Exemplo n.º 1
0
Arquivo: ogl_lib.cpp Projeto: jcxz/GMU
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;
}
Exemplo n.º 2
0
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);
}