feat: Render view cube labels as OpenGL textures
Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
This commit is contained in:
@@ -16,6 +16,7 @@ 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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}
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void ViewportWidget::paintGL()
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@@ -61,40 +62,6 @@ void ViewportWidget::paintGL()
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drawAxes();
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glViewport(0, 0, width(), height());
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// Text rendering with QPainter
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QPainter painter(this);
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painter.setPen(Qt::white);
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painter.setFont(QFont("Arial", 10));
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struct Face {
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QString name;
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QVector3D center;
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QVector3D normal;
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};
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QVector<Face> faces = {
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{"FRONT", {0, 0, 1.0}, {0, 0, 1}},
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{"BACK", {0, 0, -1.0}, {0, 0, -1}},
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{"TOP", {0, 1.0, 0}, {0, 1, 0}},
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{"BOTTOM",{0, -1.0, 0}, {0, -1, 0}},
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{"RIGHT", {1.0, 0, 0}, {1, 0, 0}},
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{"LEFT", {-1.0, 0, 0}, {-1, 0, 0}}
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};
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for (const auto& face : faces) {
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QVector3D transformedNormal = viewCubeModel.mapVector(face.normal);
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// Use a small epsilon for floating point comparison
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if (transformedNormal.z() > 0.1) { // Simple back-face culling
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QRect viewportRect(width() - viewCubeSize, 0, viewCubeSize, viewCubeSize);
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QVector3D pos2D = face.center.project(viewCubeModel, viewCubeProjection, viewportRect);
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QFontMetrics metrics(painter.font());
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int textWidth = metrics.horizontalAdvance(face.name);
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int textHeight = metrics.height();
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QRect textRect(pos2D.x() - textWidth / 2, pos2D.y() - textHeight / 2, textWidth, textHeight);
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painter.drawText(textRect, Qt::AlignCenter, face.name);
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}
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}
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}
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void ViewportWidget::resizeGL(int w, int h)
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@@ -137,49 +104,90 @@ 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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glBegin(GL_QUADS);
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// All faces are light gray
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glColor3f(0.8, 0.8, 0.8);
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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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glVertex3f(-size, -size, size);
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glVertex3f(size, -size, size);
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glVertex3f(size, size, size);
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glVertex3f(-size, size, size);
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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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glVertex3f(-size, -size, -size);
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glVertex3f(-size, size, -size);
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glVertex3f(size, size, -size);
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glVertex3f(size, -size, -size);
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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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glVertex3f(-size, size, -size);
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glVertex3f(-size, size, size);
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glVertex3f(size, size, size);
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glVertex3f(size, size, -size);
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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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glVertex3f(-size, -size, -size);
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glVertex3f(size, -size, -size);
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glVertex3f(size, -size, size);
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glVertex3f(-size, -size, size);
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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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glVertex3f(size, -size, -size);
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glVertex3f(size, size, -size);
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glVertex3f(size, size, size);
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glVertex3f(size, -size, size);
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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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glVertex3f(-size, -size, -size);
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glVertex3f(-size, -size, size);
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glVertex3f(-size, size, size);
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glVertex3f(-size, size, -size);
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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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