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d9eb67b7a8
ViewportWindow trades the area_tool_active_ bool for an enum ToolMode
{None, Area, Length}; the existing surfacePickedInTool signal carries
both, the app dispatches on toolMode(). Esc exits any active tool;
Backspace/Delete in length mode emits toolBackspacePressed which the
length tool uses to remove the last point.
LengthMeasurement collects clicked world-space points and adapts the
readout: 2pt → distance + axis-aligned ΔX/ΔY/ΔZ, 3pt → angle at the
middle vertex + triangle area, 4+pt → best-fit-plane PCA + shoelace
when planar (RMS plane distance / bbox diag < 1e-3) else fan
triangulation, with the chosen method labelled in the readout. Per-
segment lengths float at each midpoint.
OverlayRenderer grows three new pipelines to support this:
- point sprite shader: gl_PointCoord-based outlined disc with
fwidth-smoothed inner/stroke bands, a single draw call.
- line shader: CPU-expand each segment to 6 verts carrying both
endpoints + (side, along) corner index; vertex shader computes
the screen-space perpendicular and offsets accordingly. Real
outlined lines independent of the driver's glLineWidth clamp.
- screen-space rect shader: HUD + label backgrounds drawn as raw
GL quads in NDC. QPainter::fillRect on QOpenGLPaintDevice was
silently dropping fills across drivers; bypassing it entirely
via this shader makes backgrounds reliable. Cull-face is also
explicitly disabled here — GL_TRIANGLES respects it but the
line/point primitives don't, so this was the one path needing
the fix.
setOverlayLines / setOverlayPoints take an inner color, an outline
color, and an extra-pixels-per-side stroke amount. Lines + points
draw with GL_ALWAYS so measurement annotations stay visible through
geometry; highlight tris stay depth-aware (GL_LEQUAL) so area
shading still tints the surface in place.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
182 lines
8.0 KiB
C++
182 lines
8.0 KiB
C++
/********************************************************************************
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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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#ifndef IFCVIEWER_OVERLAYRENDERER_H
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#define IFCVIEWER_OVERLAYRENDERER_H
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#include <QString>
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#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
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#include <vector>
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// Neutral overlay-primitive renderer attached to ViewportWindow. Today it
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// draws a single tinted, translucent triangle list in world space — used by
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// the area-measurement tool to shade selected coplanar patches. More
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// primitives (lines, points, world-anchored labels) will land here as
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// future tools require them.
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//
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// Lifetime: owned by ViewportWindow, initialised in the same context. All
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// public methods assume the caller has already made the GL context current.
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class OverlayRenderer {
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public:
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void initialize(QOpenGLFunctions_4_5_Core* gl);
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void release();
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// Replace the highlight-triangle list. `world_xyz` is 3 floats per
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// vertex, 3 verts per triangle, in world space (post-composed-transform).
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// Empty disables the overlay. Color is RGBA in [0, 1].
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void setHighlightTriangles(const std::vector<float>& world_xyz,
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float r, float g, float b, float a);
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// Replace the overlay-line list (3 floats per vertex, 2 verts per
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// segment, world space).
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//
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// When stroke_a > 0, every segment is rendered twice — first a wider
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// (line_width + 2*stroke_extra) stroke pass, then the inner line_width
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// pass. Most desktop GL drivers clamp glLineWidth at ~1, so the
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// stroke pass on lines may visually collapse onto the inner; reliable
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// two-tone outlining will need a screen-space-quad thick-line shader.
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void setOverlayLines(const std::vector<float>& world_xyz,
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float r, float g, float b, float a,
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float line_width,
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float stroke_r, float stroke_g, float stroke_b, float stroke_a,
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float stroke_extra);
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// Replace the overlay-point list (3 floats per point, world space).
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// `pixel_size` is the inner-dot diameter in physical pixels.
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//
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// When stroke_a > 0, every point is rendered twice: a wider
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// (pixel_size + 2*stroke_extra) outer dot in stroke_color, then the
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// pixel_size inner dot in the main color — giving a crisp halo that
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// reads on any background.
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void setOverlayPoints(const std::vector<float>& world_xyz,
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float r, float g, float b, float a,
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float pixel_size,
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float stroke_r, float stroke_g, float stroke_b, float stroke_a,
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float stroke_extra);
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// World-anchored text labels: each one is projected to screen space
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// and drawn via QPainter at that pixel. Used today for per-segment
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// length readouts in the length tool.
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struct Label {
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float world_pos[3];
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QString text;
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};
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void setOverlayLabels(const std::vector<Label>& labels);
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// Top-left HUD text drawn via QPainter on the GL surface as part of
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// render(). Empty hides the HUD.
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void setHudText(const QString& text);
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// Render every overlay primitive in order: GL highlight triangles
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// (using `view_proj`, column-major float[16]), then HUD text via
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// QPainter on a QOpenGLPaintDevice sized to (pixel_w × pixel_h)
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// with the supplied device pixel ratio. Caller is responsible for
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// ensuring glViewport covers the full surface — the QPainter pass
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// after this call leaves GL state in an undefined shape, so treat
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// this as the last GL operation per frame before swapBuffers (or
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// sandwich it before any pass that re-binds its own programs).
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void render(const float view_proj[16],
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int pixel_w, int pixel_h, qreal device_pixel_ratio);
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private:
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// Triangle bundle: position-only VBO, single-color shader.
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struct TriBundle {
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GLuint vao = 0;
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GLuint vbo = 0;
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size_t vbo_capacity = 0;
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GLsizei vertex_count = 0;
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float color[4] = {0, 0, 0, 0};
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};
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// Point bundle: position-only VBO, sprite shader uses gl_PointCoord
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// to draw an antialiased disc with an outlined halo.
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struct PointBundle {
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GLuint vao = 0;
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GLuint vbo = 0;
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size_t vbo_capacity = 0;
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GLsizei vertex_count = 0;
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float inner_color[4] = {0, 0, 0, 0};
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float stroke_color[4] = {0, 0, 0, 0};
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float pixel_size = 8.0f;
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float stroke_extra = 0.0f;
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};
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// Line bundle: each input segment is CPU-expanded into 6 vertices
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// (a quad as 2 triangles), each carrying both endpoints and a
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// (side, along) corner index. The vertex shader projects to screen,
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// computes the screen-space perpendicular, and offsets accordingly;
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// the fragment shader uses the interpolated signed perpendicular
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// distance to discard outside the half-width and to pick inner vs
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// stroke color. Result: real outlined lines independent of the
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// driver's glLineWidth clamp.
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struct LineBundle {
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GLuint vao = 0;
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GLuint vbo = 0;
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size_t vbo_capacity = 0;
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GLsizei vertex_count = 0;
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float inner_color[4] = {0, 0, 0, 0};
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float stroke_color[4] = {0, 0, 0, 0};
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float line_width = 1.0f;
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float stroke_extra = 0.0f;
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};
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QOpenGLFunctions_4_5_Core* gl_ = nullptr;
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// Triangle program (highlight tris).
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GLuint program_tri_ = 0;
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GLint u_tri_view_proj_ = -1;
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GLint u_tri_color_ = -1;
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// Point program (sprite).
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GLuint program_pt_ = 0;
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GLint u_pt_view_proj_ = -1;
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GLint u_pt_point_size_ = -1;
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GLint u_pt_inner_color_ = -1;
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GLint u_pt_stroke_color_ = -1;
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GLint u_pt_inner_radius_ = -1;
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// Line program (screen-space expanded quads).
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GLuint program_ln_ = 0;
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GLint u_ln_view_proj_ = -1;
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GLint u_ln_screen_size_ = -1;
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GLint u_ln_half_width_ = -1;
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GLint u_ln_stroke_extra_ = -1;
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GLint u_ln_inner_color_ = -1;
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GLint u_ln_stroke_color_ = -1;
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// Screen-space rect program (label + HUD backgrounds). Vertex
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// attribute is vec2 NDC; fragment outputs a uniform color. Drawn
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// with depth test off so rects stack on top of the entire scene.
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GLuint program_rect_ = 0;
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GLint u_rect_color_ = -1;
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GLuint vao_rect_ = 0;
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GLuint vbo_rect_ = 0;
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size_t vbo_rect_capacity_ = 0;
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TriBundle triangles_;
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PointBundle points_;
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LineBundle lines_;
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std::vector<Label> labels_;
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QString hud_text_;
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};
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#endif // IFCVIEWER_OVERLAYRENDERER_H
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