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