02b7ec05d5
Use M_PI (and friends), where possible, in favor of hand-coded approximations of various (in)accuracies. Where that's not available (e.g. fragment shaders), use the same value that qmath.h uses for M_PI, for consistency. Replaced math.h with qmath.h in places that defined a fall-back in case math.h omits it (it's not in the C++ standard, although M_PI is in POSIX); or removed this entirely where it wasn't used. Reworked some code to reduce the amount of arithmetic needed, in the process; e.g. pulling common factors out of loops. Revised an example's doc to not waste time talking about using a six-sig-fig value for pi (which we no longer do) - it really wasn't relevant, or anything to be proud of; nor did the doc mention its later use. Task-number: QTBUG-58083 Change-Id: I5a31e3a2b6a823b97a43209bed61a37b9aa6c05f Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
1087 lines
36 KiB
C++
1087 lines
36 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <QDebug>
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#include "scene.h"
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#include <QtGui/qmatrix4x4.h>
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#include <QtGui/qvector3d.h>
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#include <qmath.h>
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#include "3rdparty/fbm.h"
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void checkGLErrors(const QString& prefix)
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{
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switch (glGetError()) {
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case GL_NO_ERROR:
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//qDebug() << prefix << tr("No error.");
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break;
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case GL_INVALID_ENUM:
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qDebug() << prefix << QObject::tr("Invalid enum.");
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break;
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case GL_INVALID_VALUE:
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qDebug() << prefix << QObject::tr("Invalid value.");
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break;
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case GL_INVALID_OPERATION:
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qDebug() << prefix << QObject::tr("Invalid operation.");
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break;
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case GL_STACK_OVERFLOW:
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qDebug() << prefix << QObject::tr("Stack overflow.");
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break;
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case GL_STACK_UNDERFLOW:
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qDebug() << prefix << QObject::tr("Stack underflow.");
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break;
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case GL_OUT_OF_MEMORY:
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qDebug() << prefix << QObject::tr("Out of memory.");
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break;
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default:
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qDebug() << prefix << QObject::tr("Unknown error.");
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break;
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}
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}
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//============================================================================//
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// ColorEdit //
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//============================================================================//
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ColorEdit::ColorEdit(QRgb initialColor, int id)
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: m_color(initialColor), m_id(id)
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{
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QHBoxLayout *layout = new QHBoxLayout;
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setLayout(layout);
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layout->setContentsMargins(0, 0, 0, 0);
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m_lineEdit = new QLineEdit(QString::number(m_color, 16));
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layout->addWidget(m_lineEdit);
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m_button = new QFrame;
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QPalette palette = m_button->palette();
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palette.setColor(QPalette::Window, QColor(m_color));
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m_button->setPalette(palette);
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m_button->setAutoFillBackground(true);
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m_button->setMinimumSize(32, 0);
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m_button->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Preferred);
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m_button->setFrameStyle(QFrame::StyledPanel | QFrame::Sunken);
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layout->addWidget(m_button);
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connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
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}
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void ColorEdit::editDone()
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{
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bool ok;
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QRgb newColor = m_lineEdit->text().toUInt(&ok, 16);
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if (ok)
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setColor(newColor);
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}
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void ColorEdit::mousePressEvent(QMouseEvent *event)
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{
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if (event->button() == Qt::LeftButton) {
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QColor color(m_color);
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QColorDialog dialog(color, 0);
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dialog.setOption(QColorDialog::ShowAlphaChannel, true);
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// The ifdef block is a workaround for the beta, TODO: remove when bug 238525 is fixed
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#if 0 // Used to be included in Qt4 for Q_WS_MAC
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dialog.setOption(QColorDialog::DontUseNativeDialog, true);
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#endif
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dialog.move(280, 120);
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if (dialog.exec() == QDialog::Rejected)
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return;
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QRgb newColor = dialog.selectedColor().rgba();
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if (newColor == m_color)
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return;
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setColor(newColor);
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}
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}
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void ColorEdit::setColor(QRgb color)
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{
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m_color = color;
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m_lineEdit->setText(QString::number(m_color, 16)); // "Clean up" text
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QPalette palette = m_button->palette();
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palette.setColor(QPalette::Window, QColor(m_color));
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m_button->setPalette(palette);
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emit colorChanged(m_color, m_id);
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}
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//============================================================================//
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// FloatEdit //
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//============================================================================//
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FloatEdit::FloatEdit(float initialValue, int id)
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: m_value(initialValue), m_id(id)
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{
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QHBoxLayout *layout = new QHBoxLayout;
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setLayout(layout);
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layout->setContentsMargins(0, 0, 0, 0);
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m_lineEdit = new QLineEdit(QString::number(m_value));
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layout->addWidget(m_lineEdit);
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connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
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}
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void FloatEdit::editDone()
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{
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bool ok;
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float newValue = m_lineEdit->text().toFloat(&ok);
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if (ok) {
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m_value = newValue;
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m_lineEdit->setText(QString::number(m_value)); // "Clean up" text
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emit valueChanged(m_value, m_id);
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}
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}
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//============================================================================//
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// TwoSidedGraphicsWidget //
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//============================================================================//
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TwoSidedGraphicsWidget::TwoSidedGraphicsWidget(QGraphicsScene *scene)
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: QObject(scene)
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, m_current(0)
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, m_angle(0)
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, m_delta(0)
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{
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for (int i = 0; i < 2; ++i)
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m_proxyWidgets[i] = 0;
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}
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void TwoSidedGraphicsWidget::setWidget(int index, QWidget *widget)
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{
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if (index < 0 || index >= 2)
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{
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qWarning("TwoSidedGraphicsWidget::setWidget: Index out of bounds, index == %d", index);
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return;
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}
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GraphicsWidget *proxy = new GraphicsWidget;
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proxy->setWidget(widget);
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if (m_proxyWidgets[index])
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delete m_proxyWidgets[index];
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m_proxyWidgets[index] = proxy;
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proxy->setCacheMode(QGraphicsItem::ItemCoordinateCache);
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proxy->setZValue(1e30); // Make sure the dialog is drawn on top of all other (OpenGL) items
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if (index != m_current)
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proxy->setVisible(false);
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qobject_cast<QGraphicsScene *>(parent())->addItem(proxy);
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}
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QWidget *TwoSidedGraphicsWidget::widget(int index)
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{
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if (index < 0 || index >= 2)
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{
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qWarning("TwoSidedGraphicsWidget::widget: Index out of bounds, index == %d", index);
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return 0;
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}
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return m_proxyWidgets[index]->widget();
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}
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void TwoSidedGraphicsWidget::flip()
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{
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m_delta = (m_current == 0 ? 9 : -9);
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animateFlip();
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}
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void TwoSidedGraphicsWidget::animateFlip()
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{
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m_angle += m_delta;
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if (m_angle == 90) {
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int old = m_current;
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m_current ^= 1;
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m_proxyWidgets[old]->setVisible(false);
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m_proxyWidgets[m_current]->setVisible(true);
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m_proxyWidgets[m_current]->setGeometry(m_proxyWidgets[old]->geometry());
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}
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QRectF r = m_proxyWidgets[m_current]->boundingRect();
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m_proxyWidgets[m_current]->setTransform(QTransform()
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.translate(r.width() / 2, r.height() / 2)
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.rotate(m_angle - 180 * m_current, Qt::YAxis)
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.translate(-r.width() / 2, -r.height() / 2));
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if ((m_current == 0 && m_angle > 0) || (m_current == 1 && m_angle < 180))
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QTimer::singleShot(25, this, SLOT(animateFlip()));
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}
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QVariant GraphicsWidget::itemChange(GraphicsItemChange change, const QVariant &value)
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{
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if (change == ItemPositionChange && scene()) {
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QRectF rect = boundingRect();
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QPointF pos = value.toPointF();
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QRectF sceneRect = scene()->sceneRect();
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if (pos.x() + rect.left() < sceneRect.left())
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pos.setX(sceneRect.left() - rect.left());
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else if (pos.x() + rect.right() >= sceneRect.right())
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pos.setX(sceneRect.right() - rect.right());
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if (pos.y() + rect.top() < sceneRect.top())
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pos.setY(sceneRect.top() - rect.top());
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else if (pos.y() + rect.bottom() >= sceneRect.bottom())
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pos.setY(sceneRect.bottom() - rect.bottom());
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return pos;
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}
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return QGraphicsProxyWidget::itemChange(change, value);
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}
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void GraphicsWidget::resizeEvent(QGraphicsSceneResizeEvent *event)
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{
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setCacheMode(QGraphicsItem::NoCache);
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setCacheMode(QGraphicsItem::ItemCoordinateCache);
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QGraphicsProxyWidget::resizeEvent(event);
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}
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void GraphicsWidget::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
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{
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painter->setRenderHint(QPainter::Antialiasing, false);
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QGraphicsProxyWidget::paint(painter, option, widget);
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//painter->setRenderHint(QPainter::Antialiasing, true);
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}
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//============================================================================//
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// RenderOptionsDialog //
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//============================================================================//
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RenderOptionsDialog::RenderOptionsDialog()
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: QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
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{
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setWindowOpacity(0.75);
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setWindowTitle(tr("Options (double click to flip)"));
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QGridLayout *layout = new QGridLayout;
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setLayout(layout);
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layout->setColumnStretch(1, 1);
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int row = 0;
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QCheckBox *check = new QCheckBox(tr("Dynamic cube map"));
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check->setCheckState(Qt::Unchecked);
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// Dynamic cube maps are only enabled when multi-texturing and render to texture are available.
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check->setEnabled(glActiveTexture && glGenFramebuffersEXT);
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connect(check, SIGNAL(stateChanged(int)), this, SIGNAL(dynamicCubemapToggled(int)));
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layout->addWidget(check, 0, 0, 1, 2);
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++row;
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QPalette palette;
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// Load all .par files
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// .par files have a simple syntax for specifying user adjustable uniform variables.
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QSet<QByteArray> uniforms;
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QList<QString> filter = QStringList("*.par");
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QList<QFileInfo> files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
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foreach (QFileInfo fileInfo, files) {
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QFile file(fileInfo.absoluteFilePath());
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if (file.open(QIODevice::ReadOnly)) {
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while (!file.atEnd()) {
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QList<QByteArray> tokens = file.readLine().simplified().split(' ');
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QList<QByteArray>::const_iterator it = tokens.begin();
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if (it == tokens.end())
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continue;
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QByteArray type = *it;
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if (++it == tokens.end())
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continue;
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QByteArray name = *it;
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bool singleElement = (tokens.size() == 3); // type, name and one value
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char counter[10] = "000000000";
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int counterPos = 8; // position of last digit
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while (++it != tokens.end()) {
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m_parameterNames << name;
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if (!singleElement) {
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m_parameterNames.back() += '[';
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m_parameterNames.back() += counter + counterPos;
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m_parameterNames.back() += ']';
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int j = 8; // position of last digit
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++counter[j];
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while (j > 0 && counter[j] > '9') {
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counter[j] = '0';
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++counter[--j];
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}
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if (j < counterPos)
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counterPos = j;
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}
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if (type == "color") {
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layout->addWidget(new QLabel(m_parameterNames.back()));
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bool ok;
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ColorEdit *colorEdit = new ColorEdit(it->toUInt(&ok, 16), m_parameterNames.size() - 1);
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m_parameterEdits << colorEdit;
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layout->addWidget(colorEdit);
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connect(colorEdit, SIGNAL(colorChanged(QRgb,int)), this, SLOT(setColorParameter(QRgb,int)));
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++row;
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} else if (type == "float") {
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layout->addWidget(new QLabel(m_parameterNames.back()));
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bool ok;
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FloatEdit *floatEdit = new FloatEdit(it->toFloat(&ok), m_parameterNames.size() - 1);
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m_parameterEdits << floatEdit;
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layout->addWidget(floatEdit);
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connect(floatEdit, SIGNAL(valueChanged(float,int)), this, SLOT(setFloatParameter(float,int)));
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++row;
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}
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}
|
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}
|
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file.close();
|
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}
|
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}
|
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|
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layout->addWidget(new QLabel(tr("Texture:")));
|
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m_textureCombo = new QComboBox;
|
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connect(m_textureCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(textureChanged(int)));
|
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layout->addWidget(m_textureCombo);
|
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++row;
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layout->addWidget(new QLabel(tr("Shader:")));
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m_shaderCombo = new QComboBox;
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connect(m_shaderCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(shaderChanged(int)));
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layout->addWidget(m_shaderCombo);
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++row;
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layout->setRowStretch(row, 1);
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}
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int RenderOptionsDialog::addTexture(const QString &name)
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{
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m_textureCombo->addItem(name);
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return m_textureCombo->count() - 1;
|
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}
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|
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int RenderOptionsDialog::addShader(const QString &name)
|
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{
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m_shaderCombo->addItem(name);
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return m_shaderCombo->count() - 1;
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}
|
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|
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void RenderOptionsDialog::emitParameterChanged()
|
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{
|
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foreach (ParameterEdit *edit, m_parameterEdits)
|
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edit->emitChange();
|
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}
|
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|
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void RenderOptionsDialog::setColorParameter(QRgb color, int id)
|
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{
|
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emit colorParameterChanged(m_parameterNames[id], color);
|
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}
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|
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void RenderOptionsDialog::setFloatParameter(float value, int id)
|
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{
|
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emit floatParameterChanged(m_parameterNames[id], value);
|
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}
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|
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void RenderOptionsDialog::mouseDoubleClickEvent(QMouseEvent *event)
|
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{
|
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if (event->button() == Qt::LeftButton)
|
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emit doubleClicked();
|
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}
|
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|
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//============================================================================//
|
|
// ItemDialog //
|
|
//============================================================================//
|
|
|
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ItemDialog::ItemDialog()
|
|
: QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
|
|
{
|
|
setWindowTitle(tr("Items (double click to flip)"));
|
|
setWindowOpacity(0.75);
|
|
resize(160, 100);
|
|
|
|
QVBoxLayout *layout = new QVBoxLayout;
|
|
setLayout(layout);
|
|
QPushButton *button;
|
|
|
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button = new QPushButton(tr("Add Qt box"));
|
|
layout->addWidget(button);
|
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connect(button, SIGNAL(clicked()), this, SLOT(triggerNewQtBox()));
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|
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button = new QPushButton(tr("Add circle"));
|
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layout->addWidget(button);
|
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connect(button, SIGNAL(clicked()), this, SLOT(triggerNewCircleItem()));
|
|
|
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button = new QPushButton(tr("Add square"));
|
|
layout->addWidget(button);
|
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connect(button, SIGNAL(clicked()), this, SLOT(triggerNewSquareItem()));
|
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|
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layout->addStretch(1);
|
|
}
|
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|
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void ItemDialog::triggerNewQtBox()
|
|
{
|
|
emit newItemTriggered(QtBoxItem);
|
|
}
|
|
|
|
void ItemDialog::triggerNewCircleItem()
|
|
{
|
|
emit newItemTriggered(CircleItem);
|
|
}
|
|
|
|
void ItemDialog::triggerNewSquareItem()
|
|
{
|
|
emit newItemTriggered(SquareItem);
|
|
}
|
|
|
|
void ItemDialog::mouseDoubleClickEvent(QMouseEvent *event)
|
|
{
|
|
if (event->button() == Qt::LeftButton)
|
|
emit doubleClicked();
|
|
}
|
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|
|
//============================================================================//
|
|
// Scene //
|
|
//============================================================================//
|
|
|
|
const static char environmentShaderText[] =
|
|
"uniform samplerCube env;"
|
|
"void main() {"
|
|
"gl_FragColor = textureCube(env, gl_TexCoord[1].xyz);"
|
|
"}";
|
|
|
|
Scene::Scene(int width, int height, int maxTextureSize)
|
|
: m_distExp(600)
|
|
, m_frame(0)
|
|
, m_maxTextureSize(maxTextureSize)
|
|
, m_currentShader(0)
|
|
, m_currentTexture(0)
|
|
, m_dynamicCubemap(false)
|
|
, m_updateAllCubemaps(true)
|
|
, m_box(0)
|
|
, m_vertexShader(0)
|
|
, m_environmentShader(0)
|
|
, m_environmentProgram(0)
|
|
{
|
|
setSceneRect(0, 0, width, height);
|
|
|
|
m_trackBalls[0] = TrackBall(0.05f, QVector3D(0, 1, 0), TrackBall::Sphere);
|
|
m_trackBalls[1] = TrackBall(0.005f, QVector3D(0, 0, 1), TrackBall::Sphere);
|
|
m_trackBalls[2] = TrackBall(0.0f, QVector3D(0, 1, 0), TrackBall::Plane);
|
|
|
|
m_renderOptions = new RenderOptionsDialog;
|
|
m_renderOptions->move(20, 120);
|
|
m_renderOptions->resize(m_renderOptions->sizeHint());
|
|
|
|
connect(m_renderOptions, SIGNAL(dynamicCubemapToggled(int)), this, SLOT(toggleDynamicCubemap(int)));
|
|
connect(m_renderOptions, SIGNAL(colorParameterChanged(QString,QRgb)), this, SLOT(setColorParameter(QString,QRgb)));
|
|
connect(m_renderOptions, SIGNAL(floatParameterChanged(QString,float)), this, SLOT(setFloatParameter(QString,float)));
|
|
connect(m_renderOptions, SIGNAL(textureChanged(int)), this, SLOT(setTexture(int)));
|
|
connect(m_renderOptions, SIGNAL(shaderChanged(int)), this, SLOT(setShader(int)));
|
|
|
|
m_itemDialog = new ItemDialog;
|
|
connect(m_itemDialog, SIGNAL(newItemTriggered(ItemDialog::ItemType)), this, SLOT(newItem(ItemDialog::ItemType)));
|
|
|
|
TwoSidedGraphicsWidget *twoSided = new TwoSidedGraphicsWidget(this);
|
|
twoSided->setWidget(0, m_renderOptions);
|
|
twoSided->setWidget(1, m_itemDialog);
|
|
|
|
connect(m_renderOptions, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
|
|
connect(m_itemDialog, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
|
|
|
|
addItem(new QtBox(64, width - 64, height - 64));
|
|
addItem(new QtBox(64, width - 64, 64));
|
|
addItem(new QtBox(64, 64, height - 64));
|
|
addItem(new QtBox(64, 64, 64));
|
|
|
|
initGL();
|
|
|
|
m_timer = new QTimer(this);
|
|
m_timer->setInterval(20);
|
|
connect(m_timer, SIGNAL(timeout()), this, SLOT(update()));
|
|
m_timer->start();
|
|
|
|
m_time.start();
|
|
}
|
|
|
|
Scene::~Scene()
|
|
{
|
|
if (m_box)
|
|
delete m_box;
|
|
foreach (GLTexture *texture, m_textures)
|
|
if (texture) delete texture;
|
|
if (m_mainCubemap)
|
|
delete m_mainCubemap;
|
|
foreach (QGLShaderProgram *program, m_programs)
|
|
if (program) delete program;
|
|
if (m_vertexShader)
|
|
delete m_vertexShader;
|
|
foreach (QGLShader *shader, m_fragmentShaders)
|
|
if (shader) delete shader;
|
|
foreach (GLRenderTargetCube *rt, m_cubemaps)
|
|
if (rt) delete rt;
|
|
if (m_environmentShader)
|
|
delete m_environmentShader;
|
|
if (m_environmentProgram)
|
|
delete m_environmentProgram;
|
|
}
|
|
|
|
void Scene::initGL()
|
|
{
|
|
m_box = new GLRoundedBox(0.25f, 1.0f, 10);
|
|
|
|
m_vertexShader = new QGLShader(QGLShader::Vertex);
|
|
m_vertexShader->compileSourceFile(QLatin1String(":/res/boxes/basic.vsh"));
|
|
|
|
QStringList list;
|
|
list << ":/res/boxes/cubemap_posx.jpg" << ":/res/boxes/cubemap_negx.jpg" << ":/res/boxes/cubemap_posy.jpg"
|
|
<< ":/res/boxes/cubemap_negy.jpg" << ":/res/boxes/cubemap_posz.jpg" << ":/res/boxes/cubemap_negz.jpg";
|
|
m_environment = new GLTextureCube(list, qMin(1024, m_maxTextureSize));
|
|
m_environmentShader = new QGLShader(QGLShader::Fragment);
|
|
m_environmentShader->compileSourceCode(environmentShaderText);
|
|
m_environmentProgram = new QGLShaderProgram;
|
|
m_environmentProgram->addShader(m_vertexShader);
|
|
m_environmentProgram->addShader(m_environmentShader);
|
|
m_environmentProgram->link();
|
|
|
|
const int NOISE_SIZE = 128; // for a different size, B and BM in fbm.c must also be changed
|
|
m_noise = new GLTexture3D(NOISE_SIZE, NOISE_SIZE, NOISE_SIZE);
|
|
QRgb *data = new QRgb[NOISE_SIZE * NOISE_SIZE * NOISE_SIZE];
|
|
memset(data, 0, NOISE_SIZE * NOISE_SIZE * NOISE_SIZE * sizeof(QRgb));
|
|
QRgb *p = data;
|
|
float pos[3];
|
|
for (int k = 0; k < NOISE_SIZE; ++k) {
|
|
pos[2] = k * (0x20 / (float)NOISE_SIZE);
|
|
for (int j = 0; j < NOISE_SIZE; ++j) {
|
|
for (int i = 0; i < NOISE_SIZE; ++i) {
|
|
for (int byte = 0; byte < 4; ++byte) {
|
|
pos[0] = (i + (byte & 1) * 16) * (0x20 / (float)NOISE_SIZE);
|
|
pos[1] = (j + (byte & 2) * 8) * (0x20 / (float)NOISE_SIZE);
|
|
*p |= (int)(128.0f * (noise3(pos) + 1.0f)) << (byte * 8);
|
|
}
|
|
++p;
|
|
}
|
|
}
|
|
}
|
|
m_noise->load(NOISE_SIZE, NOISE_SIZE, NOISE_SIZE, data);
|
|
delete[] data;
|
|
|
|
m_mainCubemap = new GLRenderTargetCube(512);
|
|
|
|
QStringList filter;
|
|
QList<QFileInfo> files;
|
|
|
|
// Load all .png files as textures
|
|
m_currentTexture = 0;
|
|
filter = QStringList("*.png");
|
|
files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
|
|
|
|
foreach (QFileInfo file, files) {
|
|
GLTexture *texture = new GLTexture2D(file.absoluteFilePath(), qMin(256, m_maxTextureSize), qMin(256, m_maxTextureSize));
|
|
if (texture->failed()) {
|
|
delete texture;
|
|
continue;
|
|
}
|
|
m_textures << texture;
|
|
m_renderOptions->addTexture(file.baseName());
|
|
}
|
|
|
|
if (m_textures.size() == 0)
|
|
m_textures << new GLTexture2D(qMin(64, m_maxTextureSize), qMin(64, m_maxTextureSize));
|
|
|
|
// Load all .fsh files as fragment shaders
|
|
m_currentShader = 0;
|
|
filter = QStringList("*.fsh");
|
|
files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
|
|
foreach (QFileInfo file, files) {
|
|
QGLShaderProgram *program = new QGLShaderProgram;
|
|
QGLShader* shader = new QGLShader(QGLShader::Fragment);
|
|
shader->compileSourceFile(file.absoluteFilePath());
|
|
// The program does not take ownership over the shaders, so store them in a vector so they can be deleted afterwards.
|
|
program->addShader(m_vertexShader);
|
|
program->addShader(shader);
|
|
if (!program->link()) {
|
|
qWarning("Failed to compile and link shader program");
|
|
qWarning("Vertex shader log:");
|
|
qWarning() << m_vertexShader->log();
|
|
qWarning() << "Fragment shader log ( file =" << file.absoluteFilePath() << "):";
|
|
qWarning() << shader->log();
|
|
qWarning("Shader program log:");
|
|
qWarning() << program->log();
|
|
|
|
delete shader;
|
|
delete program;
|
|
continue;
|
|
}
|
|
|
|
m_fragmentShaders << shader;
|
|
m_programs << program;
|
|
m_renderOptions->addShader(file.baseName());
|
|
|
|
program->bind();
|
|
m_cubemaps << ((program->uniformLocation("env") != -1) ? new GLRenderTargetCube(qMin(256, m_maxTextureSize)) : 0);
|
|
program->release();
|
|
}
|
|
|
|
if (m_programs.size() == 0)
|
|
m_programs << new QGLShaderProgram;
|
|
|
|
m_renderOptions->emitParameterChanged();
|
|
}
|
|
|
|
static void loadMatrix(const QMatrix4x4& m)
|
|
{
|
|
// static to prevent glLoadMatrixf to fail on certain drivers
|
|
static GLfloat mat[16];
|
|
const float *data = m.constData();
|
|
for (int index = 0; index < 16; ++index)
|
|
mat[index] = data[index];
|
|
glLoadMatrixf(mat);
|
|
}
|
|
|
|
// If one of the boxes should not be rendered, set excludeBox to its index.
|
|
// If the main box should not be rendered, set excludeBox to -1.
|
|
void Scene::renderBoxes(const QMatrix4x4 &view, int excludeBox)
|
|
{
|
|
QMatrix4x4 invView = view.inverted();
|
|
|
|
// If multi-texturing is supported, use three saplers.
|
|
if (glActiveTexture) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
m_textures[m_currentTexture]->bind();
|
|
glActiveTexture(GL_TEXTURE2);
|
|
m_noise->bind();
|
|
glActiveTexture(GL_TEXTURE1);
|
|
} else {
|
|
m_textures[m_currentTexture]->bind();
|
|
}
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
QMatrix4x4 viewRotation(view);
|
|
viewRotation(3, 0) = viewRotation(3, 1) = viewRotation(3, 2) = 0.0f;
|
|
viewRotation(0, 3) = viewRotation(1, 3) = viewRotation(2, 3) = 0.0f;
|
|
viewRotation(3, 3) = 1.0f;
|
|
loadMatrix(viewRotation);
|
|
glScalef(20.0f, 20.0f, 20.0f);
|
|
|
|
// Don't render the environment if the environment texture can't be set for the correct sampler.
|
|
if (glActiveTexture) {
|
|
m_environment->bind();
|
|
m_environmentProgram->bind();
|
|
m_environmentProgram->setUniformValue("tex", GLint(0));
|
|
m_environmentProgram->setUniformValue("env", GLint(1));
|
|
m_environmentProgram->setUniformValue("noise", GLint(2));
|
|
m_box->draw();
|
|
m_environmentProgram->release();
|
|
m_environment->unbind();
|
|
}
|
|
|
|
loadMatrix(view);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_LIGHTING);
|
|
|
|
for (int i = 0; i < m_programs.size(); ++i) {
|
|
if (i == excludeBox)
|
|
continue;
|
|
|
|
glPushMatrix();
|
|
QMatrix4x4 m;
|
|
m.rotate(m_trackBalls[1].rotation());
|
|
glMultMatrixf(m.constData());
|
|
|
|
glRotatef(360.0f * i / m_programs.size(), 0.0f, 0.0f, 1.0f);
|
|
glTranslatef(2.0f, 0.0f, 0.0f);
|
|
glScalef(0.3f, 0.6f, 0.6f);
|
|
|
|
if (glActiveTexture) {
|
|
if (m_dynamicCubemap && m_cubemaps[i])
|
|
m_cubemaps[i]->bind();
|
|
else
|
|
m_environment->bind();
|
|
}
|
|
m_programs[i]->bind();
|
|
m_programs[i]->setUniformValue("tex", GLint(0));
|
|
m_programs[i]->setUniformValue("env", GLint(1));
|
|
m_programs[i]->setUniformValue("noise", GLint(2));
|
|
m_programs[i]->setUniformValue("view", view);
|
|
m_programs[i]->setUniformValue("invView", invView);
|
|
m_box->draw();
|
|
m_programs[i]->release();
|
|
|
|
if (glActiveTexture) {
|
|
if (m_dynamicCubemap && m_cubemaps[i])
|
|
m_cubemaps[i]->unbind();
|
|
else
|
|
m_environment->unbind();
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
|
|
if (-1 != excludeBox) {
|
|
QMatrix4x4 m;
|
|
m.rotate(m_trackBalls[0].rotation());
|
|
glMultMatrixf(m.constData());
|
|
|
|
if (glActiveTexture) {
|
|
if (m_dynamicCubemap)
|
|
m_mainCubemap->bind();
|
|
else
|
|
m_environment->bind();
|
|
}
|
|
|
|
m_programs[m_currentShader]->bind();
|
|
m_programs[m_currentShader]->setUniformValue("tex", GLint(0));
|
|
m_programs[m_currentShader]->setUniformValue("env", GLint(1));
|
|
m_programs[m_currentShader]->setUniformValue("noise", GLint(2));
|
|
m_programs[m_currentShader]->setUniformValue("view", view);
|
|
m_programs[m_currentShader]->setUniformValue("invView", invView);
|
|
m_box->draw();
|
|
m_programs[m_currentShader]->release();
|
|
|
|
if (glActiveTexture) {
|
|
if (m_dynamicCubemap)
|
|
m_mainCubemap->unbind();
|
|
else
|
|
m_environment->unbind();
|
|
}
|
|
}
|
|
|
|
if (glActiveTexture) {
|
|
glActiveTexture(GL_TEXTURE2);
|
|
m_noise->unbind();
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
m_textures[m_currentTexture]->unbind();
|
|
}
|
|
|
|
void Scene::setStates()
|
|
{
|
|
//glClearColor(0.25f, 0.25f, 0.5f, 1.0f);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_LIGHTING);
|
|
//glEnable(GL_COLOR_MATERIAL);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
setLights();
|
|
|
|
float materialSpecular[] = {0.5f, 0.5f, 0.5f, 1.0f};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 32.0f);
|
|
}
|
|
|
|
void Scene::setLights()
|
|
{
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
|
//float lightColour[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
float lightDir[] = {0.0f, 0.0f, 1.0f, 0.0f};
|
|
//glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColour);
|
|
//glLightfv(GL_LIGHT0, GL_SPECULAR, lightColour);
|
|
glLightfv(GL_LIGHT0, GL_POSITION, lightDir);
|
|
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1.0f);
|
|
glEnable(GL_LIGHT0);
|
|
}
|
|
|
|
void Scene::defaultStates()
|
|
{
|
|
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_LIGHTING);
|
|
//glDisable(GL_COLOR_MATERIAL);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_LIGHT0);
|
|
glDisable(GL_NORMALIZE);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 0.0f);
|
|
float defaultMaterialSpecular[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, defaultMaterialSpecular);
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
|
|
}
|
|
|
|
void Scene::renderCubemaps()
|
|
{
|
|
// To speed things up, only update the cubemaps for the small cubes every N frames.
|
|
const int N = (m_updateAllCubemaps ? 1 : 3);
|
|
|
|
QMatrix4x4 mat;
|
|
GLRenderTargetCube::getProjectionMatrix(mat, 0.1f, 100.0f);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
loadMatrix(mat);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
|
|
QVector3D center;
|
|
|
|
const float eachAngle = 2 * M_PI / m_cubemaps.size();
|
|
for (int i = m_frame % N; i < m_cubemaps.size(); i += N) {
|
|
if (0 == m_cubemaps[i])
|
|
continue;
|
|
|
|
float angle = i * eachAngle;
|
|
|
|
center = m_trackBalls[1].rotation().rotatedVector(QVector3D(std::cos(angle), std::sin(angle), 0.0f));
|
|
|
|
for (int face = 0; face < 6; ++face) {
|
|
m_cubemaps[i]->begin(face);
|
|
|
|
GLRenderTargetCube::getViewMatrix(mat, face);
|
|
QVector4D v = QVector4D(-center.x(), -center.y(), -center.z(), 1.0);
|
|
mat.setColumn(3, mat * v);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
renderBoxes(mat, i);
|
|
|
|
m_cubemaps[i]->end();
|
|
}
|
|
}
|
|
|
|
for (int face = 0; face < 6; ++face) {
|
|
m_mainCubemap->begin(face);
|
|
GLRenderTargetCube::getViewMatrix(mat, face);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
renderBoxes(mat, -1);
|
|
|
|
m_mainCubemap->end();
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
m_updateAllCubemaps = false;
|
|
}
|
|
|
|
void Scene::drawBackground(QPainter *painter, const QRectF &)
|
|
{
|
|
float width = float(painter->device()->width());
|
|
float height = float(painter->device()->height());
|
|
|
|
painter->beginNativePainting();
|
|
setStates();
|
|
|
|
if (m_dynamicCubemap)
|
|
renderCubemaps();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
qgluPerspective(60.0, width / height, 0.01, 15.0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
QMatrix4x4 view;
|
|
view.rotate(m_trackBalls[2].rotation());
|
|
view(2, 3) -= 2.0f * std::exp(m_distExp / 1200.0f);
|
|
renderBoxes(view);
|
|
|
|
defaultStates();
|
|
++m_frame;
|
|
|
|
painter->endNativePainting();
|
|
}
|
|
|
|
QPointF Scene::pixelPosToViewPos(const QPointF& p)
|
|
{
|
|
return QPointF(2.0 * float(p.x()) / width() - 1.0,
|
|
1.0 - 2.0 * float(p.y()) / height());
|
|
}
|
|
|
|
void Scene::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
|
|
{
|
|
QGraphicsScene::mouseMoveEvent(event);
|
|
if (event->isAccepted())
|
|
return;
|
|
|
|
if (event->buttons() & Qt::LeftButton) {
|
|
m_trackBalls[0].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
event->accept();
|
|
} else {
|
|
m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
}
|
|
|
|
if (event->buttons() & Qt::RightButton) {
|
|
m_trackBalls[1].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
event->accept();
|
|
} else {
|
|
m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
}
|
|
|
|
if (event->buttons() & Qt::MidButton) {
|
|
m_trackBalls[2].move(pixelPosToViewPos(event->scenePos()), QQuaternion());
|
|
event->accept();
|
|
} else {
|
|
m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
|
|
}
|
|
}
|
|
|
|
void Scene::mousePressEvent(QGraphicsSceneMouseEvent *event)
|
|
{
|
|
QGraphicsScene::mousePressEvent(event);
|
|
if (event->isAccepted())
|
|
return;
|
|
|
|
if (event->buttons() & Qt::LeftButton) {
|
|
m_trackBalls[0].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
event->accept();
|
|
}
|
|
|
|
if (event->buttons() & Qt::RightButton) {
|
|
m_trackBalls[1].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
event->accept();
|
|
}
|
|
|
|
if (event->buttons() & Qt::MidButton) {
|
|
m_trackBalls[2].push(pixelPosToViewPos(event->scenePos()), QQuaternion());
|
|
event->accept();
|
|
}
|
|
}
|
|
|
|
void Scene::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
|
|
{
|
|
QGraphicsScene::mouseReleaseEvent(event);
|
|
if (event->isAccepted())
|
|
return;
|
|
|
|
if (event->button() == Qt::LeftButton) {
|
|
m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
event->accept();
|
|
}
|
|
|
|
if (event->button() == Qt::RightButton) {
|
|
m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
|
|
event->accept();
|
|
}
|
|
|
|
if (event->button() == Qt::MidButton) {
|
|
m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
|
|
event->accept();
|
|
}
|
|
}
|
|
|
|
void Scene::wheelEvent(QGraphicsSceneWheelEvent * event)
|
|
{
|
|
QGraphicsScene::wheelEvent(event);
|
|
if (!event->isAccepted()) {
|
|
m_distExp += event->delta();
|
|
if (m_distExp < -8 * 120)
|
|
m_distExp = -8 * 120;
|
|
if (m_distExp > 10 * 120)
|
|
m_distExp = 10 * 120;
|
|
event->accept();
|
|
}
|
|
}
|
|
|
|
void Scene::setShader(int index)
|
|
{
|
|
if (index >= 0 && index < m_fragmentShaders.size())
|
|
m_currentShader = index;
|
|
}
|
|
|
|
void Scene::setTexture(int index)
|
|
{
|
|
if (index >= 0 && index < m_textures.size())
|
|
m_currentTexture = index;
|
|
}
|
|
|
|
void Scene::toggleDynamicCubemap(int state)
|
|
{
|
|
if ((m_dynamicCubemap = (state == Qt::Checked)))
|
|
m_updateAllCubemaps = true;
|
|
}
|
|
|
|
void Scene::setColorParameter(const QString &name, QRgb color)
|
|
{
|
|
// set the color in all programs
|
|
foreach (QGLShaderProgram *program, m_programs) {
|
|
program->bind();
|
|
program->setUniformValue(program->uniformLocation(name), QColor(color));
|
|
program->release();
|
|
}
|
|
}
|
|
|
|
void Scene::setFloatParameter(const QString &name, float value)
|
|
{
|
|
// set the color in all programs
|
|
foreach (QGLShaderProgram *program, m_programs) {
|
|
program->bind();
|
|
program->setUniformValue(program->uniformLocation(name), value);
|
|
program->release();
|
|
}
|
|
}
|
|
|
|
void Scene::newItem(ItemDialog::ItemType type)
|
|
{
|
|
QSize size = sceneRect().size().toSize();
|
|
switch (type) {
|
|
case ItemDialog::QtBoxItem:
|
|
addItem(new QtBox(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
|
|
break;
|
|
case ItemDialog::CircleItem:
|
|
addItem(new CircleItem(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
|
|
break;
|
|
case ItemDialog::SquareItem:
|
|
addItem(new SquareItem(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|