Files
create/src/Gui/GLPainter.cpp
Markus Reitböck 6ef07bb358 Gui: use CMake to generate precompiled headers on all platforms
"Professional CMake" book suggest the following:

"Targets should build successfully with or without compiler support for precompiled headers. It
should be considered an optimization, not a requirement. In particular, do not explicitly include a
precompile header (e.g. stdafx.h) in the source code, let CMake force-include an automatically
generated precompile header on the compiler command line instead. This is more portable across
the major compilers and is likely to be easier to maintain. It will also avoid warnings being
generated from certain code checking tools like iwyu (include what you use)."

Therefore, removed the "#include <PreCompiled.h>" from sources, also
there is no need for the "#ifdef _PreComp_" anymore
2025-09-14 09:47:03 +02:00

451 lines
9.5 KiB
C++

/***************************************************************************
* Copyright (c) 2013 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include <QOpenGLWidget>
#include "GLPainter.h"
#include "View3DInventorViewer.h"
using namespace Gui;
TYPESYSTEM_SOURCE_ABSTRACT(Gui::GLGraphicsItem, Base::BaseClass)
GLPainter::GLPainter()
{
depthrange[0] = 0;
depthrange[1] = 0;
for (int i=0; i<16; i++)
projectionmatrix[i] = 0.0;
}
GLPainter::~GLPainter()
{
end();
}
bool GLPainter::begin(QPaintDevice * device)
{
if (viewer)
return false;
viewer = dynamic_cast<QOpenGLWidget*>(device);
if (!viewer)
return false;
// Make current context
QSize view = viewer->size();
this->width = view.width();
this->height = view.height();
viewer->makeCurrent();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, this->width, 0, this->height, -1, 1);
// Store GL state
glPushAttrib(GL_ALL_ATTRIB_BITS);
glGetFloatv(GL_DEPTH_RANGE, this->depthrange);
glGetDoublev(GL_PROJECTION_MATRIX, this->projectionmatrix);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glDepthRange(0,0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_BLEND);
glLineWidth(1.0f);
glColor4f(1.0, 1.0, 1.0, 0.0);
glViewport(0, 0, this->width, this->height);
return true;
}
bool GLPainter::end()
{
if (!viewer)
return false;
glFlush();
if (this->logicOp) {
this->logicOp = false;
glDisable(GL_COLOR_LOGIC_OP);
}
if (this->lineStipple) {
this->lineStipple = false;
glDisable(GL_LINE_STIPPLE);
}
// Reset original state
glDepthRange(this->depthrange[0], this->depthrange[1]);
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(this->projectionmatrix);
glPopAttrib();
glPopMatrix();
viewer = nullptr;
return true;
}
bool GLPainter::isActive() const
{
return viewer != nullptr;
}
void GLPainter::setLineWidth(float w)
{
glLineWidth(w);
}
void GLPainter::setPointSize(float s)
{
glPointSize(s);
}
void GLPainter::setColor(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
void GLPainter::setLogicOp(GLenum mode)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(mode);
this->logicOp = true;
}
void GLPainter::resetLogicOp()
{
glDisable(GL_COLOR_LOGIC_OP);
this->logicOp = false;
}
void GLPainter::setDrawBuffer(GLenum mode)
{
glDrawBuffer(mode);
}
void GLPainter::setLineStipple(GLint factor, GLushort pattern)
{
glEnable(GL_LINE_STIPPLE);
glLineStipple(factor, pattern);
this->lineStipple = true;
}
void GLPainter::resetLineStipple()
{
glDisable(GL_LINE_STIPPLE);
this->lineStipple = false;
}
// Draw routines
void GLPainter::drawRect(int x1, int y1, int x2, int y2)
{
if (!viewer)
return;
glBegin(GL_LINE_LOOP);
glVertex3i(x1, this->height-y1, 0);
glVertex3i(x2, this->height-y1, 0);
glVertex3i(x2, this->height-y2, 0);
glVertex3i(x1, this->height-y2, 0);
glEnd();
}
void GLPainter::drawLine(int x1, int y1, int x2, int y2)
{
if (!viewer)
return;
glBegin(GL_LINES);
glVertex3i(x1, this->height-y1, 0);
glVertex3i(x2, this->height-y2, 0);
glEnd();
}
void GLPainter::drawPoint(int x, int y)
{
if (!viewer)
return;
glBegin(GL_POINTS);
glVertex3i(x, this->height-y, 0);
glEnd();
}
//-----------------------------------------------
Rubberband::Rubberband(View3DInventorViewer* v) : viewer(v)
{
x_old = y_old = x_new = y_new = 0;
working = false;
stipple = true;
rgb_r = 1.0f;
rgb_g = 1.0f;
rgb_b = 1.0f;
rgb_a = 1.0f;
}
Rubberband::Rubberband() : viewer(nullptr)
{
x_old = y_old = x_new = y_new = 0;
working = false;
stipple = true;
rgb_r = 0.27f;
rgb_g = 0.4f;
rgb_b = 1.0f;
rgb_a = 1.0f;
}
Rubberband::~Rubberband() = default;
void Rubberband::setWorking(bool on)
{
working = on;
}
void Rubberband::setViewer(View3DInventorViewer* v)
{
viewer = v;
}
void Rubberband::setCoords(int x1, int y1, int x2, int y2)
{
x_old = x1;
y_old = y1;
x_new = x2;
y_new = y2;
}
void Rubberband::setLineStipple(bool on)
{
stipple = on;
}
void Rubberband::setColor(float r, float g, float b, float a)
{
rgb_a = a;
rgb_b = b;
rgb_g = g;
rgb_r = r;
}
void Rubberband::paintGL()
{
if (!working)
return;
const SbViewportRegion vp = viewer->getSoRenderManager()->getViewportRegion();
SbVec2s size = vp.getViewportSizePixels();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, size[0], size[1], 0, 0, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(4.0);
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glRecti(x_old, y_old, x_new, y_new);
glLineWidth(4.0);
glColor4f(rgb_r, rgb_g, rgb_b, rgb_a);
if (stipple) {
glLineStipple(3, 0xAAAA);
glEnable(GL_LINE_STIPPLE);
}
glBegin(GL_LINE_LOOP);
glVertex2i(x_old, y_old);
glVertex2i(x_old, y_new);
glVertex2i(x_new, y_new);
glVertex2i(x_new, y_old);
glEnd();
glLineWidth(1.0);
if (stipple)
glDisable(GL_LINE_STIPPLE);
glDisable(GL_BLEND);
}
// -----------------------------------------------------------------------------------
Polyline::Polyline(View3DInventorViewer* v) : viewer(v)
{
x_new = y_new = 0;
working = false;
closed = true;
stippled = false;
line = 2.0;
rgb_r = 1.0f;
rgb_g = 1.0f;
rgb_b = 1.0f;
rgb_a = 1.0f;
}
Polyline::Polyline() : viewer(nullptr)
{
x_new = y_new = 0;
working = false;
closed = true;
stippled = false;
line = 2.0;
rgb_r = 1.0f;
rgb_g = 1.0f;
rgb_b = 1.0f;
rgb_a = 1.0f;
}
Polyline::~Polyline() = default;
void Polyline::setWorking(bool on)
{
working = on;
}
bool Polyline::isWorking() const
{
return working;
}
void Polyline::setViewer(View3DInventorViewer* v)
{
viewer = v;
}
void Polyline::setCoords(int x, int y)
{
x_new = x;
y_new = y;
}
void Polyline::setColor(int r, int g, int b, int a)
{
rgb_r = r;
rgb_g = g;
rgb_b = b;
rgb_a = a;
}
void Polyline::setClosed(bool c)
{
closed = c;
}
void Polyline::setCloseStippled(bool c)
{
stippled = c;
}
void Polyline::setLineWidth(float l)
{
line = l;
}
void Polyline::addNode(const QPoint& p)
{
_cNodeVector.push_back(p);
}
void Polyline::popNode()
{
if (!_cNodeVector.empty())
_cNodeVector.pop_back();
}
void Polyline::clear()
{
_cNodeVector.clear();
}
void Polyline::paintGL()
{
if (!working)
return;
if (_cNodeVector.empty())
return;
const SbViewportRegion vp = viewer->getSoRenderManager()->getViewportRegion();
SbVec2s size = vp.getViewportSizePixels();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, size[0], size[1], 0, 0, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(line);
glColor4f(rgb_r, rgb_g, rgb_b, rgb_a);
if (closed && !stippled) {
glBegin(GL_LINE_LOOP);
for (const QPoint& it : _cNodeVector) {
glVertex2i(it.x(), it.y());
}
glEnd();
}
else {
glBegin(GL_LINES);
QPoint start = _cNodeVector.front();
for (const QPoint& it : _cNodeVector) {
glVertex2i(start.x(), start.y());
start = it;
glVertex2i(it.x(), it.y());
}
glEnd();
if (closed && stippled) {
glEnable(GL_LINE_STIPPLE);
glLineStipple(2, 0x3F3F);
glBegin(GL_LINES);
glVertex2i(_cNodeVector.back().x(), _cNodeVector.back().y());
glVertex2i(_cNodeVector.front().x(), _cNodeVector.front().y());
glEnd();
glDisable(GL_LINE_STIPPLE);
}
}
glDisable(GL_BLEND);
}