GLViewer.cpp 74.2 KB
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/*
 *	(c) LSIIT, UMR CNRS/UdS
 *	Authors: O. Gnevaux, F. Larue.
 *
 *	See licence.txt for additional information.
 */


#include "GLViewer.h"
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#include "UIMainWindow.h"
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#include <fstream>
#include <iostream>
#include <sstream>
#include "InfoBarManager.h"

#include <SelectionManager.h>
#include <SelectionToolBox.h>
#include <SelectionToolDisk.h>
#include <SelectionToolLasso.h>




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QVector3D GLViewer::BgTopColor;
QVector3D GLViewer::BgBottomColor;

QVector3D GLViewer::CoolColor( 0.5f, 0.0f, 1.0f );
QVector3D GLViewer::WarmColor( 1.0f, 0.8f, 0.0f );

QVector3D GLViewer::LightColor( 1.0f, 1.0f, 1.0f );
QVector3D GLViewer::AmbientColor;
QVector3D GLViewer::SpecularColor;

float     GLViewer::Ambient   = 0.1f;
float     GLViewer::Specular  = 0.5f;
float     GLViewer::Shininess = 80.0f;




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void GLViewer::DisplayableInfo::Initialize( DisplayableInterface *displayable,
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                                            DisplayableList::iterator priorityPos,
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                                            UIParamSet &params )
{
    this->displayable = displayable;
    this->posInPriorityList = priorityPos;

    displayable->initialize( params );

    displayable->transformation( this->userTransform );
    this->packingTransform.setToIdentity();
    this->fullTransform = this->userTransform * this->packingTransform;

    displayable->boundingBox( this->boundingBox );
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    this->selectionMgr.clear();
    displayable->selectionManagers( this->selectionMgr );

    currentSelectionMgr = NULL;
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}




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const char* GLViewer::s_PickingVPG =
    "#version 330\n"

    "uniform mat4 projectionMatrix;"
    "uniform mat4 viewMatrix;"

    "in vec3 vertexPosition;"

    "out float depth;"
    "out vec3 vertex;"

    "void main()"
    "{"
    "   depth  = length( (viewMatrix * vec4(vertexPosition,1.0)).xyz );"
    "   vertex = vertexPosition;"

    "   gl_Position = projectionMatrix * viewMatrix * vec4(vertexPosition,1.0);"
    "}";

const char* GLViewer::s_PickingFPG =
    "uniform int u_ObjectId;"

    "in float depth;"
    "in vec3 vertex;"

    "void main()"
    "{"
    "   gl_FragData[0].x = float( u_ObjectId      & 255) / 255.0;"
    "   gl_FragData[0].y = float((u_ObjectId>> 8) & 255) / 255.0;"
    "   gl_FragData[0].z = float((u_ObjectId>>16) & 255) / 255.0;"
    "   gl_FragData[0].w = float((u_ObjectId>>24) & 255) / 255.0;"
    "   gl_FragData[1] = vec4( vertex, depth );"
    "}";


const char* GLViewer::s_ZBufferVPG =
    "#version 330\n"

    "uniform mat4 fullTransformMatrix;"

    "in vec3 vertexPosition;"

    "void main()"
    "{"
    "   gl_Position = fullTransformMatrix * vec4(vertexPosition,1.0);"
    "}";

const char* GLViewer::s_ZBufferFPG =
    "void main()"
    "{"
    "   gl_FragData[0] = vec4( 0.0, 0.0, 0.0, 1.0 );"
    "}";


GLViewer::GLViewer( DisplayDoF dof,
                    QWidget *parent,
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                    Qt::WindowFlags f ) :
    QOpenGLWidget( parent, f ),
    m_DisplayOptionsLayout( NULL ),
    m_InfoBarManager( NULL )
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{
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    initMetricGrids();
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    init( dof );
}


GLViewer::GLViewer( DisplayDoF dof,
                    const QSurfaceFormat &format,
                    QWidget *parent,
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                    Qt::WindowFlags f ) :
    QOpenGLWidget( parent, f ),
    m_DisplayOptionsLayout( NULL ),
    m_InfoBarManager( NULL )
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{
	setFormat( format );
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    initMetricGrids();
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    init( dof );
}


GLViewer::~GLViewer()
{
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    removeAllDisplayables();
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    clearNavigationControlStack();

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    for( std::vector<SelectionTool*>::iterator tool=m_SelectionTools.begin(); tool!=m_SelectionTools.end(); ++tool )
        delete *tool;

	delete m_InfoBarManager;
}


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void GLViewer::initMetricGrids()
{
    m_View.metricGrid2D.disableAxis( MetricGrid::ALL );
    m_View.metricGrid2D.disableGrid( MetricGrid::ALL );

    m_View.metricGrid3D.enableAxis( MetricGrid::ALL );
    m_View.metricGrid3D.enableGrid( MetricGrid::ZX );
}


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void GLViewer::init( DisplayDoF dof )
{
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    m_BelowCursor = NULL;


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    m_MustUpdateFocal            = true;
    m_MustUpdateProjectionMatrix = true;
    m_MustUpdateViewMatrix       = true;
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    setSpeedFactor( 1.0f, 4.0f, 0.25f );
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    m_View.focusPoint = QVector3D(-1.0f,-1.0f,-1.0f);
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    setFocusPoint( QVector3D(0.0f,0.0f,0.0f) );
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    m_View.DoF = dof;
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    QMatrix4x4 rot;
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    if( dof == DISPLAY_DOF_2D )
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        rot.setToIdentity();
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    else
    {
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        rot.rotate(  30.0f, 1,0,0 );
        rot.rotate( -30.0f, 0,1,0 );
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    }
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    setViewRotationMatrix( rot );

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    m_View.isOrthographic = false;
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    m_View.fovY = 0.0f;
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    setFovY( 65.0f );

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    m_ChangeNearPlaneMode = false;
    m_ChangeFarPlaneMode  = false;

    m_View.nearPlaneFactor  = 0.01f;
    m_View.farPlaneFactor   = 5.0f;
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	m_View.distToFocusPoint = 0.0f;
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    setDistToFocusPoint( 400.0f );
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    m_View.pointSize = 2;
	m_View.isCullingEnabled = false;
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    if( !m_InfoBarManager )
    {
        m_InfoBarManager = new InfoBarManager( this );
        m_InfoBarManager->setInfoBar( new InfoBar(), InfoBar::BOTTOM );
    }
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    if( m_NavigationCtrl.empty() )
    {
        m_NavigationCtrl.push_front( new NavigationControl(this) );
    }
    else
    {
        while( m_NavigationCtrl.size() > 1 )
            popNavigationControl();
    }

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    // Initialize selection tools.

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    m_IsSelectionAllowed = true;
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    m_SelectionEnabled = false;

    if( m_SelectionTools.empty() )
    {
        m_SelectionTools.resize( SELECTION_TOOL_END );
        m_SelectionTools[SELECTION_TOOL_BOX  ] = new SelectionToolBox  ( *this, m_SelectionContext );
        m_SelectionTools[SELECTION_TOOL_DISK ] = new SelectionToolDisk ( *this, m_SelectionContext );
        m_SelectionTools[SELECTION_TOOL_LASSO] = new SelectionToolLasso( *this, m_SelectionContext );
    }

    m_SelectionCurrentToolName = SELECTION_TOOL_DISK;
    m_SelectionCurrentTool = m_SelectionTools[ m_SelectionCurrentToolName ];


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    m_View.lightRotationMatrix.setToIdentity();
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    m_View.isLightTrackingEnabled = true;
    m_View.isLightingEnabled      = true;
    m_View.isWireframeEnabled     = false;
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    m_AnimationsRunningAtPreviousFrame = false;
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	m_PerformanceCounterEnabled = false;
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    // Initialize the layout that will contains options for all active displayables.

    if( !m_DisplayOptionsLayout )
    {
        m_DisplayOptionsLayout = new QVBoxLayout();
        m_DisplayOptionsLayout->setAlignment( Qt::AlignTop );

        QWidget *w = new QWidget( this );
        w->setLayout( m_DisplayOptionsLayout );

        QGridLayout *viewerLayout = new QGridLayout();
        viewerLayout->setRowStretch( 1, 10 );
        viewerLayout->setColumnStretch( 0, 10 );
        viewerLayout->addWidget( w, 0,1 );

        this->setLayout( viewerLayout );
    }
}


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void GLViewer::pushNavigationControl( NavigationControl* ctrl )
{
    assert( ctrl != NULL );
    m_NavigationCtrl.push_front(ctrl);
    m_MustUpdateFocal = true;
    m_MustUpdateViewMatrix = true;
    update();
}


void GLViewer::popNavigationControl()
{
    if( !m_NavigationCtrl.empty() )
    {
        delete m_NavigationCtrl.front();
        m_NavigationCtrl.pop_front();
        m_MustUpdateFocal = true;
        m_MustUpdateViewMatrix = true;
        update();
    }
}


void GLViewer::clearNavigationControlStack()
{
    while( !m_NavigationCtrl.empty() )
    {
        delete m_NavigationCtrl.front();
        m_NavigationCtrl.pop_front();
    }
}


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void GLViewer::setRenderState( const RenderState& state )
{
    m_View = state;

    m_MustUpdateFocal            = true;
    m_MustUpdateProjectionMatrix = true;
    m_MustUpdateViewMatrix       = true;

    update();
}


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void GLViewer::populateDisplayerFactories( DisplayableFactoryInterface *plugin )
{
    const unsigned int NB_ROWS = 3;

    QVector<QString> types;
    plugin->acceptedDataTypes( types );

    for( auto &type : types )
        if( m_Factories.find(type) == m_Factories.end()  &&  (plugin->viewerDoF() & dof()) )
            m_Factories[type] = plugin;
}


void GLViewer::populateDisplayerFactories( QList<DisplayableFactoryInterface*> &plugins )
{
    foreach( DisplayableFactoryInterface *plugin, plugins )
        populateDisplayerFactories( plugin );
}


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DisplayableInterface* GLViewer::addDisplayable( GenericUIData *m )
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{
    // If a displayable already exists for this manageable, remove it before creating a new one.
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    //removeDisplayable( m );
    DisplayableMap::iterator foundDisp = m_Displayables.find( m );
    if( foundDisp != m_Displayables.end() )
        return foundDisp->second.displayable;
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    // Recovers the displayable factory for the corresponding datatype.
    FactoryMap::iterator factory = m_Factories.find( m->GetTypeString() );
    if( factory == m_Factories.end() )
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        return NULL;
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    // Asks the factory to create a displayable of the correct type. It is then
    // initialized and inserted in the list of all displayables.
    DisplayableInterface *displayable = factory->second->newDisplayer( m, this );
    DisplayableInfo *dispInfo = NULL;

    if( displayable )
    {
        makeCurrent();

        if( !m->GetDisplayOptions() )
        {
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            UIParamSet *params = new UIParamSet( m->GetBaseName(), NULL );
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            displayable->declareParameters( *params );

            if( displayable->isAnimated() )
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                params->Add( new UIParamAnimation() );
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            params->updateChildrenLists( m );

            m->SetDisplayOptions( params );
        }
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        connect( m->GetDisplayOptions(), SIGNAL(parameterUpdated(UIParam*)), this, SLOT(update()) );
        connect( m->GetDisplayOptions(), SIGNAL(parameterUpdated(UIParam*)), displayable, SLOT(updateParameter(UIParam*)) );

        if( displayable->isAnimated() )
        {
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            UIParamAnimation *animCtrl = m->GetDisplayOptions()->GetAnimationCtrl();
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            connect( animCtrl, SIGNAL(animationStartRequired()), displayable, SLOT(startAnimation()) );
            connect( animCtrl, SIGNAL(animationPauseRequired()), displayable, SLOT(pauseAnimation()) );
            connect( animCtrl, SIGNAL(animationStopRequired ()), displayable, SLOT(stopAnimation ()) );
            connect( animCtrl, SIGNAL(animationStepForwardRequired ()), displayable, SLOT(animationStepForward ()) );
            connect( animCtrl, SIGNAL(animationStepBackwardRequired()), displayable, SLOT(animationStepBackward()) );

            connect( displayable, SIGNAL(registerAnimation  (DisplayableInterface*)), this, SLOT(registerAnimation  (DisplayableInterface*)) );
            connect( displayable, SIGNAL(unregisterAnimation(DisplayableInterface*)), this, SLOT(unregisterAnimation(DisplayableInterface*)) );
            connect( displayable, SIGNAL(displayNeedUpdate()), this, SLOT(update()) );
        }

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        DisplayableList &priorityList = m_DisplayablesByPriority[ factory->second->displayPriority() ];

        dispInfo = &m_Displayables[ m ];
        dispInfo->Initialize(
            displayable,
            priorityList.insert( priorityList.end(), dispInfo ),
            *m->GetDisplayOptions()
        );
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        if( !m->GetDisplayOptions()->IsEmpty() )
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        {
            m_DisplayOptionsLayout->addWidget( m->GetDisplayOptions() );
            m->GetDisplayOptions()->show();
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            if( m->GetDisplayOptions()->AreAllHidden() )
                m->GetDisplayOptions()->hide();
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        }

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        if( isSelectionEnabled() )
        {
            for( auto mngr : dispInfo->selectionMgr )
                if( mngr->selectableEntity() == m_SelectionCurrentTool->entityToSelect() )
                {
                    dispInfo->currentSelectionMgr = mngr;
                    mngr->onRecompilingSelectionShader( m_SelectionCurrentTool );
                    break;
                }
        }
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        update();
    }


    if( dof() == DISPLAY_DOF_2D  &&  displayable )
    {
        m_AddingOrder.push_back( dispInfo );
        repackDisplayables();
    }


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	return displayable;
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}


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//void GLViewer::setTransform( GenericUIData *m, const QMatrix4x4 &xf )
//{
//    DisplayableMap::iterator d = m_Displayables.find( m );
//    if( d != m_Displayables.end() )
//        d->second.packingTransform = xf;
//}
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void GLViewer::updateDisplayable( GenericUIData *m, bool resetSelectionManagers )
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{
    DisplayableMap::iterator d = m_Displayables.find( m );
    if( d != m_Displayables.end() )
    {
        // Recovers the info and the factory related to the given manageable.
        DisplayableFactoryInterface *factory = m_Factories[ m->GetTypeString() ];
        DisplayableInfo *dinfo = &d->second;

        // Re-initializes the displayable.
        dinfo->displayable->release( *m->GetDisplayOptions() );
        dinfo->displayable->initialize( *m->GetDisplayOptions() );

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        // Update the displayable bounding box.
        dinfo->displayable->boundingBox( dinfo->boundingBox );

        // Update the displayable transform.
        QMatrix4x4 tr;
        dinfo->displayable->transformation( tr );
        dinfo->SetUserTransform( tr );

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        // Re-generate the selection managers.
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		if( resetSelectionManagers )
		{
			dinfo->currentSelectionMgr = NULL;
			for( auto mngr : dinfo->selectionMgr )
				delete mngr;
			dinfo->selectionMgr.clear();
			dinfo->displayable->selectionManagers( dinfo->selectionMgr );

			if( isSelectionEnabled() )
			{
				for( auto mngr : dinfo->selectionMgr )
					if( mngr->selectableEntity() == m_SelectionCurrentTool->entityToSelect() )
					{
						dinfo->currentSelectionMgr = mngr;
						mngr->onRecompilingSelectionShader( m_SelectionCurrentTool );
						break;
					}
			}
		}
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        update();
    }
}


void GLViewer::frameBox( Box3f &box, const QMatrix4x4 *xf )
{
    if( !box.IsNull() )
    {
        double boxHalfDiag = box.Dimensions().length() * 0.5;
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        double depth = ( 2.0*zFar()*zNear() - distToFocusPoint()*(zFar()+zNear()) ) / (zNear()-zFar());
        double projectedRadius = boxHalfDiag * focal() / depth;
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        if( xf )
            setFocusPoint( xf->map(box.Center()) );
        else
            setFocusPoint( box.Center() );

        if( projectedRadius > 0.000001 )
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            setDistToFocusPoint( distToFocusPoint() * (width()<height()? projectedRadius*height()/width() : projectedRadius) );
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    }
}


void GLViewer::frameItem( GenericUIData* item )
{
    DisplayableMap::iterator dispInfo = m_Displayables.find( item );
    if( dispInfo != m_Displayables.end() )
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        frameBox( dispInfo->second.boundingBox, &dispInfo->second.GetTransform() );
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}


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void GLViewer::frameItems( QList<GenericUIData*> &items )
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{
    Box3f box;

    for( auto m=items.begin(); m!=items.end(); ++m )
    {
        DisplayableMap::iterator dispInfo = m_Displayables.find( *m );
        if( dispInfo != m_Displayables.end() )
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            if( !dispInfo->second.boundingBox.IsNull() )
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            {
                Box3f::CornerSet objectBoxCorners;
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                dispInfo->second.boundingBox.Corners( objectBoxCorners );
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                for( auto c=objectBoxCorners.begin(); c!=objectBoxCorners.end(); ++c )
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                    box.Add( dispInfo->second.GetTransform().map(*c) );
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            }
    }

    frameBox( box );
}


void GLViewer::frameAll()
{
    if( !m_Displayables.empty() )
    {
        Box3f box;

        for( DisplayableMap::iterator dispInfo=m_Displayables.begin(); dispInfo!=m_Displayables.end(); ++dispInfo )
        {
            Box3f objectBox;
            dispInfo->second.displayable->boundingBox( objectBox );

            if( !objectBox.IsNull() )
            {
                Box3f::CornerSet objectBoxCorners;
                objectBox.Corners( objectBoxCorners );

                for( auto c=objectBoxCorners.begin(); c!=objectBoxCorners.end(); ++c )
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                    box.Add( dispInfo->second.GetTransform().map(*c) );
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            }
        }

        frameBox( box );
    }
}


// All displayables are arranged along a grid layout. All grid row have the same height (displayables are scaled so as to fit it)
// but each column has a different width, that corresponds to the width of its largest element. Displayables are horizontaly centered
// in their respective grid cells.
void GLViewer::repackDisplayables()
{
    if( m_AddingOrder.empty() )
        return;


    // Computes the number of columns of the grid.
    int nCols = (int) std::ceil( std::sqrt( (float)m_AddingOrder.size() ) );


    // Recovers the bounding boxes of all items.
    std::vector<Box3f> boxes( m_AddingOrder.size() );

    auto d = m_AddingOrder.begin();
    for( int i=0; i<boxes.size(); ++i, ++d )
        (*d)->displayable->boundingBox( boxes[i] );


    // Initializes the row height by looking at the bounding box height of the first displayable in the list.
    float rowHeight = boxes[0].Dimensions().y();
    float gridSpacing = 0.05f * rowHeight;


    // The width of each column is determined by looking for the largest rescaled width of all the elements it contains.
    std::vector<int> columnWidth( nCols );
    for( int c=0; c<nCols; ++c )
        columnWidth[c] = 0;

    for( int i=0; i<boxes.size(); ++i )
    {
        int c = i % nCols;
        float rescaledWidth = boxes[i].Dimensions().x() * rowHeight / boxes[i].Dimensions().y();
        if( rescaledWidth > columnWidth[c] )
            columnWidth[c] = rescaledWidth;
    }


    // The scaling factor to be applied to each displayable so as to match the grid row height is computed,
    // and the layout arrangement is finally performed by setting up the translation part of each displayable transform.
    float xRowBeginning = (boxes[0].Min().x() + 0.5f*boxes[0].Dimensions().x()) * rowHeight / boxes[0].Dimensions().y() - 0.5f*columnWidth[0];
    float x = xRowBeginning;
    float y = boxes[0].Min().y() * rowHeight / boxes[0].Dimensions().y();

    d = m_AddingOrder.begin();
    for( int i=0, c=0; i<boxes.size(); ++i, ++d )
    {
        float scalingFactor = rowHeight / boxes[i].Dimensions().y();
        float rescaledWidth = boxes[i].Dimensions().x() * scalingFactor;

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        QMatrix4x4 packTr;
        packTr.setToIdentity();
        packTr(0,0) = scalingFactor;
        packTr(1,1) = scalingFactor;
        packTr(0,3) = x - boxes[i].Min().x()*scalingFactor + 0.5f*(columnWidth[c]-rescaledWidth);
        packTr(1,3) = y - boxes[i].Min().y()*scalingFactor;
        (*d)->SetPackingTransform( packTr );
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        x += columnWidth[c] + gridSpacing;

        if( !(c = (c+1) % nCols) )
        {
            x = xRowBeginning;
            y -= rowHeight + gridSpacing;
        }
    }
}


GLViewer::DisplayableMap::iterator GLViewer::removeDisplayable_Internal( DisplayableMap::iterator &dmapIt )
{
    const GenericUIData *item  = dmapIt->first;
    DisplayableInfo     &dinfo = dmapIt->second;

    if( dinfo.displayable->isAnimated() )
    {
        auto foundAnim = m_ActiveAnimations.find( dinfo.displayable );
        if( foundAnim != m_ActiveAnimations.end() )
        {
            m_ActiveAnimations.erase( foundAnim );
            dinfo.displayable->onAnimationStop();
        }
    }

    disconnect( item->GetDisplayOptions(), SIGNAL(parameterUpdated(UIParam*)), this, SLOT(update()) );
    disconnect( item->GetDisplayOptions(), SIGNAL(parameterUpdated(UIParam*)), dinfo.displayable, SLOT(updateParameter(UIParam*)) );

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    if( !item->GetDisplayOptions()->IsEmpty() )
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    {
        item->GetDisplayOptions()->hide();
        m_DisplayOptionsLayout->removeWidget( item->GetDisplayOptions() );
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        item->GetDisplayOptions()->setParent( NULL );
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    }

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    for( auto mngr : dinfo.selectionMgr )
        delete mngr;
    dinfo.selectionMgr.clear();

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    dinfo.displayable->release( *item->GetDisplayOptions() );
    delete dinfo.displayable;
    m_DisplayablesByPriority[ m_Factories[item->GetTypeString()]->displayPriority() ].erase( dinfo.posInPriorityList );

    return m_Displayables.erase( dmapIt );
}


void GLViewer::removeDisplayable( GenericUIData *m )
{
    DisplayableMap::iterator foundDisp = m_Displayables.find( m );
    if( foundDisp != m_Displayables.end() )
    {
        makeCurrent();

        if( dof() == DISPLAY_DOF_2D )
        {
            m_AddingOrder.remove( &foundDisp->second );
            removeDisplayable_Internal( foundDisp );
            repackDisplayables();
            frameAll();
        }
        else
            removeDisplayable_Internal( foundDisp );

        update();
    }
}


void GLViewer::removeAllDisplayables()
{
    makeCurrent();

	DisplayableMap::iterator disp = m_Displayables.begin();
    while( disp != m_Displayables.end() )
        disp = removeDisplayable_Internal( disp );

    m_AddingOrder.clear();

    update();
}


void GLViewer::initializeGL()
{
    makeCurrent();
    glewInit();

    setFocusPolicy( Qt::ClickFocus );

    resizeGL( width(), height() );

    update();
}


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void GLViewer::pixelRay( int px, int py, QVector3D &rayOrig, QVector3D &rayDir ) const
{
    if( isProjectionOrthographic() )
    {
        QVector4D clipCoord( 2.0f*px/width() - 1.0f, 2.0f*py/height() - 1.0f, -1.0f, 1.0f );
        rayOrig = viewMatrixInverse().map( projectionMatrixInverse().map( clipCoord ) ).toVector3D();
        rayDir  = frontAxis();
    }
    else
    {
        QVector4D clipCoord( 2.0f*px/width() - 1.0f, 2.0f*py/height() - 1.0f, 0.0f, 1.0f );
        rayOrig = viewpointLocation();
        rayDir  = viewRotationMatrixInverse().map( projectionMatrixInverse().map( clipCoord ) ).toVector3D();
    }
}


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QMatrix4x4 GLViewer::viewportMatrix( bool flipY ) const
{
    const float xOff = 0.5f*width(), yOff = 0.5f*height();
    const float xAmp = xOff, yAmp = flipY? 1.0f - yOff : yOff;

    return QMatrix4x4( xAmp, 0.0f, 0.0f, xOff,
                       0.0f, yAmp, 0.0f, yOff,
                       0.0f, 0.0f, 1.0f, 0.0f,
                       0.0f, 0.0f, 0.0f, 1.0f );
}


QMatrix4x4 GLViewer::modelMatrix( const DisplayableInterface *d ) const
{
    auto dispInfo = m_Displayables.find(d->getSource());
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    assert( dispInfo != m_Displayables.end() );
    return dispInfo->second.GetTransform();
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}


void GLViewer::manageAnimations()
{
    // Check if animated objects waiting to be started are pending.

    while( !m_AnimationStartingQueue.isEmpty() )
    {
        auto anim = m_AnimationStartingQueue.front();
        m_AnimationStartingQueue.pop_front();

        if( !m_ActiveAnimations.contains(anim) )
        {
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            m_ActiveAnimations[anim] = 0.0;
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            anim->onAnimationStart();
        }
    }


    // Check if animated objects waiting to be stopped are pending.

    while( !m_AnimationStoppingQueue.isEmpty() )
    {
        auto anim = m_AnimationStoppingQueue.front();
        m_AnimationStoppingQueue.pop_front();

        auto foundAnim = m_ActiveAnimations.find( anim );
        if( foundAnim != m_ActiveAnimations.end() )
        {
            m_ActiveAnimations.erase( foundAnim );
            anim->onAnimationStop();
        }
    }


    // Check if at least one of the current animations is not paused.

    bool animationsRunning = false;

    for( auto anim=m_ActiveAnimations.begin(); anim!=m_ActiveAnimations.end(); ++anim )
        if( !anim.key()->isAnimationPaused() )
        {
            animationsRunning = true;
            break;
        }


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    // Accurate measurement of the time elapsed since the last animation step.

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    TimeMeasurement now = std::chrono::high_resolution_clock::now();
    double dt = 0.000001 * std::chrono::duration_cast< std::chrono::microseconds >( now - m_AnimationFrameTime ).count();
    m_AnimationFrameTime = now;
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	m_AnimationFrameRate = float( 1.0 / dt );
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    // Make all active animated objects to execute a new animation step.
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Frédéric Larue committed
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    if( animationsRunning )
    {
        if( m_AnimationsRunningAtPreviousFrame )
            for( auto anim=m_ActiveAnimations.begin(); anim!=m_ActiveAnimations.end(); ++anim )
                if( !anim.key()->isAnimationPaused() )
                {
                    if( anim.key()->animationTimeStepValue() != 0.0f )
                    {
                        anim.value() += dt;
                        if( anim.value() >= anim.key()->animationTimeStepValue() )
                        {
                            anim.key()->onAnimationStep( anim.value() );
                            anim.value() -= anim.key()->animationTimeStepValue();
                        }
                    }
                    else
                        anim.key()->onAnimationStep( dt );
                }

        update();
    }


    m_AnimationsRunningAtPreviousFrame = animationsRunning;
}


void GLViewer::paintGL()
{
    manageAnimations();


    // Setting up the OpenGL viewport.
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	glViewport( 0, 0, width(), height() );


    // Clear the frame buffer.
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    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    glDisable( GL_LIGHTING );
    glDisable( GL_DEPTH_TEST );
    glDepthMask( GL_FALSE );

    glBegin( GL_QUADS );
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        glColor3fv( &GLViewer::BgBottomColor[0] );
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        glVertex2i( -1, -1 );
        glVertex2i(  1, -1 );
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        glColor3fv( &GLViewer::BgTopColor[0] );
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        glVertex2i(  1,  1 );
        glVertex2i( -1,  1 );
    glEnd();

    glDepthMask( GL_TRUE );

	glClear( GL_DEPTH_BUFFER_BIT );


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    // Update the projection and view matrices, if needed.

    if( m_MustUpdateFocal )
    {
        m_Focal = 1.0 / std::tan( fovY()*M_PI/360.0 );

        m_MustUpdateFocal = false;
        m_MustUpdateProjectionMatrix = true;
    }

    bool mustUpdateViewProjectionMatrix = false;

    if( m_MustUpdateProjectionMatrix )
    {
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        navigationControl()->updateProjectionMatrix( m_ProjectionMatrix );
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        m_ProjectionMatrixInverse = m_ProjectionMatrix.inverted();

        m_MustUpdateProjectionMatrix = false;
        mustUpdateViewProjectionMatrix = true;
    }

    if( m_MustUpdateViewMatrix )
    {
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        navigationControl()->updateViewMatrix( m_ViewMatrix );
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        m_ViewMatrixInverse = m_ViewMatrix.inverted();

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        m_ViewRotationMatrixInverse = viewRotationMatrix().inverted();

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        m_MustUpdateViewMatrix = false;
        mustUpdateViewProjectionMatrix = true;
    }

    if( mustUpdateViewProjectionMatrix )
    {
        m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
        m_ViewProjectionMatrixInverse = m_ViewMatrixInverse * m_ProjectionMatrixInverse;
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        m_Frustum.UpdateFrustumPlanes( m_ViewMatrix, m_ProjectionMatrix );
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    }

    // Setup the OpenGL transforms and viewport.

    glMatrixMode( GL_PROJECTION );
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    glLoadMatrixf( projectionMatrix().data() );

    glMatrixMode( GL_MODELVIEW );
    glLoadMatrixf( viewMatrix().data() );

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    glPointSize( (GLfloat) m_View.pointSize );
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    glColor3ub( 255, 255, 255 );

    setupScene();


    // Display the scene content by increasing priority.
    for( PriorityMap::iterator dlist=m_DisplayablesByPriority.begin(); dlist!=m_DisplayablesByPriority.end(); ++dlist )
        for( DisplayableList::iterator dinfo=dlist->second.begin(); dinfo!=dlist->second.end(); ++dinfo )
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            if( !m_Frustum.IsOutside( (*dinfo)->boundingBox, (*dinfo)->GetTransform() ) )
            {
                glPushMatrix();
                glMultMatrixf( (*dinfo)->GetTransform().data() );
                glPushAttrib( GL_ALL_ATTRIB_BITS );
                (*dinfo)->displayable->onDisplay( *(*dinfo)->displayable->getSource()->GetDisplayOptions() );
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                //displayLabel( (*dinfo)->displayable );
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                if( (*dinfo)->currentSelectionMgr )
                    (*dinfo)->currentSelectionMgr->onDisplay( this, (*dinfo)->GetTransform() );
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                glPopAttrib();
                glPopMatrix();
            }

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    // Finalize the rendering.
    releaseScene();

    // Display the metric grid.
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    glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    glDepthMask( GL_FALSE );
    glEnable( GL_DEPTH_TEST );
    if( dof() == DISPLAY_DOF_2D )
        m_View.metricGrid2D.display( this );
    else
        m_View.metricGrid3D.display( this );
    glDepthMask( GL_TRUE );
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    // Display the label of the object under the mouse cursor.
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    if( /*dof() == DISPLAY_DOF_3D  &&*/  m_BelowCursor )
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    {
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        double textX, textY;
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        //QVector3D c = m_BelowCursor->GetTransform().map( m_BelowCursor->boundingBox.Center() );
        //renderCoords( c.x(), c.y(), c.z(), &textX, &textY );
        QPoint c = mapFromGlobal( cursor().pos() );
        textX = c.x();
        textY = c.y();
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        QString label = m_BelowCursor->displayable->label();
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        QFont f = QApplication::font();
        f.setPointSize( 10 );
        f.setWeight( QFont::Bold );
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        Qt::Alignment align = static_cast<Qt::Alignment>( Qt::AlignHCenter | Qt::AlignBottom );
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        glColor3ub( 220, 220, 220 );
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        renderText( textX-1, textY-1, label, f, align );
        renderText( textX-1, textY+1, label, f, align );
        renderText( textX+1, textY-1, label, f, align );
        renderText( textX+1, textY+1, label, f, align );
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        glColor3ub( 64, 64, 64 );
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        renderText( textX, textY, label, f, align );
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    }
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    // Display the selection tool, if selection mode is enabled.
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    if( isSelectionEnabled()  &&  m_IsCursorInside )
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    {
        m_SelectionCurrentTool->displaySelectionState();
        m_SelectionCurrentTool->display();
    }


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	if( m_PerformanceCounterEnabled )
	{
		QString label = QString::number( m_AnimationFrameRate, 'f', 2 ) + " FPS";
		glColor3ub( 0, 0, 0 );
		renderText( 10, 10, label, QFont( font().family(), 20, QFont::Bold ), static_cast<Qt::Alignment>( Qt::AlignLeft | Qt::AlignTop ) );
		update();
	}


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    // Display the information bar.
    m_InfoBarManager->display();
}


void GLViewer::setupScene()
{
    // Setup the OpenGL states.

    if( dof() == DISPLAY_DOF_2D )
    {
        glDisable( GL_DEPTH_TEST );
        glEnable( GL_MULTISAMPLE );
        glDisable( GL_LIGHTING );
    }
    else
    {
        // Place the light into the scene.
        glMatrixMode( GL_MODELVIEW );
        glPushMatrix();

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        if( m_View.isLightTrackingEnabled )
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            glLoadIdentity();
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        glMultMatrixf( m_View.lightRotationMatrix.data() );
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        GLfloat lightPos[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
        glLightfv( GL_LIGHT0, GL_POSITION, lightPos );

        glPopMatrix();


        // Setup the OpenGL states.
	    glEnable( GL_DEPTH_TEST );
        glEnable( GL_MULTISAMPLE );

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        if( m_View.isLightingEnabled )
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        {
            glEnable( GL_LIGHTING );
            glEnable( GL_LIGHT0 );
            glEnable( GL_COLOR_MATERIAL );
        }
        else
        {
            glDisable( GL_LIGHTING );
            glDisable( GL_LIGHT0 );
            glDisable( GL_COLOR_MATERIAL );
        }

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        glPolygonMode( GL_FRONT_AND_BACK, m_View.isWireframeEnabled && !m_SelectionEnabled? GL_LINE : GL_FILL );
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        if( m_View.isCullingEnabled )
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        {
            glEnable( GL_CULL_FACE );
            glCullFace( GL_BACK );
        }
        else
            glDisable( GL_CULL_FACE );
    }
}


void GLViewer::displayLabel( DisplayableInterface *d )
{
    if( dof() == DISPLAY_DOF_2D )
    {
        Box3f box;
        d->boundingBox( box );


        // Display the black border.

        glColor3ub( 0, 0, 0 );

        glBegin( GL_LINE_LOOP );
            glVertex2f( box.Min().x(), box.Min().y() );
            glVertex2f( box.Min().x(), box.Max().y() );
            glVertex2f( box.Max().x(), box.Max().y() );
            glVertex2f( box.Max().x(), box.Min().y() );
        glEnd();


        // Display the name of the image on overlay in the bottom-left corner, by constraining it to the displayed image rectangle.

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        QMatrix4x4 toViewportCoord = viewportMatrix(true) * MVPMatrix(d);
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        QVector3D bottomLeft = toViewportCoord.map( QVector3D( box.Min().x(), box.Min().y(), 0.0f ) );
        QVector3D topRight   = toViewportCoord.map( QVector3D( box.Max().x(), box.Max().y(), 0.0f ) );

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        QFont f( font().family(), 10, QFont::Bold );
        QFontMetrics fm( f );
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        QString imgName;
        int imgNameWidth;

        if( fm.height() < bottomLeft.y()-topRight.y()-4 )
        {
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            imgName = d->label();
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#if QT_VERSION < QT_VERSION_CHECK(5,11,0)
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            imgNameWidth = fm.width( imgName );
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#else
            imgNameWidth = fm.horizontalAdvance( imgName );
#endif
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            if( imgNameWidth > topRight.x()-bottomLeft.x()-8 )
            {
                int imgNameLength = imgName.length();
                do
                {
                    -- imgNameLength;
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#if QT_VERSION < QT_VERSION_CHECK(5,11,0)
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                    imgNameWidth -= fm.width( imgName.at(imgNameLength) );
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#else
                    imgNameWidth -= fm.horizontalAdvance( imgName.at(imgNameLength) );
#endif
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                } while( imgNameWidth > topRight.x()-bottomLeft.x()-8 );
                imgName = imgName.left( imgNameLength );
            }
        }

        if( imgName.length() > 0 )
        {
            int textX = bottomLeft.x() + 4;
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            int textY = bottomLeft.y() - 2;
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            glColor3ub( 220, 220, 220 );
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            renderText( textX-1, textY-1, imgName, f, Qt::AlignBottom );
            renderText( textX-1, textY+1, imgName, f, Qt::AlignBottom );
            renderText( textX+1, textY-1, imgName, f, Qt::AlignBottom );
            renderText( textX+1, textY+1, imgName, f, Qt::AlignBottom );
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            glColor3ub( 64, 64, 64 );
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            renderText( textX, textY, imgName, f, Qt::AlignBottom );
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        }
    }
}


void GLViewer::resizeGL( int width, int height )
{
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    m_MustUpdateProjectionMatrix = true;

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	glViewport( 0, 0, width, height );

    m_InfoBarManager->onReshape();

    for( DisplayableMap::iterator d=m_Displayables.begin(); d!=m_Displayables.end(); ++d )
        d->second.displayable->onReshape( *d->first->GetDisplayOptions() );

    if( isSelectionEnabled() )
        m_SelectionCurrentTool->onResize();

    updateSelectionZBuffer();
}


void GLViewer::updateSelection( SelectionTool &tool )
{
    makeCurrent();

    // Initializes the GL transformation so as to match the current view.

	glMatrixMode( GL_PROJECTION );
    glLoadMatrixf( projectionMatrix().data() );

    glMatrixMode( GL_MODELVIEW );
    glLoadMatrixf( viewMatrix().data() );


    // Initializes the selection context.

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    tool.setDepthBuffer( m_SelectionDepthTexture );
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    tool.selectBackFacingGeometry( m_View.isCullingEnabled? GL_FALSE : GL_TRUE );
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    tool.preSelectionUpdate();


    // Checks every item that can be selected.

    for( DisplayableMap::iterator d=m_Displayables.begin(); d!=m_Displayables.end(); ++d )
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        if( d->second.currentSelectionMgr )
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        {
            glPushMatrix();
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            glMultMatrixf( d->second.GetTransform().data() );
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            d->second.currentSelectionMgr->onUpdatingSelection( &tool );
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            glPopMatrix();
        }


    tool.postSelectionUpdate();
}


void GLViewer::updateSelectionMode( const Qt::KeyboardModifiers &modifiers )
{
    if( isSelectionEnabled() )
    {
        SelectionTool::SelectionMode newMode;

        if( modifiers & Qt::ShiftModifier )
            newMode = SelectionTool::SELECTION_MODE_SET;
        else if( modifiers & Qt::ControlModifier )
            newMode = SelectionTool::SELECTION_MODE_REMOVE;
        else
            newMode = SelectionTool::SELECTION_MODE_ADD;

        if( m_SelectionCurrentTool->selectionMode() != newMode )
        {
            m_SelectionCurrentTool->setSelectionMode( newMode );
            update();
        }
    }
}


void GLViewer::updateSelectionZBuffer()
{
    if( !isSelectionEnabled() )
        return;

    makeCurrent();


    // Creates the shader that makes it possible to recover the scene Z-buffer.

    if( !m_ZBufferShader.IsCreated() )
    {
        std::string logs;
        if( !GPU::CreateShaderFromSources( m_ZBufferShader, s_ZBufferVPG, s_ZBufferFPG, &logs ) )
        {
            std::cout << "Z-buffer shader compilation error:" << std::endl << logs << std::endl;
            return;
        }
    }


    // Recovers the depth buffer matching the current view for depth test during selection.

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    if( !m_SelectionDepthTexture.IsInstantiated() )
    {
        m_SelectionDepthTexture.Create( GL_DEPTH_COMPONENT, width(), height(), GL_DEPTH_COMPONENT, GL_INT, NULL );
        m_SelectionDepthTexture.SetFiltering( GL_LINEAR );
        m_SelectionDepthTexture.SetBaseAndMaxLevels( 0 );
        m_SelectionDepthTexture.SetCompareMode( GL_COMPARE_R_TO_TEXTURE );
        m_SelectionDepthTexture.SetCompareFunc( GL_LEQUAL );
        m_SelectionDepthTexture.SetDepthTextureMode( GL_INTENSITY );

        m_SelectionDepthBuffer.Create( width(), height() );
        m_SelectionDepthBuffer.Attach( GL_DEPTH_ATTACHMENT, m_SelectionDepthTexture );
    }
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    m_SelectionDepthBuffer.Bind();
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    glClear( GL_DEPTH_BUFFER_BIT );


    // Setting up the OpenGL transforms and viewport.

	glMatrixMode( GL_PROJECTION );
    glLoadMatrixf( projectionMatrix().data() );

    glMatrixMode( GL_MODELVIEW );
    glLoadMatrixf( viewMatrix().data() );

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    glPointSize( (GLfloat) m_View.pointSize );
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    setupScene();


    // Display the scene content by increasing priority.

    for( PriorityMap::iterator dlist=m_DisplayablesByPriority.begin(); dlist!=m_DisplayablesByPriority.end(); ++dlist )
        for( DisplayableList::iterator dinfo=dlist->second.begin(); dinfo!=dlist->second.end(); ++dinfo )
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            if( !m_Frustum.IsOutside( (*dinfo)->boundingBox, (*dinfo)->GetTransform() ) )
            {
                m_ZBufferShader.SetUniform( "fullTransformMatrix", (viewProjectionMatrix() * (*dinfo)->GetTransform()).data() );
                glPushAttrib( GL_ALL_ATTRIB_BITS );
                (*dinfo)->displayable->onPicking( *(*dinfo)->displayable->getSource()->GetDisplayOptions(), m_ZBufferShader, "vertexPosition" );
                glPopAttrib();
            }
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    // Finalize the rendering.

    releaseScene();

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    m_SelectionDepthBuffer.Unbind();
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}


void GLViewer::processSelection( BaseSelectionProcessor &proc )
{
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    QList<BaseSelectionProcessor*> procList;
    procList << &proc;
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    processSelection( procList );
}


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void GLViewer::processSelection( QList<BaseSelectionProcessor*> &procList )
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{
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    QMap< QString, QList<BaseSelectionProcessor*> > processorByType;
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    for( BaseSelectionProcessor* p : procList )
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    {
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        QStringList acceptedTypes;
        p->acceptedDataType( acceptedTypes );
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        for( QString& type : acceptedTypes )
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            processorByType[type].push_back( p );
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    }

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    for( auto& d : m_Displayables )
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    {
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        auto processorFound = processorByType.find( d.first->GetTypeString() );
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        if( processorFound != processorByType.end() )
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            for( auto p : processorFound.value() )
            processSelection( d.second, *p );
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    }
}


void GLViewer::processSelection( GenericUIData *m, BaseSelectionProcessor &proc )
{
    DisplayableMap::iterator displayableFound = m_Displayables.find( m );
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    if( displayableFound != m_Displayables.end() )
        processSelection( displayableFound->second, proc );
}
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void GLViewer::processSelection( DisplayableInterface *d, BaseSelectionProcessor &proc )
{
    processSelection( d->getSource(), proc );
}


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void GLViewer::processSelection( DisplayableInfo &dInfo, BaseSelectionProcessor &proc )
{
    DisplayableInterface *d   = dInfo.displayable;
    GenericUIData        *m   = d->getSource();
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    SelectionManager     *mgr = dInfo.currentSelectionMgr;
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    if( !mgr  ||  mgr->selectableEntity() != proc.entityToProcess() )
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        return;
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    QStringList acceptedTypes;
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    proc.acceptedDataType( acceptedTypes );