mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-09 17:31:45 +00:00
ifcviewer: viewport overlay subsystem (highlight tris + HUD text)
New OverlayRenderer module owns every client-supplied overlay primitive drawn after the main pass: tinted, depth-aware highlight triangles via its own GL shader, and top-left HUD text via QPainter on a QOpenGLPaintDevice. Public surface on ViewportWindow is just two forwarders (setHighlightTriangles, setHudText). ViewportWindow's MeshLocalPick now exposes the instance's composed transform so consumers can map mesh-local geometry back to world space without re-querying. AreaMeasurement uses both: its selection key is now (object_id, tri) so per-instance highlighting works for two distinct walls sharing a mesh, and on every pick it rebuilds the world-space tri list and the HUD readout. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -210,11 +210,20 @@ void MainWindow::setupUi() {
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[this](int x, int y, int modifiers) {
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const bool alt = (modifiers & Qt::AltModifier) != 0;
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area_measurement_.onPick(*viewport_, x, y, alt);
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viewport_->setHudText(QString("Area: %1 m² (%2 tris)")
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.arg(area_measurement_.totalArea(), 0, 'f', 4)
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.arg(area_measurement_.triangleCount()));
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});
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connect(viewport_, &ViewportWindow::areaToolToggled, this,
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[this](bool active) {
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area_measurement_.clear();
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qInfo("Area tool %s", active ? "on (LMB to add patch, Alt+LMB single tri, click again to remove, Esc exits)" : "off");
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area_measurement_.clear(*viewport_);
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if (active) {
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viewport_->setHudText("Area: 0.0000 m² (0 tris)");
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status_label_->setText("Area tool: LMB add, Alt+LMB single tri, click again to remove, Esc exits");
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} else {
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viewport_->setHudText(QString());
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status_label_->setText("Ready");
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}
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});
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auto* tree_dock = new QDockWidget("Elements", this);
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@@ -201,10 +201,40 @@ constexpr double kCoplanarDot = 0.9999; // ~0.81° tolerance
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AreaMeasurement::AreaMeasurement() = default;
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void AreaMeasurement::clear() {
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void AreaMeasurement::clear(ViewportWindow& vp) {
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mesh_cache_.clear();
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selected_.clear();
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total_area_m2_ = 0.0;
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vp.setHighlightTriangles({}, 0, 0, 0, 0);
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}
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void AreaMeasurement::rebuildHighlight(ViewportWindow& vp) {
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// Push every selected triangle's three world-space vertices to the
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// overlay. Mesh-local positions × per-instance composed transform.
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std::vector<float> world_xyz;
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world_xyz.reserve(selected_.size() * 9);
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for (const auto& [key, sel] : selected_) {
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const uint64_t cache_key = (uint64_t(sel.model_id) << 32)
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| uint64_t(sel.mesh_id);
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auto cit = mesh_cache_.find(cache_key);
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if (cit == mesh_cache_.end()) continue;
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const MeshCache& c = cit->second;
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if (size_t(sel.tri) * 3 + 2 >= c.indices.size()) continue;
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const float* M = sel.composed_transform; // column-major
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for (int e = 0; e < 3; ++e) {
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const uint32_t vi = c.indices[3 * sel.tri + e];
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const float* p = &c.positions[3 * vi];
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// World = M * (p, 1). Column-major: M[col*4 + row].
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const float wx = M[0]*p[0] + M[4]*p[1] + M[8]*p[2] + M[12];
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const float wy = M[1]*p[0] + M[5]*p[1] + M[9]*p[2] + M[13];
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const float wz = M[2]*p[0] + M[6]*p[1] + M[10]*p[2] + M[14];
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world_xyz.push_back(wx);
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world_xyz.push_back(wy);
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world_xyz.push_back(wz);
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}
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}
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// Translucent cyan-ish tint — readable on both light and dark surfaces.
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vp.setHighlightTriangles(world_xyz, 0.20f, 0.85f, 1.00f, 0.45f);
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}
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AreaMeasurement::MeshCache* AreaMeasurement::meshCache(ViewportWindow& vp,
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@@ -304,19 +334,33 @@ void AreaMeasurement::onPick(ViewportWindow& vp, int x, int y, bool alt) {
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// Toggle: if the seed was already in the set, remove the patch;
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// otherwise add it.
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const uint64_t seed_key = triKey(pick.model_id, pick.mesh_id, seed);
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const uint64_t seed_key = triKey(pick.object_id, seed);
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const bool removing = selected_.count(seed_key) > 0;
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double delta = 0.0;
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for (uint32_t t : patch) {
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const uint64_t k = triKey(pick.model_id, pick.mesh_id, t);
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const uint64_t k = triKey(pick.object_id, t);
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if (removing) {
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if (selected_.erase(k) > 0) delta -= cache->tri_areas[t];
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auto it = selected_.find(k);
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if (it != selected_.end()) {
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delta -= cache->tri_areas[t];
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selected_.erase(it);
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}
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} else {
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if (selected_.insert(k).second) delta += cache->tri_areas[t];
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SelectedTri sel;
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sel.model_id = pick.model_id;
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sel.mesh_id = pick.mesh_id;
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sel.tri = t;
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std::memcpy(sel.composed_transform, pick.composed_transform,
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sizeof(sel.composed_transform));
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if (selected_.emplace(k, sel).second) {
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delta += cache->tri_areas[t];
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}
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}
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}
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total_area_m2_ += delta;
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rebuildHighlight(vp);
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qInfo("Area %s%.6f m^2 (total: %.6f m^2, %zu tris)",
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delta >= 0.0 ? "+" : "", delta,
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total_area_m2_, selected_.size());
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@@ -22,7 +22,6 @@
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#include <cstdint>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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class ViewportWindow;
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@@ -38,14 +37,16 @@ double volumeOfObjects(ViewportWindow& vp,
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const std::vector<uint32_t>& object_ids);
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// Click-to-accumulate area measurement. Each pick resolves the screen
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// click to a (model, mesh, triangle) using ViewportWindow's primitives,
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// click to a (instance, triangle) using ViewportWindow's primitives,
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// expands it into the connected coplanar patch (BFS over shared edges,
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// dot(normal, seed_normal) > 0.9999), then either adds or removes that
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// patch from the running set depending on whether the seed triangle was
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// already in. Alt-click skips the BFS expansion (single-triangle).
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// Picks across different meshes are kept as separate patches and their
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// areas are summed.
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// Picks on different instances (even of the same mesh) are kept as
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// separate patches and their areas are summed.
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//
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// On every pick the world-space triangles of the running set are pushed
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// to ViewportWindow::setHighlightTriangles for in-viewport shading.
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// State is cleared on construction, on clear(), and is expected to be
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// reset by the host (e.g. when the viewport's area tool toggles off).
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class AreaMeasurement {
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@@ -57,8 +58,9 @@ public:
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// via qInfo. Misses are silent.
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void onPick(ViewportWindow& vp, int x, int y, bool alt);
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// Wipe all accumulated triangles and per-mesh adjacency caches.
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void clear();
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// Wipe all accumulated triangles, per-mesh adjacency caches, and the
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// viewport overlay.
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void clear(ViewportWindow& vp);
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double totalArea() const { return total_area_m2_; }
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size_t triangleCount() const { return selected_.size(); }
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@@ -77,16 +79,29 @@ private:
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};
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MeshCache* meshCache(ViewportWindow& vp, uint32_t model_id, uint32_t mesh_id);
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// Selection key: (uint64) packing model_id (high 24), mesh_id (mid 24),
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// triangle index (low 16). 16 bits is enough — meshes with > 65k tris
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// are rare and the streamer chunks them anyway.
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static uint64_t triKey(uint32_t model_id, uint32_t mesh_id, uint32_t tri) {
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return (uint64_t(model_id) << 40) | (uint64_t(mesh_id) << 16) | uint64_t(tri);
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// Per-selected-triangle record. The composed transform is captured at
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// pick time so the overlay rebuild doesn't have to re-query the
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// viewport for it (and so the overlay keeps working if the picked
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// instance later goes hidden).
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struct SelectedTri {
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uint32_t model_id;
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uint32_t mesh_id;
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uint32_t tri;
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float composed_transform[16];
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};
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// Selection key: object_id (high 32) | tri index (low 32). Packing
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// by object_id rather than mesh_id means two distinct instances of
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// the same mesh contribute independently, as the user spec'd.
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static uint64_t triKey(uint32_t object_id, uint32_t tri) {
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return (uint64_t(object_id) << 32) | uint64_t(tri);
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}
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std::unordered_map<uint64_t, MeshCache> mesh_cache_;
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std::unordered_set<uint64_t> selected_;
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double total_area_m2_ = 0.0;
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void rebuildHighlight(ViewportWindow& vp);
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std::unordered_map<uint64_t, MeshCache> mesh_cache_;
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std::unordered_map<uint64_t, SelectedTri> selected_;
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double total_area_m2_ = 0.0;
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};
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#endif // IFCVIEWER_FULL_MEASUREMENT_H
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@@ -0,0 +1,199 @@
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#include "OverlayRenderer.h"
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#include <QFont>
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#include <QFontMetrics>
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#include <QPainter>
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#include <QtGlobal>
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#include <QtOpenGL/QOpenGLPaintDevice>
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namespace {
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GLuint compile(QOpenGLFunctions_4_5_Core* gl, GLenum type, const char* src) {
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GLuint s = gl->glCreateShader(type);
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gl->glShaderSource(s, 1, &src, nullptr);
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gl->glCompileShader(s);
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GLint ok = 0;
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gl->glGetShaderiv(s, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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char log[2048];
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gl->glGetShaderInfoLog(s, sizeof(log), nullptr, log);
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qWarning("OverlayRenderer shader compile error: %s", log);
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}
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return s;
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}
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GLuint link(QOpenGLFunctions_4_5_Core* gl, GLuint vs, GLuint fs) {
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GLuint p = gl->glCreateProgram();
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gl->glAttachShader(p, vs);
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gl->glAttachShader(p, fs);
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gl->glLinkProgram(p);
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GLint ok = 0;
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gl->glGetProgramiv(p, GL_LINK_STATUS, &ok);
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if (!ok) {
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char log[2048];
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gl->glGetProgramInfoLog(p, sizeof(log), nullptr, log);
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qWarning("OverlayRenderer program link error: %s", log);
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}
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gl->glDeleteShader(vs);
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gl->glDeleteShader(fs);
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return p;
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}
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const char* VERT_SRC = R"(
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#version 450 core
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layout(location = 0) in vec3 in_pos;
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uniform mat4 u_view_proj;
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void main() {
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gl_Position = u_view_proj * vec4(in_pos, 1.0);
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}
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)";
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const char* FRAG_SRC = R"(
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#version 450 core
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uniform vec4 u_color;
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out vec4 frag_color;
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void main() {
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frag_color = u_color;
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}
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)";
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} // namespace
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void OverlayRenderer::initialize(QOpenGLFunctions_4_5_Core* gl) {
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if (gl_) return;
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gl_ = gl;
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GLuint vs = compile(gl_, GL_VERTEX_SHADER, VERT_SRC);
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GLuint fs = compile(gl_, GL_FRAGMENT_SHADER, FRAG_SRC);
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program_ = link(gl_, vs, fs);
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u_view_proj_ = gl_->glGetUniformLocation(program_, "u_view_proj");
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u_color_ = gl_->glGetUniformLocation(program_, "u_color");
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gl_->glCreateVertexArrays(1, &vao_);
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gl_->glCreateBuffers(1, &vbo_);
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gl_->glEnableVertexArrayAttrib(vao_, 0);
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gl_->glVertexArrayAttribFormat(vao_, 0, 3, GL_FLOAT, GL_FALSE, 0);
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gl_->glVertexArrayAttribBinding(vao_, 0, 0);
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gl_->glVertexArrayVertexBuffer(vao_, 0, vbo_, 0, 3 * sizeof(float));
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}
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void OverlayRenderer::release() {
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if (!gl_) return;
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if (vbo_) gl_->glDeleteBuffers(1, &vbo_);
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if (vao_) gl_->glDeleteVertexArrays(1, &vao_);
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if (program_) gl_->glDeleteProgram(program_);
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program_ = vao_ = vbo_ = 0;
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vbo_capacity_ = 0;
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vertex_count_ = 0;
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gl_ = nullptr;
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}
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void OverlayRenderer::setHudText(const QString& text) {
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hud_text_ = text;
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}
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void OverlayRenderer::setHighlightTriangles(const std::vector<float>& world_xyz,
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float r, float g, float b, float a) {
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if (!gl_) return;
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color_[0] = r; color_[1] = g; color_[2] = b; color_[3] = a;
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vertex_count_ = GLsizei(world_xyz.size() / 3);
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if (vertex_count_ == 0) return;
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const size_t bytes = world_xyz.size() * sizeof(float);
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if (bytes > vbo_capacity_) {
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// Grow with a little headroom so frequent appends don't realloc.
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const size_t new_cap = bytes + bytes / 2;
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gl_->glNamedBufferData(vbo_, GLsizeiptr(new_cap),
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nullptr, GL_DYNAMIC_DRAW);
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vbo_capacity_ = new_cap;
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}
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gl_->glNamedBufferSubData(vbo_, 0, GLsizeiptr(bytes), world_xyz.data());
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}
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void OverlayRenderer::render(const float view_proj[16],
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int pixel_w, int pixel_h, qreal dpr) {
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if (!gl_) return;
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// GL pass: tinted highlight triangles.
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if (program_ && vertex_count_ > 0 && color_[3] > 0.0f) {
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gl_->glUseProgram(program_);
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gl_->glUniformMatrix4fv(u_view_proj_, 1, GL_FALSE, view_proj);
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gl_->glUniform4fv(u_color_, 1, color_);
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// Save the GL state we touch and restore at the end so the rest of
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// the render pass keeps seeing what it expects.
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GLboolean prev_blend = gl_->glIsEnabled(GL_BLEND);
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GLboolean prev_cull = gl_->glIsEnabled(GL_CULL_FACE);
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GLboolean prev_depth_msk = GL_TRUE;
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gl_->glGetBooleanv(GL_DEPTH_WRITEMASK, &prev_depth_msk);
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GLint prev_depth_func = GL_LESS;
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gl_->glGetIntegerv(GL_DEPTH_FUNC, &prev_depth_func);
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GLint prev_blend_src = GL_ONE, prev_blend_dst = GL_ZERO;
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gl_->glGetIntegerv(GL_BLEND_SRC_ALPHA, &prev_blend_src);
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gl_->glGetIntegerv(GL_BLEND_DST_ALPHA, &prev_blend_dst);
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gl_->glEnable(GL_BLEND);
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gl_->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_->glDisable(GL_CULL_FACE); // both sides tinted
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gl_->glDepthMask(GL_FALSE); // tint, don't occlude
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gl_->glDepthFunc(GL_LEQUAL); // win the coplanar fight
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gl_->glBindVertexArray(vao_);
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gl_->glDrawArrays(GL_TRIANGLES, 0, vertex_count_);
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gl_->glBindVertexArray(0);
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if (!prev_blend) gl_->glDisable(GL_BLEND);
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gl_->glBlendFunc(prev_blend_src, prev_blend_dst);
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if (prev_cull) gl_->glEnable(GL_CULL_FACE);
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gl_->glDepthMask(prev_depth_msk);
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gl_->glDepthFunc(prev_depth_func);
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}
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// QPainter pass: HUD text. This rebinds programs/VAOs internally, so
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// it has to come after every other GL primitive in the overlay.
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if (!hud_text_.isEmpty() && pixel_w > 0 && pixel_h > 0) {
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QOpenGLPaintDevice device(QSize(pixel_w, pixel_h));
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device.setDevicePixelRatio(dpr);
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QPainter painter(&device);
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painter.setRenderHint(QPainter::Antialiasing);
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painter.setRenderHint(QPainter::TextAntialiasing);
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QFont font("monospace", 11);
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font.setStyleHint(QFont::TypeWriter);
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painter.setFont(font);
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const QFontMetrics fm(font);
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const int pad_x = 10, pad_y = 6, margin = 12;
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const int text_w = fm.horizontalAdvance(hud_text_);
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const int text_h = fm.height();
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const QRect bg(margin, margin,
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text_w + 2 * pad_x,
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text_h + 2 * pad_y);
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painter.setPen(Qt::NoPen);
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painter.setBrush(QColor(0, 0, 0, 160));
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painter.drawRoundedRect(bg, 4, 4);
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painter.setPen(Qt::white);
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painter.drawText(bg.adjusted(pad_x, pad_y, -pad_x, -pad_y),
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Qt::AlignLeft | Qt::AlignVCenter,
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hud_text_);
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}
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}
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@@ -0,0 +1,75 @@
|
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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 <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);
|
||||
|
||||
// Top-left HUD text drawn via QPainter on the GL surface as part of
|
||||
// render(). Empty hides the HUD.
|
||||
void setHudText(const QString& text);
|
||||
|
||||
// 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:
|
||||
QOpenGLFunctions_4_5_Core* gl_ = nullptr;
|
||||
GLuint program_ = 0;
|
||||
GLuint vao_ = 0;
|
||||
GLuint vbo_ = 0;
|
||||
size_t vbo_capacity_ = 0; // bytes
|
||||
GLsizei vertex_count_ = 0;
|
||||
float color_[4] = {0, 0, 0, 0};
|
||||
GLint u_view_proj_ = -1;
|
||||
GLint u_color_ = -1;
|
||||
QString hud_text_;
|
||||
};
|
||||
|
||||
#endif // IFCVIEWER_OVERLAYRENDERER_H
|
||||
@@ -670,6 +670,7 @@ ViewportWindow::~ViewportWindow() {
|
||||
if (hiz_resolve_depth_tex_) gl_->glDeleteTextures(1, &hiz_resolve_depth_tex_);
|
||||
if (hiz_downsample_program_) gl_->glDeleteProgram(hiz_downsample_program_);
|
||||
if (hiz_downsample_vao_) gl_->glDeleteVertexArrays(1, &hiz_downsample_vao_);
|
||||
overlay_renderer_.release();
|
||||
}
|
||||
context_->doneCurrent();
|
||||
}
|
||||
@@ -690,6 +691,7 @@ void ViewportWindow::initGL() {
|
||||
buildAxisGizmo();
|
||||
buildPivotIndicator();
|
||||
buildSectionPlaneGizmo();
|
||||
overlay_renderer_.initialize(gl_);
|
||||
|
||||
gl_->glEnable(GL_DEPTH_TEST);
|
||||
gl_->glEnable(GL_MULTISAMPLE);
|
||||
@@ -2726,6 +2728,16 @@ void ViewportWindow::render() {
|
||||
renderEdgePass();
|
||||
renderPivotIndicator();
|
||||
renderSectionPlanes();
|
||||
// Overlay handles highlight tris + HUD text; renderAxisGizmo() must
|
||||
// come after because it shrinks glViewport to the corner badge and
|
||||
// does not restore.
|
||||
{
|
||||
const qreal dpr = devicePixelRatio();
|
||||
overlay_renderer_.render(vp.constData(),
|
||||
int(width() * dpr),
|
||||
int(height() * dpr),
|
||||
dpr);
|
||||
}
|
||||
renderAxisGizmo();
|
||||
|
||||
// Build HiZ from this frame's resolved depth for next frame's cull.
|
||||
@@ -3848,6 +3860,8 @@ bool ViewportWindow::pickMeshLocalAt(int x, int y, MeshLocalPick& out) {
|
||||
out.world_normal[0] = world_normal.x();
|
||||
out.world_normal[1] = world_normal.y();
|
||||
out.world_normal[2] = world_normal.z();
|
||||
std::memcpy(out.composed_transform, inst.transform,
|
||||
sizeof(out.composed_transform));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -3858,3 +3872,16 @@ void ViewportWindow::toggleAreaTool() {
|
||||
area_tool_active_ = !area_tool_active_;
|
||||
emit areaToolToggled(area_tool_active_);
|
||||
}
|
||||
|
||||
void ViewportWindow::setHighlightTriangles(const std::vector<float>& world_xyz,
|
||||
float r, float g, float b, float a) {
|
||||
if (!gl_initialized_) return;
|
||||
context_->makeCurrent(this);
|
||||
overlay_renderer_.setHighlightTriangles(world_xyz, r, g, b, a);
|
||||
requestUpdate();
|
||||
}
|
||||
|
||||
void ViewportWindow::setHudText(const QString& text) {
|
||||
overlay_renderer_.setHudText(text);
|
||||
requestUpdate();
|
||||
}
|
||||
|
||||
@@ -45,6 +45,7 @@ QT_END_NAMESPACE
|
||||
|
||||
#include "BvhAccel.h"
|
||||
#include "InstancedGeometry.h"
|
||||
#include "OverlayRenderer.h"
|
||||
#include "SidecarCache.h"
|
||||
|
||||
// Matches GL_DRAW_INDIRECT_BUFFER layout for glMultiDrawElementsIndirect.
|
||||
@@ -221,6 +222,11 @@ public:
|
||||
float mesh_local[3] = {0, 0, 0};
|
||||
float world_pos[3] = {0, 0, 0};
|
||||
float world_normal[3]= {0, 0, 0};
|
||||
// The instance's composed (FederatedFalseOrigin · ModelTransformation
|
||||
// · CoordinateOperation · placement_transformation) matrix in
|
||||
// column-major form. Mesh-local positions × this = world. Caching
|
||||
// by callers becomes stale if any federation matrix is later edited.
|
||||
float composed_transform[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
|
||||
};
|
||||
bool pickMeshLocalAt(int x, int y, MeshLocalPick& out);
|
||||
|
||||
@@ -231,6 +237,19 @@ public:
|
||||
void toggleAreaTool();
|
||||
bool areaToolActive() const { return area_tool_active_; }
|
||||
|
||||
// Replace the overlay highlight-triangle list rendered after the main
|
||||
// pass. `world_xyz` is 3 floats per vertex, 3 verts per triangle, in
|
||||
// world space. Empty disables the overlay. Triggers a viewport
|
||||
// update so the change becomes visible immediately.
|
||||
void setHighlightTriangles(const std::vector<float>& world_xyz,
|
||||
float r, float g, float b, float a);
|
||||
|
||||
// Top-left HUD text drawn via QPainter on top of the GL surface at
|
||||
// the end of each frame. Empty hides the HUD. Used today by the
|
||||
// area-measurement tool for the running total; later tools can pile
|
||||
// additional readouts in by extending this with a multi-line API.
|
||||
void setHudText(const QString& text);
|
||||
|
||||
// Federation pipeline: composed instance transform =
|
||||
// FederatedFalseOrigin · ModelTransformation · CoordinateOperation
|
||||
// · placement_transformation
|
||||
@@ -635,6 +654,11 @@ private:
|
||||
// Area-measurement tool: see toggleAreaTool / surfacePickedInTool.
|
||||
bool area_tool_active_ = false;
|
||||
|
||||
// Renders any client-supplied overlay primitives (highlight triangles
|
||||
// today; lines/points/labels later) in their own pass after the main
|
||||
// geometry, with depth-test on / depth-write off.
|
||||
OverlayRenderer overlay_renderer_;
|
||||
|
||||
// Active section planes. Uploaded as uniform array each frame to the
|
||||
// main + pick programs; capped at MaxSectionPlanes.
|
||||
std::vector<SectionPlane> section_planes_;
|
||||
|
||||
Reference in New Issue
Block a user