Canvas::Canvas(const QGLFormat& format, QWidget *parent)
: QGLWidget(format, parent), mesh(NULL),
- scale(1), tilt(90), yaw(0), status(" ")
+ scale(1), zoom(1), tilt(90), yaw(0), status(" ")
{
// Nothing to do here
}
pow(m->xmax() - m->xmin(), 2) +
pow(m->ymax() - m->ymin(), 2) +
pow(m->zmax() - m->zmin(), 2));
+
+ // Reset other camera parameters
+ zoom = 1;
+ yaw = 0;
+ tilt = 90;
+
update();
delete m;
update();
}
+void Canvas::clear_status()
+{
+ status = "";
+ update();
+}
+
void Canvas::initializeGL()
{
+ initializeGLFunctions();
+
mesh_shader.addShaderFromSourceFile(QGLShader::Vertex, ":/gl/mesh.vert");
mesh_shader.addShaderFromSourceFile(QGLShader::Fragment, ":/gl/mesh.frag");
mesh_shader.link();
backdrop->draw();
if (mesh) draw_mesh();
+ if (status.isNull()) return;
+
QPainter painter(this);
painter.setRenderHint(QPainter::Antialiasing);
- if (!status.isNull())
- painter.drawText(10, height() - 10, status);
+ painter.drawText(10, height() - 10, status);
}
mesh_shader.uniformLocation("view_matrix"),
1, GL_FALSE, view_matrix().data());
+ // Compensate for z-flattening when zooming
+ glUniform1f(mesh_shader.uniformLocation("zoom"), 1/zoom);
+
// Find and enable the attribute location for vertex position
const GLuint vp = mesh_shader.attributeLocation("vertex_position");
glEnableVertexAttribArray(vp);
{
m.scale(-1, width() / float(height()), 0.5);
}
+ m.scale(zoom, zoom, 1);
return m;
}
void Canvas::mousePressEvent(QMouseEvent* event)
{
- if (event->button() == Qt::LeftButton)
+ if (event->button() == Qt::LeftButton ||
+ event->button() == Qt::RightButton)
{
mouse_pos = event->pos();
setCursor(Qt::ClosedHandCursor);
void Canvas::mouseReleaseEvent(QMouseEvent* event)
{
- if (event->button() == Qt::LeftButton)
+ if (event->button() == Qt::LeftButton ||
+ event->button() == Qt::RightButton)
{
unsetCursor();
}
void Canvas::mouseMoveEvent(QMouseEvent* event)
{
+ auto p = event->pos();
+ auto d = p - mouse_pos;
+
if (event->buttons() & Qt::LeftButton)
{
- auto p = event->pos();
- auto d = p - mouse_pos;
yaw = fmod(yaw - d.x(), 360);
tilt = fmax(0, fmin(180, tilt - d.y()));
- mouse_pos = p;
update();
}
+ else if (event->buttons() & Qt::RightButton)
+ {
+ center = transform_matrix().inverted() *
+ view_matrix().inverted() *
+ QVector3D(-d.x() / (0.5*width()),
+ d.y() / (0.5*height()), 0);
+ update();
+ }
+ mouse_pos = p;
+}
+
+void Canvas::wheelEvent(QWheelEvent *event)
+{
+ // Find GL position before the zoom operation
+ // (to zoom about mouse cursor)
+ auto p = event->pos();
+ QVector3D v(1 - p.x() / (0.5*width()),
+ p.y() / (0.5*height()) - 1, 0);
+ QVector3D a = transform_matrix().inverted() *
+ view_matrix().inverted() * v;
+
+ if (event->delta() < 0)
+ {
+ for (int i=0; i > event->delta(); --i)
+ zoom *= 1.001;
+ }
+ else if (event->delta() > 0)
+ {
+ for (int i=0; i < event->delta(); ++i)
+ zoom /= 1.001;
+ }
+
+ // Then find the cursor's GL position post-zoom and adjust center.
+ QVector3D b = transform_matrix().inverted() *
+ view_matrix().inverted() * v;
+ center += b - a;
+ update();
}