawPointOrLine(const QVector4D& col, const std::vector<float>& vertices, int drawType, bool dashed = false, GLfloat pointSize = 1.0f);
private:
void SetDimensions(int w, int h);
bool Allocate(bool force = false);
bool Deallocate();
void SetViewport();
void DrawUnitSquare();
void DrawAffineHelper(int index, bool selected, bool pre, bool final, bool background);
GLEmberControllerBase* GLController();
bool m_Init = false;
bool m_Drawing = false;
GLint m_MaxTexSize = 16384;
GLint m_TexWidth = 0;
GLint m_TexHeight = 0;
GLint m_ViewWidth = 0;
GLint m_ViewHeight = 0;
GLuint m_OutputTexID = 0;
#ifdef USE_GLSL
GLuint m_PosAttr;
GLuint m_ColAttr;
GLuint m_PointSizeUniform;
GLuint m_MatrixUniform;
GLuint m_TexturePosAttr;
GLuint m_TextureUniform;
GLuint m_TextureMatrixUniform;
glm::ivec4 m_Viewport;
QMatrix4x4 m_ProjMatrix;
QMatrix4x4 m_ModelViewMatrix;
QMatrix4x4 m_ModelViewProjectionMatrix;
QMatrix4x4 m_TextureProjMatrix;
vector<float> m_Verts;
std::array<GLfloat, 10> m_TexVerts = std::array<GLfloat, 10>
{
0, 0,
0, 1,
1, 1,
1, 0,
0, 0
};
QOpenGLShaderProgram* m_Program = nullptr;
QOpenGLShaderProgram* m_QuadProgram = nullptr;
#endif
Fractorium* m_Fractorium = nullptr;
};