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https://github.com/YACReader/yacreader
synced 2025-06-04 01:28:55 -04:00
Flow: Remove glu dependency
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@ -28,7 +28,6 @@ folder. To build it, enter the folder and run the commands described above.
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- network
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- network
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- A pdf rendering backend (optional, see below)
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- A pdf rendering backend (optional, see below)
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- qrencode (optional)
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- qrencode (optional)
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- glu
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- (lib)unarr (see below)
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- (lib)unarr (see below)
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Not all dependencies are needed at build time. For example the qml components in
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Not all dependencies are needed at build time. For example the qml components in
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@ -53,13 +53,13 @@ INCLUDEPATH += ../common \
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win32 {
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win32 {
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CONFIG(force_angle) {
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CONFIG(force_angle) {
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message("using ANGLE")
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message("using ANGLE")
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -lglu32 -luser32
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -luser32
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#linking extra libs are necesary for a successful compilation, a better approach should be
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#linking extra libs are necesary for a successful compilation, a better approach should be
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#to remove any OpenGL (desktop) dependencies
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#to remove any OpenGL (desktop) dependencies
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#the OpenGL stuff should be migrated to OpenGL ES
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#the OpenGL stuff should be migrated to OpenGL ES
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DEFINES += FORCE_ANGLE
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DEFINES += FORCE_ANGLE
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} else {
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} else {
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -lglu32 -luser32
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -luser32
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}
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}
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QMAKE_CXXFLAGS_RELEASE += /MP /Ob2 /Oi /Ot /GT /GL
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QMAKE_CXXFLAGS_RELEASE += /MP /Ob2 /Oi /Ot /GT /GL
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@ -67,10 +67,6 @@ win32 {
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CONFIG -= embed_manifest_exe
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CONFIG -= embed_manifest_exe
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}
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}
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unix:!macx:!CONFIG(no_opengl) {
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LIBS += -lGLU
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}
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macx {
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macx {
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QT += macextras gui-private
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QT += macextras gui-private
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CONFIG += objective_c
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CONFIG += objective_c
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@ -30,13 +30,13 @@ INCLUDEPATH += ../common/gl
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win32 {
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win32 {
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CONFIG(force_angle) {
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CONFIG(force_angle) {
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message("using ANGLE")
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message("using ANGLE")
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -lglu32 -luser32
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -luser32
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# linking extra libs are necesary for a successful compilation, a better approach should be
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# linking extra libs are necesary for a successful compilation, a better approach should be
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# to remove any OpenGL (desktop) dependencies
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# to remove any OpenGL (desktop) dependencies
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# the OpenGL stuff should be migrated to OpenGL ES
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# the OpenGL stuff should be migrated to OpenGL ES
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DEFINES += FORCE_ANGLE
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DEFINES += FORCE_ANGLE
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} else {
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} else {
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -lglu32 -luser32
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LIBS += -loleaut32 -lole32 -lshell32 -lopengl32 -luser32
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}
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}
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QMAKE_CXXFLAGS_RELEASE += /MP /Ob2 /Oi /Ot /GT /GL
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QMAKE_CXXFLAGS_RELEASE += /MP /Ob2 /Oi /Ot /GT /GL
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@ -62,10 +62,6 @@ CONFIG(force_angle) {
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}
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}
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}
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}
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unix:!macx:!CONFIG(no_opengl) {
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LIBS += -lGLU
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}
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macx {
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macx {
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LIBS += -framework Foundation -framework ApplicationServices -framework AppKit
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LIBS += -framework Foundation -framework ApplicationServices -framework AppKit
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CONFIG += objective_c
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CONFIG += objective_c
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@ -2,13 +2,7 @@
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#include <QtGui>
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#include <QtGui>
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#include <QtOpenGL>
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#include <QtOpenGL>
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#include <QMatrix4x4>
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#ifdef Q_OS_MAC
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#include <cmath>
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#include <cmath>
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/*** Animation Settings ***/
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/*** Animation Settings ***/
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@ -371,10 +365,10 @@ void YACReaderFlowGL::udpatePerspective(int width, int height)
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glViewport(0, 0, width*pixelRatio, height*pixelRatio);
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glViewport(0, 0, width*pixelRatio, height*pixelRatio);
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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QMatrix4x4 perspectiveMatrix;
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perspectiveMatrix.setToIdentity();
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gluPerspective(20.0, GLdouble(width) / (float)height, 1.0, 200.0);
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perspectiveMatrix.perspective(20.0, GLdouble(width) / (float)height, 1.0, 200.0);
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glLoadMatrixf(perspectiveMatrix.constData());
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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@ -866,12 +860,10 @@ void YACReaderFlowGL::setZoom(int zoom)
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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QMatrix4x4 zoomMatrix;
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//float sideX = ((float(width)/height)/2)*1.5;
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zoomMatrix.setToIdentity();
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//float sideY = 0.5*1.5;
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zoomMatrix.perspective(zoom, (float)width / (float)height, 1.0, 200.0);
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gluPerspective(zoom, (float)width / (float)height, 1.0, 200.0);
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glLoadMatrixf(zoomMatrix.constData());
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//glOrtho(-sideX, sideX, -sideY+0.2, +sideY+0.2, 4, 11.0);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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@ -1113,38 +1105,34 @@ void YACReaderFlowGL::mousePressEvent(QMouseEvent *event)
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if(event->button() == Qt::LeftButton)
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if(event->button() == Qt::LeftButton)
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{
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{
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float x,y;
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float x,y;
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float pixelRatio = devicePixelRatio();
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x = event->x()*devicePixelRatio();
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x = event->x()*pixelRatio;
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y = event->y()*devicePixelRatio();
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y = event->y()*pixelRatio;
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GLint viewport[4];
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GLint viewport[4];
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GLdouble modelview[16];
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QMatrix4x4 modelview;
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GLdouble projection[16];
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QMatrix4x4 projection;
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GLfloat winX, winY, winZ;
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GLfloat winZ;
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GLdouble posX, posY, posZ;
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glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
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glGetFloatv(GL_MODELVIEW_MATRIX, modelview.data());
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glGetDoublev( GL_PROJECTION_MATRIX, projection );
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glGetFloatv(GL_PROJECTION_MATRIX, projection.data());
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glGetIntegerv( GL_VIEWPORT, viewport );
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glGetIntegerv(GL_VIEWPORT, viewport);
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glReadPixels(x, int((float)viewport[3] - (float)y), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
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winX = (float)x;
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auto clickVector = QVector3D(x, (float)viewport[3] - (float)y, winZ);
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winY = (float)viewport[3] - (float)y;
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clickVector = clickVector.unproject(modelview, projection, QRect(viewport[0], viewport[1], viewport[2],viewport[3]));
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glReadPixels(winX, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
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if((clickVector.x() >= 0.5 && !flowRightToLeft) || (clickVector.x() <=-0.5 && flowRightToLeft))
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gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
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if((posX >= 0.5 && !flowRightToLeft) || (posX <=-0.5 && flowRightToLeft))
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{
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{
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//int index = currentSelected+1;
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//while((cfImages[index].current.x-cfImages[index].width/(2.0*config.rotation)) < posX)
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// index++;
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//setCurrentIndex(index-1);
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showNext();
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showNext();
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}
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}
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else if((posX <=-0.5 && !flowRightToLeft) || (posX >= 0.5 && flowRightToLeft) )
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else if((clickVector.x() <=-0.5 && !flowRightToLeft) || (clickVector.x() >= 0.5 && flowRightToLeft) )
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{
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showPrevious();
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showPrevious();
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} else
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}
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}
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else
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{
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QOpenGLWidget::mousePressEvent(event);
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QOpenGLWidget::mousePressEvent(event);
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}
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doneCurrent();
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doneCurrent();
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}
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}
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@ -1152,26 +1140,22 @@ void YACReaderFlowGL::mouseDoubleClickEvent(QMouseEvent* event)
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{
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{
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makeCurrent();
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makeCurrent();
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float x,y;
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float x,y;
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float pixelRatio = devicePixelRatio();
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x = event->x()*devicePixelRatio();
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x = event->x()*pixelRatio;
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y = event->y()*devicePixelRatio();
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y = event->y()*pixelRatio;
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GLint viewport[4];
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GLint viewport[4];
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GLdouble modelview[16];
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QMatrix4x4 modelview;
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GLdouble projection[16];
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QMatrix4x4 projection;
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GLfloat winX, winY, winZ;
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GLfloat winZ;
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GLdouble posX, posY, posZ;
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glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
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glGetFloatv(GL_MODELVIEW_MATRIX, modelview.data());
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glGetDoublev( GL_PROJECTION_MATRIX, projection );
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glGetFloatv(GL_PROJECTION_MATRIX, projection.data());
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glGetIntegerv( GL_VIEWPORT, viewport );
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glGetIntegerv(GL_VIEWPORT, viewport);
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glReadPixels(x, int((float)viewport[3] - (float)y), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
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winX = (float)x;
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auto clickVector = QVector3D(x, (float)viewport[3] - (float)y, winZ);
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winY = (float)viewport[3] - (float)y;
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clickVector = clickVector.unproject(modelview, projection, QRect(viewport[0], viewport[1], viewport[2],viewport[3]));
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glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
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gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
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if(clickVector.x() <= 0.5 && clickVector.x() >= -0.5)
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if(posX <= 0.5 && posX >= -0.5)
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{
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{
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emit selected(centerIndex());
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emit selected(centerIndex());
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event->accept();
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event->accept();
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