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openrw/rwviewer/ViewerWidget.cpp
Filip b9d306ae70 Improving handling game shaders (#302)
* 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.
2017-10-29 18:47:52 +00:00

300 lines
8.6 KiB
C++

#include "ViewerWidget.hpp"
#include <QFileDialog>
#include <QMouseEvent>
#include <algorithm>
#include <data/Clump.hpp>
#include <engine/Animator.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/GameObject.hpp>
#include <objects/InstanceObject.hpp>
#include <objects/VehicleObject.hpp>
#include <render/GameRenderer.hpp>
#include <render/ObjectRenderer.hpp>
#include <render/OpenGLRenderer.hpp>
ViewerWidget::ViewerWidget(QGLFormat g, QWidget* parent,
const QGLWidget* shareWidget, Qt::WindowFlags f)
: QGLWidget(g, parent, shareWidget, f)
, renderer(nullptr)
, gworld(nullptr)
, activeModel(nullptr)
, selectedFrame(nullptr)
, dummyObject(nullptr)
, currentObjectID(0)
, _lastModel(nullptr)
, canimation(nullptr)
, viewDistance(1.f)
, dragging(false)
, moveFast(false)
, _frameWidgetDraw(nullptr)
, _frameWidgetGeom(nullptr) {
setFocusPolicy(Qt::StrongFocus);
}
struct WidgetVertex {
float x, y, z;
static const AttributeList vertex_attributes() {
return {{ATRS_Position, 3, sizeof(WidgetVertex), 0ul}};
}
};
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::initializeGL() {
QGLWidget::initializeGL();
timer.setInterval(25);
connect(&timer, SIGNAL(timeout()), SLOT(updateGL()));
timer.start();
_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);
}
void ViewerWidget::resizeGL(int w, int h) {
QGLWidget::resizeGL(w, h);
glViewport(0, 0, w, h);
}
void ViewerWidget::paintGL() {
glClearColor(0.3f, 0.3f, 0.3f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width(), height());
if (world() == nullptr) return;
RW_CHECK(renderer != nullptr, "GameRenderer is null");
auto& r = *renderer;
r.setViewport(width(), height());
if (dummyObject && dummyObject->animator) {
dummyObject->animator->tick(1.f / 60.f);
}
r.getRenderer()->invalidate();
glEnable(GL_DEPTH_TEST);
glm::mat4 m(1.f);
r.getRenderer()->useProgram(r.worldProg.get());
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);
ClumpPtr model = activeModel;
if (model != _lastModel) {
_lastModel = model;
emit modelChanged(_lastModel);
}
glm::vec3 eye(sin(viewAngles.x) * cos(viewAngles.y),
cos(viewAngles.x) * cos(viewAngles.y), sin(viewAngles.y));
if (model) {
model->getFrame()->updateHierarchyTransform();
// Ensure camera is still accurate
vc.position = eye * viewDistance;
glm::mat4 proj = vc.frustum.projection();
glm::mat4 view = glm::lookAt(vc.position, glm::vec3(0.f, 0.f, 0.f),
glm::vec3(0.f, 0.f, 1.f));
vc.rotation = -glm::quat_cast(view);
vc.frustum.update(proj * view);
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});
r.getRenderer()->invalidate();
r.setupRender();
ObjectRenderer renderer(world(), vc, 1.f, 0);
RenderList renders;
renderer.renderClump(model.get(), glm::mat4(), nullptr, renders);
r.getRenderer()->drawBatched(renders);
drawFrameWidget(model->getFrame().get());
r.renderPostProcess();
} else if (world()->allObjects.size() > 0) {
vc.frustum.fov = glm::radians(90.f);
vc.frustum.far = 1000.f;
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));
r.renderWorld(world(), vc, 0.f);
}
}
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);
}
dp.textures = {whiteTex};
RW_CHECK(renderer != nullptr, "GameRenderer is null");
if(renderer != nullptr) {
renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
}
for (auto c : f->getChildren()) {
drawFrameWidget(c.get(), thisM);
}
}
GameWorld* ViewerWidget::world() {
return gworld;
}
void ViewerWidget::showObject(qint16 item) {
currentObjectID = item;
if (dummyObject) gworld->destroyObject(dummyObject);
auto def = world()->data->modelinfo[item].get();
if (def) {
switch (def->type()) {
default:
dummyObject = gworld->createInstance(item, {});
break;
case ModelDataType::PedInfo:
dummyObject = gworld->createPedestrian(item, {});
break;
case ModelDataType::VehicleInfo:
dummyObject = gworld->createVehicle(item, {});
break;
}
RW_CHECK(dummyObject != nullptr, "Dummy Object is null");
if (dummyObject != nullptr) {
activeModel = dummyObject->getModel();
}
}
}
void ViewerWidget::showModel(ClumpPtr model) {
if (dummyObject) gworld->destroyObject(dummyObject);
dummyObject = nullptr;
activeModel = model;
}
void ViewerWidget::selectFrame(ModelFrame* frame) {
selectedFrame = frame;
}
void ViewerWidget::exportModel() {
QString toSv = QFileDialog::getSaveFileName(
this, "Export Model", QDir::homePath(), "Model (*.DFF)");
if (toSv.size() == 0) return;
#if 0
auto it = world()->objectTypes.find(currentObjectID);
if( it != world()->objectTypes.end() ) {
for( auto& archive : world()->data.archives ) {
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
}
void ViewerWidget::dataLoaded(GameWorld* world) {
gworld = world;
}
void ViewerWidget::setRenderer(GameRenderer* render) {
renderer = render;
}
void ViewerWidget::keyPressEvent(QKeyEvent* e) {
if (e->key() == Qt::Key_Shift) moveFast = true;
glm::vec3 movement;
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;
}
}
void ViewerWidget::keyReleaseEvent(QKeyEvent* e) {
if (e->key() == Qt::Key_Shift) moveFast = false;
}
ClumpPtr ViewerWidget::currentModel() const {
return activeModel;
}
GameObject* ViewerWidget::currentObject() const {
return dummyObject;
}
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) {
viewDistance = qMax(viewDistance - e->angleDelta().y() / 240.f, 0.5f);
}