mirror of
https://github.com/rwengine/openrw.git
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351 lines
9.9 KiB
C++
351 lines
9.9 KiB
C++
#include "ViewerWidget.hpp"
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#include <QFileDialog>
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#include <QMouseEvent>
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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/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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constexpr float kViewFov = glm::radians(90.0f);
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namespace {
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ViewCamera OrbitCamera (const glm::vec2& viewPort, const glm::vec2& viewAngles,
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float viewDistance, glm::mat4& view, glm::mat4& proj)
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{
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ViewCamera vc;
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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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vc.position = eye * viewDistance;
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vc.frustum.aspectRatio = viewPort.x / viewPort.y;
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proj = vc.frustum.projection();
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view = glm::lookAt(vc.position, {0.f, 0.f, 0.f}, {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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return vc;
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}
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}
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ViewerWidget::ViewerWidget(QOpenGLContext* context, QWindow* parent)
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: QWindow(parent)
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, context(context)
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, selectedFrame(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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setSurfaceType(OpenGLSurface);
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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::initGL() {
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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::drawModel(GameRenderer& r, ClumpPtr& model) {
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glm::mat4 view{1.0f}, proj{1.0f};
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const auto& vc = OrbitCamera({width(), height()},
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viewAngles,
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viewDistance,
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view, proj);
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r.getRenderer()->useProgram(r.worldProg.get());
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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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model->getFrame()->updateHierarchyTransform();
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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(1.0f), 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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}
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void ViewerWidget::drawObject(GameRenderer &r, GameObject *object) {
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glm::mat4 view{1.0f}, proj{1.0f};
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const auto& vc = OrbitCamera({width(), height()},
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viewAngles,
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viewDistance,
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view, proj);
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r.getRenderer()->useProgram(r.worldProg.get());
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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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ObjectRenderer objectRenderer(world(), vc, 1.f, 0);
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RenderList renders;
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objectRenderer.buildRenderList(object, renders);
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std::sort(renders.begin(), renders.end(),
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[](const Renderer::RenderInstruction& a,
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const Renderer::RenderInstruction& b) {
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return a.sortKey < b.sortKey;
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});
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r.getRenderer()->drawBatched(renders);
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r.renderPostProcess();
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}
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void ViewerWidget::drawWorld(GameRenderer& r) {
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ViewCamera vc;
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vc.frustum.fov = kViewFov;
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vc.frustum.far = 1000.f;
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vc.frustum.near = 0.1f;
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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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vc.frustum.aspectRatio = width() / (height() * 1.f);
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r.renderWorld(world(), vc, 0.f);
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}
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void ViewerWidget::paintGL() {
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glViewport(0, 0, width() * devicePixelRatio(), height() * devicePixelRatio());
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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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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.getRenderer()->invalidate();
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r.setViewport(width() * devicePixelRatio(), height() * devicePixelRatio());
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glEnable(GL_DEPTH_TEST);
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r.getRenderer()->invalidate();
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r.setupRender();
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switch (_viewMode) {
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case Mode::Model:
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if (_model) drawModel(r, _model);
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break;
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case Mode::Object:
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if (_object) drawObject(r, _object);
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break;
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case Mode::World:
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drawWorld(r);
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break;
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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 _world;
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}
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void ViewerWidget::showObject(quint16 item) {
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RW_ASSERT(world());
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_viewMode = Mode::Object;
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_objectID = item;
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if (_object) _world->destroyObject(_object);
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_object = nullptr;
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auto def = world()->data->modelinfo[item].get();
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if (!def) {
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return;
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}
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if (!world()->data->loadModel(item)) {
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return;
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}
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switch (def->type()) {
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default:
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_object = _world->createInstance(item, {});
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break;
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case ModelDataType::PedInfo:
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_object = _world->createPedestrian(item, {});
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break;
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case ModelDataType::VehicleInfo:
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_object = _world->createVehicle(item, {});
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break;
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}
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RW_CHECK(_object != nullptr, "Dummy Object is null");
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if (_object->getModel()) {
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auto objectRadius = _object->getModel()->getBoundingRadius();
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viewDistance = objectRadius * 2;
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viewAngles.x = glm::radians(-45.f);
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viewAngles.y = glm::radians(22.5f);
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}
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}
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void ViewerWidget::showModel(ClumpPtr model) {
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_viewMode = Mode::Model;
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_model = 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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#if 0
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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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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::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 _model;
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}
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GameObject* ViewerWidget::currentObject() const {
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return _object;
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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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void ViewerWidget::gameLoaded(GameWorld *world, GameRenderer *renderer) {
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_world = world;
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_renderer = renderer;
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}
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void ViewerWidget::renderNow() {
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if (!isExposed()) {
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return;
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}
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context->makeCurrent(this);
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if (!initialised) {
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initGL();
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initialised = true;
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}
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paintGL();
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context->swapBuffers(this);
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requestUpdate();
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}
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bool ViewerWidget::event(QEvent *e) {
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switch(e->type()) {
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case QEvent::UpdateRequest:
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renderNow();
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return true;
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default: return QWindow::event(e);
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}
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}
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void ViewerWidget::exposeEvent(QExposeEvent *) {
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if (isExposed()) {
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requestUpdate();
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}
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}
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