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Copy pathConnections.cpp
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855 lines (736 loc) · 30.2 KB
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// SPDX-License-Identifier: GPL-2.0-or-later
// Copyright (C) 2019 The MMapper Authors
#include "Connections.h"
#include "../configuration/configuration.h"
#include "../global/Flags.h"
#include "../map/DoorFlags.h"
#include "../map/ExitFieldVariant.h"
#include "../mapdata/mapdata.h"
#include "../opengl/Font.h"
#include "../opengl/FontFormatFlags.h"
#include "../opengl/LineRendering.h"
#include "../opengl/OpenGL.h"
#include "../opengl/OpenGLTypes.h"
#include "ConnectionLineBuilder.h"
#include "MapCanvasData.h"
#include "connectionselection.h"
#include "mapcanvas.h"
#include <cassert>
#include <cstdlib>
#include <optional>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/norm.hpp>
#include <QColor>
#include <QMessageLogContext>
#include <QtCore>
static constexpr const float CONNECTION_LINE_WIDTH = 0.045f;
static constexpr const float VALID_CONNECTION_POINT_SIZE = 6.f;
static constexpr const float NEW_CONNECTION_POINT_SIZE = 8.f;
static constexpr const float FAINT_CONNECTION_ALPHA = 0.1f;
NODISCARD static bool isCrossingZAxis(const glm::vec3 p1, const glm::vec3 p2)
{
return std::abs(p1.z - p2.z) > mmgl::GEOMETRIC_EPSILON;
}
NODISCARD static bool isConnectionMode(const CanvasMouseModeEnum mode)
{
switch (mode) {
case CanvasMouseModeEnum::CREATE_CONNECTIONS:
case CanvasMouseModeEnum::CREATE_ONEWAY_CONNECTIONS:
case CanvasMouseModeEnum::SELECT_CONNECTIONS:
return true;
case CanvasMouseModeEnum::NONE:
case CanvasMouseModeEnum::MOVE:
case CanvasMouseModeEnum::RAYPICK_ROOMS:
case CanvasMouseModeEnum::SELECT_ROOMS:
case CanvasMouseModeEnum::CREATE_ROOMS:
case CanvasMouseModeEnum::SELECT_INFOMARKS:
case CanvasMouseModeEnum::CREATE_INFOMARKS:
break;
}
return false;
}
NODISCARD static glm::vec2 getConnectionOffsetRelative(const ExitDirEnum dir)
{
switch (dir) {
// NOTE: These are flipped north/south.
case ExitDirEnum::NORTH:
return {0.f, +0.4f};
case ExitDirEnum::SOUTH:
return {0.f, -0.4f};
case ExitDirEnum::EAST:
return {0.4f, 0.f};
case ExitDirEnum::WEST:
return {-0.4f, 0.f};
// NOTE: These are flipped north/south.
case ExitDirEnum::UP:
return {0.25f, 0.25f};
case ExitDirEnum::DOWN:
return {-0.25f, -0.25f};
case ExitDirEnum::UNKNOWN:
return {0.f, 0.f};
case ExitDirEnum::NONE:
default:
break;
}
assert(false);
return {};
};
NODISCARD static glm::vec3 getConnectionOffset(const ExitDirEnum dir)
{
return glm::vec3{getConnectionOffsetRelative(dir), 0.f} + glm::vec3{0.5f, 0.5f, 0.f};
}
NODISCARD static glm::vec3 getPosition(const ConnectionSelection::ConnectionDescriptor &cd)
{
return cd.room.getPosition().to_vec3() + getConnectionOffset(cd.direction);
}
NODISCARD static QString getDoorPostFix(const RoomHandle &room, const ExitDirEnum dir)
{
static constexpr const auto SHOWN_FLAGS = DoorFlagEnum::NEED_KEY | DoorFlagEnum::NO_PICK
| DoorFlagEnum::DELAYED;
const DoorFlags flags = room.getExit(dir).getDoorFlags();
if (!flags.containsAny(SHOWN_FLAGS)) {
return QString{};
}
return QString::asprintf(" [%s%s%s]",
flags.needsKey() ? "L" : "",
flags.isNoPick() ? "/NP" : "",
flags.isDelayed() ? "d" : "");
}
NODISCARD static QString getPostfixedDoorName(const RoomHandle &room, const ExitDirEnum dir)
{
const auto postFix = getDoorPostFix(room, dir);
return room.getExit(dir).getDoorName().toQString() + postFix;
}
NODISCARD UniqueMesh RoomNameBatchIntermediate::getMesh(GLFont &gl) const
{
return gl.getFontMesh(verts);
}
NODISCARD RoomNameBatchIntermediate RoomNameBatch::getIntermediate(const FontMetrics &font) const
{
std::vector<FontVert3d> output;
::getFontBatchRawData(font, m_names.data(), m_names.size(), output);
return RoomNameBatchIntermediate{std::move(output)};
}
void ConnectionDrawer::drawRoomDoorName(const RoomHandle &sourceRoom,
const ExitDirEnum sourceDir,
const RoomHandle &targetRoom,
const ExitDirEnum targetDir)
{
static const auto isShortDistance = [](const Coordinate a, const Coordinate b) -> bool {
return glm::all(glm::lessThanEqual(glm::abs(b.to_ivec2() - a.to_ivec2()), glm::ivec2(1)));
};
const Coordinate sourcePos = sourceRoom.getPosition();
const Coordinate targetPos = targetRoom.getPosition();
if (sourcePos.z != m_currentLayer && targetPos.z != m_currentLayer) {
return;
}
// consider converting this to std::string
QString name;
bool together = false;
const auto &targetExit = targetRoom.getExit(targetDir);
if (targetExit.exitIsDoor() // the other room has a door?
&& targetExit.hasDoorName() // has a door on both sides...
&& targetExit.doorIsHidden() // is hidden
&& isShortDistance(sourcePos, targetPos)) {
if (sourceRoom.getId() > targetRoom.getId() && sourcePos.z == targetPos.z) {
// NOTE: This allows wrap-around connections to the same room (allows source <= target).
// Avoid drawing duplicate door names for each side by only drawing one side unless
// the doors are on different z-layers
return;
}
together = true;
// no need for duplicating names (its spammy)
const QString sourceName = getPostfixedDoorName(sourceRoom, sourceDir);
const QString targetName = getPostfixedDoorName(targetRoom, targetDir);
if (sourceName != targetName) {
name = sourceName + "/" + targetName;
} else {
name = sourceName;
}
} else {
name = getPostfixedDoorName(sourceRoom, sourceDir);
}
static constexpr float XOFFSET = 0.6f;
static const auto getYOffset = [](const ExitDirEnum dir) -> float {
switch (dir) {
case ExitDirEnum::NORTH:
return 0.85f;
case ExitDirEnum::SOUTH:
return 0.35f;
case ExitDirEnum::WEST:
return 0.7f;
case ExitDirEnum::EAST:
return 0.55f;
case ExitDirEnum::UP:
return 1.05f;
case ExitDirEnum::DOWN:
return 0.2f;
case ExitDirEnum::UNKNOWN:
case ExitDirEnum::NONE:
break;
}
assert(false);
return 0.f;
};
const glm::vec2 xy = std::invoke([sourceDir, together, &sourcePos, &targetPos]() -> glm::vec2 {
const glm::vec2 srcPos = sourcePos.to_vec2();
if (together) {
const auto centerPos = (srcPos + targetPos.to_vec2()) * 0.5f;
static constexpr float YOFFSET = 0.7f;
return centerPos + glm::vec2{XOFFSET, YOFFSET};
} else {
return srcPos + glm::vec2{XOFFSET, getYOffset(sourceDir)};
}
});
static const auto bg = Colors::black.withAlpha(0.4f);
const glm::vec3 pos{xy, static_cast<float>(m_currentLayer)};
m_roomNameBatch.emplace_back(GLText{pos,
mmqt::toStdStringLatin1(name), // GL font is latin1
Colors::white,
bg,
FontFormatFlags{FontFormatFlagEnum::HALIGN_CENTER}});
}
void ConnectionDrawer::drawRoomConnectionsAndDoors(const RoomHandle &room)
{
const Map &map = room.getMap();
// Ooops, this is wrong since we may reject a connection that would be visible
// if we looked at the other side.
const auto room_pos = room.getPosition();
const bool sourceWithinBounds = m_bounds.contains(room_pos);
const auto sourceId = room.getId();
for (const ExitDirEnum sourceDir : ALL_EXITS7) {
const auto &sourceExit = room.getExit(sourceDir);
// outgoing connections
if (sourceWithinBounds) {
for (const RoomId outTargetId : sourceExit.getOutgoingSet()) {
const auto &targetRoom = map.getRoomHandle(outTargetId);
const auto &target_coord = targetRoom.getPosition();
const bool targetOutsideBounds = !m_bounds.contains(target_coord);
// Two way means that the target room directly connects back to source room
const ExitDirEnum targetDir = opposite(sourceDir);
const auto &targetExit = targetRoom.getExit(targetDir);
const bool twoway = targetExit.containsOut(sourceId)
&& sourceExit.containsIn(outTargetId) && !targetOutsideBounds;
const bool drawBothZLayers = room_pos.z != target_coord.z;
if (!twoway) {
// Always draw exits for rooms that are not twoway exits
drawConnection(room,
targetRoom,
sourceDir,
targetDir,
!twoway,
sourceExit.exitIsExit() && !targetOutsideBounds);
} else if (sourceId <= outTargetId || drawBothZLayers) {
// Avoid drawing duplicate exits for each side by only drawing one side
drawConnection(room,
targetRoom,
sourceDir,
targetDir,
!twoway,
sourceExit.exitIsExit() && targetExit.exitIsExit());
}
// Draw door names
if (sourceExit.exitIsDoor() && sourceExit.hasDoorName()
&& sourceExit.doorIsHidden()) {
drawRoomDoorName(room, sourceDir, targetRoom, targetDir);
}
}
}
// incoming connections
for (const RoomId inTargetId : sourceExit.getIncomingSet()) {
const auto &targetRoom = map.getRoomHandle(inTargetId);
// Only draw the connection if the target room is within the bounds
const Coordinate target_coord = targetRoom.getPosition();
if (!m_bounds.contains(target_coord)) {
continue;
}
// Only draw incoming connections if they are on a different layer
if (room_pos.z == target_coord.z) {
continue;
}
// Detect if this is a oneway
bool oneway = true;
for (const auto &tempSourceExit : room.getExits()) {
if (tempSourceExit.containsOut(inTargetId)) {
oneway = false;
break;
}
}
if (oneway) {
// Always draw one way connections for each target exit to the source room
for (const ExitDirEnum targetDir : ALL_EXITS7) {
const auto &targetExit = targetRoom.getExit(targetDir);
if (targetExit.containsOut(sourceId)) {
drawConnection(targetRoom,
room,
targetDir,
sourceDir,
oneway,
targetExit.exitIsExit());
}
}
}
}
}
}
void ConnectionDrawer::drawConnection(const RoomHandle &leftRoom,
const RoomHandle &rightRoom,
const ExitDirEnum startDir,
const ExitDirEnum endDir,
const bool oneway,
const bool inExitFlags)
{
/* WARNING: attempts to write to a different layer may result in weird graphical bugs. */
const Coordinate leftPos = leftRoom.getPosition();
const Coordinate rightPos = rightRoom.getPosition();
const int leftX = leftPos.x;
const int leftY = leftPos.y;
const int leftZ = leftPos.z;
const int rightX = rightPos.x;
const int rightY = rightPos.y;
const int rightZ = rightPos.z;
const int dX = rightX - leftX;
const int dY = rightY - leftY;
const int dZ = rightZ - leftZ;
if ((rightZ != m_currentLayer) && (leftZ != m_currentLayer)) {
return;
}
bool neighbours = false;
if ((dX == 0) && (dY == 1) && (dZ == 0)) {
if ((startDir == ExitDirEnum::NORTH) && (endDir == ExitDirEnum::SOUTH) && !oneway) {
return;
}
neighbours = true;
}
if ((dX == 0) && (dY == -1) && (dZ == 0)) {
if ((startDir == ExitDirEnum::SOUTH) && (endDir == ExitDirEnum::NORTH) && !oneway) {
return;
}
neighbours = true;
}
if ((dX == +1) && (dY == 0) && (dZ == 0)) {
if ((startDir == ExitDirEnum::EAST) && (endDir == ExitDirEnum::WEST) && !oneway) {
return;
}
neighbours = true;
}
if ((dX == -1) && (dY == 0) && (dZ == 0)) {
if ((startDir == ExitDirEnum::WEST) && (endDir == ExitDirEnum::EAST) && !oneway) {
return;
}
neighbours = true;
}
auto &gl = getFakeGL();
gl.setOffset(static_cast<float>(leftX), static_cast<float>(leftY), 0.f);
if (inExitFlags) {
gl.setNormal();
} else {
gl.setRed();
}
{
const auto srcZ = static_cast<float>(leftZ);
const auto dstZ = static_cast<float>(rightZ);
drawConnectionLine(startDir,
endDir,
oneway,
neighbours,
static_cast<float>(dX),
static_cast<float>(dY),
srcZ,
dstZ);
drawConnectionTriangles(startDir,
endDir,
oneway,
static_cast<float>(dX),
static_cast<float>(dY),
srcZ,
dstZ);
}
gl.setOffset(0, 0, 0);
gl.setNormal();
}
void ConnectionDrawer::drawConnectionTriangles(const ExitDirEnum startDir,
const ExitDirEnum endDir,
const bool oneway,
const float dX,
const float dY,
const float srcZ,
const float dstZ)
{
if (oneway) {
drawConnEndTri1Way(endDir, dX, dY, dstZ);
} else {
drawConnStartTri(startDir, srcZ);
drawConnEndTri(endDir, dX, dY, dstZ);
}
}
void ConnectionDrawer::drawConnectionLine(const ExitDirEnum startDir,
const ExitDirEnum endDir,
const bool oneway,
const bool neighbours,
const float dX,
const float dY,
const float srcZ,
const float dstZ)
{
std::vector<glm::vec3> points{};
ConnectionLineBuilder lb{points};
lb.drawConnLineStart(startDir, neighbours, srcZ);
if (points.empty()) {
return;
}
if (oneway) {
lb.drawConnLineEnd1Way(endDir, dX, dY, dstZ);
} else {
lb.drawConnLineEnd2Way(endDir, neighbours, dX, dY, dstZ);
}
if (points.empty()) {
return;
}
drawLineStrip(points);
}
void ConnectionDrawer::drawLineStrip(const View<glm::vec3> points)
{
getFakeGL().drawLineStrip(points);
}
void ConnectionDrawer::drawConnStartTri(const ExitDirEnum startDir, const float srcZ)
{
auto &gl = getFakeGL();
switch (startDir) {
case ExitDirEnum::NORTH:
gl.drawTriangle(glm::vec3{0.82f, 0.9f, srcZ},
glm::vec3{0.68f, 0.9f, srcZ},
glm::vec3{0.75f, 0.7f, srcZ});
break;
case ExitDirEnum::SOUTH:
gl.drawTriangle(glm::vec3{0.18f, 0.1f, srcZ},
glm::vec3{0.32f, 0.1f, srcZ},
glm::vec3{0.25f, 0.3f, srcZ});
break;
case ExitDirEnum::EAST:
gl.drawTriangle(glm::vec3{0.9f, 0.68f, srcZ},
glm::vec3{0.9f, 0.82f, srcZ},
glm::vec3{0.7f, 0.75f, srcZ});
break;
case ExitDirEnum::WEST:
gl.drawTriangle(glm::vec3{0.1f, 0.32f, srcZ},
glm::vec3{0.1f, 0.18f, srcZ},
glm::vec3{0.3f, 0.25f, srcZ});
break;
case ExitDirEnum::UP:
case ExitDirEnum::DOWN:
// Do not draw triangles for 2-way up/down
break;
case ExitDirEnum::UNKNOWN:
drawConnEndTriUpDownUnknown(0, 0, srcZ);
break;
case ExitDirEnum::NONE:
assert(false);
break;
}
}
void ConnectionDrawer::drawConnEndTri(const ExitDirEnum endDir,
const float dX,
const float dY,
const float dstZ)
{
auto &gl = getFakeGL();
switch (endDir) {
case ExitDirEnum::NORTH:
gl.drawTriangle(glm::vec3{dX + 0.82f, dY + 0.9f, dstZ},
glm::vec3{dX + 0.68f, dY + 0.9f, dstZ},
glm::vec3{dX + 0.75f, dY + 0.7f, dstZ});
break;
case ExitDirEnum::SOUTH:
gl.drawTriangle(glm::vec3{dX + 0.18f, dY + 0.1f, dstZ},
glm::vec3{dX + 0.32f, dY + 0.1f, dstZ},
glm::vec3{dX + 0.25f, dY + 0.3f, dstZ});
break;
case ExitDirEnum::EAST:
gl.drawTriangle(glm::vec3{dX + 0.9f, dY + 0.68f, dstZ},
glm::vec3{dX + 0.9f, dY + 0.82f, dstZ},
glm::vec3{dX + 0.7f, dY + 0.75f, dstZ});
break;
case ExitDirEnum::WEST:
gl.drawTriangle(glm::vec3{dX + 0.1f, dY + 0.32f, dstZ},
glm::vec3{dX + 0.1f, dY + 0.18f, dstZ},
glm::vec3{dX + 0.3f, dY + 0.25f, dstZ});
break;
case ExitDirEnum::UP:
case ExitDirEnum::DOWN:
// Do not draw triangles for 2-way up/down
break;
case ExitDirEnum::UNKNOWN:
// NOTE: This is drawn for both 1-way and 2-way
drawConnEndTriUpDownUnknown(dX, dY, dstZ);
break;
case ExitDirEnum::NONE:
assert(false);
break;
}
}
void ConnectionDrawer::drawConnEndTri1Way(const ExitDirEnum endDir,
const float dX,
const float dY,
const float dstZ)
{
auto &gl = getFakeGL();
switch (endDir) {
case ExitDirEnum::NORTH:
gl.drawTriangle(glm::vec3{dX + 0.32f, dY + 0.9f, dstZ},
glm::vec3{dX + 0.18f, dY + 0.9f, dstZ},
glm::vec3{dX + 0.25f, dY + 0.7f, dstZ});
break;
case ExitDirEnum::SOUTH:
gl.drawTriangle(glm::vec3{dX + 0.68f, dY + 0.1f, dstZ},
glm::vec3{dX + 0.82f, dY + 0.1f, dstZ},
glm::vec3{dX + 0.75f, dY + 0.3f, dstZ});
break;
case ExitDirEnum::EAST:
gl.drawTriangle(glm::vec3{dX + 0.9f, dY + 0.18f, dstZ},
glm::vec3{dX + 0.9f, dY + 0.32f, dstZ},
glm::vec3{dX + 0.7f, dY + 0.25f, dstZ});
break;
case ExitDirEnum::WEST:
gl.drawTriangle(glm::vec3{dX + 0.1f, dY + 0.82f, dstZ},
glm::vec3{dX + 0.1f, dY + 0.68f, dstZ},
glm::vec3{dX + 0.3f, dY + 0.75f, dstZ});
break;
case ExitDirEnum::UP:
case ExitDirEnum::DOWN:
case ExitDirEnum::UNKNOWN:
// NOTE: This is drawn for both 1-way and 2-way
drawConnEndTriUpDownUnknown(dX, dY, dstZ);
break;
case ExitDirEnum::NONE:
assert(false);
break;
}
}
void ConnectionDrawer::drawConnEndTriUpDownUnknown(float dX, float dY, float dstZ)
{
getFakeGL().drawTriangle(glm::vec3{dX + 0.5f, dY + 0.5f, dstZ},
glm::vec3{dX + 0.55f, dY + 0.3f, dstZ},
glm::vec3{dX + 0.7f, dY + 0.45f, dstZ});
}
ConnectionMeshes ConnectionDrawerBuffers::getMeshes(OpenGL &gl) const
{
ConnectionMeshes result;
result.normalTris = gl.createColoredTriBatch(normal.triVerts);
result.redTris = gl.createColoredTriBatch(red.triVerts);
result.normalQuads = gl.createColoredQuadBatch(normal.quadVerts);
result.redQuads = gl.createColoredQuadBatch(red.quadVerts);
return result;
}
void ConnectionMeshes::render(const int thisLayer, const int focusedLayer) const
{
const auto color = std::invoke([&thisLayer, &focusedLayer]() -> Color {
if (thisLayer == focusedLayer) {
return XNamedColor{NamedColorEnum::CONNECTION_NORMAL}.getColor();
}
return Colors::gray70.withAlpha(FAINT_CONNECTION_ALPHA);
});
const auto common_style = GLRenderState().withBlend(BlendModeEnum::TRANSPARENCY).withColor(color);
// Even though we can draw colored lines and tris,
// the reason for having separate lines is so red will always be on top.
// If you don't think that's important, you can combine the batches.
normalTris.render(common_style);
redTris.render(common_style);
normalQuads.render(common_style);
redQuads.render(common_style);
}
void MapCanvas::paintNearbyConnectionPoints()
{
const bool isSelection = m_canvasMouseMode == CanvasMouseModeEnum::SELECT_CONNECTIONS;
using CD = ConnectionSelection::ConnectionDescriptor;
static const auto allExits = std::invoke([]() -> ExitDirFlags {
ExitDirFlags tmp;
for (const ExitDirEnum dir : ALL_EXITS7) {
tmp |= dir;
}
return tmp;
});
std::vector<ColorVert> points;
const auto addPoint = [isSelection, &points](const Coordinate roomCoord,
const RoomHandle &room,
const ExitDirEnum dir,
const std::optional<CD> &optFirst) -> void {
if (!isNESWUD(dir) && dir != ExitDirEnum::UNKNOWN) {
return;
}
if (optFirst) {
const CD &first = optFirst.value();
const CD second{room, dir};
if (isSelection ? !CD::isCompleteExisting(first, second)
: !CD::isCompleteNew(first, second)) {
return;
}
}
points.emplace_back(Colors::cyan, roomCoord.to_vec3() + getConnectionOffset(dir));
};
const auto addPoints =
[this, isSelection, &addPoint](const std::optional<MouseSel> &sel,
const std::optional<CD> &optFirst) -> void {
if (!sel.has_value()) {
return;
}
const auto mouse = sel->getCoordinate();
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
const Coordinate roomCoord = mouse + Coordinate(dx, dy, 0);
const auto room = m_data.findRoomHandle(roomCoord);
if (!room) {
continue;
}
ExitDirFlags dirs = isSelection ? m_data.getExitDirections(roomCoord) : allExits;
if (optFirst) {
dirs |= ExitDirEnum::UNKNOWN;
}
dirs.for_each([&addPoint, &optFirst, &roomCoord, &room](ExitDirEnum dir) -> void {
addPoint(roomCoord, room, dir, optFirst);
});
}
}
};
// FIXME: This doesn't show dots for red connections.
if (m_connectionSelection != nullptr
&& (m_connectionSelection->isFirstValid() || m_connectionSelection->isSecondValid())) {
const CD valid = m_connectionSelection->isFirstValid() ? m_connectionSelection->getFirst()
: m_connectionSelection->getSecond();
const Coordinate c = valid.room.getPosition();
const glm::vec3 pos = c.to_vec3();
points.emplace_back(Colors::cyan, pos + getConnectionOffset(valid.direction));
addPoints(MouseSel{Coordinate2f{pos.x, pos.y}, c.z}, valid);
addPoints(m_sel1, valid);
addPoints(m_sel2, valid);
} else {
addPoints(m_sel1, std::nullopt);
addPoints(m_sel2, std::nullopt);
}
getOpenGL().renderPoints(points, GLRenderState().withPointSize(VALID_CONNECTION_POINT_SIZE));
}
void MapCanvas::paintSelectedConnection()
{
if (isConnectionMode(m_canvasMouseMode)) {
paintNearbyConnectionPoints();
}
if (m_connectionSelection == nullptr || !m_connectionSelection->isFirstValid()) {
return;
}
ConnectionSelection &sel = deref(m_connectionSelection);
const ConnectionSelection::ConnectionDescriptor &first = sel.getFirst();
const auto pos1 = getPosition(first);
// REVISIT: How about not dashed lines to the nearest possible connections
// if the second isn't valid?
const auto optPos2 = std::invoke([this, &sel]() -> std::optional<glm::vec3> {
if (sel.isSecondValid()) {
return getPosition(sel.getSecond());
} else if (hasSel2()) {
return getSel2().to_vec3();
} else {
return std::nullopt;
}
});
if (!optPos2) {
return;
}
const glm::vec3 pos2 = optPos2.value();
auto &gl = getOpenGL();
const auto rs = GLRenderState().withColor(Colors::red);
{
std::vector<ColorVert> verts;
mmgl::generateLineQuadsSafe(verts, pos1, pos2, CONNECTION_LINE_WIDTH, Colors::red);
gl.renderColoredQuads(verts, rs);
}
std::vector<ColorVert> points;
points.emplace_back(Colors::red, pos1);
points.emplace_back(Colors::red, pos2);
gl.renderPoints(points, rs.withPointSize(NEW_CONNECTION_POINT_SIZE));
}
static constexpr float LONG_LINE_HALFLEN = 1.5f;
static constexpr float LONG_LINE_LEN = 2.f * LONG_LINE_HALFLEN;
NODISCARD static bool isLongLine(const glm::vec3 a, const glm::vec3 b)
{
return glm::length(a - b) >= LONG_LINE_LEN;
}
void ConnectionDrawer::ConnectionFakeGL::drawTriangle(const glm::vec3 a,
const glm::vec3 b,
const glm::vec3 c)
{
const auto &color = isNormal() ? getCanvasNamedColorOptions().connectionNormalColor
: Colors::red;
auto &verts = deref(m_currentBuffer).triVerts;
verts.emplace_back(color, a + m_offset);
verts.emplace_back(color, b + m_offset);
verts.emplace_back(color, c + m_offset);
}
void ConnectionDrawer::ConnectionFakeGL::drawLineStrip(const View<glm::vec3> points)
{
const auto transform = [this](const glm::vec3 vert) { return vert + m_offset; };
const float extension = CONNECTION_LINE_WIDTH * 0.5f;
// Helper lambda to generate a quad between two points with a specific color.
auto generateQuad = [this](const glm::vec3 p1, const glm::vec3 p2, const Color quad_color) {
auto &verts = deref(m_currentBuffer).quadVerts;
const glm::vec3 segment = p2 - p1;
if (mmgl::isNearZero(segment)) {
mmgl::drawZeroLengthSquare(verts, p1, CONNECTION_LINE_WIDTH, quad_color);
return;
}
const glm::vec3 dir = glm::normalize(segment);
const glm::vec3 perp_normal_1 = mmgl::getPerpendicularNormal(dir);
mmgl::generateLineQuad(verts, p1, p2, CONNECTION_LINE_WIDTH, quad_color, perp_normal_1);
// If the line crosses different Z-layers, draw a second perpendicular quad to form a "cross" shape.
if (isCrossingZAxis(p1, p2)) {
const glm::vec3 perp_normal_2 = mmgl::getOrthogonalNormal(dir, perp_normal_1);
mmgl::generateLineQuad(verts, p1, p2, CONNECTION_LINE_WIDTH, quad_color, perp_normal_2);
}
};
const auto size = points.size();
assert(size >= 2);
const Color base_color = isNormal() ? getCanvasNamedColorOptions().connectionNormalColor
: Colors::red;
for (size_t i = 1; i < size; ++i) {
const glm::vec3 start_orig = points[i - 1u];
const glm::vec3 end_orig = points[i];
const glm::vec3 start_v = transform(start_orig);
const glm::vec3 end_v = transform(end_orig);
Color current_segment_color = base_color;
// Handle original zero-length segments first.
const glm::vec3 segment = end_v - start_v;
if (mmgl::isNearZero(segment)) {
generateQuad(start_v, end_v, current_segment_color);
continue;
}
// If the segment crosses the Z-axis, apply fading.
if (isCrossingZAxis(start_v, end_v)) {
current_segment_color = current_segment_color.withAlpha(FAINT_CONNECTION_ALPHA);
}
glm::vec3 quad_start_v = start_v;
glm::vec3 quad_end_v = end_v;
const glm::vec3 segment_dir = glm::normalize(segment);
// Extend the first and last segments for better visual continuity.
if (i == 1) {
// First segment of the polyline.
quad_start_v = start_v - segment_dir * extension;
}
if (i == size - 1) {
// Last segment of the polyline.
quad_end_v = end_v + segment_dir * extension;
}
// If it's not a long line, just draw a single quad.
if (!isLongLine(quad_start_v, quad_end_v)) {
generateQuad(quad_start_v, quad_end_v, current_segment_color);
continue;
}
// It is a long line, apply fading.
const float len = glm::length(quad_end_v - quad_start_v);
const float faintCutoff = (len > 1e-6f) ? (LONG_LINE_HALFLEN / len) : 0.5f;
const glm::vec3 mid1 = glm::mix(quad_start_v, quad_end_v, faintCutoff);
const glm::vec3 mid2 = glm::mix(quad_start_v, quad_end_v, 1.f - faintCutoff);
const Color faint_color = current_segment_color.withAlpha(FAINT_CONNECTION_ALPHA);
generateQuad(quad_start_v, mid1, current_segment_color);
generateQuad(mid1, mid2, faint_color);
generateQuad(mid2, quad_end_v, current_segment_color);
}
}