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IfcOpenShell/src/ifcviewer/OverlayRenderer.h
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/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef IFCVIEWER_OVERLAYRENDERER_H
#define IFCVIEWER_OVERLAYRENDERER_H
#include <QRect>
#include <QString>
#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
#include <vector>
// Neutral overlay-primitive renderer attached to ViewportWindow. Today it
// draws a single tinted, translucent triangle list in world space — used by
// the area-measurement tool to shade selected coplanar patches. More
// primitives (lines, points, world-anchored labels) will land here as
// future tools require them.
//
// Lifetime: owned by ViewportWindow, initialised in the same context. All
// public methods assume the caller has already made the GL context current.
class OverlayRenderer {
public:
void initialize(QOpenGLFunctions_4_5_Core* gl);
void release();
// Replace the highlight-triangle list. `world_xyz` is 3 floats per
// vertex, 3 verts per triangle, in world space (post-composed-transform).
// Empty disables the overlay. Color is RGBA in [0, 1].
void setHighlightTriangles(const std::vector<float>& world_xyz,
float r, float g, float b, float a);
// One stylistic group of line segments rendered through the
// outlined / optionally-dashed line shader. Multiple groups in a
// single setOverlayLines call let the caller mix solid + dashed +
// axis-coloured legs in one frame (e.g. the length tool's white
// total line + RGB XYZ stair-step + dashed perpendicular).
struct LineGroup {
std::vector<float> world_xyz; // 6 floats per segment (a, b)
float color[4] = {1, 1, 1, 1}; // inner color
float stroke_color[4] = {0, 0, 0, 1}; // outline (0 alpha = no outline)
float line_width = 1.5f; // pixels (inner)
float stroke_extra = 0.5f; // pixels per side outside inner
float dash_period_px = 0.0f; // 0 = solid; else screen-space dash period
float dash_on_ratio = 0.6f; // [0..1], used only when period > 0
};
void setOverlayLines(const std::vector<LineGroup>& groups);
// Replace the overlay-point list (3 floats per point, world space).
// `pixel_size` is the inner-dot diameter in physical pixels.
//
// When stroke_a > 0, every point is rendered twice: a wider
// (pixel_size + 2*stroke_extra) outer dot in stroke_color, then the
// pixel_size inner dot in the main color — giving a crisp halo that
// reads on any background.
void setOverlayPoints(const std::vector<float>& world_xyz,
float r, float g, float b, float a,
float pixel_size,
float stroke_r, float stroke_g, float stroke_b, float stroke_a,
float stroke_extra);
// World-anchored text labels: each one is projected to screen space
// and drawn via QPainter at that pixel. Used today for per-segment
// length readouts in the length tool.
struct Label {
float world_pos[3];
QString text;
};
void setOverlayLabels(const std::vector<Label>& labels);
// Top-left HUD text drawn via QPainter on the GL surface as part of
// render(). Empty hides the HUD.
void setHudText(const QString& text);
// Box-select rectangle (in logical pixel coords, top-left origin).
// Drawn as a translucent fill + 1-px outline using the same
// screen-space rect program that draws label/HUD backgrounds.
// Empty rect hides it.
void setSelectionRect(const QRect& rect_logical);
// Render every overlay primitive in order: GL highlight triangles
// (using `view_proj`, column-major float[16]), then HUD text via
// QPainter on a QOpenGLPaintDevice sized to (pixel_w × pixel_h)
// with the supplied device pixel ratio. Caller is responsible for
// ensuring glViewport covers the full surface — the QPainter pass
// after this call leaves GL state in an undefined shape, so treat
// this as the last GL operation per frame before swapBuffers (or
// sandwich it before any pass that re-binds its own programs).
void render(const float view_proj[16],
int pixel_w, int pixel_h, qreal device_pixel_ratio);
private:
// Triangle bundle: position-only VBO, single-color shader.
struct TriBundle {
GLuint vao = 0;
GLuint vbo = 0;
size_t vbo_capacity = 0;
GLsizei vertex_count = 0;
float color[4] = {0, 0, 0, 0};
};
// Point bundle: position-only VBO, sprite shader uses gl_PointCoord
// to draw an antialiased disc with an outlined halo.
struct PointBundle {
GLuint vao = 0;
GLuint vbo = 0;
size_t vbo_capacity = 0;
GLsizei vertex_count = 0;
float inner_color[4] = {0, 0, 0, 0};
float stroke_color[4] = {0, 0, 0, 0};
float pixel_size = 8.0f;
float stroke_extra = 0.0f;
};
// Per-group draw-call record. setOverlayLines populates one of these
// per LineGroup, with `first` indexing into a shared expanded-vertex
// VBO. At render time we iterate them, set per-group uniforms, and
// issue one glDrawArrays each.
struct LineDrawCall {
float color[4] = {1, 1, 1, 1};
float stroke_color[4] = {0, 0, 0, 0};
float line_width = 1.5f;
float stroke_extra = 0.5f;
float dash_period_px = 0.0f;
float dash_on_ratio = 0.6f;
GLint first = 0;
GLsizei count = 0;
};
QOpenGLFunctions_4_5_Core* gl_ = nullptr;
// Triangle program (highlight tris).
GLuint program_tri_ = 0;
GLint u_tri_view_proj_ = -1;
GLint u_tri_color_ = -1;
// Point program (sprite).
GLuint program_pt_ = 0;
GLint u_pt_view_proj_ = -1;
GLint u_pt_point_size_ = -1;
GLint u_pt_inner_color_ = -1;
GLint u_pt_stroke_color_ = -1;
GLint u_pt_inner_radius_ = -1;
// Line program (screen-space expanded quads).
GLuint program_ln_ = 0;
GLint u_ln_view_proj_ = -1;
GLint u_ln_screen_size_ = -1;
GLint u_ln_half_width_ = -1;
GLint u_ln_stroke_extra_ = -1;
GLint u_ln_inner_color_ = -1;
GLint u_ln_stroke_color_ = -1;
GLint u_ln_dash_period_ = -1;
GLint u_ln_dash_on_ratio_ = -1;
// Screen-space rect program (label + HUD backgrounds). Vertex
// attribute is vec2 NDC; fragment outputs a uniform color. Drawn
// with depth test off so rects stack on top of the entire scene.
GLuint program_rect_ = 0;
GLint u_rect_color_ = -1;
GLuint vao_rect_ = 0;
GLuint vbo_rect_ = 0;
size_t vbo_rect_capacity_ = 0;
TriBundle triangles_;
PointBundle points_;
// Lines: one shared VAO/VBO holding the concatenated expanded
// vertices of every group; line_draws_ records each group's slice.
GLuint vao_lines_ = 0;
GLuint vbo_lines_ = 0;
size_t vbo_lines_capacity_ = 0;
std::vector<LineDrawCall> line_draws_;
std::vector<Label> labels_;
QString hud_text_;
// Box-select rectangle in logical pixels. Null/empty = hidden.
QRect selection_rect_;
};
#endif // IFCVIEWER_OVERLAYRENDERER_H