Render_alternate.cpp 38.3 KB
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/*
** This file is part of the ViTE project.
**
** This software is governed by the CeCILL-A license under French law
** and abiding by the rules of distribution of free software. You can
** use, modify and/or redistribute the software under the terms of the
** CeCILL-A license as circulated by CEA, CNRS and INRIA at the following
** URL: "http://www.cecill.info".
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**
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** As a counterpart to the access to the source code and rights to copy,
** modify and redistribute granted by the license, users are provided
** only with a limited warranty and the software's author, the holder of
** the economic rights, and the successive licensors have only limited
** liability.
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**
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** In this respect, the user's attention is drawn to the risks associated
** with loading, using, modifying and/or developing or reproducing the
** software by the user in light of its specific status of free software,
** that may mean that it is complicated to manipulate, and that also
** therefore means that it is reserved for developers and experienced
** professionals having in-depth computer knowledge. Users are therefore
** encouraged to load and test the software's suitability as regards
** their requirements in conditions enabling the security of their
** systems and/or data to be ensured and, more generally, to use and
** operate it in the same conditions as regards security.
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**
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** The fact that you are presently reading this means that you have had
** knowledge of the CeCILL-A license and that you accept its terms.
**
**
** ViTE developers are (for version 0.* to 1.0):
**
**        - COULOMB Kevin
**        - FAVERGE Mathieu
**        - JAZEIX Johnny
**        - LAGRASSE Olivier
**        - MARCOUEILLE Jule
**        - NOISETTE Pascal
**        - REDONDY Arthur
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**        - VUCHENER Clément
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**
*/
/*!
 *\file Render_alternate.cpp
 */
#include "common/common.hpp"
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#include "common/Info.hpp"
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#include "common/Message.hpp"
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/* -- */
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//#include "render/GanttDiagram.hpp"
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#include <GL/glew.h>
/* -- */
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#include <QFile> // For loading the wait image
#include <QDate>
#include <QTimer>
/* -- */
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#include "interface/resource.hpp"
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#include "interface/Interface.hpp"
/* -- */
#include "common/common.hpp"
#include "common/Info.hpp"
#include "common/Message.hpp"
/* -- */
#include "render/Ruler.hpp"
#include "render/Render_alternate.hpp"
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#include "render/GanttDiagram.hpp"
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#include "render/Shader.hpp"
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/* -- */
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#include "core/Core.hpp"
#include "render/vbo.hpp"
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#include "trace/EntityValue.hpp"
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#include <iostream>
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#define PI 3.14159265
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#define NB_STEPS 20
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using namespace std;


#define message *Message::get_instance() << "(" << __FILE__ << " l." << __LINE__ << "): "

static bool _draw_container;
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static bool _draw_states;
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static bool _draw_ruler;
static bool _draw_arrow;
static bool _draw_event;
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static bool _draw_counter;
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//const int Render_alternate::DRAWING_TIMER_DEFAULT = 10;
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/***********************************
 *
 *
 *
 * Constructor and destructor.
 *
 *
 *
 **********************************/

Render_alternate::Render_alternate(Core* core, QWidget *parent, const QGLFormat& format)
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    : Hook_event(this, core, parent, format), _containers(GL_QUADS), /*_states(GL_QUADS),*/ _events(GL_POINTS), _events2(GL_LINES), _arrows(GL_LINE), _arrows2(GL_TRIANGLES), _counters(GL_LINE), _ruler(GL_QUADS), /*_shader("vertexshader.vertexshader", "fragmentshader.fragmentshader"),*/ _modelview(glm::mat4(1.0)), _projection(glm::mat4(1.0)), _container_height(_DRAWING_CONTAINER_HEIGHT_DEFAULT){
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}


Render_alternate::~Render_alternate(){
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    delete _shader;
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}

/***********************************
 *
 *
 *
 * Default QGLWidget functions.
 *
 *
 *
 **********************************/

void  Render_alternate::initializeGL() {
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    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
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    if(err!=GLEW_OK){
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        std::cout << "ERROR : GlewInit failed" << std::endl;
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    }
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    //_shader.charger();
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    glClearColor(0.5f, 0.5f, 0.55f, 0.0f);
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    glEnable(GL_DEPTH_TEST);
    glClearStencil(0);
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    std::cout << "init" << std::endl;
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    const GLubyte * version = glGetString(GL_SHADING_LANGUAGE_VERSION);
    if (version==NULL)
        std::cout << "ERROR : could not detect your GLSL version" << std::endl;
    else
        std::cout << "Version GLSL : " << version << std::endl;
    _glsl = (version[0]-'0')*100 + (version[2]-'0')*10 + version[3]-'0';
    std::cout << _glsl << std::endl;
    _shader = new Shader(_glsl);
    _shader->charger();
    //std::cout << version[2] << std::endl;
    //std::cout << version[3] << std::endl;
    setAutoFillBackground(false);
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    if(_core == NULL)
        std::cout << "_core = NULL" << std::endl;
    _core->waitGUIInit->quit();
    std::cout << "init ok" << std::endl;
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    _modelview = glm::scale(_modelview, glm::vec3(1,-1,1));
    _modelview = glm::translate(_modelview, glm::vec3(0,-Info::Render::height, 0));
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}

void  Render_alternate::resizeGL(int width, int height) {
    glViewport(0, 0, width, height);
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    /* update informations about widget size */
    Info::Screen::width  = width;
    Info::Screen::height = height;
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    if(_state == DRAWING_STATE_WAITING)
        _projection = glm::ortho(-50, 50, -50, 50);//, 0, 1);
    else if(_state == DRAWING_STATE_DRAWING)
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        _projection = glm::ortho(0.f, Info::Render::width, 0.f, Info::Render::height, 0.f, 100.f);
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    else{
     message << tr("Undefined value for the drawing state attribute - Render area").toStdString() << Message::ende;
     }

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}

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void  Render_alternate::paintGL(){
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    /*Do not call paintGL before rendering the trace*/
    if(DRAWING_STATE_WAITING == _state)
        return;
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    resizeGL(Render_alternate::QGLWidget::width(), Render_alternate::QGLWidget::height());
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    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //select shader program
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    glUseProgram(_shader->getProgramID());
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    std::cout << "paintGL" << std::endl;
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    glm::mat4 tmp = _modelview;
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    glm::mat4 tmp2 = _modelview;
    glm::mat4 mvp;
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    start_ruler();
    call_ruler();
    end_ruler();
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    _ruler.config(_glsl);
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    _ruler.lock();
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    _modelview = glm::translate(_modelview, glm::vec3(0.0, 0.0, _z_ruler));
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    mvp = _projection * _modelview;
    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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    glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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    glDrawArrays(GL_QUADS, 0, 8);
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    _modelview = tmp;
    _modelview = glm::translate(_modelview, glm::vec3(0.0, 0.0, _z_ruler_over));
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    mvp = _projection * _modelview;
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    glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
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    glDrawArrays(GL_LINES, 8, _ruler.getNbVertex());
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    _ruler.unlock();
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    _modelview = tmp;

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    /* drawing containers*/
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    _containers.lock();
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    _modelview = glm::translate(_modelview, glm::vec3(0.0, _ruler_y + _ruler_height - _y_state_translate, _z_container));
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    _modelview = glm::scale(_modelview, glm::vec3(_x_scale_container_state/0.20, _y_state_scale, 1.0));
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    mvp = _projection * _modelview;
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    glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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    glDrawArrays(GL_QUADS, 0, _containers.getNbVertex());
    _containers.unlock();
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    _modelview = tmp;
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    glUseProgram(0);
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    /*drawing states*/
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    _modelview = glm::translate(_modelview, glm::vec3(_default_entity_x_translate - _x_state_translate, _ruler_y + _ruler_height - _y_state_translate, _z_state));
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    _modelview = glm::scale(_modelview, glm::vec3(_x_state_scale, _y_state_scale, 1));
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    mvp = _projection * _modelview;
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    std::map<const EntityValue*, Vbo*>::iterator it_state;
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    it_state = _states.begin();
    while(it_state!=_states.end()){
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        //std::cout << "drawing states" << std::endl;
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        Shader *s = _states_shaders[it_state->first];
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        glUseProgram(s->getProgramID());
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        //glUniform1i(glGetUniformLocation(s->getProgramID(), "i"), 0);
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        it_state->second->lock();
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        //_states.lock();
        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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        //glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0 , sizeof(GLuint), a);
        glUniformMatrix4fv(glGetUniformLocation(s->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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        glDrawArrays(GL_QUADS, 0, it_state->second->getNbVertex());
        it_state->second->unlock();
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        it_state++;
        //_modelview = tmp;
    }
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    glUseProgram(_shader->getProgramID());
    glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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    /*drawing counters*/
    _counters.lock();
    glDrawArrays(GL_LINES, 0, _counters.getNbVertex());
    _counters.unlock();
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    _modelview = tmp;
    /*drawing links*/
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    //int n = _links.size()/4;
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    if(false == Info::Render::_no_arrows){
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        //necessary for each link
        _modelview = glm::translate(_modelview, glm::vec3(_default_entity_x_translate - _x_state_translate, _ruler_y + _ruler_height - _y_state_translate , _z_arrow));
        _modelview = glm::scale(_modelview, glm::vec3(_x_state_scale, _y_state_scale, 1.0));
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        //_modelview = tmp2;
        //mvp = _projection * _modelview;
        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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        //save current modelview
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        //tmp2 = _modelview;
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        _arrows.lock();
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        /*for(int i=0; i<n ; i++) {
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            //change matrix to draw the current arrow
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            _modelview = glm::translate(_modelview, glm::vec3(_links[4*i+2], _links[4*i+3], 0));
            _modelview = glm::rotate(_modelview, (float) _links[4*i], glm::vec3(0,0,1));
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         _modelview = glm::scale(_modelview, glm::vec3(_links[4*i+1], _links[4*i+1/10], 1));*/
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            //draw the arrow
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        mvp = _projection * _modelview;
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        glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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            //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
            //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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        glDrawArrays(GL_LINES, 0, _arrows.getNbVertex());
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            //_modelview = tmp2;
            //}
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        _arrows.unlock();
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        int n = _links.size()/4;
        switch(Info::Render::_arrows_shape){
        case 0: //triangles
            _arrows3.lock();
            _modelview = glm::scale(_modelview, glm::vec3(1/_x_state_scale, 1/_y_state_scale, 1));
            tmp2 = _modelview;
            for(int i=0; i<n ; i++) {
                _modelview = glm::translate(_modelview, glm::vec3(_x_state_scale*_links[4*i+2], _y_state_scale*_links[4*i+3], 0));
                _modelview = glm::rotate(_modelview, (float) _links[4*i], glm::vec3(0,0,1));
                mvp = _projection * _modelview;
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                glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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                glDrawArrays(GL_TRIANGLES, 0, _arrows3.getNbVertex());
                _modelview = tmp2;
        }
            _arrows3.unlock();
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            //  _modelview = tmp2;
            //}
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            _arrows2.unlock();
            break;
        case 1: //points
            _arrows2.lock();
            glDrawArrays(GL_POINTS, 0, _arrows2.getNbVertex());
            _arrows2.unlock();
            break;
        default: //no head
            break;
        }
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        _modelview = tmp;
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            //_arrows.unlock();
            //restore matrix with changes needed for all links

            //}
            //_arrows.unlock();
        //_modelview = tmp2;
        //_modelview = glm::translate(_modelview, glm::vec3(_x_state_scale*(_default_entity_x_translate - _x_state_translate), _y_state_scale*(_ruler_y + _ruler_height - _y_state_translate), _z_arrow));
        //mvp = _projection * _modelview;
        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
        /*_modelview = tmp2;
        for (int i=0; i<n;i++){
            _modelview = glm::translate(_modelview, glm::vec3(_x_state_scale*_links[3*i+1], _y_state_scale*_links[3*i+2], 0));
            _modelview = glm::rotate(_modelview, (float) _links[3*i], glm::vec3(0,0,1));
            mvp = _projection * _modelview;
            glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
            _arrows2.lock();
            glDrawArrays(GL_TRIANGLES, 0, _arrows2.getNbVertex());
            _arrows2.unlock();
            //restore basic matrix
         _modelview = tmp2;*/
        }
    //}
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    /*drawing events*/
    if(false == Info::Render::_no_events){
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        //necessary for each event
        _modelview = glm::translate(_modelview, glm::vec3(_default_entity_x_translate - _x_state_translate, _ruler_y + _ruler_height - _y_state_translate , _z_event));
        _modelview = glm::scale(_modelview, glm::vec3(_x_state_scale, _y_state_scale, 1.0));
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        _events.lock();
        mvp = _projection * _modelview;
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        glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
        glEnable(GL_PROGRAM_POINT_SIZE);
        glEnable(GL_POINT_SMOOTH);
        glPointSize(5);
        glDrawArrays(GL_POINTS, 0, _events.getNbVertex());
        _events.unlock();
        _events2.lock();
        glDrawArrays(GL_LINES, 0, _events2.getNbVertex());
        _events2.unlock();
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    }
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    //restore basic matrix
    _modelview = tmp;


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    /*draw selection if necessary*/
    if (_mouse_pressed && (Info::Render::_key_ctrl == false) && !_mouse_pressed_inside_container){
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        //allow transparency
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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        Element_pos x0, x1, y0, y1;
        x0 = screen_to_render_x(_mouse_x);
        y0 = /*Info::Render::height -*/ screen_to_render_y(_mouse_y);
        x1 = screen_to_render_x(_new_mouse_x);
        y1 = /*Info::Render::height -*/ screen_to_render_y(_new_mouse_y);
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        float selection[12] = {x0, y0, x0, y1, x1, y1, x1, y0};
        float selection_colors[16] = {1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0};
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        mvp = _projection * _modelview;
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        glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
        //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, selection);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, selection_colors);
        glEnableVertexAttribArray(1);
        glDrawArrays(GL_QUADS, 0, 4);
        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
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        glDisable(GL_BLEND);
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        _modelview = tmp;
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 }
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    draw_vertical_line();
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    //deselect shader
    glUseProgram(0);
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    QFont arial_font = QFont("Arial", 10);
    const QFontMetrics metric(arial_font);
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    QString t =QString().setNum(vertical_line);
    // draw time corresponding to the vertical line position
    qglColor(Qt::red);
    renderText ( render_to_screen_x(trace_to_render_x(vertical_line))-metric.size(Qt::TextSingleLine,t).width() -5,
              metric.height()-1,
               t,
               arial_font);
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    //draw texts for variables
    std::map<long int, Variable_text_>::const_iterator it=_variable_texts.begin();
    const std::map<long int, Variable_text_>::const_iterator it_end=_variable_texts.end();

    for(;it!=it_end;it++){
            renderText ( render_to_screen_x(trace_to_render_x(vertical_line))+3,
                         render_to_screen_y( trace_to_render_y((*it).second.y) + 0.5),
                         QString().setNum((*it).second.value),
                         arial_font);
    }

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    qglColor(Qt::white);
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    //we calculate the height of the interline we want : max height of the font + 1 pixel to avoid overlapping (metric.height() returns a bigger value, a bit too much)
    int height = metric.tightBoundingRect("fg").height()+1;

    /* Draw container text */
    const unsigned int texts_size = _texts.size();
    std::map<Element_pos,Element_pos> previous_by_column;


    //int skipped,displayed=0;
        for (unsigned int i=0 ; i<texts_size ; i++){



            if (trace_to_render_y(_texts[i].y) + 0.5 < 9) continue;/* Do not display text if it is on the ruler area */

            //check if ye are not too close to another container to properly display the text
            std::map<Element_pos,Element_pos>::const_iterator it = previous_by_column.find(_texts[i].x);
            const std::map<Element_pos,Element_pos>::const_iterator it_end = previous_by_column.end();

            if (it==it_end || render_to_screen_y(trace_to_render_y(_texts[i].y)) - render_to_screen_y(trace_to_render_y((*it).second))> height ){
                const QString text_elided = metric.elidedText(_texts[i].value.c_str(), Qt::ElideRight, _x_scale_container_state*Info::Screen::width/(Info::Trace::depth+1.));
                renderText ( render_to_screen_x(_texts[i].x * _x_scale_container_state/0.20),
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                             render_to_screen_y( trace_to_render_y(_texts[i].y) + 0.5),
                             text_elided,
                             arial_font);
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                //push only displayed values in the map
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                previous_by_column[_texts[i].x]=_texts[i].y;
                //displayed++;
            }//else{skipped++;}
        }
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        /*Draw ruler text*/
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        std::ostringstream buf_txt;
        Element_pos graduation_diff;
        Element_pos coeff_prefix;
        graduation_diff = Ruler::get_graduation_diff(Info::Render::_x_min_visible, Info::Render::_x_max_visible);
        coeff_prefix    = Ruler::get_coeff_for_common_prefix(Info::Render::_x_min_visible, Info::Render::_x_max_visible);

        arial_font.setPointSize(14);

        buf_txt.str("");/* flush the buffer */
        buf_txt << "min: " << (double)Info::Render::_x_min_visible;

        renderText (render_to_screen_x(trace_to_render_x(Info::Render::_x_min_visible)),
                    render_to_screen_y(3),
                    buf_txt.str().c_str(),
                    arial_font);

        buf_txt.str("");/* flush the buffer */
        buf_txt << "max: " << (double)Info::Render::_x_max_visible;

        renderText (render_to_screen_x(trace_to_render_x(Info::Render::_x_max_visible))-130,
                    render_to_screen_y(3),
                    buf_txt.str().c_str(),
                    arial_font);

        buf_txt.str("");
        buf_txt << Ruler::get_common_part_string(Info::Render::_x_min_visible, coeff_prefix) << "--";

        renderText (render_to_screen_x(trace_to_render_x((Info::Render::_x_min_visible +
                                                          Info::Render::_x_max_visible) / 2)),
                    render_to_screen_y(3),
                    buf_txt.str().c_str(),
                    arial_font);

        arial_font.setPointSize(10);

        for (Element_pos i = Info::Render::_x_min_visible ;
             i < Info::Render::_x_max_visible ;
             i+=graduation_diff){

            buf_txt.str("");/* flush the buffer */
            buf_txt << Ruler::get_variable_part(i, coeff_prefix, 2);

            renderText (render_to_screen_x(trace_to_render_x(i)+1),
                        render_to_screen_y(8),
                        buf_txt.str().c_str(),
                        arial_font);

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    }
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}
/***********************************
 *
 *
 *
 * Building functions.
 *
 *
 *
 **********************************/



bool Render_alternate::build(){
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    _state = DRAWING_STATE_DRAWING;/* change the drawing state */

    /* disable some OpenGL features to enhance the rendering */
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_BLEND);

    replace_scale(1);/* for states scaling */
    _x_state_translate = 0;/* for states translation */
    _y_state_scale = 1;/* for states scaling */
    _y_state_translate = 0;/* for states translation */
    _x_scroll_pos = 0;/* horizontal bar placed on 0 */
    _y_scroll_pos = 0;/* vertical bar placed on 0 */
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    if (NULL == _render_instance)
        return true;

    return true;
}



bool Render_alternate::unbuild(){
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    /**********************
     *
     * Init OpenGL features
     *
     **********************/

    /* enable some OpenGL features*/
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    // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    // glEnable(GL_TEXTURE_2D);
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    // glEnable(GL_BLEND);/* enable blending for the alpha color */
    // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    // glColor3d(1.0, 1.0, 1.0);/* init color to white */
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    // /*****************************
    //  *
    //  * Init render area attributes
    //  *
    //  *****************************/
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    // _state = DRAWING_STATE_WAITING;/* change the drawing state */
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    // _wait_angle=0.0f;/* begin with 0 rad angle */
    // _wait_angle_y=0.0f;/* begin with 0 rad angle */
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    // /* init measurement attributes */
    // Info::Container::x_max = 0;
    // Info::Container::y_max = 0;
    // Info::Container::x_min = 0;
    // Info::Container::y_min = 0;
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    // //    Info::Render::_ui_render_min_value->setText("");
    // // Info::Render::_ui_render_max_value->setText("");
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    // Info::Entity::x_max = 0;
    // Info::Entity::x_min = 0;
    // //    _state_x_max = 0;
    // _state_y_max = 0;
    // //    _state_x_min = 0;
    // _state_y_min = 0;
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    // /* clear lists to store container texts */
    // _text_pos.clear();
    // _text_value.clear();
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    // _arrows.clear();
    // _circles.clear();
    // _texts.clear();
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    // for (unsigned int i=0 ;
    //      i<_vbos.size()   ;
    //      i++){
    //     delete _vbos[i];
    // }
    // _vbos.clear();
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    // /* clear the event vector */
    // // _events.clear();
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    // /* clear the arrow vector */
    // // _arrows.clear();
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    // /* empty the selection stack */
    // while(false == _previous_selection.empty())
    //     _previous_selection.pop();
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    // if (NULL == _render_instance)
    //     return true;
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    // /* Now, timer is set */
    // if (_wait_timer == NULL){
    //     _wait_angle = 0.0f;
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    //     /*  _wait_timer = new QTimer(this);
    //     connect(_wait_timer, SIGNAL(timeout()), _render_instance, SLOT(updateGL()));
    //     _wait_timer->start(_wait_spf);*/
    // }
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    // return true;//_render_instance->display_unbuild();
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}





/***********************************
 *
 *
 *
 * Drawing function for the wait screen.
 *
 *
 *
 **********************************/



GLuint Render_alternate::draw_wait() {
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    // GLuint object;
    // GLuint texture;
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    // glGenTextures(1, &texture);/* create the texture and link it with the list previously created */
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    // QFile texture_file(QString(":/img/img/logo") +  QDate::currentDate().toString("MMdd") + QString(".png"));
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    // if (true == texture_file.exists())/* The texture exists */
    //     texture = bindTexture(QPixmap(texture_file.fileName()), GL_TEXTURE_2D);
    // else/* use the default picture */
    //     texture = bindTexture(QPixmap(":/img/img/logo.png"), GL_TEXTURE_2D);
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    // /* apply some parameters on the texture */
    // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    // glEnable(GL_TEXTURE_2D);
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    // glEnable(GL_BLEND);/* enable blending for the alpha color */
    // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    // /* Now, timer is set */
    // if (_wait_timer == NULL){
    //     _wait_angle = 0.0f;
    //     /*
    //     _wait_timer = new QTimer(this);
    //     connect(_wait_timer, SIGNAL(timeout()), _render_instance, SLOT(updateGL()));
    //     _wait_timer->start(_wait_spf);*/
    // }
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    // return object;
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}



void Render_alternate::call_ruler(){
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    _ruler.setNbVertex(0);
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    Element_pos graduation_diff;
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    //Element_pos coeff_prefix;
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    const Element_pos offset_x = _default_entity_x_translate;
    const Element_pos offset_y = _ruler_y + _ruler_height+3.5;

    update_visible_interval_value();
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    graduation_diff = Ruler::get_graduation_diff(Info::Render::_x_min_visible, Info::Render::_x_max_visible);
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    //coeff_prefix    = Ruler::get_coeff_for_common_prefix(Info::Render::_x_min_visible, Info::Render::_x_max_visible);
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    //draw quads
    set_color(0.0, 0.0, 1.0);
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    _ruler.add(trace_to_render_x(Info::Render::_x_min_visible), 3, _r, _g, _b);
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    _ruler.add(trace_to_render_x(Info::Render::_x_min_visible), 8, _r, _g, _b);
    _ruler.add(trace_to_render_x(Info::Render::_x_max_visible), 8, _r, _g, _b);
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    _ruler.add(trace_to_render_x(Info::Render::_x_max_visible), 3, _r, _g, _b);
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    set_color(0.0, 0.0, 0.0);
    _ruler.add(trace_to_render_x(Info::Render::_x_min_visible), 0, _r, _g, _b);
    _ruler.add(trace_to_render_x(Info::Render::_x_min_visible), 3, _r, _g, _b);
    _ruler.add(trace_to_render_x(Info::Render::_x_max_visible), 3, _r, _g, _b);
    _ruler.add(trace_to_render_x(Info::Render::_x_max_visible), 0, _r, _g, _b);

    //draw graduations
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    set_color(1.0, 1.0, 1.0);
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    for (Element_pos i = Info::Render::_x_min_visible ; i < Info::Render::_x_max_visible ; i+=graduation_diff){
        const Element_pos grad_div_by_5 = graduation_diff/5;
        for (Element_pos j = (i+grad_div_by_5) ; j<(i+graduation_diff) ; j+= grad_div_by_5){
            draw_line( trace_to_render_x(j) + offset_x, offset_y  ,
                       trace_to_render_x(j) + offset_x, 2+offset_y, _z_ruler);
        }

        draw_line( trace_to_render_x(i) + offset_x, offset_y-1  ,
                   trace_to_render_x(i) + offset_x, 4+offset_y, _z_ruler);
    }
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     return;
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}
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void Render_alternate::set_color(float r, float g, float b){
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    _r = r;
    _g = g;
    _b = b;
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}

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void Render_alternate::draw_text(const Element_pos x, const Element_pos y, const Element_pos size, const std::string s){
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    if (_draw_ruler) return;/* do not draw text for ruler */
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    Container_text_ buf;
    buf.x     = x;
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    buf.y     = render_to_trace_y(y);// + offset_y; //render_to_trace_y(y);/* Cancel previous transformation. */
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    buf.value = s;
    buf.size = size;
    _texts.push_back(buf);
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}

void Render_alternate::draw_quad(Element_pos x, Element_pos y, Element_pos z, Element_pos w, Element_pos h){
    Element_pos offset_x;
    const Element_pos offset_y = -_ruler_y - _ruler_height;

    offset_x = 0;
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    if(_draw_container){
        std::cout << "container : " << x << " " << y << " " << w << " " << h <<std::endl;
        _containers.add(x+offset_x  , y+offset_y  , _r,_g,_b);
        _containers.add(x+offset_x+w, y+offset_y  , _r,_g,_b);
        _containers.add(x+offset_x+w, y+offset_y+h, _r,_g,_b);
        _containers.add(x+offset_x  , y+offset_y+h, _r,_g,_b);
    }
    else if(_draw_states){
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        offset_x = -_default_entity_x_translate;
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        if(_glsl<330) {
            _current->add(x+offset_x  , y+offset_y, 2.0f);//  , _r, _g, _b);
            _current->add(x+offset_x+w, y+offset_y, 1.0f);//  , _r/2, _g/2, _b/2);
            _current->add(x+offset_x+w, y+offset_y+h, 1.0f);//, _r/2, _g/2, _b/2);
            _current->add(x+offset_x  , y+offset_y+h, 2.0f);//, _r, _g, _b);
        }
        else{
            char c1 = 1;
            char c2 = 2;
            _current->add(x+offset_x  , y+offset_y, c2);//  , _r, _g, _b);
            _current->add(x+offset_x+w, y+offset_y, c1);//  , _r/2, _g/2, _b/2);
            _current->add(x+offset_x+w, y+offset_y+h, c1);//, _r/2, _g/2, _b/2);
            _current->add(x+offset_x  , y+offset_y+h, c2);//, _r, _g, _b);
        }
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    }
    else if(_draw_ruler){
    }
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}

void Render_alternate::draw_triangle(Element_pos , Element_pos ,
                                  Element_pos , Element_pos ){
}

void Render_alternate::draw_line(Element_pos x1, Element_pos y1, Element_pos x2, Element_pos y2, Element_pos z){

    const Element_pos offset_x = -_default_entity_x_translate;
    const Element_pos offset_y = -_ruler_y - _ruler_height;

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    if(_draw_counter){
        _counters.add(x1+offset_x,y1+offset_y,_r,_g,_b);
        _counters.add(x2+offset_x,y2+offset_y,_r,_g,_b);
    }
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    else if(_draw_ruler){
        _ruler.add(x1+offset_x, y1+offset_y, _r, _g, _b);
        _ruler.add(x2+offset_x, y2+offset_y, _r, _g, _b);
    }
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    else{

        glBegin(GL_LINES);
        {
            glColor3d(_r, _g, _b);
            glVertex3d(x1 + offset_x, y1 + offset_y, z);
            glVertex3d(x2 + offset_x, y2 + offset_y, z);
        }
        glEnd();
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    }
}

void Render_alternate::draw_circle(Element_pos /*x*/, Element_pos /*y*/, Element_pos /*z*/, Element_pos /*r*/){
}


void Render_alternate::start_draw(){
    /* Init GLEW */
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    //glewInit();
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    _draw_ruler = false;
    _draw_container = false;
    _draw_arrow = false;
    _draw_event = false;

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    //_current_vbo = NULL;
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}

void Render_alternate::start_draw_containers(){
    _draw_container = true;
}

void Render_alternate::draw_container(const Element_pos , const Element_pos , const Element_pos , const Element_pos ){
}

void Render_alternate::draw_container_text(const Element_pos , const Element_pos , const std::string ){
}

void Render_alternate::end_draw_containers(){
    _draw_container = false;
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    _containers.config(_glsl);
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    cout << "end_draw_containers" << endl;
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}

void Render_alternate::start_draw_states(){
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    _draw_states = true;
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}

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void Render_alternate::draw_state(const Element_pos x, const Element_pos y, const Element_pos z, const Element_pos w, const Element_pos h, const EntityValue* value){
    if(_states.count(value)==0){
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        Shader *s = new Shader(_glsl, _r, _g, _b);
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        //Shader *s = new Shader();
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        s->charger();
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        std::pair<const EntityValue*, Shader*> p(value, s);
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        _states_shaders.insert(p);
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        Vbo *v = new Vbo(GL_QUADS);
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        std::pair<const EntityValue*, Vbo*> p2(value, v);
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        _states.insert(p2);
    }
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    _current = _states[value];
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    draw_quad(x, y, z, w, h);
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}

void Render_alternate::end_draw_states(){

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    _draw_states = false;
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    std::map<const EntityValue*, Vbo*>::iterator it;
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    it = _states.begin();
    while(it!=_states.end()){
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        it->second->config(_glsl);
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        it++;
    }
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    //_states.config(_glsl);
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    cout << "end_draw_states" << endl;
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}

void Render_alternate::start_draw_arrows(){
    _draw_arrow = true;

}

void Render_alternate::draw_arrow(const Element_pos start_time, const Element_pos end_time, const Element_pos start_height, const Element_pos end_height, const Element_col red, const Element_col green, const Element_col blue){

    const Element_pos offset_x = -_default_entity_x_translate;
    const Element_pos offset_y = -_ruler_y - _ruler_height;
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    Element_pos x0, x1, y0, y1, l, alpha, cosa, sina;
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    x0 = start_time   + offset_x;
    x1 = end_time     + offset_x;
    y0 = start_height + offset_y;
    y1 = end_height   + offset_y;
    //size of the arrow
    l = sqrt(pow(x1-x0,2)+pow(y1-y0,2));
    //calculate angle beetween arrow and horizontal axe
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    cosa = (x1-x0)/l;
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    sina = (y1-y0)/l;
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    alpha = acos(cosa);
    if(sina<0) alpha*= -1;
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    Element_pos cos30 = cos(PI/6.0);
    Element_pos sin30 = sin(PI/6.0);
    cosa*=(_container_height/2.0);
    sina*=(_container_height/2.0);
    _arrows.add(x0, y0, 1, 1, 1);
    _arrows.add(x1, y1, 1, 1, 1);
    //_arrows2.add(x1, y1, 1, 1, 1);
    _arrows2.add(x1, y1, 1, 1, 1);
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    //_arrows2.add(x1 - cosa*cos30 - sina*sin30,
    //             y1 + sina*cos30 - cosa*sin30,
    //            1, 1, 1);
//_arrows2.add(x1 - cosa*cos30 + sina*sin30,
    //           y1 + sina*cos30 + cosa*sin(30),
    //1, 1, 1);
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    /*glm::mat4 m(1.0);
    m = glm::translate(m, glm::vec3(x0, y0, 0));
    m = glm::rotate(m, alpha, glm::vec3(0,0,1));
    m = glm::scale(m, glm::vec3(l, l, 1));
    glm::vec4 v1(0,0,0,1); //origin
    glm::vec4 v2(1,0,0,1);
    glm::vec4 v3(cos(PI/8), -sin(PI/8)/10, 0, 1);
    glm::vec4 v4(cos(PI/8), sin(PI/8)/10, 0, 1);
    v1 = m * v1;
    v2 = m * v2;
    v3 = m * v3;
    v4 = m * v4;
    _arrows.add(v2.x, v2.y, 1, 1, 1);
    _arrows.add(v1.x, v1.y, 1, 1, 1);
    //_arrows.add(v2.x, v2.y, 1, 1, 1);
    _arrows2.add(v3.x, v3.y, 1, 1, 1);
    _arrows2.add(v2.x, v2.y, 1, 1, 1);
    _arrows2.add(v4.x, v4.y, 1, 1, 1);
     _arrows.add(x0, y0, 0, 1, 1);
     _arrows.add(x1, y1, 0, 1, 1);*/
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    _links.push_back(alpha);
    _links.push_back(l);
    _links.push_back(x1);
    _links.push_back(y1);
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    //_arrows.add(x0, y0, 1, 1, 1);
    //_arrows.add(x1, y1, 1, 1, 1);
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}

void Render_alternate::end_draw_arrows(){
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    //coordinates that we use for all arrows, we will change the angle and scale of using the modelview matrix
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    _arrows3.add(0,0,1,1,1);
    _arrows3.add(-1.2, -0.4, 1, 1, 1);
    _arrows3.add(-1.2, 0.4, 1, 1, 1);
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    //_arrows.add(0,0,1,1,1);
    //_arrows.add(-1,0,1,1,1);
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    //_arrows.add(0,0,1,1,1);
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    //_arrows.add(cos(PI/8), -sin(PI/8), 1, 1, 1);
    //_arrows.add(1,0,1,1,1);
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    //_arrows.add(0,0,1,1,1);
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    //_arrows.add(cos(PI/8), sin(PI/8), 1, 1, 1);
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    _arrows.config(_glsl);
    _arrows2.config(_glsl);
    _arrows3.config(_glsl);
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    _draw_arrow = false;
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    cout << "end_draw_arrows " << _links.size() << endl;
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}

void Render_alternate::start_draw_events(){
    _draw_event = true;
}

void Render_alternate::draw_event(const Element_pos time, const Element_pos height,  const Element_pos container_height){
    const Element_pos offset_x = -_default_entity_x_translate;
    const Element_pos offset_y = -_ruler_y - _ruler_height;

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    //_events.push_back(time + offset_x);
    //_events.push_back(height + offset_y);
    //_events.push_back(container_height);
    _events.add(time+offset_x, height + offset_y, 1, 1, 1);
    _events2.add(time+offset_x, height + offset_y, 1, 1, 1);
    _events2.add(time+offset_x, height+offset_y+container_height/2, 1, 1, 1);
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}


void Render_alternate::end_draw_events(){
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    //As for arrows, we use the same coordinates for every events we draw. Position is changed using modelview matrix
    set_color(1.0, 1.0, 1.0);
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    /*const float angle = 0;
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    const float delta_angle = 2 * PI / NB_STEPS;
    const float radius = 0.5;
    for(int j = 0 ; j < NB_STEPS ; j ++){
        _circles.add(radius*cos(angle + j*delta_angle), radius*sin(angle + j*delta_angle), _r, _g, _b);
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     }*/
    //_circles.add(0, 0, _r, _g, _b);
    //_circles.add(0, 0.5, _r, _g, _b);
    //_circles.add(0, 0, _r, _g, _b);
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        //_circles.add(cos_table[j]/_x_state_scale, (sin_table[j]*Info::Screen::width)/(_y_state_scale*Info::Screen::height), _r, _g, _b);

    //        cos_table2[2*j]=  cos_table[j]/_x_state_scale;
    //       sin_table2[2*j+1]= (sin_table[j]*Info::Screen::width)/(_y_state_scale*Info::Screen::height);
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    _events.config(_glsl);
    _events2.config(_glsl);
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    _draw_event = false;
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    cout << "end_draw_events" << endl;
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}

void Render_alternate::start_draw_counter(){
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    _draw_counter = true;
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}

void Render_alternate::draw_counter(const Element_pos , const Element_pos ){
}

void Render_alternate::end_draw_counter(){
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    _draw_counter = false;
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    _counters.config(_glsl);
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    cout << "end_draw_counters" << endl;
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}

void Render_alternate::start_ruler(){
    _draw_ruler = true;
}

void Render_alternate::end_ruler(){
    _draw_ruler = false;
}

void Render_alternate::end_draw(){
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    cout << "end_draw" << endl;
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}


void Render_alternate::draw_stored_texts(){
}

void Render_alternate::draw_stored_arrows(){
}

void Render_alternate::draw_stored_circles(){
}
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void Render_alternate::release(){
    std::cout << "release" << std::endl;
}

void Render_alternate::draw_text_value(long int id,double text, double y){
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    if(y!=-1){
        Variable_text_ buf;
        buf.y=y;
        buf.value=text;
       // printf("adding %f at %f for %p\n", text, y, (void*)id);
        _variable_texts[id]=buf;
    }else{
        //it's an update
        Variable_text_ buf=_variable_texts[id];
        buf.value=text;
        //printf("updating %f at %f for %p\n", text, y, (void*)id);
        _variable_texts[id]=buf;
    }
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}

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void Render_alternate::show_minimap(){
}

/*!
 * \brief draws the vertical helper line
 */

void Render_alternate::draw_vertical_line(){
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    glm::mat4 mvp;
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    if(vertical_line==0)
        return;
    double vertex[4] = {trace_to_render_x(vertical_line),
                        0.0,
                        trace_to_render_x(vertical_line),
                        Info::Render::height};
    double colors[6] = {1.0, 0.0, 0.0, 1.0, 0.0, 0.0};
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    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
    //glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
    mvp = _projection * _modelview;
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    glUniformMatrix4fv(glGetUniformLocation(_shader->getProgramID(), "MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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    glVertexAttribPointer(0, 2, GL_DOUBLE, GL_FALSE, 0, vertex);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_DOUBLE, GL_FALSE, 0, colors);
    glEnableVertexAttribArray(1);
    glDrawArrays(GL_LINES, 0, 2);
    glDisableVertexAttribArray(0);
    glDisableVertexAttribArray(1);
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}

/*!
 * \brief slot connected to the simple click event
 */
void Render_alternate::update_vertical_line(){
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    if (_mouse_pressed_inside_container)
            set_vertical_line(0);
    else
        set_vertical_line(render_to_trace_x( screen_to_render_x(_mouse_x)));
    updateGL();
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}

/*!
     * \brief set the vertical line offset
     * \param l the line offset.
     */
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void Render_alternate::set_vertical_line(Element_pos new_coord){
    if(new_coord==vertical_line)vertical_line=0;
    else vertical_line=new_coord;
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}
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Element_pos Render_alternate::get_vertical_line(){
        return vertical_line;
}