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viewitem.cpp
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viewitem.cpp
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#include "viewitem.h"
#include <QtQuick/QQuickWindow>
#include <QOpenGLFramebufferObject>
#include <QSGSimpleTextureNode>
#include <QtMath>
class TextureNode : public QObject, public QSGSimpleTextureNode
{
Q_OBJECT
public:
TextureNode(QQuickWindow *window, ViewItem *renderer)
: m_fbo(0)
, m_texture(0)
, m_window(window)
, m_renderer(renderer)
, m_picked(false)
{
setTextureCoordinatesTransform(QSGSimpleTextureNode::MirrorVertically);
connect(m_window, SIGNAL(beforeRendering()), this, SLOT(renderFBO()), Qt::DirectConnection);
}
~TextureNode()
{
delete m_texture;
delete m_fbo;
}
public slots:
void renderFBO()
{
m_window->resetOpenGLState();
if (!m_fbo) {
QSize size = rect().size().toSize();
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
m_fbo = new QOpenGLFramebufferObject(size, format);
m_texture = m_window->createTextureFromId(m_fbo->texture(), size);
setTexture(m_texture);
}
m_renderer->renderTo(m_fbo);
m_window->update();
if (m_picked) {
m_renderer->pickObject(m_pickedPos.x(), m_pickedPos.y());
m_picked = false;
}
}
public:
void schedulePick(const QPoint &pos) {m_pickedPos = pos; m_picked = true;}
private:
QOpenGLFramebufferObject *m_fbo;
QSGTexture *m_texture;
QQuickWindow *m_window;
ViewItem *m_renderer;
bool m_picked;
QPoint m_pickedPos;
};
ViewItem::ViewItem(QQuickItem * parent)
: QQuickItem(parent)
, m_multiSampleFbo(0)
, m_superSampleFbo(0)
, m_simpleFbo(0)
, m_simpleFbo2(0)
, m_postProcessFbo1(0)
, m_postProcessFbo2(0)
, m_nBlurPass(4)
, m_antiAliasingType(NOAA)
, m_node(0)
, m_camera(0)
, m_selectedBody(0)
, m_galaxy(0)
, m_sun(0)
{
setFlag(ItemHasContents, true);
setAcceptedMouseButtons(Qt::AllButtons);
m_camera = new Camera(this);
}
ViewItem::~ViewItem()
{
m_screenQuad->deleteLater();
m_galaxy->deleteLater();
m_sun->deleteLater();
delete m_multiSampleFbo;
delete m_superSampleFbo;
delete m_simpleFbo;
delete m_simpleFbo2;
delete m_postProcessFbo1;
delete m_postProcessFbo2;
}
QSGNode *ViewItem::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
// Don't bother with resize and such, just recreate the node from scratch
// when geometry changes.
if (oldNode) {
delete oldNode;
} else {
init();
}
resizeGL(width(), height());
TextureNode *node = new TextureNode(window(), this);
node->setRect(boundingRect());
m_node = node;
return node;
}
QString ViewItem::selection() const
{
if (!m_selectedBody) {
return QString();
}
return m_selectedBody->name();
}
qreal ViewItem::distanceToGround() const
{
if ((!m_selectedBody)||(!m_camera)) {
return qreal();
}
return ((m_selectedBody->center()-m_camera->position()).norm()-m_selectedBody->radius())*1000.0;
}
void ViewItem::setNBlurPass(int nPass)
{
m_mutex.lock();
m_nBlurPass = nPass;
m_mutex.unlock();
emit nBlurChanged();
}
void ViewItem::setAntiAliasingType(int type)
{
m_mutex.lock();
m_antiAliasingType = type;
float coeff = (m_antiAliasingType==SSAA) ? 2.0 : 1.0;
Body::setPointSizeThreshold(coeff*10.0);
if (m_galaxy) m_galaxy->setPointSizeCoeff(coeff);
m_mutex.unlock();
emit antialiasingTypeChanged();
}
void ViewItem::init()
{
initializeOpenGLFunctions();
m_aaTypes << NOAA;
if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit())
m_aaTypes << MSAA;
m_aaTypes << SSAA;
m_aaTypes << FXAA;
emit aaTypesChanged();
glEnable( GL_DEPTH_TEST );
#ifndef Q_OS_ANDROID
glEnable( GL_PROGRAM_POINT_SIZE );
glEnable( GL_POINT_SPRITE );
// glEnable(GL_DEPTH_CLAMP);
// glEnable(GL_LINE_SMOOTH);
// glLineWidth(1.2);
glLineWidth(2.0);
#else
glLineWidth(2.0);
#endif
m_screenQuad = new ScreenQuad();
m_galaxy = new Galaxy();
m_sun = new Body("sun");
addBody(m_sun);
// We need the earth frame at J2000 for the galaxy
m_sun->setReferenceFrame(Eigen::Affine3d::Identity());
m_sun->setTime(0.0);
foreach (const Body* body, m_bodies) {
if (body->name() == "earth") {
EME2000 = body->referenceFrame();
break;
}
}
// From the HYG catalog description:
// X,Y,Z: The Cartesian coordinates of the star, in a system based on the equatorial coordinates as seen from Earth.
// +X is in the direction of the vernal equinox (at epoch 2000), +Z towards the north celestial pole,
// and +Y in the direction of R.A. 6 hours, declination 0 degrees.
// tl;dr: WGS84
EME2000.rotate(Eigen::AngleAxisd(-M_PI/2.0, Eigen::Vector3d::UnitZ()));
// Use current time
double time = m_timeline.currentTime();
m_sun->setTime(time);
selectBody(m_sun);
connect(m_camera, SIGNAL(positionChanged()), this, SIGNAL(distanceToGroundChanged()));
connect(&m_timeline, SIGNAL(tick()), this, SIGNAL(dateUpdated()));
connect(&m_timeline, SIGNAL(rateChanged()), this, SIGNAL(timeLineRateChanged()));
connect(window(), SIGNAL(beforeRendering()), this, SLOT(animate()), Qt::DirectConnection);
m_camera->setPosition(Eigen::Vector3d(0.0, 1.0, 1.0)*3000.0*900.0);
m_camera->setUpVector(Eigen::Vector3d(0.0, -1.0, 1.0));
m_camera->lookAt(m_sun->center());
}
void ViewItem::renderScene(int width, int height)
{
Q_UNUSED(width)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
const Eigen::Affine3d &mv = m_camera->modelView();
const Eigen::Affine3d &p = m_camera->projection();
foreach (Body* body, m_bodies) {
double distance = ((body->center()-m_camera->position()).norm()-body->radius());
float vfov = qDegreesToRadians(m_camera->fov());
int onScreenRadius = (body->boundingRadius()/(tan(vfov/2.0)*distance))*height;
body->setOnScreenRadius(onScreenRadius);
Body* root = body->root();
if (root) {
double radius = (root->center()-body->center()).norm();
distance = (root->center()-m_camera->position()).norm()-radius;
int onScreenDistanceToParent = (radius/(tan(vfov/2.0)*distance))*height;
body->setOnScreenDistanceToParent(onScreenDistanceToParent);
}
}
// Depth test is disabled when rendering the stars so we have to draw them first
glDisable( GL_DEPTH_TEST );
m_galaxy->render(EME2000, mv, p);
glEnable( GL_DEPTH_TEST );
// Sort the bodies by distance to camera, near to far
qSort(m_bodies.begin(), m_bodies.end(), Sort(this));
// First pass, render opaque objects near to far
for (int i = 0; i < m_bodies.size(); ++i) {
m_bodies.at(i)->render(mv, p, RenderMode::Opaque);
}
// Second pass, render transluscent objects far to near
for (int i = m_bodies.size()-1; i >= 0; --i) {
m_bodies.at(i)->render(mv, p, RenderMode::Translucent);
}
}
void ViewItem::renderTo(QOpenGLFramebufferObject *fbo)
{
m_mutex.lock();
const Eigen::Affine3d &mv = m_camera->modelView();
const Eigen::Affine3d &p = m_camera->projection();
if (m_nBlurPass > 0) {
// Generate light map, use a smaller fbo for efficiency
glViewport(0, 0, m_postProcessFbo1->size().width(), m_postProcessFbo1->size().height());
m_postProcessFbo1->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable( GL_DEPTH_TEST );
foreach (Body* body, m_bodies) {
body->render(mv, p, RenderMode::LightSource);
}
m_postProcessFbo1->release();
}
for (int i = 0; i < m_nBlurPass; ++i) {
// Apply horizontal blur
m_postProcessFbo2->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, m_postProcessFbo1->texture());
m_screenQuad->renderBlurred(Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity(), ScreenQuad::HorizontalBlur);
m_postProcessFbo2->release();
// Apply vertical blur
m_postProcessFbo1->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, m_postProcessFbo2->texture());
m_screenQuad->renderBlurred(Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity(), ScreenQuad::VerticalBlur);
m_postProcessFbo1->release();
}
// Render the scene
if (m_antiAliasingType == MSAA) {
// Multisampled antialiasing
glViewport(0, 0, m_multiSampleFbo->size().width(), m_multiSampleFbo->size().height());
m_multiSampleFbo->bind();
renderScene(m_multiSampleFbo->size().width(), m_multiSampleFbo->size().height());
m_multiSampleFbo->release();
QOpenGLFramebufferObject::blitFramebuffer(m_simpleFbo, m_multiSampleFbo);
} else if (m_antiAliasingType == SSAA) {
// Supersampled antialiasing
glViewport(0, 0, m_superSampleFbo->size().width(), m_superSampleFbo->size().height());
m_superSampleFbo->bind();
GLfloat lineWidth;
glGetFloatv(GL_LINE_WIDTH, &lineWidth);
glLineWidth(lineWidth*2.0);
renderScene(m_superSampleFbo->size().width(), m_superSampleFbo->size().height());
glLineWidth(lineWidth);
m_superSampleFbo->release();
} else {
// No antialiasing
glViewport(0, 0, m_simpleFbo->size().width(), m_simpleFbo->size().height());
m_simpleFbo->bind();
renderScene(m_simpleFbo->size().width(), m_simpleFbo->size().height());
m_simpleFbo->release();
if (m_antiAliasingType == FXAA) {
m_simpleFbo2->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, m_simpleFbo2->size().width(), m_simpleFbo2->size().height());
glBindTexture(GL_TEXTURE_2D, m_simpleFbo->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
m_screenQuad->setResolution(m_simpleFbo2->width(), m_simpleFbo2->height());
m_screenQuad->renderFXAA(Eigen::Affine3d::Identity(),Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity());
m_simpleFbo2->release();
}
}
QOpenGLFramebufferObject *sceneFbo = (m_antiAliasingType == SSAA) ? m_superSampleFbo : m_simpleFbo;
if (m_antiAliasingType == FXAA) sceneFbo = m_simpleFbo2;
glViewport(0, 0, fbo->size().width(), fbo->size().height());
fbo->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_nBlurPass > 0) {
// Add the blurred texture to the scene
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_postProcessFbo1->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sceneFbo->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
m_screenQuad->renderCombinedTextures(Eigen::Affine3d::Identity(),Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity());
} else {
// No blur, just the scene texture
glBindTexture(GL_TEXTURE_2D, sceneFbo->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
m_screenQuad->render(Eigen::Affine3d::Identity(),Eigen::Affine3d::Identity(), Eigen::Affine3d::Identity());
}
fbo->release();
m_mutex.unlock();
}
void ViewItem::resizeGL(int width, int height)
{
m_mutex.lock();
m_camera->setAspectRatio((float)width/(float)height);
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
fboFormat.setSamples(4);
int smallWidth = width/4;
int smallHeight = height/4;
if (m_multiSampleFbo) delete m_multiSampleFbo;
m_multiSampleFbo = new QOpenGLFramebufferObject(width, height, fboFormat);
fboFormat.setSamples(0);
if (m_superSampleFbo) delete m_superSampleFbo;
m_superSampleFbo = new QOpenGLFramebufferObject(width*2, height*2, fboFormat);
if (m_simpleFbo) delete m_simpleFbo;
m_simpleFbo = new QOpenGLFramebufferObject(width, height, fboFormat);
if (m_simpleFbo2) delete m_simpleFbo2;
m_simpleFbo2 = new QOpenGLFramebufferObject(width, height, fboFormat);
if (m_postProcessFbo2) delete m_postProcessFbo2;
m_postProcessFbo2 = new QOpenGLFramebufferObject(smallWidth, smallHeight, fboFormat);
if (m_postProcessFbo1) delete m_postProcessFbo1;
m_postProcessFbo1 = new QOpenGLFramebufferObject(smallWidth, smallHeight, fboFormat);
m_screenQuad->setBlurResolution(smallWidth, smallHeight);
TextBillboard::setResolution(QSizeF(width, height));
m_mutex.unlock();
}
void ViewItem::addBody(Body *body)
{
m_bodies.append(body);
m_bodiesNames.append(body->name());
emit bodyAdded();
foreach (Body* sat, body->satellites()) {
if (!m_bodies.contains(sat))
addBody(sat);
}
}
void ViewItem::selectBody(Body *body)
{
m_mutex.lock();
m_selectedBody = body;
m_camera->setCenter(body->center());
m_camera->setSceneRadius(body->radius()*1.3);
m_mutex.unlock();
emit selectionChanged();
emit distanceToGroundChanged();
}
void ViewItem::animate()
{
m_mutex.lock();
Eigen::Vector3d oldBodyCenterd = m_selectedBody->center();
m_sun->setReferenceFrame(Eigen::Affine3d::Identity());
double time = m_timeline.currentTime();
m_sun->setTime(time);
Eigen::Vector3d bodyCenter = m_selectedBody->center();
Eigen::Vector3d diff = bodyCenter - oldBodyCenterd;
m_camera->setPosition(m_camera->position() + diff);
m_camera->setCenter(bodyCenter);
m_mutex.unlock();
}
void ViewItem::pickObject(int x, int y)
{
glViewport(0, 0, m_simpleFbo->size().width(), m_simpleFbo->size().height());
m_simpleFbo->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable( GL_DEPTH_TEST );
foreach (Body* body, m_bodies) {
body->render(m_camera->modelView(), m_camera->projection(), RenderMode::Picking);
}
m_simpleFbo->release();
QRgb color = m_simpleFbo->toImage().pixel(x, y);
int ob = qRed(color)*256*256+qGreen(color)*256+qBlue(color);
foreach (Body* body, m_bodies) {
if (ob == body->objectId()) {
selectBody(body);
m_camera->goToCenter();
return;
}
}
}
void ViewItem::goToObject(const QString& name)
{
foreach (Body* body, m_bodies) {
if (body->name() == name) {
selectBody(body);
m_camera->goToCenter();
return;
}
}
}
void ViewItem::setShowAxis(bool showAxis)
{
Body::setShowAxis(showAxis);
emit showAxisChanged();
}
void ViewItem::setShowOrbits(bool showOrbits)
{
Body::setShowOrbit(showOrbits);
emit showOrbitsChanged();
}
void ViewItem::keyPressEvent(QKeyEvent *event)
{
switch (event->key())
{
case Qt::Key_M :
if (m_antiAliasingType == NOAA) m_antiAliasingType = MSAA;
else if (m_antiAliasingType == MSAA) m_antiAliasingType = SSAA;
else m_antiAliasingType = NOAA;
break;
case Qt::Key_Plus :
m_timeline.speedUp();
break;
case Qt::Key_Minus :
m_timeline.speedDown();
break;
case Qt::Key_R :
m_timeline.realTime();
break;
case Qt::Key_A :
Body::setShowAxis(!Body::showAxis());
emit showAxisChanged();
break;
case Qt::Key_O :
Body::setShowOrbit(!Body::showOrbit());
emit showOrbitsChanged();
break;
case Qt::Key_F :
if (window()->visibility() == QWindow::FullScreen)
window()->showMaximized();
else
window()->showFullScreen();
break;
case Qt::Key_Escape :
window()->close();
break;
default :
QQuickItem::keyPressEvent(event);
break;
}
}
void ViewItem::mouseDoubleClickEvent(QMouseEvent* event)
{
if ((event->button() == Qt::LeftButton) && (event->modifiers() == Qt::NoButton)) {
if (m_node) {
m_node->schedulePick(event->pos());
}
} else if ((event->button() == Qt::MiddleButton) && (event->modifiers() == Qt::NoButton)) {
m_camera->goToCenter();
}
}
void ViewItem::mousePressEvent(QMouseEvent *event)
{
m_mouseLastPosition = QVector2D(event->pos());
}
void ViewItem::mouseMoveEvent(QMouseEvent *event)
{
if (event->buttons() == Qt::LeftButton) {
QVector2D diff = QVector2D(event->pos()) - m_mouseLastPosition;
if (diff.length() == 0.0) {
// Happens sometimes on touch screens.
return;
}
m_mutex.lock();
Eigen::Vector3d rotationTangent = Eigen::Vector3d(diff.x(), -diff.y(), 0.0);
Eigen::Vector3d directionOfCamera = Eigen::Vector3d(0.0, 0.0, 1.0);
Eigen::Vector3d rotationAxis = rotationTangent.cross(directionOfCamera);
rotationAxis = m_camera->modelView().inverse().rotation()*rotationAxis;
rotationAxis.normalize();
Eigen::Quaterniond q(Eigen::AngleAxisd(qDegreesToRadians(diff.length()/10.0), rotationAxis));
m_camera->rotateAroundCenter(q);
m_mutex.unlock();
} else if (event->buttons() == Qt::RightButton) {
QVector2D diff = QVector2D(event->pos()) - m_mouseLastPosition;
if (diff.length() == 0.0) {
// Happens sometimes on touch screens.
return;
}
m_mutex.lock();
Eigen::Vector3d rotationTangent = Eigen::Vector3d(diff.x(), -diff.y(), 0.0);
Eigen::Vector3d directionOfCamera = Eigen::Vector3d(0.0, 0.0, 1.0);
Eigen::Vector3d rotationAxis = rotationTangent.cross(directionOfCamera);
rotationAxis = m_camera->modelView().inverse().rotation()*rotationAxis;
rotationAxis.normalize();
Eigen::Quaterniond q(Eigen::AngleAxisd(qDegreesToRadians(diff.length()/10.0), rotationAxis));
m_camera->rotate(q);
m_mutex.unlock();
}
m_mouseLastPosition = QVector2D(event->pos());
}
void ViewItem::wheelEvent(QWheelEvent *event)
{
zoom((qreal)event->delta()); //-120 ou 120
}
void ViewItem::touchEvent(QTouchEvent *event)
{
if (event->touchPoints().count() == 2) {
// if (event->touchPointStates() != Qt::TouchPointMoved)
// return;
QTouchEvent::TouchPoint p1 = event->touchPoints().at(0);
QTouchEvent::TouchPoint p2 = event->touchPoints().at(1);
QPointF lastpos = p1.lastScreenPos()-p2.lastScreenPos();
QPointF newpos = p1.screenPos()-p2.screenPos();
qreal delta = lastpos.manhattanLength() - newpos.manhattanLength(); //entre -30 et 30 en gros
zoom(delta);
} else {
QQuickItem::touchEvent(event);
}
}
void ViewItem::zoom(qreal delta)
{
m_mutex.lock();
Eigen::Vector3d cameraToCenter = m_camera->center() - m_camera->position();
Eigen::Vector3d translation = cameraToCenter - cameraToCenter.normalized()*m_selectedBody->radius();
if (delta > 0.0) {
translation /= 20.0;
} else {
translation /= -20.0;
}
Eigen::Vector3d newPos = m_camera->position()-translation;
if ((m_camera->center() - newPos).norm() < m_selectedBody->radius())
return;
m_camera->setPosition(newPos);
// m_camera->moveTo(newPos);
m_mutex.unlock();
}
bool ViewItem::closerToCamera(const Body* body1, const Body* body2)
{
Eigen::Vector3d camPos = m_camera->position();
double d1 = (body1->center()-camPos).norm();
double d2 = (body2->center()-camPos).norm();
return d1 < d2;
}
#include "viewitem.moc"