diff options
author | don bright <hugh.m.bright@gmail.com> | 2013-02-25 01:04:50 (GMT) |
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committer | don bright <hugh.m.bright@gmail.com> | 2013-02-25 01:04:50 (GMT) |
commit | 8738cdc03451803014ca84f8614bdff1ff393ca9 (patch) | |
tree | db932377ea156d9caf5f47fec3b7bb9466273fe9 /src/QGLView.cc | |
parent | eb2c0d38f22f781cf59ca7078bfec260148ca584 (diff) |
split out axes functions. begin to split out opencsg pre-rendering
Diffstat (limited to 'src/QGLView.cc')
-rw-r--r-- | src/QGLView.cc | 114 |
1 files changed, 5 insertions, 109 deletions
diff --git a/src/QGLView.cc b/src/QGLView.cc index 4a17dd1..86dd78a 100644 --- a/src/QGLView.cc +++ b/src/QGLView.cc @@ -27,8 +27,8 @@ #include "QGLView.h" #include "Preferences.h" #include "renderer.h" -#include "rendersettings.h" -#include "linalg.h" +//#include "rendersettings.h" +//#include "linalg.h" #include <QApplication> #include <QWheelEvent> @@ -163,41 +163,11 @@ void QGLView::paintGL() glRotated(object_rot.y(), 0.0, 1.0, 0.0); glRotated(object_rot.z(), 0.0, 0.0, 1.0); - // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them - // to change color based on view orientation. - if (showcrosshairs) - { - glLineWidth(3); - Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR); - glColor3f(col[0], col[1], col[2]); - glBegin(GL_LINES); - for (double xf = -1; xf <= +1; xf += 2) - for (double yf = -1; yf <= +1; yf += 2) { - double vd = viewer_distance/20; - glVertex3d(-xf*vd, -yf*vd, -vd); - glVertex3d(+xf*vd, +yf*vd, +vd); - } - glEnd(); - } + if (showcrosshairs) GLView::showCrosshairs(); glTranslated(object_trans.x(), object_trans.y(), object_trans.z()); - // Large gray axis cross inline with the model - // FIXME: This is always gray - adjust color to keep contrast with background - if (showaxes) - { - glLineWidth(1); - glColor3d(0.5, 0.5, 0.5); - glBegin(GL_LINES); - double l = viewer_distance/10; - glVertex3d(-l, 0, 0); - glVertex3d(+l, 0, 0); - glVertex3d(0, -l, 0); - glVertex3d(0, +l, 0); - glVertex3d(0, 0, -l); - glVertex3d(0, 0, +l); - glEnd(); - } + if (showaxes) GLView::showAxes(); glDepthFunc(GL_LESS); glCullFace(GL_BACK); @@ -215,81 +185,7 @@ void QGLView::paintGL() } // Small axis cross in the lower left corner - if (showaxes) - { - glDepthFunc(GL_ALWAYS); - - GLView::setupGimbalOrtho(1000,true); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glRotated(object_rot.x(), 1.0, 0.0, 0.0); - glRotated(object_rot.y(), 0.0, 1.0, 0.0); - glRotated(object_rot.z(), 0.0, 0.0, 1.0); - - glLineWidth(1); - glBegin(GL_LINES); - glColor3d(1.0, 0.0, 0.0); - glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); - glColor3d(0.0, 1.0, 0.0); - glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); - glColor3d(0.0, 0.0, 1.0); - glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); - glEnd(); - - GLdouble mat_model[16]; - glGetDoublev(GL_MODELVIEW_MATRIX, mat_model); - - GLdouble mat_proj[16]; - glGetDoublev(GL_PROJECTION_MATRIX, mat_proj); - - GLint viewport[4]; - glGetIntegerv(GL_VIEWPORT, viewport); - - GLdouble xlabel_x, xlabel_y, xlabel_z; - gluProject(12, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z); - xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y); - - GLdouble ylabel_x, ylabel_y, ylabel_z; - gluProject(0, 12, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z); - ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y); - - GLdouble zlabel_x, zlabel_y, zlabel_z; - gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z); - zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glTranslated(-1, -1, 0); - glScaled(2.0/viewport[2], 2.0/viewport[3], 1); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - // FIXME: This was an attempt to keep contrast with background, but is suboptimal - // (e.g. nearly invisible against a gray background). -// int r,g,b; -// r=g=b=0; -// bgcol.getRgb(&r, &g, &b); -// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f); - glColor3f(0.0f, 0.0f, 0.0f); - glBegin(GL_LINES); - // X Label - glVertex3d(xlabel_x-3, xlabel_y-3, 0); glVertex3d(xlabel_x+3, xlabel_y+3, 0); - glVertex3d(xlabel_x-3, xlabel_y+3, 0); glVertex3d(xlabel_x+3, xlabel_y-3, 0); - // Y Label - glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0); - glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0); - // Z Label - glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y-3, 0); - glVertex3d(zlabel_x-3, zlabel_y+3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); - glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); - glEnd(); - - //Restore perspective for next paint - if(!orthomode) - GLView::setupGimbalPerspective(); - } + if (showaxes) GLView::showSmallaxes(); if (statusLabel) { QString msg; |