/********************************************************************************
* *
* 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 . *
* *
********************************************************************************/
#ifndef IFCVIEWER_OVERLAYRENDERER_H
#define IFCVIEWER_OVERLAYRENDERER_H
#include
#include
#include
// 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& world_xyz,
float r, float g, float b, float a);
// Replace the overlay-line list (3 floats per vertex, 2 verts per
// segment, world space).
//
// When stroke_a > 0, every segment is rendered twice — first a wider
// (line_width + 2*stroke_extra) stroke pass, then the inner line_width
// pass. Most desktop GL drivers clamp glLineWidth at ~1, so the
// stroke pass on lines may visually collapse onto the inner; reliable
// two-tone outlining will need a screen-space-quad thick-line shader.
void setOverlayLines(const std::vector& world_xyz,
float r, float g, float b, float a,
float line_width,
float stroke_r, float stroke_g, float stroke_b, float stroke_a,
float stroke_extra);
// 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& 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