Visual hints in the 3D scene when sidebar matrix fields have focus (wip [position+scale+size] and disabled)

This commit is contained in:
Enrico Turri 2018-12-19 14:44:37 +01:00
parent b7c506170d
commit 0dcdcf74fc
5 changed files with 374 additions and 0 deletions

View file

@ -1868,6 +1868,130 @@ void _3DScene::point3_to_verts(const Vec3crd& point, double width, double height
GUI::GLCanvas3DManager _3DScene::s_canvas_mgr;
#if ENABLE_SIDEBAR_VISUAL_HINTS
GLModel::GLModel()
: m_useVBOs(false)
{
}
GLModel::~GLModel()
{
m_volume.release_geometry();
}
void GLModel::set_color(float* color, unsigned int size)
{
m_volume.set_render_color(color, size);
}
void GLModel::set_scale(const Vec3d& scale)
{
m_volume.set_volume_scaling_factor(scale);
}
void GLModel::render() const
{
if (m_useVBOs)
render_VBOs();
else
{
}
}
void GLModel::render_VBOs() const
{
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
::glCullFace(GL_BACK);
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_NORMAL_ARRAY);
GLint current_program_id;
::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id);
GLint color_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "uniform_color") : -1;
m_volume.render_VBOs(color_id, -1, -1);
::glBindBuffer(GL_ARRAY_BUFFER, 0);
::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
::glDisableClientState(GL_VERTEX_ARRAY);
::glDisableClientState(GL_NORMAL_ARRAY);
::glDisable(GL_BLEND);
}
GLArrow::GLArrow()
: GLModel()
{
}
bool GLArrow::on_init(bool useVBOs)
{
Pointf3s vertices;
std::vector<Vec3crd> triangles;
// top face
vertices.emplace_back(0.5, 0.0, -0.1);
vertices.emplace_back(0.5, 2.0, -0.1);
vertices.emplace_back(1.0, 2.0, -0.1);
vertices.emplace_back(0.0, 3.0, -0.1);
vertices.emplace_back(-1.0, 2.0, -0.1);
vertices.emplace_back(-0.5, 2.0, -0.1);
vertices.emplace_back(-0.5, 0.0, -0.1);
// bottom face
vertices.emplace_back(0.5, 0.0, 0.1);
vertices.emplace_back(0.5, 2.0, 0.1);
vertices.emplace_back(1.0, 2.0, 0.1);
vertices.emplace_back(0.0, 3.0, 0.1);
vertices.emplace_back(-1.0, 2.0, 0.1);
vertices.emplace_back(-0.5, 2.0, 0.1);
vertices.emplace_back(-0.5, 0.0, 0.1);
// bottom face
triangles.emplace_back(0, 6, 1);
triangles.emplace_back(6, 5, 1);
triangles.emplace_back(5, 4, 3);
triangles.emplace_back(5, 3, 1);
triangles.emplace_back(1, 3, 2);
// top face
triangles.emplace_back(7, 8, 13);
triangles.emplace_back(13, 8, 12);
triangles.emplace_back(12, 10, 11);
triangles.emplace_back(8, 10, 12);
triangles.emplace_back(8, 9, 10);
// side face
triangles.emplace_back(0, 1, 8);
triangles.emplace_back(8, 7, 0);
triangles.emplace_back(1, 2, 9);
triangles.emplace_back(9, 8, 1);
triangles.emplace_back(2, 3, 10);
triangles.emplace_back(10, 9, 2);
triangles.emplace_back(3, 4, 11);
triangles.emplace_back(11, 10, 3);
triangles.emplace_back(4, 5, 12);
triangles.emplace_back(12, 11, 4);
triangles.emplace_back(5, 6, 13);
triangles.emplace_back(13, 12, 5);
triangles.emplace_back(6, 0, 7);
triangles.emplace_back(7, 13, 6);
m_useVBOs = useVBOs;
if (m_useVBOs)
m_volume.indexed_vertex_array.load_mesh_full_shading(TriangleMesh(vertices, triangles));
else
m_volume.indexed_vertex_array.load_mesh_flat_shading(TriangleMesh(vertices, triangles));
m_volume.finalize_geometry(m_useVBOs);
return true;
}
#endif // ENABLE_SIDEBAR_VISUAL_HINTS
std::string _3DScene::get_gl_info(bool format_as_html, bool extensions)
{
return s_canvas_mgr.get_gl_info(format_as_html, extensions);