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openrw/rwviewer/ViewerWidget.cpp

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#include "ViewerWidget.hpp"
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#include "QOpenGLContextWrapper.hpp"
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#include <engine/Animator.hpp>
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#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/InstanceObject.hpp>
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#include <objects/VehicleObject.hpp>
#include <render/GameRenderer.hpp>
#include <render/ObjectRenderer.hpp>
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#include <render/TextRenderer.hpp>
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#include <QFileDialog>
#include <QMouseEvent>
constexpr float kViewFov = glm::radians(90.0f);
namespace {
ViewCamera OrbitCamera (const glm::vec2& viewPort, const glm::vec2& viewAngles,
float viewDistance, glm::mat4& view, glm::mat4& proj)
{
ViewCamera vc;
glm::vec3 eye(sin(viewAngles.x) * cos(viewAngles.y),
cos(viewAngles.x) * cos(viewAngles.y), sin(viewAngles.y));
vc.position = eye * viewDistance;
vc.frustum.aspectRatio = viewPort.x / viewPort.y;
proj = vc.frustum.projection();
view = glm::lookAt(vc.position, {0.f, 0.f, 0.f}, {0.f, 0.f, 1.f});
vc.rotation = -glm::quat_cast(view);
vc.frustum.update(proj * view);
return vc;
}
}
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ViewerWidget::ViewerWidget(QOpenGLContextWrapper* context, QWindow* parent)
: QWindow(parent)
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, m_context(context) {
setSurfaceType(OpenGLSurface);
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}
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struct WidgetVertex {
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float x, y, z;
static const AttributeList vertex_attributes() {
return {{ATRS_Position, 3, sizeof(WidgetVertex), 0ul}};
}
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};
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std::vector<WidgetVertex> widgetVerts = {{-.5f, 0.f, 0.f}, {.5f, 0.f, 0.f},
{0.f, -.5f, 0.f}, {0.f, .5f, 0.f},
{0.f, 0.f, -.5f}, {0.f, 0.f, .5f}};
void ViewerWidget::initGL() {
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_frameWidgetDraw = new DrawBuffer;
_frameWidgetDraw->setFaceType(GL_LINES);
_frameWidgetGeom = new GeometryBuffer;
_frameWidgetGeom->uploadVertices(widgetVerts);
_frameWidgetDraw->addGeometry(_frameWidgetGeom);
glGenTextures(1, &whiteTex);
glBindTexture(GL_TEXTURE_2D, whiteTex);
GLuint tex = 0xFFFFFFFF;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE,
&tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
void ViewerWidget::drawModel(GameRenderer& r, ClumpPtr& model) {
glm::mat4 view{1.0f}, proj{1.0f};
const auto& vc = OrbitCamera({width(), height()},
viewAngles,
viewDistance,
view, proj);
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r.getRenderer()->useProgram(r.worldProg.get());
r.getRenderer()->setSceneParameters(
{proj, view, glm::vec4(0.15f), glm::vec4(0.7f), glm::vec4(1.f),
glm::vec4(0.f), 90.f, vc.frustum.far});
model->getFrame()->updateHierarchyTransform();
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ObjectRenderer _renderer(world(), vc, 1.f, 0);
RenderList renders;
_renderer.renderClump(model.get(), glm::mat4(1.0f), nullptr, renders);
r.getRenderer()->drawBatched(renders);
drawFrameWidget(model->getFrame().get());
r.renderPostProcess();
}
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void ViewerWidget::drawObject(GameRenderer &r, GameObject *object) {
glm::mat4 view{1.0f}, proj{1.0f};
const auto& vc = OrbitCamera({width(), height()},
viewAngles,
viewDistance,
view, proj);
r.getRenderer()->useProgram(r.worldProg.get());
r.getRenderer()->setSceneParameters(
{proj, view, glm::vec4(0.15f), glm::vec4(0.7f), glm::vec4(1.f),
glm::vec4(0.f), 90.f, vc.frustum.far});
ObjectRenderer objectRenderer(world(), vc, 1.f, 0);
RenderList renders;
objectRenderer.buildRenderList(object, renders);
std::sort(renders.begin(), renders.end(),
[](const Renderer::RenderInstruction& a,
const Renderer::RenderInstruction& b) {
return a.sortKey < b.sortKey;
});
r.getRenderer()->drawBatched(renders);
r.renderPostProcess();
}
void ViewerWidget::drawWorld(GameRenderer& r) {
ViewCamera vc;
vc.frustum.fov = kViewFov;
vc.frustum.far = 1000.f;
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vc.frustum.near = 0.1f;
vc.position = viewPosition;
vc.rotation = glm::angleAxis(glm::half_pi<float>() + viewAngles.x,
glm::vec3(0.f, 0.f, 1.f)) *
glm::angleAxis(viewAngles.y, glm::vec3(0.f, 1.f, 0.f));
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vc.frustum.aspectRatio = width() / (height() * 1.f);
r.renderWorld(world(), vc, 0.f);
}
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void ViewerWidget::drawText(GameRenderer& r) {
for(auto &textInfo : textInfos) {
_renderer->text.renderText(textInfo, false);
}
r.renderPostProcess();
}
void ViewerWidget::paintGL() {
glViewport(0, 0, width() * devicePixelRatio(), height() * devicePixelRatio());
glClearColor(0.3f, 0.3f, 0.3f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (world() == nullptr) return;
RW_CHECK(_renderer != nullptr, "GameRenderer is null");
auto& r = *_renderer;
r.getRenderer()->invalidate();
r.setViewport(width() * devicePixelRatio(), height() * devicePixelRatio());
glEnable(GL_DEPTH_TEST);
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r.getRenderer()->invalidate();
r.setupRender();
switch (_viewMode) {
case Mode::Model:
if (_model) drawModel(r, _model);
break;
case Mode::Object:
if (_object) drawObject(r, _object);
break;
case Mode::World:
drawWorld(r);
break;
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case Mode::Text:
drawText(r);
break;
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}
}
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void ViewerWidget::drawFrameWidget(ModelFrame* f, const glm::mat4& m) {
auto thisM = m * f->getTransform();
Renderer::DrawParameters dp;
dp.count = _frameWidgetGeom->getCount();
dp.start = 0;
dp.ambient = 1.f;
dp.diffuse = 1.f;
if (f == selectedFrame) {
dp.colour = {255, 255, 0, 255};
// Sorry!
glLineWidth(10.f);
} else {
dp.colour = {255, 255, 255, 255};
glLineWidth(1.f);
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}
dp.textures = {{whiteTex}};
RW_CHECK(_renderer != nullptr, "GameRenderer is null");
if(_renderer != nullptr) {
_renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
}
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for (auto c : f->getChildren()) {
drawFrameWidget(c.get(), thisM);
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}
}
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GameWorld* ViewerWidget::world() {
return _world;
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}
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void ViewerWidget::showObject(quint16 item) {
RW_ASSERT(world());
_viewMode = Mode::Object;
_objectID = item;
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if (_object) _world->destroyObject(_object);
_object = nullptr;
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auto def = world()->data->modelinfo[item].get();
if (!def) {
return;
}
if (!world()->data->loadModel(item)) {
return;
}
switch (def->type()) {
default:
_object = _world->createInstance(item, {});
break;
case ModelDataType::PedInfo:
_object = _world->createPedestrian(item, {});
break;
case ModelDataType::VehicleInfo:
_object = _world->createVehicle(item, {});
break;
}
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RW_CHECK(_object != nullptr, "Dummy Object is null");
if (_object->getModel()) {
auto objectRadius = _object->getModel()->getBoundingRadius();
viewDistance = objectRadius * 2;
viewAngles.x = glm::radians(-45.f);
viewAngles.y = glm::radians(22.5f);
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}
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}
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void ViewerWidget::clearText() {
textInfos.clear();
}
void ViewerWidget::showText(const TextRenderer::TextInfo &ti) {
textInfos.push_back(ti);
}
void ViewerWidget::showModel(ClumpPtr model) {
_viewMode = Mode::Model;
_model = model;
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textInfos.clear();
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}
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void ViewerWidget::selectFrame(ModelFrame* frame) {
selectedFrame = frame;
}
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void ViewerWidget::exportModel() {
#if 0
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QString toSv = QFileDialog::getSaveFileName(
this, "Export Model", QDir::homePath(), "Model (*.DFF)");
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if (toSv.size() == 0) return;
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auto it = world()->objectTypes.find(currentObjectID);
if( it != world()->objectTypes.end() ) {
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for( auto& archive : world()->data.archives ) {
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for(size_t i = 0; i < archive.second.getAssetCount(); ++i) {
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auto& assetI = archive.second.getAssetInfoByIndex(i);;
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std::string q(assetI.name);
std::transform(q.begin(), q.end(), q.begin(), ::tolower);
if( q.find(it->second->modelName) != q.npos ) {
archive.second.saveAsset(q, toSv.toStdString());
}
}
}
}
#endif
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}
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void ViewerWidget::keyPressEvent(QKeyEvent* e) {
if (e->key() == Qt::Key_Shift) moveFast = true;
glm::vec3 movement{};
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if (e->key() == Qt::Key_W) movement.y += moveFast ? 10.f : 1.f;
if (e->key() == Qt::Key_S) movement.y -= moveFast ? 10.f : 1.f;
if (e->key() == Qt::Key_A) movement.x -= moveFast ? 10.f : 1.f;
if (e->key() == Qt::Key_D) movement.x += moveFast ? 10.f : 1.f;
if (movement.length() > 0.f) {
movement = (glm::angleAxis(viewAngles.x, glm::vec3(0.f, 0.f, 1.f)) *
glm::angleAxis(viewAngles.y, glm::vec3(-1.f, 0.f, 0.f))) *
movement;
viewPosition += movement;
}
}
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void ViewerWidget::keyReleaseEvent(QKeyEvent* e) {
if (e->key() == Qt::Key_Shift) moveFast = false;
}
ClumpPtr ViewerWidget::currentModel() const {
return _model;
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}
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GameObject* ViewerWidget::currentObject() const {
return _object;
}
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void ViewerWidget::mousePressEvent(QMouseEvent* e) {
dragging = true;
dstart = e->localPos();
dastart = viewAngles;
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}
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void ViewerWidget::mouseReleaseEvent(QMouseEvent*) {
dragging = false;
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}
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void ViewerWidget::mouseMoveEvent(QMouseEvent* e) {
if (dragging) {
auto d = e->localPos() - dstart;
viewAngles = dastart + glm::vec2(d.x(), d.y()) * 0.01f;
}
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}
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void ViewerWidget::wheelEvent(QWheelEvent* e) {
viewDistance = qMax(viewDistance - e->angleDelta().y() / 240.f, 0.5f);
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}
void ViewerWidget::gameLoaded(GameWorld *world, GameRenderer *renderer) {
_world = world;
_renderer = renderer;
}
void ViewerWidget::renderNow() {
if (!isExposed()) {
return;
}
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m_context->makeCurrent(this);
if (!initialised) {
initGL();
initialised = true;
}
paintGL();
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m_context->swapBuffers(this);
requestUpdate();
}
bool ViewerWidget::event(QEvent *e) {
switch(e->type()) {
case QEvent::UpdateRequest:
renderNow();
return true;
default: return QWindow::event(e);
}
}
void ViewerWidget::exposeEvent(QExposeEvent *) {
if (isExposed()) {
requestUpdate();
}
}