// Copyright(c) 2012, 2020 Tel - Aviv University(Israel). // All rights reserved. // // This file is part of CGAL (www.cgal.org). // // SPDX-License-Identifier: LGPL-3.0-or-later OR LicenseRef-Commercial // // Author(s): Engin Deniz Diktas #include "Main_widget.h" #include #include #include #include #include "Aos.h" #include "Aos_triangulator.h" #include "Camera_manip_rot.h" #include "Camera_manip_rot_bpa.h" #include "Camera_manip_zoom.h" #include "GUI_country_pick_handler.h" #include "Kml_reader.h" #include "Message_manager.h" #include "Shapefile.h" #include "Timer.h" #include "Tools.h" #include "Verification.h" Main_widget::~Main_widget() { // Make sure the context is current when deleting the texture and the buffers. makeCurrent(); doneCurrent(); } void Main_widget::set_mouse_pos(const QVector3D mouse_pos) { m_gr_mouse_vertex->set_pos(mouse_pos); } void Main_widget::hightlight_country(const std::string& country_name) { static std::string prev_picked_country; if (!prev_picked_country.empty()) { // dim the previous country color auto& prev_country = m_gr_country_triangles[prev_picked_country]; auto color = prev_country->get_color(); color *= m_dimming_factor; color.setW(1); prev_country->set_color(color); } if (!country_name.empty()) { // highlight the current country color auto& curr_country = m_gr_country_triangles[country_name]; auto color = curr_country->get_color(); color /= m_dimming_factor; color.setW(1); curr_country->set_color(color); qDebug() << "SELECTED COUNTRY: " << country_name; } prev_picked_country = country_name; } void Main_widget::mousePressEvent(QMouseEvent* e) { // forward the event to the camera manipulators m_camera_manip_rot->mousePressEvent(e); m_camera_manip_zoom->mousePressEvent(e); m_pick_handler->mousePressEvent(e); } void Main_widget::mouseMoveEvent(QMouseEvent* e) { // forward the event to the camera manipulator m_camera_manip_rot->mouseMoveEvent(e); m_camera_manip_zoom->mouseMoveEvent(e); m_pick_handler->mouseMoveEvent(e); } void Main_widget::mouseReleaseEvent(QMouseEvent* e) { // forward the event to the camera manipulator m_camera_manip_rot->mouseReleaseEvent(e); m_camera_manip_zoom->mouseReleaseEvent(e); m_pick_handler->mouseReleaseEvent(e); } void Main_widget::timerEvent(QTimerEvent*) { update(); } void Main_widget::keyPressEvent(QKeyEvent* event) { } void Main_widget::initializeGL() { m_pick_handler = std::make_unique(*this); QVector3D initial_mouse_pos(0, -1, 0); m_gr_mouse_vertex = std::make_unique(initial_mouse_pos); // triangulation { qDebug() << "loading arr.."; //auto arrh = Aos::construct(m_countries); m_arrh = Aos::load_arr("../../../Data/data/arrangements_3/sphere/ne_110m_admin_0_countries.json"); if (m_arrh == nullptr) { qDebug() << "** FAILED TO LOAD THE ARRANGEMENT!!!"; exit(1); } qDebug() << "generating triangles.."; //auto triangle_points = Aos::get_triangles(arrh); //auto triangle_points = Aos_triangulator::get_all(arrh); //auto country_triangles_map = Aos::get_triangles_by_country(m_arrh); auto country_triangles_map = Aos_triangulator::get_by_country(m_arrh); //auto color_map = Aos::get_color_mapping(m_arrh); //qDebug() << "color map size = " << color_map.size(); qDebug() << "num countries = " << country_triangles_map.size(); auto rndm = [] {return rand() / double(RAND_MAX); }; for (auto& [country_name, triangle_points] : country_triangles_map) { auto country_triangles = std::make_unique(triangle_points); auto color = QVector4D(rndm(), rndm(), rndm(), 1); auto m = std::max(color.x(), std::max(color.y(), color.z())); color /= m; color *= m_dimming_factor; color.setW(1); country_triangles->set_color(color); //country_triangles->set_color(colors[color_map[country_name]]); m_gr_country_triangles.emplace(country_name, std::move(country_triangles)); } //qDebug() << "num triangles = " << triangle_points.size() / 3; //m_gr_all_triangles = std::make_unique(triangle_points); } initializeOpenGLFunctions(); init_camera(); init_geometry(); init_shader_programs(); m_current_approx_error = 0.001; init_country_borders(m_current_approx_error); glClearColor(0, 0, 0, 1); glEnable(GL_DEPTH_TEST); // Enable depth buffer //glEnable(GL_CULL_FACE); // Enable back face culling // Use QBasicTimer because its faster than QTimer m_timer.start(12, this); } void Main_widget::init_camera() { m_camera.set_pos(0, 0, 3); m_camera_manip_rot = std::make_unique(m_camera); //m_camera_manip_rot = std::make_unique(m_camera); m_camera_manip_zoom = std::make_unique(m_camera); // this makes z-axes point upwards! m_model.rotate(-90, 1, 0, 0); // register the zoom-changed function Message_manager::add("zoom_changed", [&] { qDebug() << "ZOOM CHANGED!!!"; //const auto error = compute_backprojected_error(0.5); //qDebug() << "new error = " << error; m_update_approx_error = true; //qDebug() << "re-initializing the country borders.."; //init_country_borders(error); }); } void Main_widget::init_geometry() { // SPHERE int num_slices, num_stacks; num_slices = num_stacks = 64; float r = 1; m_gr_sphere = std::make_unique(num_slices, num_stacks, r); const float c = 0.8; m_gr_sphere->set_color(c, c, c, 1); // IDENTIFICATION CURVE const double error = 0.001; auto approx_ident_curve = Aos::get_approx_identification_curve(error); m_gr_identification_curve = std::make_unique(approx_ident_curve); const float axes_length = 2; m_gr_world_coord_axes = std::make_unique(axes_length); } void Main_widget::init_shader_programs() { Shader_program::set_shader_path("shaders/"); m_sp_smooth.init_with_vs_fs("smooth");; m_sp_per_vertex_color.init_with_vs_fs("per_vertex_color"); m_sp_arc.init_with_vs_fs("arc"); } void Main_widget::init_country_borders(float error) { // this part does the same as the code below but using arrangement! // NOTE: the old code interferes with some logic (NEEDS REFACTORING!!!) m_gr_all_country_borders.reset(nullptr); qDebug() << "approximating the arcs of each edge of all faces.."; auto all_approx_arcs = Aos::get_approx_arcs_from_faces_edges(m_arrh, error); m_gr_all_country_borders = std::make_unique(all_approx_arcs); } float Main_widget::compute_backprojected_error(float pixel_error) { // compute the back-projected error QRect vp(0, 0, m_vp_width, m_vp_height); auto proj = m_camera.get_projection_matrix(); auto view = m_camera.get_view_matrix(); QMatrix4x4 model; auto model_view = view * model; QVector3D p0(m_vp_width / 2, m_vp_height / 2, 0); QVector3D p1(p0.x() + pixel_error, p0.y(), 0); auto wp0 = p0.unproject(model_view, proj, vp); auto wp1 = p1.unproject(model_view, proj, vp); const float z_near = m_camera.get_z_near(); const float r = 1.f; // sphere radius const QVector3D origin(0, 0, 0); const float dist_to_cam = m_camera.get_pos().distanceToPoint(origin); float d = dist_to_cam - r; float err = wp0.distanceToPoint(wp1) * (d / z_near); //find_minimum_projected_error_on_sphere(err); return err; } void Main_widget::resizeGL(int w, int h) { m_camera_manip_rot->resizeGL(w, h); m_pick_handler->resizeGL(w, h); m_vp_width = w; m_vp_height = h; // Reset projection qreal aspect = qreal(w) / qreal(h ? h : 1); const qreal z_near = 0.1, z_far = 100.0, fov = 45.0; m_camera.perspective(fov, aspect, z_near, z_far); // signal to look into the approximation error m_update_approx_error = true; } template void draw_safe(T& ptr) { if (ptr) ptr->draw(); } void Main_widget::paintGL() { if (m_update_approx_error) { const auto error = compute_backprojected_error(0.5); qDebug() << "new approx error = " << error; qDebug() << "current error = " << m_current_approx_error; if(error < m_current_approx_error) { init_country_borders(error); m_current_approx_error = error; } m_update_approx_error = false; } const auto view = m_camera.get_view_matrix(); const auto projection = m_camera.get_projection_matrix(); const auto model_view = view * m_model; const auto mvp = projection * model_view; const auto normal_matrix = model_view.normalMatrix(); // compute the cutting plane // remember that we are passing the local vertex positions of the sphere // between the vertex and fragment shader stages, so we need to convert // the camera-pos in world coords to sphere's local coords! auto c = m_model.inverted() * m_camera.get_pos(); const auto d = c.length(); const auto r = 1.0f; const auto sin_alpha = r / d; const auto n = (c / d); // plane unit normal vector const auto cos_beta = sin_alpha; const auto p = (r * cos_beta) * n; QVector4D plane(n.x(), n.y(), n.z(), -QVector3D::dotProduct(p, n)); // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // SMOTH RENDERING { glEnable(GL_DEPTH_TEST); auto& sp = m_sp_smooth; sp.use(); // SPHERE { sp.set_uniform("u_mvp", mvp); sp.set_uniform("u_normal_matrix", normal_matrix); auto sphere_color = QVector4D(167, 205, 242, 255) / 255; sp.set_uniform("u_color", sphere_color); sp.set_uniform("u_plane", QVector4D(0, 0, 0, 0)); //sp.set_uniform("u_color", m_sphere->get_color()); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); m_gr_sphere->draw(); } // DRAW SOLID FACES { glDisable(GL_DEPTH_TEST); //auto face_color = QVector4D(241, 141, 0, 255) / 255; //sp.set_uniform("u_color", face_color); sp.set_uniform("u_plane", plane); //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //m_gr_all_triangles->draw(); for (auto& [country_name, country] : m_gr_country_triangles) { sp.set_uniform("u_color", country->get_color()); country->draw(); } //sp.set_uniform("u_color", QVector4D(0,0,0,1)); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //m_gr_all_triangles->draw(); } sp.unuse(); } // WORLD COORDINATE AXES { auto& sp = m_sp_per_vertex_color; sp.use(); sp.set_uniform("u_mvp", mvp); glEnable(GL_DEPTH_TEST); m_gr_world_coord_axes->draw(); sp.unuse(); } // VERTICES & GEODESIC ARCS { glDisable(GL_DEPTH_TEST); auto& sp = m_sp_arc; sp.use(); sp.set_uniform("u_mvp", mvp); const QVector4D arc_color(0, 0.5, 1, 1); glLineWidth(5); sp.set_uniform("u_plane", plane); // IDENTIFICATION CURVE sp.set_uniform("u_color", QVector4D(0, 1, 1, 1)); m_gr_identification_curve->draw(); // draw all countries' borders float a = 0.0; sp.set_uniform("u_color", QVector4D(a, a, a, 1)); m_gr_all_country_borders->draw(); // MOUSE VERTEX { glPointSize(5); sp.set_uniform("u_color", QVector4D(1, 0, 0, 1)); //auto pos = m_mouse_vertex->get_pos(); //pos.setX(pos.x() + 0.01); //m_mouse_vertex->set_pos(pos); //m_gr_mouse_vertex->set_pos(m_mouse_pos); draw_safe(m_gr_mouse_vertex); } sp.unuse(); } }