GLViewer.cpp 75.5 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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QString GLViewer::s_MetricGrid2DSuffix;
QString GLViewer::s_MetricGrid3DSuffix;

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QImage GLViewer::s_Logos[4];

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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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    m_View.metricGrid2D.setSuffix( &s_MetricGrid2DSuffix );
    m_View.metricGrid3D.setSuffix( &s_MetricGrid3DSuffix );
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}


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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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            {
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                Box3f::CornerSet objectBoxCorners = dispInfo->second.boundingBox.Corners();
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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() )
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        frameBox( sceneBox() );
}
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Box3f GLViewer::sceneBox() const
{
    Box3f box;
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    for( auto &dispInfo : m_Displayables )
    {
        const Box3f &objectBox = dispInfo.second.boundingBox;
        if( !objectBox.IsNull() )
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            for( auto &c : objectBox.Corners() )
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                box.Add( dispInfo.second.GetTransform().map(c) );
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    }
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    return box;
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}


// 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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    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;
}


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void GLViewer::setDemoModeEnabled( bool enabled )
{
    if( m_IsDemoModeEnabled = enabled )
    {
        updateDemoModeLogos();
        update();
    }
}


void GLViewer::updateDemoModeLogos()
{
    if( m_IsDemoModeEnabled )
    {
        if( s_Logos[0].isNull() )
        {
            s_Logos[0] = QImage( ":/images/resources/unistra-logo.png" );
            s_Logos[1] = QImage( ":/images/resources/igg-logo.png" );
            s_Logos[2] = QImage( ":/images/resources/icube-logo.png" );
        }

        int h = int(0.075f * height());
        if( h != m_CurrentLogos[0].height() )
            for( int i=0; i<3; ++i )
            {
                h = int(((i == 1)? 0.09f : 0.075f) * height());
                int w = int(float(h)*s_Logos[i].width()/s_Logos[i].height());
                m_CurrentLogos[i] = s_Logos[i].scaled( QSize(w,h), Qt::KeepAspectRatio, Qt::SmoothTransformation );
            }
    }
}


void GLViewer::displayDemoModeLogos()
{
    if( m_IsDemoModeEnabled )
    {
        QPainter painter;
        painter.begin( this );
        painter.drawImage( 25, height()-m_CurrentLogos[0].height()-10, m_CurrentLogos[0] );
        painter.drawImage( (width()-m_CurrentLogos[1].width())/2, height()-m_CurrentLogos[1].height()-10, m_CurrentLogos[1] );
        painter.drawImage( width()-m_CurrentLogos[2].width()-25, height()-m_CurrentLogos[2].height()-10, m_CurrentLogos[2] );
        painter.end();
    }
}


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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();
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    displayDemoModeLogos();
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}


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();
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    updateDemoModeLogos();
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}


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();
1395
    SelectionManager     *mgr = dInfo.currentSelectionMgr;
1396

1397
    if( !mgr  ||  mgr->selectableEntity() != proc.entityToProcess() )
1398
        return;
1399

1400
    QStringList acceptedTypes;
1401 1402
    proc.acceptedDataType( acceptedTypes );

1403 1404 1405 1406 1407
    if( acceptedTypes.contains(m->GetTypeString()) )
    {
        proc.init( m );
        d->processSelection( mgr, proc );
        proc.release( m );
1408

1409 1410
        if( proc.isDisplayableUpdateRequired() )
        {
1411
            updateDisplayable( m, proc.isSelectionResetRequired() );
1412
            updateSelectionZBuffer();
1413
        }
1414 1415
		else if( proc.isSelectionResetRequired() )
			mgr->clearSelection();
1416
    }
1417 1418 1419
}


1420
QVector2D GLViewer::screenCoords( float x, float y, float z ) const
1421
{
1422 1423
    QVector2D screen( 0.0f, 0.0f );

1424 1425
    // Identify x and y locations to render text within widget

1426
    QMatrix4x4 mvp = viewProjectionMatrix();
1427

1428
    QVector4D out = mvp.map( QVector4D(x,y,z,1.0f) );
1429 1430 1431 1432 1433 1434 1435

    if( out.w() != 0.0f )
    {
        float wInv = 1.0f / out.w();
        out.setX( out.x() * wInv );
        out.setY( out.y() * wInv );

1436 1437
        screen.setX( (1 + out.x()) * 0.5 * width () );
        screen.setY( (1 + out.y()) * 0.5 * height() );
1438 1439
    }

1440 1441 1442
    screen.setY( height() - screen.y() ); // y is inverted

    return screen;
1443 1444 1445
}


1446
void GLViewer::renderText( float x, float y, const QString &text, const QFont &font, Qt::Alignment align )
1447
{
1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462
    QFontMetrics fm( font );

    // Extract lines from the input strings.

    QStringList textLines;

    int beg = 0, end;
    while( (end = text.indexOf('\n',beg)) >= 0 )
    {
        textLines.push_back( text.mid(beg,end-beg) );
        beg = end + 1;
    }

    textLines.push_back( (beg==0)? text : text.mid(beg) );

1463 1464 1465
    // Save OpenGL states.

    GLint buffer;
1466
	GLboolean blend, depthTest, multisample;
1467 1468
	GLint blendSrcRGB, blendSrcAlpha;
	GLint blendDstRGB, blendDstAlpha;
1469 1470
    GLint alignment;
    GLfloat glColor[4];
1471 1472

    glGetIntegerv( GL_FRAMEBUFFER_BINDING, &buffer );
1473
    glGetBooleanv( GL_DEPTH_TEST, &depthTest );
1474
	glGetBooleanv( GL_BLEND, &blend );
1475
    glGetBooleanv( GL_MULTISAMPLE, &multisample );
1476 1477 1478 1479
	glGetIntegerv( GL_BLEND_SRC_RGB  , &blendSrcRGB   );
	glGetIntegerv( GL_BLEND_SRC_ALPHA, &blendSrcAlpha );
	glGetIntegerv( GL_BLEND_DST_RGB  , &blendDstRGB   );
	glGetIntegerv( GL_BLEND_DST_ALPHA, &blendDstAlpha );
1480 1481
    glGetIntegerv( GL_UNPACK_ALIGNMENT, &alignment );
    glGetFloatv( GL_CURRENT_COLOR, glColor );
1482 1483 1484 1485 1486 1487 1488

    // Retrieve last OpenGL color to use as a font color.

    QColor fontColor = QColor( 255.0f*glColor[0], 255.0f*glColor[1], 255.0f*glColor[2], 255.0f*glColor[3] );

	// Paint text.

1489 1490 1491 1492 1493 1494
    if( align & Qt::AlignBottom )
        y -= (textLines.size()-1) * fm.lineSpacing() + fm.descent();
    else if( align & Qt::AlignVCenter )
        y -= ((textLines.size()) * fm.lineSpacing())/2 - fm.ascent();
	else if( align & Qt::AlignTop )
		y += fm.ascent();
1495

1496
    glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );    // Mandatory to avoid font corruption while using painter.drawText(...)!
1497 1498 1499 1500
    QPainter painter;
    painter.begin( this );
	    painter.setPen( fontColor );
	    painter.setFont( font );
1501
        //painter.setRenderHints( QPainter::Antialiasing | QPainter::TextAntialiasing );
1502 1503 1504
        for( auto &l : textLines )
        {
            if( align & Qt::AlignRight )
1505 1506 1507 1508 1509
#if QT_VERSION < QT_VERSION_CHECK(5,11,0)
                painter.drawText( x - fm.width(l), y, l );
#else
                painter.drawText( x - fm.horizontalAdvance(l), y, l );
#endif
1510
            else if( align & Qt::AlignHCenter )
1511 1512 1513 1514 1515
#if QT_VERSION < QT_VERSION_CHECK(5,11,0)
                painter.drawText( x - fm.width(l)/2, y, l );
#else
                painter.drawText( x - fm.horizontalAdvance(l)/2, y, l );
#endif
1516 1517
            else
        		painter.drawText( x, y, l );
1518
            y += fm.lineSpacing();
1519
        }
1520 1521 1522 1523
    painter.end();

	// Restore OpenGL states.

1524
    glPixelStorei( GL_UNPACK_ALIGNMENT, alignment );
1525 1526
    glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, buffer );
    blend?  glEnable( GL_BLEND )  :  glDisable( GL_BLEND );
1527
    depthTest?  glEnable( GL_DEPTH_TEST )  :  glDisable( GL_DEPTH_TEST );
1528
    multisample?  glEnable( GL_MULTISAMPLE )  :  glDisable( GL_MULTISAMPLE );
1529
    glBlendFuncSeparateEXT( blendSrcRGB, blendDstRGB, blendSrcAlpha, blendDstAlpha );
1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565
    glColor4fv( glColor );
}


bool GLViewer::imageOfCurrentDisplay( const GenericUIData *m, QImage &renderResult )
{
    // Check if the provided item is currently displayed.

    DisplayableInterface *d = getDisplayable( m );

    if( !d )
        return false;


    // Recover its dimensions so as to determine the size of the rendering output buffer.

    Box3f dBox;
    d->boundingBox( dBox );

    int w = (int) dBox.Dimensions().x();
    int h = (int) dBox.Dimensions().y();


    // Perform off-screen rendering.

    makeCurrent();

    GPU::FrameBuffer fb( w, h );
    fb.Attach( GL_COLOR_ATTACHMENT0, GL_RGBA );
    fb.Bind();


    glMatrixMode( GL_PROJECTION );
    glPushMatrix();
    glLoadIdentity();
    glOrtho( dBox.Min().x(), dBox.Max().x(), dBox.Max().y(), dBox.Min().y(), -1.0f, 1.0f );
1566
    glMultMatrixf( viewMatrixInverse().data() );
1567 1568 1569 1570
    glMultMatrixf( modelMatrixInverse(d).data() );

    QMatrix4x4 projBackup = m_ProjectionMatrix;
    glGetFloatv( GL_PROJECTION_MATRIX, m_ProjectionMatrix.data() );
1571 1572 1573

    glMatrixMode( GL_MODELVIEW );
    glPushMatrix();
1574
    glLoadMatrixf( viewMatrix().data() );
1575
    glMultMatrixf( modelMatrix(d).data() );
1576 1577 1578

    d->onDisplay( *m->GetDisplayOptions() );

1579
    glMatrixMode( GL_MODELVIEW );
1580 1581 1582 1583
    glPopMatrix();
    glMatrixMode( GL_PROJECTION );
    glPopMatrix();

1584 1585
    m_ProjectionMatrix = projBackup;

1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597