11 Canvas::Canvas(const QGLFormat& format, QWidget *parent)
12 : QGLWidget(format, parent), mesh(NULL),
13 scale(1), zoom(1), tilt(90), yaw(0), status(" ")
23 void Canvas::load_mesh(Mesh* m)
26 center = QVector3D(m->xmin() + m->xmax(),
27 m->ymin() + m->ymax(),
28 m->zmin() + m->zmax()) / 2;
30 pow(m->xmax() - m->xmin(), 2) +
31 pow(m->ymax() - m->ymin(), 2) +
32 pow(m->zmax() - m->zmin(), 2));
38 void Canvas::set_status(const QString &s)
44 void Canvas::clear_status()
50 void Canvas::initializeGL()
52 initializeGLFunctions();
54 mesh_shader.addShaderFromSourceFile(QGLShader::Vertex, ":/gl/mesh.vert");
55 mesh_shader.addShaderFromSourceFile(QGLShader::Fragment, ":/gl/mesh.frag");
58 backdrop = new Backdrop();
61 void Canvas::paintEvent(QPaintEvent *event)
65 glClearColor(0.0, 0.0, 0.0, 0.0);
66 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
67 glEnable(GL_DEPTH_TEST);
70 if (mesh) draw_mesh();
72 if (status.isNull()) return;
74 QPainter painter(this);
75 painter.setRenderHint(QPainter::Antialiasing);
76 painter.drawText(10, height() - 10, status);
80 void Canvas::draw_mesh()
84 // Load the transform and view matrices into the shader
86 mesh_shader.uniformLocation("transform_matrix"),
87 1, GL_FALSE, transform_matrix().data());
89 mesh_shader.uniformLocation("view_matrix"),
90 1, GL_FALSE, view_matrix().data());
92 // Find and enable the attribute location for vertex position
93 const GLuint vp = mesh_shader.attributeLocation("vertex_position");
94 glEnableVertexAttribArray(vp);
96 // Then draw the mesh with that vertex position
99 // Clean up state machine
100 glDisableVertexAttribArray(vp);
101 mesh_shader.release();
104 QMatrix4x4 Canvas::transform_matrix() const
107 m.rotate(tilt, QVector3D(1, 0, 0));
108 m.rotate(yaw, QVector3D(0, 0, 1));
110 m.translate(-center);
114 QMatrix4x4 Canvas::view_matrix() const
117 if (width() > height())
119 m.scale(-height() / float(width()), 1, 0.5);
123 m.scale(-1, width() / float(height()), 0.5);
125 m.scale(zoom, zoom, 1);
129 void Canvas::mousePressEvent(QMouseEvent* event)
131 if (event->button() == Qt::LeftButton ||
132 event->button() == Qt::RightButton)
134 mouse_pos = event->pos();
135 setCursor(Qt::ClosedHandCursor);
139 void Canvas::mouseReleaseEvent(QMouseEvent* event)
141 if (event->button() == Qt::LeftButton ||
142 event->button() == Qt::RightButton)
148 void Canvas::mouseMoveEvent(QMouseEvent* event)
150 auto p = event->pos();
151 auto d = p - mouse_pos;
153 if (event->buttons() & Qt::LeftButton)
155 yaw = fmod(yaw - d.x(), 360);
156 tilt = fmax(0, fmin(180, tilt - d.y()));
159 else if (event->buttons() & Qt::RightButton)
162 center = transform_matrix().inverted() *
163 view_matrix().inverted() *
164 QVector3D(-d.x() / (0.5*width()),
165 d.y() / (0.5*height()), 0);
171 void Canvas::wheelEvent(QWheelEvent *event)
173 if (event->delta() < 0)
175 for (int i=0; i > event->delta(); --i)
178 else if (event->delta() > 0)
180 for (int i=0; i < event->delta(); ++i)