Render_alternate.cpp 37 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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#include "render/text2D.hpp"
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/* -- */
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#include "core/Core.hpp"
#include "render/vbo.hpp"
#include <iostream>
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#define PI 3.14159265
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using namespace std;


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

static bool _draw_container;
static bool _draw_ruler;
static bool _draw_arrow;
static bool _draw_event;
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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_POLYGON), _arrows(GL_LINE), _counters(GL_LINE), _ruler(GL_QUADS), _shader("vertexshader.vertexshader", "fragmentshader.fragmentshader"), _modelview(glm::mat4(1.0)), _projection(glm::mat4(1.0)){
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    setAutoFillBackground(false);
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}


Render_alternate::~Render_alternate(){
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    cleanupText2D();
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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();
    glClearColor(0.5f, 0.5f, 0.55f, 0.0f);
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    //glEnable(GL_DEPTH_TEST);
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    //glClearStencil(0);
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    std::cout << "init" << std::endl;
    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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    initText2D("Holstein.DDS");
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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)
        _projection = glm::ortho(0., Info::Render::width, 0., Info::Render::height, 0., 1.);
    else{
     message << tr("Undefined value for the drawing state attribute - Render area").toStdString() << Message::ende;
     }

        /*glMatrixMode(GL_PROJECTION);
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    glLoadIdentity();


    if(DRAWING_STATE_WAITING == _state){// A wait is drawn
        glOrtho(-50, 50, -50, 50, 0, 1000);
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    }else if (DRAWING_STATE_DRAWING == _state){// A trace is drawn
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        glOrtho(0, Info::Render::width, 0, Info::Render::height, 0, -1000);
    }else{
        message << tr("Undefined value for the drawing state attribute - Render area").toStdString() << Message::ende;
    }
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     glMatrixMode(GL_MODELVIEW);*/

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}


void  Render_alternate::paintGL(){
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    //glClearColor(0.0, 1.0, 0.0, 1.0);
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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
    glUseProgram(_shader.getProgramID());
    std::cout << "paintGL" << std::endl;
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    glm::mat4 tmp = _modelview;
    //_modelview = glm::translate(_modelview, glm::vec3(0.0, Info::Render::height, 100.0));
    //_modelview = glm::rotate(_modelview, (float)180.0, glm::vec3(1.0, 0.0, 0.0));
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    _ruler.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));
    glDrawArrays(GL_QUADS, 0, _ruler.getNbVertex());
    _ruler.unlock();
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/* drawing containers*/
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    _containers.lock();
    //_modelview = glm::translate(_modelview, glm::vec3(0.0f, _ruler_y + _ruler_height -_y_state_translate,  _z_container));
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    _modelview = glm::translate(_modelview, glm::vec3(0.0, _ruler_y + _ruler_height - _y_state_translate, 0.0));
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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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    glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
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    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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    /*drawing states*/
    _states.lock();
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    _modelview = glm::translate(_modelview, glm::vec3(_default_entity_x_translate - _x_state_translate, _ruler_y + _ruler_height - _y_state_translate, 0.0/*_z_state*/));
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    _modelview = glm::scale(_modelview, glm::vec3(_x_state_scale, _y_state_scale, 1));
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    glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
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    glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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    glDrawArrays(GL_QUADS, 0, _states.getNbVertex());
    _states.unlock();
    _modelview = tmp;

    /*drawing links*/
    /*_arrows.lock();
    tmp = _modelview;
    _modelview = glm::translate(_modelview, glm::vec3(_default_entity_x_translate - _x_state_translate, 0 , 0));
    glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
    glDrawArrays(GL_LINES, 0, _arrows.getNbVertex());
    _arrows.unlock();
     _modelview = tmp;*/
    int n = _links.size()/4;
    for(int i=0; i<n ; i++){
        _arrows.lock();
        //save current modelview
        tmp = _modelview;
        //change matrix
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        _modelview = glm::translate(_modelview, glm::vec3(_default_entity_x_translate - _x_state_translate, _ruler_y + _ruler_height - _y_state_translate , 0));
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        _modelview = glm::scale(_modelview, glm::vec3(_x_state_scale, _y_state_scale, 1.0));
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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));
        _modelview = glm::scale(_modelview, glm::vec3(_links[4*i+1], _links[4*i+1/10], 1));
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        //draw the arrow
        glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
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        glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
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        glDrawArrays(GL_LINES, 0,6);
        _arrows.unlock();
        //restore matrix
        _modelview = tmp;
    }
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    //    _containers.display(_modelview);
    //rendu
    //deselect shader
    glUseProgram(0);
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    //_modelview = glm::translate(_modelview, glm::vec3(0.0, -100*Info::Render::height, 0.0));
    //_modelview = glm::scale(_modelview, glm::vec3(1000,100,1));
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    /*for(int i=0; i<_texts.size(); i++){
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        glm::vec4 current(_texts[i].x, _texts[i].y, 0.0, 1.0);
        //we get coordinates beetween (-1 ; 1)
        current = _projection * _modelview * current;
        //conversion to (0,800) and (0,600) corresponding to the size of the texture used
        current[0] = current[0] * 400 + 400;
        current[1] = current[1] * 300 + 300;
        printText2D(_texts[i].value.c_str(), current[0], current[1], _texts[i].size, _projection, _modelview);
    }
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     _modelview = tmp;*/

    QFont arial_font = QFont("Arial", 10);
    qglColor(Qt::white);

    const QFontMetrics metric(arial_font);

    //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),
                         render_to_screen_y( trace_to_render_y(_texts[i].y) + 0.5),
                         text_elided,
                         arial_font);

            //push only displayed values in the map
                previous_by_column[_texts[i].x]=_texts[i].y;
                //displayed++;
            }//else{skipped++;}
        }
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//     Render_alternate::QGLWidget::setFocus(Qt::ActiveWindowFocusReason);/* give the focus to the render area for mouse and keyboard events */
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//     glClearDepth(1.0);
//     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//     glLoadIdentity();
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//     if(DRAWING_STATE_WAITING == _state){/* A wait is drawn */
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//         /* turn around y axis */
//         _wait_angle+=0.1f;
//         if (_wait_angle>=360) _wait_angle=0.0f;
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//         glPushMatrix();
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//         glScalef(15, 15, 0);
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//         glRotatef(-_wait_angle,0, 1, 0);
//         glRotatef(_wait_angle_y, 1, 0, 0);
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//         glPopMatrix();
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//     }else if (DRAWING_STATE_DRAWING == _state){/* A trace is drawn */
//         glMatrixMode(GL_MODELVIEW);
//         glLoadIdentity();
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//         glPushMatrix();
//         {
//             glTranslated(0.0, Info::Render::height, 100.0);
//             glRotated(180.0, 1.0, 0.0, 0.0);
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//             glPushMatrix();
//             {
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//                 glTranslated(_default_entity_x_translate - _x_state_translate, _ruler_y + _ruler_height - _y_state_translate, 0.0);
//                 glScalef(_x_state_scale, _y_state_scale, 1.0);
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//                 for (unsigned int i=0 ;
//                      i<_vbos.size()   ;
//                      i++){
//                     _vbos[i]->display();
//                 }
//             }
//             glPopMatrix();
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//             call_ruler();
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//              if (false == Info::Render::_no_arrows)/* display arrows */
//                  draw_stored_arrows();
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//              if (false == Info::Render::_no_events)/* display events */
//                  draw_stored_circles();
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//         }
//         glPopMatrix();
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//         glPushMatrix();
//         {
//             glTranslated(0.0,  0.0, 100.0);/* not accurate */
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//             if (_mouse_pressed){
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//                 glTranslated(0.0, 0.0, _z_container_under);
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//                 Element_pos old_x, old_y, new_x, new_y;
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//                 old_x = _mouse_x*(Info::Render::width/Info::Screen::width);
//                 old_y =  Info::Render::height - _mouse_y*(Info::Render::height/Info::Screen::height);
//                 new_x = _new_mouse_x*(Info::Render::width/Info::Screen::width);
//                 new_y =  Info::Render::height - _new_mouse_y*(Info::Render::height/Info::Screen::height);
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// #ifdef DEBUG_MODE_RENDER_OPENGL
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//                 cerr << __FILE__ << " l." << __LINE__ << ":" << endl;
//                 cerr << "Selection rectangle position: (" << old_x << ", " << old_y << ") - (" << new_x << ", " << new_y << ")" << endl;
// #endif
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//                 glEnable(GL_BLEND);
//                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//                 /* Square for selection */
//                 glBegin(GL_QUADS);
//                 {
//                     glColor4d(0.9, 1.0, 0.9, _selection_rectangle_alpha);glVertex2d(old_x, old_y);
//                     glColor4d(0.9, 0.9, 0.9, _selection_rectangle_alpha);glVertex2d(old_x, new_y);
//                     glColor4d(0.9, 0.9, 0.9, _selection_rectangle_alpha);glVertex2d(new_x, new_y);
//                     glColor4d(0.9, 0.9, 0.9, _selection_rectangle_alpha);glVertex2d(new_x, old_y);
//                 }
//                 glEnd();
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//                 glDisable(GL_BLEND);
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//             }/* end  if (true==_mouse_pressed) */
//         }
//         glPopMatrix();
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//     }else{
//         message << tr("Undefined value for the drawing state attribute - Render area").toStdString() << Message::ende;
//     }
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//     glFlush();
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//     /* Check the errors */
//     GLenum glerror;
//     glerror = glGetError();
//     if(glerror != GL_NO_ERROR)
//         message << tr("Render area : the following OpengGL error occured: ").toStdString() << (char *)gluErrorString(glerror) << Message::endw;
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//     if(DRAWING_STATE_WAITING == _state)/* A wait is drawn, do not take car about the ruler drawing */
//         return;
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//     QFont arial_font = QFont("Arial", 10);
//     qglColor(Qt::white);//QColor(0, 0, 0));
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//     /* Draw container text */
//     const unsigned int texts_size = _texts.size();
//     for (unsigned int i=0 ; i<texts_size ; i++){
//         const QFontMetrics metric(arial_font);
//         const QString text_elided = metric.elidedText(_texts[i].value.c_str(), Qt::ElideRight, _x_scale_container_state*Info::Screen::width/3.);
//         renderText ( render_to_screen_x(_texts[i].x * _x_scale_container_state/0.20),
//                      render_to_screen_y( trace_to_render_y(_texts[i].y) + 0.5),
//                      text_elided,
//                      arial_font);
//     }
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//     /* Draw ruler text */
//     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);
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//     //    painter.setFont(QFont("Arial", 14));
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//     arial_font.setPointSize(14);
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//     buf_txt.str("");/* flush the buffer */
//     buf_txt << "min: " << (double)Info::Render::_x_min_visible;
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//     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);
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//     buf_txt.str("");/* flush the buffer */
//     buf_txt << "max: " << (double)Info::Render::_x_max_visible;
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//     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);
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//     buf_txt.str("");
//     buf_txt << Ruler::get_common_part_string(Info::Render::_x_min_visible, coeff_prefix) << "--";
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//     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);
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//     arial_font.setPointSize(10);
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//     for (Element_pos i = Info::Render::_x_min_visible ;
//          i < Info::Render::_x_max_visible ;
//          i+=graduation_diff){
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//         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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}





/***********************************
 *
 *
 *
 * 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(){
    Element_pos graduation_diff;
    Element_pos coeff_prefix;
    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);
    coeff_prefix    = Ruler::get_coeff_for_common_prefix(Info::Render::_x_min_visible, Info::Render::_x_max_visible);
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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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    glBegin(GL_QUADS);
    {
        glColor4d(0.0, 0.0, 1.0, 0.8);
        glVertex3d(trace_to_render_x(Info::Render::_x_min_visible) , 0, _z_ruler_under );
        glVertex3d(trace_to_render_x(Info::Render::_x_min_visible) , 8, _z_ruler_under );
        glVertex3d(trace_to_render_x(Info::Render::_x_max_visible) , 8, _z_ruler_under );
        glVertex3d(trace_to_render_x(Info::Render::_x_max_visible) , 0, _z_ruler_under );
    }
    glEnd();
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    glBegin(GL_QUADS);
    {
        glColor4d(0.0, 0.0, 0.0, 1.0);
        glVertex3d(trace_to_render_x(Info::Render::_x_min_visible) , 0, _z_ruler_over );
        glVertex3d(trace_to_render_x(Info::Render::_x_min_visible) , 3, _z_ruler_over );
        glVertex3d(trace_to_render_x(Info::Render::_x_max_visible) , 3, _z_ruler_over );
        glVertex3d(trace_to_render_x(Info::Render::_x_max_visible) , 0, _z_ruler_over );
    }
    glEnd();
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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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        _states.add(x+offset_x  , y+offset_y  , _r, _g, _b);
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        _states.add(x+offset_x+w, y+offset_y  , _r/2, _g/2, _b/2);
        _states.add(x+offset_x+w, y+offset_y+h, _r/2, _g/2, _b/2);
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        _states.add(x+offset_x  , y+offset_y+h, _r, _g, _b);
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    }
    else if(_draw_ruler){
        std::cout << "coucou" << std::endl;
        _ruler.add(x  , y  , _r, _g, _b);
        _ruler.add(x  , y+h, _r, _g, _b);
        _ruler.add(x+w, y+h, _r, _g, _b);
        _ruler.add(x+w, y  , _r, _g, _b);
    }
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        /*state = Vbo::VBO_OK;
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        if(NULL != _current_vbo)
            state = _current_vbo->add(8, data);
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        if (Vbo::VBO_OUT_OF_MEMORY == state){
            /* Store the current vbo */
        // _vbos.push_back(_current_vbo);
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            /* Create a new vbo */
        //  _current_vbo = NULL;/* DO NOT DEALLOCATE BEFORE!
        //  _current_vbo = new Vbo(100000, _current_vbo->QUADS);

        /*  if (NULL == _current_vbo)
                                 message << tr("Cannot create a Vbo for states.").toStdString() << Message::ende;*/
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    /*
    glBegin(GL_QUADS);
    {
        glColor3d(_red, _green, _blue);
        glVertex3d(x + offset_x    , y + offset_y    , z        );
        glVertex3d(x + offset_x    , y + h + offset_y, z        );
        glColor3d(_red/1.5         , _green/1.5      , _blue/1.5);
        glVertex3d(x + w + offset_x, y + h + offset_y, z        );
        glVertex3d(x + w + offset_x, y + offset_y    , z        );
    }
    glEnd();*/
}

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){
    if (_draw_ruler || _draw_arrow || _draw_event) return;/* do not draw line for ruler or for arrow or for event */


    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);
    }
    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();
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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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}

void Render_alternate::draw_state(const Element_pos , const Element_pos , const Element_pos , const Element_pos , const Element_col , const Element_col , const Element_col ){
}

void Render_alternate::end_draw_states(){

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    _draw_states = false;
    _states.config();
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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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    /*_arrows.add(start_time+ offset_x, start_height + offset_y, _r, _g, _b);
     _arrows.add(end_time  + offset_x, end_height   + offset_y, _r, _g, _b);*/
    //triangles ?
    Element_pos x0, x1, y0, y1, l, alpha, cos, sin;
    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
    cos = (x1-x0)/l;
    sin = (y1-y0)/l;
    alpha = acos(cos);
    if(sin<0) alpha*= -1;
    _links.push_back(alpha);
    _links.push_back(l);
    _links.push_back(x0);
    _links.push_back(y0);
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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
    _arrows.add(1,0,1,1,1);
    _arrows.add(0,0,1,1,1);
    _arrows.add(1,0,1,1,1);
    //_arrows.add(0,0,1,1,1);
    _arrows.add(cos(PI/8), -sin(PI/8), 1, 1, 1);
    _arrows.add(1,0,1,1,1);
    //_arrows.add(0,0,1,1,1);
    _arrows.add(cos(PI/8), sin(PI/8), 1, 1, 1);
    _arrows.config();
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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){
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    /*Event_ buf;
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    const Element_pos offset_x = -_default_entity_x_translate;
    const Element_pos offset_y = -_ruler_y - _ruler_height;

    buf.time             = time   + offset_x;
    buf.height           = height + offset_y;
    buf.container_height = container_height   + offset_y;
    buf.red              = _red;
    buf.green            = _green;
    buf.blue             = _blue;

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     _circles.push_back(buf);*/
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}


void Render_alternate::end_draw_events(){
    _draw_event = false;
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    _events.config();
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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;
    _counters.config();
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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;
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    std::cout << "end_ruler" << std::endl;
    _ruler.config();
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}

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(){

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    // /* Only draw triangle. Lines are already in a display list */
    // const Element_pos coeff = 180.0f/M_PI;
    // Element_pos angle;
    // Element_pos start_time, end_time, start_height, end_height;
    // Element_pos scaled_start_time, scaled_end_time, scaled_start_height, scaled_end_height;



    // const unsigned int arrow_size = _arrows.size();
    // for (unsigned int i=0 ; i<arrow_size ; i++){

    //     start_time   = _arrows[i].start_time;// + _x_state_scale*_x_state_translate;
    //     end_time     = _arrows[i].end_time;// + _x_state_scale*_x_state_translate;
    //     start_height = _arrows[i].start_height;
    //     end_height   = _arrows[i].end_height;

    //     set_color(_arrows[i].red, _arrows[i].green, _arrows[i].blue);

    //     scaled_start_time   = start_time   * _x_state_scale;
    //     scaled_end_time     = end_time     * _x_state_scale;
    //     scaled_start_height = start_height * _y_state_scale;
    //     scaled_end_height   = end_height   * _y_state_scale;

    //     glPushMatrix();
    //     {

    //         glTranslated(_default_entity_x_translate + _x_state_scale*end_time - _x_state_translate,
    //                      _ruler_y + _ruler_height + _y_state_scale*end_height - _y_state_translate,
    //                      _z_arrow);

    //         if (start_time != end_time){
    //             angle = atan2((scaled_end_height - scaled_start_height), (scaled_end_time - scaled_start_time))*coeff;/* arc tangent */
    //             glRotatef(angle, 0, 0, 1);
    //         }
    //         else
    //             glRotatef(90, 0, 0, 1);/* vertical alignment */

    //         glBegin(GL_TRIANGLES);
    //         {
    //             // glColor3d(_red, _green, _blue);
    //             glVertex2d(0.0, 0.0);
    //             glVertex2d(-1.2, -0.4);
    //             glVertex2d(-1.2, 0.4);
    //         }
    //         glEnd();

    //     }
    //     glPopMatrix();

    //     glPushMatrix();
    //     {

    //         glTranslated(_default_entity_x_translate - _x_state_translate,
    //                      _ruler_y + _ruler_height - _y_state_translate,
    //                      _z_arrow);
    //         glScalef(_x_state_scale, _y_state_scale, 1.0);

    //         glBegin(GL_LINES);
    //         {
    //             glVertex2d(start_time, start_height);
    //             glVertex2d(end_time  , end_height  );
    //         }
    //         glEnd();
    //     }
    //     glPopMatrix();
    // }
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}

void Render_alternate::draw_stored_circles(){
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    // const int step          = 20;/* 20 polygons for the circle */
    // const float angle       = M_PI/2.0f;
    // const float delta_angle = 2*M_PI/step;
    // const float radius = .5f;
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    // const unsigned int size = _circles.size();
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