vcglib/wrap/gui/rubberband.cpp

180 lines
5.4 KiB
C++

/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2008 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program 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 General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
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****************************************************************************/
#include <GL/glew.h>
#include <wrap/gl/space.h>
#include <wrap/gl/picking.h>
#include <wrap/qt/device_to_logical.h>
#include "rubberband.h"
using namespace vcg;
Rubberband::Rubberband(Color4b c)
:color(c)
{
this->Reset();
}
void Rubberband::Render(QGLWidget* gla)
{
if(have_to_pick){
assert(currentphase!=RUBBER_DRAGGED);
Point3f pick_point;
bool picked = Pick(QTLogicalToDevice(gla, qt_cursor.x()), QTLogicalToDevice(gla, gla->height() - qt_cursor.y()), pick_point);
if(picked){ // we have not picked the background
have_to_pick=false;
switch(currentphase){
case RUBBER_BEGIN:
start = pick_point;
gla->setMouseTracking(true);
currentphase = RUBBER_DRAGGING;
break;
case RUBBER_DRAGGING:
if(pick_point==start){
have_to_pick=true;
break;
}
end = pick_point;
gla->setMouseTracking(false);
currentphase = RUBBER_DRAGGED;
break;
default:
assert(0);
}
}
}
if(currentphase==RUBBER_BEGIN) return;
// Drawing of the current line
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_LINE_BIT | GL_POINT_BIT | GL_CURRENT_BIT | GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDepthMask(false);
glLineWidth(2.5);
glPointSize(5.0);
if(currentphase==RUBBER_DRAGGING ) {
Point2f qt_start_point = DevicePixelConvert(start);
glColor(color);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0,QTLogicalToDevice(gla,gla->width()),QTLogicalToDevice(gla,gla->height()),0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glBegin(GL_LINES);
glVertex(qt_start_point);
glVertex2f(QTLogicalToDevice(gla, qt_cursor.x()), QTLogicalToDevice(gla, qt_cursor.y()));
glEnd();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
} else {
assert(currentphase == RUBBER_DRAGGED);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glColor(color);
glBegin(GL_LINES);
glVertex(start);
glVertex(end);
glEnd();
glBegin(GL_POINTS);
glVertex(start);
glVertex(end);
glEnd();
glDisable(GL_DEPTH_TEST);
glLineWidth(0.7);
glPointSize(1.4);
glBegin(GL_LINES);
glVertex(start);
glVertex(end);
glEnd();
glBegin(GL_POINTS);
glVertex(start);
glVertex(end);
glEnd();
}
glPopAttrib();
assert(!glGetError());
}
void Rubberband::Drag(QPoint p)
{
if(currentphase==RUBBER_DRAGGING)
qt_cursor=p;
}
void Rubberband::Pin(QPoint p)
{
if(IsReady())
return;
qt_cursor=p;
have_to_pick=true;
}
void Rubberband::Reset()
{
currentphase = RUBBER_BEGIN;
qt_cursor = QPoint();
start = Point3f(0,0,0);
end = Point3f(0,0,0);
have_to_pick = false;
}
bool Rubberband::IsReady()
{
return currentphase==RUBBER_DRAGGED;
}
void Rubberband::GetPoints(Point3f &s,Point3f &e)
{
assert(IsReady());
s=start;
e=end;
}
Point2f Rubberband::DevicePixelConvert(const Point3f p)
{
GLint vm[4];
GLdouble mm[16];
GLdouble pm[16];
glGetIntegerv(GL_VIEWPORT, vm);
glGetDoublev(GL_MODELVIEW_MATRIX, mm);
glGetDoublev(GL_PROJECTION_MATRIX, pm);
GLdouble wx,wy,wz;
gluProject(p[0], p[1], p[2], mm, pm, vm, &wx, &wy, &wz);
return Point2f(wx,vm[3]-wy);
}