Пример #1
0
GlScene *GlMetaNodeRenderer::createScene(Graph *metaGraph) const {
  GlScene *scene = new GlScene(new GlCPULODCalculator());
  GlLayer *layer = new GlLayer("Main");
  scene->addExistingLayer(layer);
  GlGraphComposite *graphComposite = new GlGraphComposite(metaGraph, scene);
  layer->addGlEntity(graphComposite, "graph");
  return scene;
}
Пример #2
0
static void main_loop(Display* dpy, xcb_connection_t *c, xcb_window_t window, uint32_t width, uint32_t height)
{
	EglState egl(dpy);
	EglSurface surface(egl, (void*)(uintptr_t)window);
	GlScene scene;

	scene.set_viewport(width, height);

	unsigned framenum = 0;

	surface.make_current();
	surface.swap_buffers();

	bool need_exit = false;

	xcb_generic_event_t *event;
	while (true) {

		while ((event = xcb_poll_for_event (c))) {
			bool handled = false;
			uint8_t response_type = event->response_type & ~0x80;

			switch (response_type) {
			case XCB_EXPOSE: {
				handled = true;
				break;
			}
			case XCB_KEY_PRESS: {
				handled = true;

				xcb_key_press_event_t *kp = (xcb_key_press_event_t *)event;
				if (kp->detail == 24 || kp->detail == 9) {
					printf("Exit due to keypress\n");
					need_exit = true;
				}

				break;
			}
			}

			if (!handled) {
				// Check if a custom XEvent constructor was registered in xlib for this event type, and call it discarding the constructed XEvent if any.
				// XESetWireToEvent might be used by libraries to intercept messages from the X server e.g. the OpenGL lib waiting for DRI2 events.

				XLockDisplay(dpy);
				Bool (*proc)(Display*, XEvent*, xEvent*) = XESetWireToEvent(dpy, response_type, NULL);
				if (proc) {
					XESetWireToEvent(dpy, response_type, proc);
					XEvent dummy;
					event->sequence = LastKnownRequestProcessed(dpy);
					proc(dpy, &dummy, (xEvent*)event);
				}
				XUnlockDisplay(dpy);
			}

			free(event);
		}

		if (s_num_frames && framenum >= s_num_frames)
			need_exit = true;

		if (need_exit)
			break;

		// this should be in XCB_EXPOSE, but we don't get the event after swaps...
		scene.draw(framenum++);
		surface.swap_buffers();
	}
}
Пример #3
0
void GlMetaNodeRenderer::render(node n, float, Camera *camera) {

  bool viewMeta = _inputData->renderingParameters()
                      ->isDisplayMetaNodes(); // Checks if user wants to see metanode content
  bool viewMetaLabels =
      _inputData->renderingParameters()
          ->isViewMetaLabel(); // Checks if user wants to see metanode content labels

  if (!viewMeta && !viewMetaLabels) {
    return;
  }

  GLint renderMode;
  glGetIntegerv(GL_RENDER_MODE, &renderMode);

  if (renderMode == GL_SELECT)
    return;

  Graph *metaGraph = _inputData->getGraph()->getNodeMetaInfo(n);
  GlScene *scene = nullptr;

  if (_metaGraphToSceneMap.count(metaGraph) != 0) {
    scene = _metaGraphToSceneMap[metaGraph];
  } else {
    scene = createScene(metaGraph);
    assert(scene != nullptr);
    _metaGraphToSceneMap[metaGraph] = scene;
    metaGraph->addListener(this);
  }

  scene->getGlGraphComposite()->setRenderingParameters(*(_inputData->renderingParameters()));
  int metaStencil = _inputData->renderingParameters()->getMetaNodesStencil();
  int metaSelectedStencil = _inputData->renderingParameters()->getSelectedMetaNodesStencil();
  int metaLabelStencil = _inputData->renderingParameters()->getMetaNodesLabelStencil();
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setDisplayNodes(viewMeta);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setDisplayEdges(viewMeta);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setViewEdgeLabel(viewMetaLabels);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setViewNodeLabel(viewMetaLabels);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setNodesStencil(metaStencil);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setEdgesStencil(metaStencil);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setSelectedNodesStencil(
      metaSelectedStencil);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setSelectedEdgesStencil(
      metaSelectedStencil);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setNodesLabelStencil(
      metaLabelStencil);
  scene->getGlGraphComposite()->getRenderingParametersPointer()->setEdgesLabelStencil(
      metaLabelStencil);

  GlNode glNode(n.id);

  BoundingBox includeBB;
  _inputData->glyphs.get(_inputData->getElementShape()->getNodeValue(n))
      ->getIncludeBoundingBox(includeBB, n);
  BoundingBox &&bbTmp = glNode.getBoundingBox(_inputData);
  BoundingBox bb(bbTmp.center() - Coord((bbTmp.width() / 2.f) * (includeBB[0][0] * -2.f),
                                        (bbTmp.height() / 2.f) * (includeBB[0][1] * -2.f),
                                        (bbTmp.depth() / 2.f) * (includeBB[0][2] * -2.f)),
                 bbTmp.center() + Coord((bbTmp.width() / 2.f) * (includeBB[1][0] * 2.f),
                                        (bbTmp.height() / 2.f) * (includeBB[1][1] * 2.f),
                                        (bbTmp.depth() / 2.f) * (includeBB[1][2] * 2.f)));

  Coord eyeDirection = camera->getEyes() - camera->getCenter();
  eyeDirection = eyeDirection / eyeDirection.norm();

  Camera newCamera2(*camera);
  newCamera2.setEyes(newCamera2.getCenter() +
                     Coord(0, 0, 1) * (newCamera2.getEyes() - newCamera2.getCenter()).norm());
  newCamera2.setUp(Coord(0, 1, 0));

  Coord center = camera->worldTo2DViewport((bb[0] + bb[1]) / 2.f);
  Coord &&first = newCamera2.worldTo2DViewport(bb[0]);
  Coord &&second = newCamera2.worldTo2DViewport(bb[1]);

  Coord &&size = second - first;

  Vector<int, 4> viewport;
  viewport[0] = center[0] - size[0] / 2;
  viewport[1] = center[1] - size[1] / 2;
  viewport[2] = size[0];
  viewport[3] = size[1];

  viewport[0] = camera->getViewport()[0] + viewport[0] - viewport[2] / 2;
  viewport[1] = camera->getViewport()[1] + viewport[1] - viewport[3] / 2;
  viewport[2] *= 2;
  viewport[3] *= 2;

  if (viewport[2] == 0 || viewport[3] == 0)
    return;

  scene->setViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
  scene->setClearBufferAtDraw(false);
  scene->setClearDepthBufferAtDraw(false);
  scene->setClearStencilBufferAtDraw(false);
  scene->centerScene();

  float baseNorm = (scene->getGraphLayer()->getCamera().getEyes() -
                    scene->getGraphLayer()->getCamera().getCenter())
                       .norm();
  Camera newCamera = scene->getGraphLayer()->getCamera();
  Camera *oldCamera = new Camera(scene, true);
  newCamera.setScene(scene);
  *oldCamera = newCamera;
  newCamera.setUp(camera->getUp());
  newCamera.setEyes(newCamera.getCenter() + (eyeDirection * baseNorm));
  newCamera.setZoomFactor(newCamera.getZoomFactor() * 0.5);
  scene->getGraphLayer()->setSharedCamera(&newCamera);

  // small hack to avoid z-fighting between the rendering of the metanode content
  // and the rendering of the metanode that occurs afterwards
  glDepthRange(0.1, 1);
  scene->draw();
  // restore default depth range
  glDepthRange(0, 1);

  scene->getGraphLayer()->setCamera(oldCamera);

  camera->getScene()->setClearBufferAtDraw(false);
  camera->getScene()->setClearDepthBufferAtDraw(false);
  camera->getScene()->setClearStencilBufferAtDraw(false);
  camera->getScene()->initGlParameters();
  camera->getScene()->setClearBufferAtDraw(true);
  camera->getScene()->setClearDepthBufferAtDraw(true);
  camera->getScene()->setClearStencilBufferAtDraw(true);
  camera->initGl();
}
Пример #4
0
void MouseMagnifyingGlassInteractorComponent::generateMagnifyingGlassTexture(const Coord &magnifyingGlassCenterScr) {

  bool antialiased = false;

  bool canUseMultisampleFbo = OpenGlConfigManager::getInst().isExtensionSupported("GL_EXT_framebuffer_multisample");

  if (QGLFramebufferObject::hasOpenGLFramebufferBlit() && canUseMultisampleFbo) {
    antialiased = true;
  }

  int fboSize = static_cast<int>(radius * 2);

  // instantiate fbo if needed
  if (fbo == NULL) {
    QGLFramebufferObjectFormat fboFormat;
    fboFormat.setAttachment(QGLFramebufferObject::CombinedDepthStencil);

    if (antialiased) {
      fboFormat.setSamples(OpenGlConfigManager::getInst().maxNumberOfSamples());
    }

    fbo = new QGLFramebufferObject(fboSize, fboSize, fboFormat);

    if (antialiased) {
      fbo2 = new QGLFramebufferObject(fboSize, fboSize);
    }

    if (!antialiased) {
      GlTextureManager::getInst().registerExternalTexture(textureName, fbo->texture());
    }
    else {
      GlTextureManager::getInst().registerExternalTexture(textureName, fbo2->texture());
    }
  }

  Vector<int, 4> viewport = glWidget->getScene()->getViewport();

  // get the magnifying glass bounding box in screen space
  BoundingBox boundingBox;
  boundingBox[0] = Coord(magnifyingGlassCenterScr.getX() - radius, magnifyingGlassCenterScr.getY() - radius);
  boundingBox[1] = Coord(magnifyingGlassCenterScr.getX() + radius, magnifyingGlassCenterScr.getY() + radius);

  // compute the zoom factor to apply to scene's camera to get the area under the magnifying glass displayed entirely in the viewport
  float bbWidthScreen = boundingBox[1][0] - boundingBox[0][0];
  float bbHeightScreen = boundingBox[1][1] - boundingBox[0][1];
  float startSize = glWidget->screenToViewport(min(glWidget->width(), glWidget->height()));
  float endSize = max(bbHeightScreen, bbWidthScreen);
  float zoomFactor = startSize / endSize;

  // backup current camera parameters
  float sceneRadiusBak = camera->getSceneRadius();
  float zoomFactorBak = camera->getZoomFactor();
  Coord eyesBak = camera->getEyes();
  Coord centerBak = camera->getCenter();
  Coord upBak = camera->getUp();

  Coord move = boxCenter - centerBak;
  camera->setCenter(camera->getCenter() + move);
  camera->setEyes(camera->getEyes() + move);
  camera->setZoomFactor(magnifyPower * zoomFactor * zoomFactorBak);


  glPushAttrib(GL_ALL_ATTRIB_BITS);

  glMatrixMode(GL_PROJECTION);
  glPushMatrix();

  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();

  // resize the viewport to the size of fbo and render the scene into this last one
  GlScene *scene = glWidget->getScene();
  scene->setViewport(0, 0, fboSize, fboSize);
  fbo->bind();
  Color color = scene->getBackgroundColor();
  glClearColor(color.getRGL(), color.getGGL(), color.getBGL(), color.getAGL());
  glClear(GL_COLOR_BUFFER_BIT);
  scene->draw();
  fbo->release();

  if (antialiased) {
    QGLFramebufferObject::blitFramebuffer(fbo2, QRect(0,0,fboSize, fboSize), fbo, QRect(0,0,fboSize, fboSize));
  }

  // restore original camera parameters
  scene->setViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
  camera->setSceneRadius(sceneRadiusBak);
  camera->setZoomFactor(zoomFactorBak);
  camera->setEyes(eyesBak);
  camera->setCenter(centerBak);
  camera->setUp(upBak);

  glMatrixMode(GL_MODELVIEW);
  glPopMatrix();

  glMatrixMode(GL_PROJECTION);
  glPopMatrix();

  glPopAttrib();

  // need to call this explicitely otherwise we have to redraw the scene
  glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
}