GLuint buildProgramFiles(const char *vert_shader_file, const char *frag_shader_file) { /* compile the vertex shader */ GLuint vert_shader = compileShaderFile(GL_VERTEX_SHADER, vert_shader_file); if (vert_shader == 0) { return 0; } /* compile the fragment shader */ GLuint frag_shader = compileShaderFile(GL_FRAGMENT_SHADER, frag_shader_file); if (frag_shader == 0) { glDeleteShader(vert_shader); return 0; } /* link the shaders together */ GLuint program = linkProgram(2, vert_shader, frag_shader); /* delete shader objects, so that when user destroys the program object, the shaders will be freed too */ glDeleteShader(frag_shader); glDeleteShader(vert_shader); return program; }
PointViewerMainWindow::PointViewerMainWindow(const QGLFormat& format) : m_progressBar(0), m_pointView(0), m_shaderEditor(0), m_helpDialog(0), m_logTextView(0), m_maxPointCount(200*1000*1000), // 200 million m_geometries(0), m_ipcServer(0), m_hookManager(0) { #ifndef _WIN32 setWindowIcon(QIcon(":resource/icons/hicolor/256x256/apps/displaz.png")); #else // On windows, application icon is set via windows resource file #endif setWindowTitle("Displaz"); setAcceptDrops(true); m_helpDialog = new HelpDialog(this); m_geometries = new GeometryCollection(this); connect(m_geometries, SIGNAL(layoutChanged()), this, SLOT(updateTitle())); connect(m_geometries, SIGNAL(dataChanged(QModelIndex,QModelIndex)), this, SLOT(updateTitle())); connect(m_geometries, SIGNAL(rowsInserted(QModelIndex,int,int)), this, SLOT(updateTitle())); connect(m_geometries, SIGNAL(rowsRemoved(QModelIndex,int,int)), this, SLOT(updateTitle())); //-------------------------------------------------- // Set up file loader in a separate thread // // Some subtleties regarding qt thread usage are discussed here: // http://mayaposch.wordpress.com/2011/11/01/how-to-really-truly-use-qthreads-the-full-explanation // // Main point: each QObject has a thread affinity which determines which // thread its slots will execute on, when called via a connected signal. QThread* loaderThread = new QThread(); m_fileLoader = new FileLoader(m_maxPointCount); m_fileLoader->moveToThread(loaderThread); connect(loaderThread, SIGNAL(finished()), m_fileLoader, SLOT(deleteLater())); connect(loaderThread, SIGNAL(finished()), loaderThread, SLOT(deleteLater())); //connect(m_fileLoader, SIGNAL(finished()), this, SIGNAL(fileLoadFinished())); connect(m_fileLoader, SIGNAL(geometryLoaded(std::shared_ptr<Geometry>, bool, bool)), m_geometries, SLOT(addGeometry(std::shared_ptr<Geometry>, bool, bool))); connect(m_fileLoader, SIGNAL(geometryMutatorLoaded(std::shared_ptr<GeometryMutator>)), m_geometries, SLOT(mutateGeometry(std::shared_ptr<GeometryMutator>))); loaderThread->start(); //-------------------------------------------------- // Menus menuBar()->setNativeMenuBar(false); // OS X doesn't activate the native menu bar under Qt5 // File menu QMenu* fileMenu = menuBar()->addMenu(tr("&File")); QAction* openAct = fileMenu->addAction(tr("&Open")); openAct->setToolTip(tr("Open a data set")); openAct->setShortcuts(QKeySequence::Open); connect(openAct, SIGNAL(triggered()), this, SLOT(openFiles())); QAction* addAct = fileMenu->addAction(tr("&Add")); addAct->setToolTip(tr("Add a data set")); connect(addAct, SIGNAL(triggered()), this, SLOT(addFiles())); QAction* reloadAct = fileMenu->addAction(tr("&Reload")); reloadAct->setStatusTip(tr("Reload point files from disk")); reloadAct->setShortcut(Qt::Key_F5); connect(reloadAct, SIGNAL(triggered()), this, SLOT(reloadFiles())); fileMenu->addSeparator(); QAction* screenShotAct = fileMenu->addAction(tr("Scree&nshot")); screenShotAct->setStatusTip(tr("Save screen shot of 3D window")); screenShotAct->setShortcut(Qt::Key_F9); connect(screenShotAct, SIGNAL(triggered()), this, SLOT(screenShot())); fileMenu->addSeparator(); QAction* quitAct = fileMenu->addAction(tr("&Quit")); quitAct->setStatusTip(tr("Exit the application")); quitAct->setShortcuts(QKeySequence::Quit); connect(quitAct, SIGNAL(triggered()), this, SLOT(close())); // View menu QMenu* viewMenu = menuBar()->addMenu(tr("&View")); QAction* trackballMode = viewMenu->addAction(tr("Use &Trackball camera")); trackballMode->setCheckable(true); trackballMode->setChecked(false); // Background sub-menu QMenu* backMenu = viewMenu->addMenu(tr("Set &Background")); QSignalMapper* mapper = new QSignalMapper(this); // Selectable backgrounds (svg_names from SVG standard - see QColor docs) const char* backgroundNames[] = {/* "Display Name", "svg_name", */ "Default", "#3C3232", "Black", "black", "Dark Grey", "dimgrey", "Slate Grey", "#858C93", "Light Grey", "lightgrey", "White", "white" }; for(size_t i = 0; i < sizeof(backgroundNames)/sizeof(const char*); i+=2) { QAction* backgroundAct = backMenu->addAction(tr(backgroundNames[i])); QPixmap pixmap(50,50); QString colName = backgroundNames[i+1]; pixmap.fill(QColor(colName)); QIcon icon(pixmap); backgroundAct->setIcon(icon); mapper->setMapping(backgroundAct, colName); connect(backgroundAct, SIGNAL(triggered()), mapper, SLOT(map())); } connect(mapper, SIGNAL(mapped(QString)), this, SLOT(setBackground(QString))); backMenu->addSeparator(); QAction* backgroundCustom = backMenu->addAction(tr("&Custom")); connect(backgroundCustom, SIGNAL(triggered()), this, SLOT(chooseBackground())); // Check boxes for drawing various scene elements by category viewMenu->addSeparator(); QAction* drawBoundingBoxes = viewMenu->addAction(tr("Draw Bounding bo&xes")); drawBoundingBoxes->setCheckable(true); drawBoundingBoxes->setChecked(false); QAction* drawCursor = viewMenu->addAction(tr("Draw 3D &Cursor")); drawCursor->setCheckable(true); drawCursor->setChecked(true); QAction* drawAxes = viewMenu->addAction(tr("Draw &Axes")); drawAxes->setCheckable(true); drawAxes->setChecked(true); QAction* drawGrid = viewMenu->addAction(tr("Draw &Grid")); drawGrid->setCheckable(true); drawGrid->setChecked(false); QAction* drawAnnotations = viewMenu->addAction(tr("Draw A&nnotations")); drawAnnotations->setCheckable(true); drawAnnotations->setChecked(true); // Shader menu QMenu* shaderMenu = menuBar()->addMenu(tr("&Shader")); QAction* openShaderAct = shaderMenu->addAction(tr("&Open")); openShaderAct->setToolTip(tr("Open a shader file")); connect(openShaderAct, SIGNAL(triggered()), this, SLOT(openShaderFile())); QAction* editShaderAct = shaderMenu->addAction(tr("&Edit")); editShaderAct->setToolTip(tr("Open shader editor window")); QAction* saveShaderAct = shaderMenu->addAction(tr("&Save")); saveShaderAct->setToolTip(tr("Save current shader file")); connect(saveShaderAct, SIGNAL(triggered()), this, SLOT(saveShaderFile())); shaderMenu->addSeparator(); // Help menu QMenu* helpMenu = menuBar()->addMenu(tr("&Help")); QAction* helpAct = helpMenu->addAction(tr("User &Guide")); connect(helpAct, SIGNAL(triggered()), this, SLOT(helpDialog())); helpMenu->addSeparator(); QAction* aboutAct = helpMenu->addAction(tr("&About")); connect(aboutAct, SIGNAL(triggered()), this, SLOT(aboutDialog())); //-------------------------------------------------- // Point viewer m_pointView = new View3D(m_geometries, format, this); setCentralWidget(m_pointView); connect(drawBoundingBoxes, SIGNAL(triggered()), m_pointView, SLOT(toggleDrawBoundingBoxes())); connect(drawCursor, SIGNAL(triggered()), m_pointView, SLOT(toggleDrawCursor())); connect(drawAxes, SIGNAL(triggered()), m_pointView, SLOT(toggleDrawAxes())); connect(drawGrid, SIGNAL(triggered()), m_pointView, SLOT(toggleDrawGrid())); connect(drawAnnotations, SIGNAL(triggered()), m_pointView, SLOT(toggleDrawAnnotations())); connect(trackballMode, SIGNAL(triggered()), m_pointView, SLOT(toggleCameraMode())); connect(m_geometries, SIGNAL(rowsInserted(QModelIndex,int,int)), this, SLOT(geometryRowsInserted(QModelIndex,int,int))); //-------------------------------------------------- // Docked widgets // Shader parameters UI QDockWidget* shaderParamsDock = new QDockWidget(tr("Shader Parameters"), this); shaderParamsDock->setFeatures(QDockWidget::DockWidgetMovable | QDockWidget::DockWidgetClosable); QWidget* shaderParamsUI = new QWidget(shaderParamsDock); shaderParamsDock->setWidget(shaderParamsUI); m_pointView->setShaderParamsUIWidget(shaderParamsUI); // Shader editor UI QDockWidget* shaderEditorDock = new QDockWidget(tr("Shader Editor"), this); shaderEditorDock->setFeatures(QDockWidget::DockWidgetMovable | QDockWidget::DockWidgetClosable | QDockWidget::DockWidgetFloatable); QWidget* shaderEditorUI = new QWidget(shaderEditorDock); m_shaderEditor = new ShaderEditor(shaderEditorUI); QGridLayout* shaderEditorLayout = new QGridLayout(shaderEditorUI); shaderEditorLayout->setContentsMargins(2,2,2,2); shaderEditorLayout->addWidget(m_shaderEditor, 0, 0, 1, 1); connect(editShaderAct, SIGNAL(triggered()), shaderEditorDock, SLOT(show())); shaderEditorDock->setWidget(shaderEditorUI); shaderMenu->addAction(m_shaderEditor->compileAction()); connect(m_shaderEditor->compileAction(), SIGNAL(triggered()), this, SLOT(compileShaderFile())); // TODO: check if this is needed - test shader update functionality //connect(m_shaderEditor, SIGNAL(sendShader(QString)), // &m_pointView->shaderProgram(), SLOT(setShader(QString))); // Log viewer UI QDockWidget* logDock = new QDockWidget(tr("Log"), this); logDock->setFeatures(QDockWidget::DockWidgetMovable | QDockWidget::DockWidgetClosable); QWidget* logUI = new QWidget(logDock); m_logTextView = new LogViewer(logUI); m_logTextView->setReadOnly(true); m_logTextView->setTextInteractionFlags(Qt::TextSelectableByKeyboard | Qt::TextSelectableByMouse); m_logTextView->connectLogger(&g_logger); // connect to global logger m_progressBar = new QProgressBar(logUI); m_progressBar->setRange(0,100); m_progressBar->setValue(0); m_progressBar->hide(); connect(m_fileLoader, SIGNAL(loadStepStarted(QString)), this, SLOT(setProgressBarText(QString))); connect(m_fileLoader, SIGNAL(loadProgress(int)), m_progressBar, SLOT(setValue(int))); connect(m_fileLoader, SIGNAL(resetProgress()), m_progressBar, SLOT(hide())); QVBoxLayout* logUILayout = new QVBoxLayout(logUI); //logUILayout->setContentsMargins(2,2,2,2); logUILayout->addWidget(m_logTextView); logUILayout->addWidget(m_progressBar); //m_logTextView->setLineWrapMode(QPlainTextEdit::NoWrap); logDock->setWidget(logUI); // Data set list UI QDockWidget* dataSetDock = new QDockWidget(tr("Data Sets"), this); dataSetDock->setFeatures(QDockWidget::DockWidgetMovable | QDockWidget::DockWidgetClosable | QDockWidget::DockWidgetFloatable); DataSetUI* dataSetUI = new DataSetUI(this); dataSetDock->setWidget(dataSetUI); QAbstractItemView* dataSetOverview = dataSetUI->view(); dataSetOverview->setModel(m_geometries); connect(dataSetOverview, SIGNAL(doubleClicked(const QModelIndex&)), m_pointView, SLOT(centerOnGeometry(const QModelIndex&))); m_pointView->setSelectionModel(dataSetOverview->selectionModel()); // Set up docked widgets addDockWidget(Qt::RightDockWidgetArea, shaderParamsDock); addDockWidget(Qt::LeftDockWidgetArea, shaderEditorDock); addDockWidget(Qt::RightDockWidgetArea, logDock); addDockWidget(Qt::RightDockWidgetArea, dataSetDock); tabifyDockWidget(logDock, dataSetDock); logDock->raise(); shaderEditorDock->setVisible(false); // Add dock widget toggles to view menu viewMenu->addSeparator(); viewMenu->addAction(shaderParamsDock->toggleViewAction()); viewMenu->addAction(logDock->toggleViewAction()); viewMenu->addAction(dataSetDock->toggleViewAction()); // Create custom hook events from CLI at runtime m_hookManager = new HookManager(this); }