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openrw/rwviewer/ViewerWidget.cpp

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#include "ViewerWidget.hpp"
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#include <render/Model.hpp>
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#include <render/GameRenderer.hpp>
#include <render/OpenGLRenderer.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <QMouseEvent>
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#include <engine/GameObject.hpp>
#include <engine/Animator.hpp>
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#include <QFileDialog>
#include <algorithm>
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#include <objects/InstanceObject.hpp>
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#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
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ViewerWidget::ViewerWidget(QWidget* parent, const QGLWidget* shareWidget, Qt::WindowFlags f)
: QGLWidget(parent, shareWidget, f), gworld(nullptr), activeModel(nullptr),
selectedFrame(nullptr), dummyObject(nullptr), currentObjectID(0),
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_lastModel(nullptr), canimation(nullptr), viewDistance(1.f), dragging(false),
_frameWidgetDraw(nullptr), _frameWidgetGeom(nullptr)
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{
}
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struct WidgetVertex {
float x, y, z;
static const AttributeList vertex_attributes() {
return {
{ATRS_Position, 3, sizeof(WidgetVertex), 0ul}
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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}
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};
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void ViewerWidget::initializeGL()
{
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QGLWidget::initializeGL();
timer.setInterval(16);
connect(&timer, SIGNAL(timeout()), SLOT(updateGL()));
timer.start();
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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::resizeGL(int w, int h)
{
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QGLWidget::resizeGL(w, h);
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glViewport(0, 0, w, h);
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}
void ViewerWidget::paintGL()
{
glClearColor(0.3f, 0.3f, 0.3f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width(), height());
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if( gworld == nullptr ) return;
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auto& r = *renderer;
r.setViewport(width(), height());
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if(dummyObject && dummyObject->animator) {
dummyObject->animator->tick(1.f/60.f);
}
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if(activeModel) {
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gworld->_work->update();
r.getRenderer()->invalidate();
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Model* model = activeModel;
if( model != _lastModel ) {
_lastModel = model;
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emit modelChanged(_lastModel);
}
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glEnable(GL_DEPTH_TEST);
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glm::mat4 m(1.f);
r.getRenderer()->useProgram(r.worldProg);
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ViewCamera vc;
float viewFov = glm::radians(45.f);
vc.frustum.far = 500.f;
vc.frustum.near = 0.1f;
vc.frustum.fov = viewFov;
vc.frustum.aspectRatio = width()/(height()*1.f);
glm::mat4 proj = vc.frustum.projection();
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glm::vec3 eye(sin(viewAngles.x) * cos(viewAngles.y), cos(viewAngles.x) * cos(viewAngles.y), sin(viewAngles.y));
glm::mat4 view = glm::lookAt(eye * viewDistance, glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 1.f));
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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 });
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r.getRenderer()->invalidate();
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r.setupRender();
if( model )
{
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r.renderModel(model, m, dummyObject);
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drawFrameWidget(model->frames[model->rootFrameIdx]);
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}
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r.renderPostProcess();
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}
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}
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void ViewerWidget::drawFrameWidget(ModelFrame* f, const glm::mat4& m)
{
auto thisM = m * f->getTransform();
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if(f->getGeometries().size() == 0)
{
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);
}
dp.textures = { whiteTex };
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renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
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}
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for(auto c : f->getChildren()) {
drawFrameWidget(c, thisM);
}
}
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GameWorld* ViewerWidget::world()
{
return gworld;
}
void ViewerWidget::showObject(qint16 item)
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{
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currentObjectID = item;
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if( dummyObject ) gworld->destroyObject( dummyObject );
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auto def = world()->objectTypes[item];
if( def )
{
if(def->class_type == ObjectData::class_id)
{
dummyObject = gworld->createInstance(item, {});
}
else if(def->class_type == CharacterData::class_id)
{
dummyObject = gworld->createPedestrian(item, {});
}
else if(def->class_type == VehicleData::class_id)
{
dummyObject = gworld->createVehicle(item, {});
}
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activeModel = dummyObject->model->resource;
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}
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}
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void ViewerWidget::showModel(Model* model)
{
if( dummyObject ) gworld->destroyObject( dummyObject );
dummyObject = nullptr;
activeModel = model;
}
void ViewerWidget::selectFrame(ModelFrame* frame)
{
selectedFrame = frame;
}
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void ViewerWidget::exportModel()
{
QString toSv = QFileDialog::getSaveFileName(this,
"Export Model",
QDir::homePath(),
"Model (*.DFF)");
if( toSv.size() == 0 ) return;
#if 0
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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) {
auto& assetI = archive.second.getAssetInfoByIndex(i);
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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}
void ViewerWidget::dataLoaded(GameWorld *world)
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{
gworld = world;
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}
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void ViewerWidget::setRenderer(GameRenderer *render)
{
renderer = render;
}
Model* ViewerWidget::currentModel() const
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{
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return activeModel;
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}
GameObject* ViewerWidget::currentObject() const
{
return dummyObject;
}
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void ViewerWidget::mousePressEvent(QMouseEvent* e)
{
dragging = true;
dstart = e->localPos();
dastart = viewAngles;
}
void ViewerWidget::mouseReleaseEvent(QMouseEvent*)
{
dragging = false;
}
void ViewerWidget::mouseMoveEvent(QMouseEvent* e)
{
if(dragging) {
auto d = e->localPos() - dstart;
viewAngles = dastart + glm::vec2(d.x(), d.y()) * 0.01f;
}
}
void ViewerWidget::wheelEvent(QWheelEvent* e)
{
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viewDistance = qMax(viewDistance - e->angleDelta().y() / 240.f, 0.5f);
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}