GLViewer.cpp 82.7 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()
{
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    glDisable( GL_CULL_FACE );
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    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() ) )
            {
                glPushAttrib( GL_ALL_ATTRIB_BITS );
                (*dinfo)->displayable->onDisplay( *(*dinfo)->displayable->getSource()->GetDisplayOptions() );
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                if( (*dinfo)->currentSelectionMgr )
                    (*dinfo)->currentSelectionMgr->onDisplay( this, (*dinfo)->GetTransform() );
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                glPopAttrib();
            }

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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();
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    SelectionManager     *mgr = dInfo.currentSelectionMgr;
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    if( !mgr  ||  mgr->selectableEntity() != proc.entityToProcess() )
1395
        return;
1396

1397
    QStringList acceptedTypes;
1398 1399
    proc.acceptedDataType( acceptedTypes );

1400 1401 1402 1403 1404
    if( acceptedTypes.contains(m->GetTypeString()) )
    {
        proc.init( m );
        d->processSelection( mgr, proc );
        proc.release( m );
1405

1406 1407
        if( proc.isDisplayableUpdateRequired() )
        {
1408
            updateDisplayable( m, proc.isSelectionResetRequired() );
1409
            updateSelectionZBuffer();
1410
        }
1411 1412
		else if( proc.isSelectionResetRequired() )
			mgr->clearSelection();
1413
    }
1414 1415 1416
}


1417
QVector2D GLViewer::screenCoords( float x, float y, float z ) const
1418
{
1419 1420
    QVector2D screen( 0.0f, 0.0f );

1421 1422
    // Identify x and y locations to render text within widget

1423
    QMatrix4x4 mvp = viewProjectionMatrix();
1424

1425
    QVector4D out = mvp.map( QVector4D(x,y,z,1.0f) );
1426 1427 1428 1429 1430 1431 1432

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

1433 1434
        screen.setX( (1 + out.x()) * 0.5 * width () );
        screen.setY( (1 + out.y()) * 0.5 * height() );
1435 1436
    }

1437 1438 1439
    screen.setY( height() - screen.y() ); // y is inverted

    return screen;
1440 1441 1442
}


1443
void GLViewer::renderText( float x, float y, const QString &text, const QFont &font, Qt::Alignment align )
1444
{
1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459
    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) );

1460 1461 1462
    // Save OpenGL states.

    GLint buffer;
1463
	GLboolean blend, depthTest, multisample;
1464 1465
	GLint blendSrcRGB, blendSrcAlpha;
	GLint blendDstRGB, blendDstAlpha;
1466 1467
    GLint alignment;
    GLfloat glColor[4];
1468 1469

    glGetIntegerv( GL_FRAMEBUFFER_BINDING, &buffer );
1470
    glGetBooleanv( GL_DEPTH_TEST, &depthTest );
1471
	glGetBooleanv( GL_BLEND, &blend );
1472
    glGetBooleanv( GL_MULTISAMPLE, &multisample );
1473 1474 1475 1476
	glGetIntegerv( GL_BLEND_SRC_RGB  , &blendSrcRGB   );
	glGetIntegerv( GL_BLEND_SRC_ALPHA, &blendSrcAlpha );
	glGetIntegerv( GL_BLEND_DST_RGB  , &blendDstRGB   );
	glGetIntegerv( GL_BLEND_DST_ALPHA, &blendDstAlpha );
1477 1478
    glGetIntegerv( GL_UNPACK_ALIGNMENT, &alignment );
    glGetFloatv( GL_CURRENT_COLOR, glColor );
1479 1480 1481 1482 1483 1484 1485

    // 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.

1486 1487 1488 1489 1490 1491
    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();
1492

1493
    glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );    // Mandatory to avoid font corruption while using painter.drawText(...)!
1494 1495 1496 1497
    QPainter painter;
    painter.begin( this );
	    painter.setPen( fontColor );
	    painter.setFont( font );
1498
        //painter.setRenderHints( QPainter::Antialiasing | QPainter::TextAntialiasing );
1499 1500 1501
        for( auto &l : textLines )
        {
            if( align & Qt::AlignRight )
1502 1503 1504 1505 1506
#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
1507
            else if( align & Qt::AlignHCenter )
1508 1509 1510 1511 1512
#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
1513 1514
            else
        		painter.drawText( x, y, l );
1515
            y += fm.lineSpacing();
1516
        }
1517 1518 1519 1520
    painter.end();

	// Restore OpenGL states.

1521
    glPixelStorei( GL_UNPACK_ALIGNMENT, alignment );
1522 1523
    glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, buffer );
    blend?  glEnable( GL_BLEND )  :  glDisable( GL_BLEND );
1524
    depthTest?  glEnable( GL_DEPTH_TEST )  :  glDisable( GL_DEPTH_TEST );
1525
    multisample?  glEnable( GL_MULTISAMPLE )  :  glDisable( GL_MULTISAMPLE );
1526
    glBlendFuncSeparateEXT( blendSrcRGB, blendDstRGB, blendSrcAlpha, blendDstAlpha );
1527 1528 1529 1530
    glColor4fv( glColor );
}


1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546
void GLViewer::renderShadowedText( float x, float y, const QString &text, const QFont &font, Qt::Alignment align )
{
    GLfloat color[4];
    glGetFloatv( GL_CURRENT_COLOR, color );

    QColor shadow = QApplication::palette().color( QPalette::Dark );
    glColor4ub( shadow.red(), shadow.green(), shadow.blue(), 80 );
    renderText( x-1, y-1, text, font, align );
    renderText( x+1, y+1, text, font, align );
    renderText( x+2, y+1, text, font, align );

    glColor4fv( color );
    renderText( x, y, text, font, align );
}


1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578
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 );
1579
    glMultMatrixf( viewMatrixInverse().data() );
1580 1581 1582 1583
    glMultMatrixf( modelMatrixInverse(d).data() );

    QMatrix4x4 projBackup = m_ProjectionMatrix;
    glGetFloatv( GL_PROJECTION_MATRIX, m_ProjectionMatrix.data() );
1584 1585 1586

    glMatrixMode( GL_MODELVIEW );
    glPushMatrix();
1587
    glLoadMatrixf( viewMatrix().data() );
1588
    glMultMatrixf( modelMatrix(d).data() );
1589 1590 1591

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

1592
    glMatrixMode( GL_MODELVIEW );
1593 1594 1595 1596
    glPopMatrix();
    glMatrixMode( GL_PROJECTION );
    glPopMatrix();

1597 1598
    m_ProjectionMatrix = projBackup;

1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614
    fb.Unbind();


    // Recover the render result and store it to the provided image object.

    GLubyte *fbData = new GLubyte [ 4*w*h ];
    fb.DumpTo( GL_COLOR_ATTACHMENT0, fbData, GL_RGBA, GL_UNSIGNED_BYTE );

    renderResult = QImage( w, h, QImage::Format_RGBA8888 );
    for( int y=0, n=0; y<h; ++y )
    {
        unsigned char *lineData = renderResult.scanLine( y );
        for( int x=0; x<4*w; ++x, ++n )
            lineData[x] = fbData[n];
    }

1615
    delete[] fbData;
1616 1617 1618 1619 1620 1621


    return true;
}


1622 1623 1624 1625 1626
void GLViewer::enterGrabbingMode( bool translation )
{
    if( dof() != DisplayDoF::DISPLAY_DOF_3D )
        return;

1627
    m_GrabbingBoundingBox.SetNull();
1628 1629
    for( auto &d : m_Displayables )
        if( d.second.displayable->isSelected()  &&  d.second.displayable->isGrabbable() )
1630 1631
            for( auto c : d.second.boundingBox.Corners() )
                m_GrabbingBoundingBox.Add( d.second.UserTransform().map(c) );
1632

1633
    if( !m_GrabbingBoundingBox.IsNull() )