/* Copyright (C) 2017 Eric Wasylishen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #include "glview.h" // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include GLView::GLView(QWidget *parent) : QOpenGLWidget(parent), m_keysPressed(0), m_moveSpeed(1000), m_displayAspect(1), m_cameraOrigin(0, 0, 0), m_cameraFwd(0, 1, 0), m_vao(), m_indexBuffer(QOpenGLBuffer::IndexBuffer) { setFocusPolicy(Qt::StrongFocus); // allow keyboard focus } GLView::~GLView() { makeCurrent(); delete m_program; delete m_program_wireframe; delete m_skybox_program; m_vbo.destroy(); m_indexBuffer.destroy(); m_vao.destroy(); placeholder_texture.reset(); lightmap_texture.reset(); m_drawcalls.clear(); doneCurrent(); } static const char *s_fragShader_Wireframe = R"( #version 330 core out vec4 color; void main() { color = vec4(1.0); } )"; static const char *s_vertShader_Wireframe = R"( #version 330 core layout (location = 0) in vec3 position; uniform mat4 MVP; void main() { gl_Position = MVP * vec4(position, 1.0); } )"; static const char *s_fragShader = R"( #version 330 core in vec2 uv; in vec2 lightmap_uv; in vec3 normal; flat in vec3 flat_color; flat in uint styles; out vec4 color; uniform sampler2D texture_sampler; uniform sampler2DArray lightmap_sampler; uniform float opacity; uniform bool lightmap_only; uniform bool fullbright; uniform bool drawnormals; uniform bool drawflat; uniform float style_scalars[256]; void main() { if (drawnormals) { // remap -1..+1 to 0..1 color = vec4((normal + vec3(1.0)) / vec3(2.0), opacity); } else if (drawflat) { color = vec4(flat_color, opacity); } else { vec3 texcolor = lightmap_only ? vec3(0.5) : texture(texture_sampler, uv).rgb; vec3 lmcolor = fullbright ? vec3(0.5) : vec3(0); if (!fullbright) { for (uint i = 0u; i < 32u; i += 8u) { uint style = (styles >> i) & 0xFFu; if (style == 0xFFu) break; lmcolor += texture(lightmap_sampler, vec3(lightmap_uv, (float) style)).rgb * style_scalars[style]; } } // 2.0 for overbright color = vec4(texcolor * lmcolor * 2.0, opacity); } } )"; static const char *s_vertShader = R"( #version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 vertex_uv; layout (location = 2) in vec2 vertex_lightmap_uv; layout (location = 3) in vec3 vertex_normal; layout (location = 4) in vec3 vertex_flat_color; layout (location = 5) in uint vertex_styles; out vec2 uv; out vec2 lightmap_uv; out vec3 normal; flat out vec3 flat_color; flat out uint styles; uniform mat4 MVP; void main() { gl_Position = MVP * vec4(position.x, position.y, position.z, 1.0); uv = vertex_uv; lightmap_uv = vertex_lightmap_uv; normal = vertex_normal; flat_color = vertex_flat_color; styles = vertex_styles; } )"; static const char *s_skyboxFragShader = R"( #version 330 core in vec3 uv; in vec2 lightmap_uv; in vec3 normal; flat in vec3 flat_color; flat in uint styles; out vec4 color; uniform samplerCube texture_sampler; uniform sampler2DArray lightmap_sampler; uniform bool lightmap_only; uniform bool fullbright; uniform bool drawnormals; uniform bool drawflat; uniform float style_scalars[256]; void main() { if (drawnormals) { // remap -1..+1 to 0..1 color = vec4((normal + vec3(1.0)) / vec3(2.0), 1.0); } else if (drawflat) { color = vec4(flat_color, 1.0); } else { if (!fullbright && lightmap_only) { vec3 lmcolor = vec3(0.5); for (uint i = 0u; i < 32u; i += 8u) { uint style = (styles >> i) & 0xFFu; if (style == 0xFFu) break; lmcolor += texture(lightmap_sampler, vec3(lightmap_uv, (float) style)).rgb * style_scalars[style]; } // 2.0 for overbright color = vec4(lmcolor * 2.0, 1.0); } else color = vec4(texture(texture_sampler, uv).rgb, 1.0); } } )"; static const char *s_skyboxVertShader = R"( #version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 vertex_uv; layout (location = 2) in vec2 vertex_lightmap_uv; layout (location = 3) in vec3 vertex_normal; layout (location = 4) in vec3 vertex_flat_color; layout (location = 5) in uint vertex_styles; smooth out vec3 uv; out vec2 lightmap_uv; out vec3 normal; flat out vec3 flat_color; flat out uint styles; uniform mat4 MVP; uniform vec3 eye_origin; void main() { gl_Position = MVP * vec4(position.x, position.y, position.z, 1.0); uv = normalize(position - eye_origin); lightmap_uv = vertex_lightmap_uv; normal = vertex_normal; flat_color = vertex_flat_color; styles = vertex_styles; } )"; void GLView::handleLoggedMessage(const QOpenGLDebugMessage &debugMessage) { if (debugMessage.type() == QOpenGLDebugMessage::ErrorType) __debugbreak(); qDebug() << debugMessage.message(); } void GLView::initializeGL() { initializeOpenGLFunctions(); QOpenGLContext *ctx = QOpenGLContext::currentContext(); QOpenGLDebugLogger *logger = new QOpenGLDebugLogger(this); logger->initialize(); // initializes in the current context, i.e. ctx connect(logger, &QOpenGLDebugLogger::messageLogged, this, &GLView::handleLoggedMessage); logger->startLogging(QOpenGLDebugLogger::SynchronousLogging); // set up shader m_program = new QOpenGLShaderProgram(); m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, s_vertShader); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, s_fragShader); assert(m_program->link()); m_skybox_program = new QOpenGLShaderProgram(); m_skybox_program->addShaderFromSourceCode(QOpenGLShader::Vertex, s_skyboxVertShader); m_skybox_program->addShaderFromSourceCode(QOpenGLShader::Fragment, s_skyboxFragShader); assert(m_skybox_program->link()); m_program_wireframe = new QOpenGLShaderProgram(); m_program_wireframe->addShaderFromSourceCode(QOpenGLShader::Vertex, s_vertShader_Wireframe); m_program_wireframe->addShaderFromSourceCode(QOpenGLShader::Fragment, s_fragShader_Wireframe); assert(m_program_wireframe->link()); m_program->bind(); m_program_mvp_location = m_program->uniformLocation("MVP"); m_program_texture_sampler_location = m_program->uniformLocation("texture_sampler"); m_program_lightmap_sampler_location = m_program->uniformLocation("lightmap_sampler"); m_program_opacity_location = m_program->uniformLocation("opacity"); m_program_lightmap_only_location = m_program->uniformLocation("lightmap_only"); m_program_fullbright_location = m_program->uniformLocation("fullbright"); m_program_drawnormals_location = m_program->uniformLocation("drawnormals"); m_program_drawflat_location = m_program->uniformLocation("drawflat"); m_program_style_scalars_location = m_program->uniformLocation("style_scalars"); m_program->release(); m_skybox_program->bind(); m_skybox_program_mvp_location = m_skybox_program->uniformLocation("MVP"); m_skybox_program_eye_direction_location = m_skybox_program->uniformLocation("eye_origin"); m_skybox_program_texture_sampler_location = m_skybox_program->uniformLocation("texture_sampler"); m_skybox_program_lightmap_sampler_location = m_skybox_program->uniformLocation("lightmap_sampler"); m_skybox_program_opacity_location = m_skybox_program->uniformLocation("opacity"); m_skybox_program_lightmap_only_location = m_skybox_program->uniformLocation("lightmap_only"); m_skybox_program_fullbright_location = m_skybox_program->uniformLocation("fullbright"); m_skybox_program_drawnormals_location = m_skybox_program->uniformLocation("drawnormals"); m_skybox_program_drawflat_location = m_skybox_program->uniformLocation("drawflat"); m_skybox_program_style_scalars_location = m_skybox_program->uniformLocation("style_scalars"); m_skybox_program->release(); m_program_wireframe->bind(); m_program_wireframe_mvp_location = m_program_wireframe->uniformLocation("MVP"); m_program_wireframe->release(); m_vao.create(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glFrontFace(GL_CW); } void GLView::paintGL() { // calculate frame time + update m_lastFrame float duration_seconds; const auto now = I_FloatTime(); if (m_lastFrame) { duration_seconds = (now - *m_lastFrame).count(); } else { duration_seconds = 0; } m_lastFrame = now; // apply motion applyMouseMotion(); applyFlyMovement(duration_seconds); // draw glClearColor(0.1, 0.1, 0.1, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); QMatrix4x4 modelMatrix; QMatrix4x4 viewMatrix; QMatrix4x4 projectionMatrix; projectionMatrix.perspective(90, m_displayAspect, 1.0f, 1'000'000.0f); viewMatrix.lookAt(m_cameraOrigin, m_cameraOrigin + m_cameraFwd, QVector3D(0, 0, 1)); QMatrix4x4 MVP = projectionMatrix * viewMatrix * modelMatrix; // wireframe if (m_showTris) { m_program_wireframe->bind(); m_program_wireframe->setUniformValue(m_program_wireframe_mvp_location, MVP); glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(-0.8, 1.0); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); for (auto &draw : m_drawcalls) { glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT, reinterpret_cast(draw.first_index * sizeof(uint32_t))); } glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_LINE); m_program_wireframe->release(); } QOpenGLShaderProgram *active_program = nullptr; m_program->bind(); m_program->setUniformValue(m_program_mvp_location, MVP); m_program->setUniformValue(m_program_texture_sampler_location, 0 /* texture unit */); m_program->setUniformValue(m_program_lightmap_sampler_location, 1 /* texture unit */); m_program->setUniformValue(m_program_opacity_location, 1.0f); m_program->setUniformValue(m_program_lightmap_only_location, m_lighmapOnly); m_program->setUniformValue(m_program_fullbright_location, m_fullbright); m_program->setUniformValue(m_program_drawnormals_location, m_drawNormals); m_program->setUniformValue(m_program_drawflat_location, m_drawFlat); m_skybox_program->bind(); m_skybox_program->setUniformValue(m_skybox_program_mvp_location, MVP); m_skybox_program->setUniformValue(m_skybox_program_eye_direction_location, m_cameraOrigin); m_skybox_program->setUniformValue(m_skybox_program_texture_sampler_location, 0 /* texture unit */); m_skybox_program->setUniformValue(m_skybox_program_lightmap_sampler_location, 1 /* texture unit */); m_skybox_program->setUniformValue(m_skybox_program_opacity_location, 1.0f); m_skybox_program->setUniformValue(m_skybox_program_lightmap_only_location, m_lighmapOnly); m_skybox_program->setUniformValue(m_skybox_program_fullbright_location, m_fullbright); m_skybox_program->setUniformValue(m_skybox_program_drawnormals_location, m_drawNormals); m_skybox_program->setUniformValue(m_skybox_program_drawflat_location, m_drawFlat); // opaque draws for (auto &draw : m_drawcalls) { if (draw.key.opacity != 1.0f) continue; if (active_program != draw.key.program) { active_program = draw.key.program; active_program->bind(); } draw.texture->bind(0 /* texture unit */); lightmap_texture->bind(1 /* texture unit */); QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT, reinterpret_cast(draw.first_index * sizeof(uint32_t))); } // translucent draws { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for (auto &draw : m_drawcalls) { if (draw.key.opacity == 1.0f) continue; if (active_program != draw.key.program) { active_program = draw.key.program; active_program->bind(); } draw.texture->bind(0 /* texture unit */); lightmap_texture->bind(1 /* texture unit */); if (active_program == m_program) { m_program->setUniformValue(m_program_opacity_location, draw.key.opacity); } else { m_skybox_program->setUniformValue(m_skybox_program_opacity_location, draw.key.opacity); } QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT, reinterpret_cast(draw.first_index * sizeof(uint32_t))); } glDisable(GL_BLEND); } m_program->release(); update(); // schedule the next frame } void GLView::setCamera(const qvec3d &origin, const qvec3d &fwd) { m_cameraOrigin = {(float)origin[0], (float)origin[1], (float)origin[2]}; m_cameraFwd = {(float)fwd[0], (float)fwd[1], (float)fwd[2]}; } void GLView::setLighmapOnly(bool lighmapOnly) { m_lighmapOnly = lighmapOnly; update(); } void GLView::setFullbright(bool fullbright) { m_fullbright = fullbright; update(); } void GLView::setDrawNormals(bool drawnormals) { m_drawNormals = drawnormals; update(); } void GLView::setShowTris(bool showtris) { m_showTris = showtris; update(); } void GLView::setDrawFlat(bool drawflat) { m_drawFlat = drawflat; update(); } void GLView::setKeepOrigin(bool keeporigin) { m_keepOrigin = keeporigin; } void GLView::setLightStyleIntensity(int style_id, int intensity) { makeCurrent(); m_program->bind(); m_program->setUniformValue(m_program_style_scalars_location + style_id, intensity / 100.f); m_program->release(); doneCurrent(); update(); } void GLView::takeScreenshot(QString destPath, int w, int h) { // update aspect ratio float backupDisplayAspect = m_displayAspect; m_displayAspect = static_cast(w) / static_cast(h); makeCurrent(); { QOpenGLFramebufferObjectFormat format; format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); format.setSamples(4); QOpenGLFramebufferObject fbo(w, h, format); assert(fbo.bind()); glViewport(0, 0, w, h); paintGL(); QImage image = fbo.toImage(); image.save(destPath); assert(fbo.release()); } doneCurrent(); // restore aspect ratio m_displayAspect = backupDisplayAspect; update(); } void GLView::renderBSP(const QString &file, const mbsp_t &bsp, const bspxentries_t &bspx, const std::vector &entities, const full_atlas_t &lightmap, const settings::common_settings &settings) { img::load_textures(&bsp, settings); auto facenormals = BSPX_FaceNormals(bsp, bspx); // NOTE: according to https://doc.qt.io/qt-6/qopenglwidget.html#resource-initialization-and-cleanup // we can only do this after `initializeGL()` has run once. makeCurrent(); // clear old data placeholder_texture.reset(); lightmap_texture.reset(); m_drawcalls.clear(); m_vbo.bind(); m_vbo.allocate(0); m_indexBuffer.bind(); m_indexBuffer.allocate(0); int32_t highest_depth = 0; for (auto &style : lightmap.style_to_lightmap_atlas) { highest_depth = max(highest_depth, style.first); } // upload lightmap atlases { const auto &lm_tex = lightmap.style_to_lightmap_atlas.begin()->second; lightmap_texture = std::make_shared(QOpenGLTexture::Target2DArray); lightmap_texture->setSize(lm_tex.width, lm_tex.height); lightmap_texture->setLayers(highest_depth + 1); lightmap_texture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm); lightmap_texture->setAutoMipMapGenerationEnabled(false); lightmap_texture->setMagnificationFilter(QOpenGLTexture::Linear); lightmap_texture->setMinificationFilter(QOpenGLTexture::Linear); lightmap_texture->allocateStorage(); for (auto &style : lightmap.style_to_lightmap_atlas) { lightmap_texture->setData(0, style.first, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, reinterpret_cast(style.second.pixels.data())); } } // upload placeholder texture { placeholder_texture = std::make_shared(QOpenGLTexture::Target2D); placeholder_texture->setSize(64, 64); placeholder_texture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm); placeholder_texture->setAutoMipMapGenerationEnabled(true); placeholder_texture->setMagnificationFilter(QOpenGLTexture::Linear); placeholder_texture->setMinificationFilter(QOpenGLTexture::Linear); placeholder_texture->allocateStorage(); uint8_t *data = new uint8_t[64 * 64 * 4]; for (int y = 0; y < 64; ++y) { for (int x = 0; x < 64; ++x) { int i = ((y * 64) + x) * 4; int v; if ((x > 32) == (y > 32)) { v = 64; } else { v = 32; } data[i] = v; // R data[i + 1] = v; // G data[i + 2] = v; // B data[i + 3] = 0xff; // A } } placeholder_texture->setData( 0, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, reinterpret_cast(data)); delete[] data; } struct face_payload { const mface_t *face; qvec3d model_offset; }; // collect faces grouped by material_key std::map> faces_by_material_key; bool needs_skybox = false; // collect entity bmodels for (int mi = 0; mi < bsp.dmodels.size(); mi++) { qvec3d origin{}; if (mi != 0) { // find matching entity std::string modelStr = fmt::format("*{}", mi); bool found = false; for (auto &ent : entities) { if (ent.get("model") == modelStr) { found = true; ent.get_vector("origin", origin); break; } } if (!found) continue; } auto &m = bsp.dmodels[mi]; for (int i = m.firstface; i < m.firstface + m.numfaces; ++i) { auto &f = bsp.dfaces[i]; std::string t = Face_TextureName(&bsp, &f); // FIXME: keep empty texture names? if (t.empty()) continue; if (f.numedges < 3) continue; const mtexinfo_t *texinfo = Face_Texinfo(&bsp, &f); if (!texinfo) continue; // FIXME: render as checkerboard? QOpenGLShaderProgram *program = m_program; // determine opacity float opacity = 1.0f; if (bsp.loadversion->game->id == GAME_QUAKE_II) { if (texinfo->flags.native & Q2_SURF_NODRAW) { continue; } if (texinfo->flags.native & Q2_SURF_SKY) { program = m_skybox_program; needs_skybox = true; } else { if (texinfo->flags.native & Q2_SURF_TRANS33) { opacity = 0.33f; } if (texinfo->flags.native & Q2_SURF_TRANS66) { opacity = 0.66f; } } } material_key k = {.program = program, .texname = t, .opacity = opacity}; faces_by_material_key[k].push_back({.face = &f, .model_offset = origin}); } } std::shared_ptr skybox_texture; if (needs_skybox) { // load skybox std::string skybox = "unit1_"; // TODO: game-specific defaults if (entities[0].has("sky")) { skybox = entities[0].get("sky"); } auto up = img::load_texture(fmt::format("env/{}up", skybox), false, bsp.loadversion->game, settings, true); auto down = img::load_texture(fmt::format("env/{}dn", skybox), false, bsp.loadversion->game, settings, true); auto left = img::load_texture(fmt::format("env/{}lf", skybox), false, bsp.loadversion->game, settings, true); auto right = img::load_texture(fmt::format("env/{}rt", skybox), false, bsp.loadversion->game, settings, true); auto front = img::load_texture(fmt::format("env/{}ft", skybox), false, bsp.loadversion->game, settings, true); auto back = img::load_texture(fmt::format("env/{}bk", skybox), false, bsp.loadversion->game, settings, true); skybox_texture = std::make_shared(QOpenGLTexture::TargetCubeMap); skybox_texture->setSize(std::get<0>(up)->width, std::get<0>(up)->height); skybox_texture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm); skybox_texture->setAutoMipMapGenerationEnabled(true); skybox_texture->setMagnificationFilter(QOpenGLTexture::Linear); skybox_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); skybox_texture->setMaximumAnisotropy(16); skybox_texture->allocateStorage(); skybox_texture->setWrapMode(QOpenGLTexture::ClampToEdge); skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapNegativeZ, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, std::get<0>(up)->pixels.data(), nullptr); skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapPositiveZ, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, std::get<0>(down)->pixels.data(), nullptr); skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapNegativeY, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, std::get<0>(left)->pixels.data(), nullptr); skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapPositiveY, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, std::get<0>(right)->pixels.data(), nullptr); skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapNegativeX, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, std::get<0>(front)->pixels.data(), nullptr); skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapPositiveX, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, std::get<0>(back)->pixels.data(), nullptr); } // populate the vertex/index buffers struct vertex_t { qvec3f pos; qvec2f uv; qvec2f lightmap_uv; qvec3f normal; qvec3f flat_color; uint32_t styles; }; std::vector verts; std::vector indexBuffer; for (const auto &[k, faces] : faces_by_material_key) { // upload texture // FIXME: we should have a separate lightpreview_options auto *texture = img::find(k.texname); std::shared_ptr qtexture; if (!texture) { logging::print("warning, couldn't locate {}", k.texname); qtexture = placeholder_texture; } if (!texture->width || !texture->height) { logging::print("warning, empty texture {}", k.texname); qtexture = placeholder_texture; } const size_t dc_first_index = indexBuffer.size(); if (k.program == m_skybox_program) { qtexture = skybox_texture; } for (const auto &[f, model_offset] : faces) { const int fnum = Face_GetNum(&bsp, f); const auto plane_normal = Face_Normal(&bsp, f); const qvec3f flat_color = qvec3f{Random(), Random(), Random()}; const size_t first_vertex_of_face = verts.size(); const auto lm_uvs = lightmap.facenum_to_lightmap_uvs.at(fnum); // output a vertex for each vertex of the face for (int j = 0; j < f->numedges; ++j) { qvec3f pos = Face_PointAtIndex(&bsp, f, j); qvec2f uv = Face_WorldToTexCoord(&bsp, f, pos); if (qtexture) { uv[0] *= (1.0 / qtexture->width()); uv[1] *= (1.0 / qtexture->height()); } else { uv[0] *= (1.0 / texture->width); uv[1] *= (1.0 / texture->height); } qvec2f lightmap_uv = lm_uvs.at(j); qvec3f vertex_normal; if (facenormals) { auto normal_index = facenormals->per_face[fnum].per_vert[j].normal; vertex_normal = facenormals->normals[normal_index]; } else { vertex_normal = plane_normal; } verts.push_back({.pos = pos + model_offset, .uv = uv, .lightmap_uv = lightmap_uv, .normal = vertex_normal, .flat_color = flat_color, .styles = (uint32_t)(f->styles[0]) | (uint32_t)(f->styles[1] << 8) | (uint32_t)(f->styles[2] << 16) | (uint32_t)(f->styles[3] << 24)}); } // output the vertex indices for this face for (int j = 2; j < f->numedges; ++j) { indexBuffer.push_back(first_vertex_of_face); indexBuffer.push_back(first_vertex_of_face + j - 1); indexBuffer.push_back(first_vertex_of_face + j); } } if (!qtexture) { qtexture = std::make_shared(QOpenGLTexture::Target2D); qtexture->setSize(texture->width, texture->height); qtexture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm); qtexture->allocateStorage(); // ???? // FIXME: debug why this doesn't work, so we can remove the QImage garbage qtexture->setData( QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, reinterpret_cast(texture->pixels.data())); qtexture->setMaximumAnisotropy(16); qtexture->setAutoMipMapGenerationEnabled(true); qtexture->setMagnificationFilter(QOpenGLTexture::Linear); qtexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); } const size_t dc_index_count = indexBuffer.size() - dc_first_index; drawcall_t dc = { .key = k, .texture = std::move(qtexture), .first_index = dc_first_index, .index_count = dc_index_count}; m_drawcalls.push_back(std::move(dc)); } QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); // upload index buffer m_indexBuffer.create(); m_indexBuffer.bind(); m_indexBuffer.allocate(indexBuffer.data(), indexBuffer.size() * sizeof(indexBuffer[0])); // upload vertex buffer m_vbo.create(); m_vbo.bind(); m_vbo.allocate(verts.data(), verts.size() * sizeof(verts[0])); // positions glEnableVertexAttribArray(0 /* attrib */); glVertexAttribPointer(0 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *)offsetof(vertex_t, pos)); // texture uvs glEnableVertexAttribArray(1 /* attrib */); glVertexAttribPointer(1 /* attrib */, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *)offsetof(vertex_t, uv)); // lightmap uvs glEnableVertexAttribArray(2 /* attrib */); glVertexAttribPointer( 2 /* attrib */, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *)offsetof(vertex_t, lightmap_uv)); // normals glEnableVertexAttribArray(3 /* attrib */); glVertexAttribPointer(3 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *)offsetof(vertex_t, normal)); // flat shading color glEnableVertexAttribArray(4 /* attrib */); glVertexAttribPointer( 4 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *)offsetof(vertex_t, flat_color)); // styles glEnableVertexAttribArray(5 /* attrib */); glVertexAttribIPointer(5 /* attrib */, 1, GL_UNSIGNED_INT, sizeof(vertex_t), (void *)offsetof(vertex_t, styles)); // initialize style values m_program->bind(); for (int i = 0; i < 256; i++) { m_program->setUniformValue(m_program_style_scalars_location + i, 1.f); } m_program->release(); doneCurrent(); // schedule repaint update(); } void GLView::resizeGL(int width, int height) { m_displayAspect = static_cast(width) / static_cast(height); } void GLView::applyMouseMotion() { if (!(QApplication::mouseButtons() & Qt::RightButton)) { m_lastMouseDownPos = std::nullopt; return; } QPoint current_pos = QCursor::pos(); QPointF delta; if (m_lastMouseDownPos) { delta = current_pos - *m_lastMouseDownPos; } else { delta = QPointF(0, 0); } m_lastMouseDownPos = current_pos; // handle mouse movement float pitchDegrees = delta.y() * -0.2; float yawDegrees = delta.x() * -0.2; QMatrix4x4 mouseRotation; mouseRotation.rotate(pitchDegrees, cameraRight()); mouseRotation.rotate(yawDegrees, QVector3D(0, 0, 1)); // now rotate m_cameraFwd and m_cameraUp by mouseRotation m_cameraFwd = mouseRotation * m_cameraFwd; } static keys_t Qt_Key_To_keys_t(int key) { switch (key) { case Qt::Key_W: return keys_t::up; case Qt::Key_A: return keys_t::left; case Qt::Key_S: return keys_t::down; case Qt::Key_D: return keys_t::right; case Qt::Key_Q: return keys_t::fly_down; case Qt::Key_E: return keys_t::fly_up; } return keys_t::none; } void GLView::keyPressEvent(QKeyEvent *event) { keys_t key = Qt_Key_To_keys_t(event->key()); m_keysPressed |= static_cast(key); } void GLView::keyReleaseEvent(QKeyEvent *event) { keys_t key = Qt_Key_To_keys_t(event->key()); m_keysPressed &= ~static_cast(key); } void GLView::wheelEvent(QWheelEvent *event) { if (!(event->buttons() & Qt::RightButton)) return; double delta = event->angleDelta().y(); m_moveSpeed += delta; m_moveSpeed = clamp(m_moveSpeed, 10.0f, 5000.0f); } void GLView::applyFlyMovement(float duration_seconds) { // qDebug() << "timer event: duration: " << duration_seconds; const float distance = m_moveSpeed * duration_seconds; const auto prevOrigin = m_cameraOrigin; if (m_keysPressed & static_cast(keys_t::up)) m_cameraOrigin += m_cameraFwd * distance; if (m_keysPressed & static_cast(keys_t::down)) m_cameraOrigin -= m_cameraFwd * distance; if (m_keysPressed & static_cast(keys_t::left)) m_cameraOrigin -= cameraRight() * distance; if (m_keysPressed & static_cast(keys_t::right)) m_cameraOrigin += cameraRight() * distance; if (m_keysPressed & static_cast(keys_t::fly_down)) m_cameraOrigin -= QVector3D(0, 0, 1) * distance; if (m_keysPressed & static_cast(keys_t::fly_up)) m_cameraOrigin += QVector3D(0, 0, 1) * distance; if (prevOrigin != m_cameraOrigin) { emit cameraMoved(); } } qvec3f GLView::cameraPosition() const { return qvec3f{m_cameraOrigin[0], m_cameraOrigin[1], m_cameraOrigin[2]}; }