cgal/Arrangement_on_surface_2/demo/earth/Main_widget.cpp

400 lines
11 KiB
C++

// 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 <denizdiktas@gmail.com>
#include "Main_widget.h"
#include <cmath>
#include <iostream>
#include <string>
#include <QMouseEvent>
#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<GUI_country_pick_handler>(*this);
QVector3D initial_mouse_pos(0, -1, 0);
m_gr_mouse_vertex = std::make_unique<Single_vertex>(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<Triangles>(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<Triangles>(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<Camera_manip_rot>(m_camera);
//m_camera_manip_rot = std::make_unique<Camera_manip_rot_bpa>(m_camera);
m_camera_manip_zoom = std::make_unique<Camera_manip_zoom>(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<Sphere>(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<Line_strips>(approx_ident_curve);
const float axes_length = 2;
m_gr_world_coord_axes = std::make_unique<World_coord_axes>(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<Line_strips>(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<typename T>
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();
}
}