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:
@@ -1,14 +1,18 @@
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#include "ViewportWidget.h"
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#include "ViewCube.h"
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#include <QMouseEvent>
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#include <QWheelEvent>
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#include <QApplication>
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#include <QPainter>
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#include <QFontMetrics>
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#include <QVector3D>
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ViewportWidget::ViewportWidget(QWidget *parent)
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: QOpenGLWidget(parent)
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{
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m_viewCube = new ViewCube();
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}
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ViewportWidget::~ViewportWidget()
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{
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delete m_viewCube;
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}
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void ViewportWidget::initializeGL()
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@@ -16,7 +20,7 @@ void ViewportWidget::initializeGL()
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initializeOpenGLFunctions();
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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createFaceTextures();
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m_viewCube->initializeGL();
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}
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void ViewportWidget::paintGL()
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@@ -40,26 +44,11 @@ void ViewportWidget::paintGL()
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drawCube();
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// View cube rendering in top right
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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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// View cube rendering
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QMatrix4x4 viewCubeModel;
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viewCubeModel.rotate(xRot / 16.0f, 1, 0, 0);
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viewCubeModel.rotate(yRot / 16.0f, 0, 1, 0);
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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(viewCubeModel.constData());
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drawViewCube();
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drawAxes();
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m_viewCube->paintGL(viewCubeModel, width(), height());
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glViewport(0, 0, width(), height());
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}
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@@ -104,112 +93,6 @@ void ViewportWidget::wheelEvent(QWheelEvent *event)
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update();
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}
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void ViewportWidget::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 ViewportWidget::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 ViewportWidget::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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void ViewportWidget::drawCube()
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{
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glBegin(GL_QUADS);
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