refactor: Extract view cube rendering to dedicated class
Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
This commit is contained in:
138
src/ViewCube.cpp
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138
src/ViewCube.cpp
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#include "ViewCube.h"
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#include <QPainter>
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#include <QFont>
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ViewCube::ViewCube()
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{
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}
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void ViewCube::initializeGL()
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{
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initializeOpenGLFunctions();
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createFaceTextures();
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}
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void ViewCube::paintGL(const QMatrix4x4& viewMatrix, int width, int height)
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{
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int viewCubeSize = 150;
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glViewport(width - viewCubeSize, height - viewCubeSize, viewCubeSize, viewCubeSize);
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glClear(GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 viewCubeProjection;
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viewCubeProjection.ortho(-2, 2, -2, 2, -10, 10);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(viewCubeProjection.constData());
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(viewMatrix.constData());
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drawViewCube();
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drawAxes();
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}
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void ViewCube::createFaceTextures()
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{
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QStringList labels = {"FRONT", "BACK", "TOP", "BOTTOM", "RIGHT", "LEFT"};
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glGenTextures(6, faceTextures);
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for (int i = 0; i < 6; ++i) {
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QImage image(128, 128, QImage::Format_RGBA8888);
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image.fill(qRgba(204, 204, 204, 255)); // light gray background
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QPainter painter(&image);
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painter.setPen(Qt::black);
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painter.setFont(QFont("Arial", 24, QFont::Bold));
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painter.drawText(image.rect(), Qt::AlignCenter, labels[i]);
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QImage glImage = image.mirrored(false, true);
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glBindTexture(GL_TEXTURE_2D, faceTextures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glImage.width(), glImage.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, glImage.bits());
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}
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}
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void ViewCube::drawViewCube()
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{
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float size = 0.75;
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glEnable(GL_TEXTURE_2D);
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glColor3f(1.0, 1.0, 1.0); // Use white so texture colors are not modulated
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// Front face
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glBindTexture(GL_TEXTURE_2D, faceTextures[0]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex3f(-size, -size, size);
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glTexCoord2f(1.0, 0.0); glVertex3f(size, -size, size);
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glTexCoord2f(1.0, 1.0); glVertex3f(size, size, size);
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glTexCoord2f(0.0, 1.0); glVertex3f(-size, size, size);
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glEnd();
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// Back face
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glBindTexture(GL_TEXTURE_2D, faceTextures[1]);
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glBegin(GL_QUADS);
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glTexCoord2f(1.0, 0.0); glVertex3f(-size, -size, -size);
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glTexCoord2f(1.0, 1.0); glVertex3f(-size, size, -size);
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glTexCoord2f(0.0, 1.0); glVertex3f(size, size, -size);
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glTexCoord2f(0.0, 0.0); glVertex3f(size, -size, -size);
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glEnd();
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// Top face
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glBindTexture(GL_TEXTURE_2D, faceTextures[2]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex3f(-size, size, -size);
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glTexCoord2f(0.0, 0.0); glVertex3f(-size, size, size);
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glTexCoord2f(1.0, 0.0); glVertex3f(size, size, size);
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glTexCoord2f(1.0, 1.0); glVertex3f(size, size, -size);
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glEnd();
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// Bottom face
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glBindTexture(GL_TEXTURE_2D, faceTextures[3]);
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glBegin(GL_QUADS);
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glTexCoord2f(1.0, 1.0); glVertex3f(-size, -size, -size);
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glTexCoord2f(0.0, 1.0); glVertex3f(size, -size, -size);
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glTexCoord2f(0.0, 0.0); glVertex3f(size, -size, size);
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glTexCoord2f(1.0, 0.0); glVertex3f(-size, -size, size);
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glEnd();
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// Right face
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glBindTexture(GL_TEXTURE_2D, faceTextures[4]);
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glBegin(GL_QUADS);
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glTexCoord2f(1.0, 0.0); glVertex3f(size, -size, -size);
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glTexCoord2f(1.0, 1.0); glVertex3f(size, size, -size);
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glTexCoord2f(0.0, 1.0); glVertex3f(size, size, size);
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glTexCoord2f(0.0, 0.0); glVertex3f(size, -size, size);
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glEnd();
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// Left face
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glBindTexture(GL_TEXTURE_2D, faceTextures[5]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex3f(-size, -size, -size);
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glTexCoord2f(1.0, 0.0); glVertex3f(-size, -size, size);
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glTexCoord2f(1.0, 1.0); glVertex3f(-size, size, size);
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glTexCoord2f(0.0, 1.0); glVertex3f(-size, size, -size);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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void ViewCube::drawAxes()
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{
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glLineWidth(2.0f);
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glBegin(GL_LINES);
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// X-axis (red)
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glColor3f(1.0, 0.0, 0.0);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(1.5, 0.0, 0.0);
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// Y-axis (green)
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glColor3f(0.0, 1.0, 0.0);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(0.0, 1.5, 0.0);
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// Z-axis (blue)
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glColor3f(0.0, 0.0, 1.0);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(0.0, 0.0, 1.5);
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glEnd();
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glLineWidth(1.0f);
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}
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