mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 03:12:36 +01:00
b9d306ae70
* move delete to earlier stage * lines for better readability * Added detach shader * Addition forgotten glDeleteProgram https://github.com/rwengine/openrw/search?utf8=%E2%9C%93&q=glDeleteProgram&type= In project there's no necessary clearing call of glDeleteProgram. * Removing/Closing shader programs Each shader program should be taken care by glDeleteProgram. To make it works/usefull, each shader's raw ptr will convertet to unique_ptr in next commit. * Converting ShaderProgram's ptr to unique Actually deleting isn't handled, so this commit removes memory leak.
300 lines
8.6 KiB
C++
300 lines
8.6 KiB
C++
#include "ViewerWidget.hpp"
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#include <QFileDialog>
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#include <QMouseEvent>
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#include <algorithm>
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#include <data/Clump.hpp>
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#include <engine/Animator.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/GameObject.hpp>
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#include <objects/InstanceObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <render/GameRenderer.hpp>
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#include <render/ObjectRenderer.hpp>
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#include <render/OpenGLRenderer.hpp>
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ViewerWidget::ViewerWidget(QGLFormat g, QWidget* parent,
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const QGLWidget* shareWidget, Qt::WindowFlags f)
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: QGLWidget(g, parent, shareWidget, f)
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, renderer(nullptr)
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, gworld(nullptr)
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, activeModel(nullptr)
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, selectedFrame(nullptr)
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, dummyObject(nullptr)
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, currentObjectID(0)
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, _lastModel(nullptr)
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, canimation(nullptr)
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, viewDistance(1.f)
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, dragging(false)
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, moveFast(false)
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, _frameWidgetDraw(nullptr)
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, _frameWidgetGeom(nullptr) {
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setFocusPolicy(Qt::StrongFocus);
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}
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struct WidgetVertex {
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float x, y, z;
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static const AttributeList vertex_attributes() {
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return {{ATRS_Position, 3, sizeof(WidgetVertex), 0ul}};
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}
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};
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std::vector<WidgetVertex> widgetVerts = {{-.5f, 0.f, 0.f}, {.5f, 0.f, 0.f},
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{0.f, -.5f, 0.f}, {0.f, .5f, 0.f},
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{0.f, 0.f, -.5f}, {0.f, 0.f, .5f}};
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void ViewerWidget::initializeGL() {
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QGLWidget::initializeGL();
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timer.setInterval(25);
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connect(&timer, SIGNAL(timeout()), SLOT(updateGL()));
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timer.start();
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_frameWidgetDraw = new DrawBuffer;
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_frameWidgetDraw->setFaceType(GL_LINES);
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_frameWidgetGeom = new GeometryBuffer;
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_frameWidgetGeom->uploadVertices(widgetVerts);
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_frameWidgetDraw->addGeometry(_frameWidgetGeom);
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glGenTextures(1, &whiteTex);
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glBindTexture(GL_TEXTURE_2D, whiteTex);
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GLuint tex = 0xFFFFFFFF;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE,
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&tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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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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}
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void ViewerWidget::paintGL() {
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glClearColor(0.3f, 0.3f, 0.3f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glViewport(0, 0, width(), height());
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if (world() == nullptr) return;
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RW_CHECK(renderer != nullptr, "GameRenderer is null");
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auto& r = *renderer;
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r.setViewport(width(), height());
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if (dummyObject && dummyObject->animator) {
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dummyObject->animator->tick(1.f / 60.f);
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}
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r.getRenderer()->invalidate();
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glEnable(GL_DEPTH_TEST);
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glm::mat4 m(1.f);
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r.getRenderer()->useProgram(r.worldProg.get());
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ViewCamera vc;
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float viewFov = glm::radians(45.f);
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vc.frustum.far = 500.f;
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vc.frustum.near = 0.1f;
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vc.frustum.fov = viewFov;
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vc.frustum.aspectRatio = width() / (height() * 1.f);
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ClumpPtr model = activeModel;
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if (model != _lastModel) {
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_lastModel = model;
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emit modelChanged(_lastModel);
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}
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glm::vec3 eye(sin(viewAngles.x) * cos(viewAngles.y),
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cos(viewAngles.x) * cos(viewAngles.y), sin(viewAngles.y));
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if (model) {
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model->getFrame()->updateHierarchyTransform();
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// Ensure camera is still accurate
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vc.position = eye * viewDistance;
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glm::mat4 proj = vc.frustum.projection();
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glm::mat4 view = glm::lookAt(vc.position, glm::vec3(0.f, 0.f, 0.f),
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glm::vec3(0.f, 0.f, 1.f));
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vc.rotation = -glm::quat_cast(view);
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vc.frustum.update(proj * view);
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r.getRenderer()->setSceneParameters(
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{proj, view, glm::vec4(0.15f), glm::vec4(0.7f), glm::vec4(1.f),
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glm::vec4(0.f), 90.f, vc.frustum.far});
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r.getRenderer()->invalidate();
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r.setupRender();
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ObjectRenderer renderer(world(), vc, 1.f, 0);
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RenderList renders;
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renderer.renderClump(model.get(), glm::mat4(), nullptr, renders);
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r.getRenderer()->drawBatched(renders);
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drawFrameWidget(model->getFrame().get());
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r.renderPostProcess();
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} else if (world()->allObjects.size() > 0) {
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vc.frustum.fov = glm::radians(90.f);
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vc.frustum.far = 1000.f;
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vc.position = viewPosition;
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vc.rotation = glm::angleAxis(glm::half_pi<float>() + viewAngles.x,
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glm::vec3(0.f, 0.f, 1.f)) *
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glm::angleAxis(viewAngles.y, glm::vec3(0.f, 1.f, 0.f));
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r.renderWorld(world(), vc, 0.f);
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}
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}
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void ViewerWidget::drawFrameWidget(ModelFrame* f, const glm::mat4& m) {
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auto thisM = m * f->getTransform();
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Renderer::DrawParameters dp;
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dp.count = _frameWidgetGeom->getCount();
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dp.start = 0;
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dp.ambient = 1.f;
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dp.diffuse = 1.f;
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if (f == selectedFrame) {
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dp.colour = {255, 255, 0, 255};
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// Sorry!
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glLineWidth(10.f);
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} else {
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dp.colour = {255, 255, 255, 255};
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glLineWidth(1.f);
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}
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dp.textures = {whiteTex};
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RW_CHECK(renderer != nullptr, "GameRenderer is null");
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if(renderer != nullptr) {
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renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
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}
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for (auto c : f->getChildren()) {
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drawFrameWidget(c.get(), thisM);
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}
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}
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GameWorld* ViewerWidget::world() {
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return gworld;
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}
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void ViewerWidget::showObject(qint16 item) {
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currentObjectID = item;
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if (dummyObject) gworld->destroyObject(dummyObject);
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auto def = world()->data->modelinfo[item].get();
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if (def) {
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switch (def->type()) {
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default:
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dummyObject = gworld->createInstance(item, {});
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break;
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case ModelDataType::PedInfo:
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dummyObject = gworld->createPedestrian(item, {});
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break;
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case ModelDataType::VehicleInfo:
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dummyObject = gworld->createVehicle(item, {});
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break;
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}
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RW_CHECK(dummyObject != nullptr, "Dummy Object is null");
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if (dummyObject != nullptr) {
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activeModel = dummyObject->getModel();
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}
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}
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}
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void ViewerWidget::showModel(ClumpPtr model) {
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if (dummyObject) gworld->destroyObject(dummyObject);
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dummyObject = nullptr;
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activeModel = model;
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}
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void ViewerWidget::selectFrame(ModelFrame* frame) {
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selectedFrame = frame;
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}
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void ViewerWidget::exportModel() {
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QString toSv = QFileDialog::getSaveFileName(
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this, "Export Model", QDir::homePath(), "Model (*.DFF)");
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if (toSv.size() == 0) return;
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#if 0
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auto it = world()->objectTypes.find(currentObjectID);
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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);
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std::transform(q.begin(), q.end(), q.begin(), ::tolower);
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if( q.find(it->second->modelName) != q.npos ) {
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archive.second.saveAsset(q, toSv.toStdString());
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}
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}
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}
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}
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#endif
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}
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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) {
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renderer = render;
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}
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void ViewerWidget::keyPressEvent(QKeyEvent* e) {
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if (e->key() == Qt::Key_Shift) moveFast = true;
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glm::vec3 movement;
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if (e->key() == Qt::Key_W) movement.y += moveFast ? 10.f : 1.f;
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if (e->key() == Qt::Key_S) movement.y -= moveFast ? 10.f : 1.f;
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if (e->key() == Qt::Key_A) movement.x -= moveFast ? 10.f : 1.f;
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if (e->key() == Qt::Key_D) movement.x += moveFast ? 10.f : 1.f;
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if (movement.length() > 0.f) {
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movement = (glm::angleAxis(viewAngles.x, glm::vec3(0.f, 0.f, 1.f)) *
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glm::angleAxis(viewAngles.y, glm::vec3(-1.f, 0.f, 0.f))) *
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movement;
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viewPosition += movement;
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}
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}
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void ViewerWidget::keyReleaseEvent(QKeyEvent* e) {
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if (e->key() == Qt::Key_Shift) moveFast = false;
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}
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ClumpPtr ViewerWidget::currentModel() const {
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return activeModel;
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}
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GameObject* ViewerWidget::currentObject() const {
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return dummyObject;
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}
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void ViewerWidget::mousePressEvent(QMouseEvent* e) {
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dragging = true;
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dstart = e->localPos();
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dastart = viewAngles;
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}
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void ViewerWidget::mouseReleaseEvent(QMouseEvent*) {
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dragging = false;
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}
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void ViewerWidget::mouseMoveEvent(QMouseEvent* e) {
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if (dragging) {
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auto d = e->localPos() - dstart;
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viewAngles = dastart + glm::vec2(d.x(), d.y()) * 0.01f;
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}
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}
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void ViewerWidget::wheelEvent(QWheelEvent* e) {
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viewDistance = qMax(viewDistance - e->angleDelta().y() / 240.f, 0.5f);
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}
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