ericw-tools/lightpreview/glview.h

292 lines
9.1 KiB
C++

/* 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.
*/
#pragma once
#include <QOpenGLWidget>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLDebugMessage>
#include <QElapsedTimer>
#include <QVector3D>
#include <QMatrix4x4>
#include <optional>
#include <vector>
#include <common/qvec.hh>
#include <common/cmdlib.hh>
#include <common/entdata.h>
#include <common/bspfile.hh>
#include <common/bspinfo.hh>
enum class keys_t : uint32_t
{
none = 0,
up = 1,
right = 2,
down = 4,
left = 8,
fly_down = 16,
fly_up = 32
};
struct mbsp_t;
class GLView : public QOpenGLWidget, protected QOpenGLFunctions_3_3_Core
{
Q_OBJECT
private:
std::optional<mbsp_t> m_bsp;
std::unordered_map<int, std::vector<uint8_t>> m_decompressedVis;
uint32_t m_keysPressed;
std::optional<time_point> m_lastFrame;
std::optional<QPoint> m_lastMouseDownPos;
/**
* units / second
*/
float m_moveSpeed;
// vis culling stuff
struct face_visibility_key_t
{
bool show_bmodels;
// -1 indicates solid leaf or no visdata (render all world faces)
int leafnum;
// Q2 bsp: cluster num
// other: visofs
int clusternum;
auto operator<=>(const face_visibility_key_t &other) const = default;
};
face_visibility_key_t desiredFaceVisibility() const;
bool m_visCulling = true;
// camera stuff
float m_displayAspect;
QVector3D m_cameraOrigin;
QVector3D m_cameraFwd; // unit vec
QVector3D m_cullOrigin;
QMatrix4x4 m_cullViewMatrix;
QMatrix4x4 m_cullModelMatrix;
QVector3D cameraRight() const
{
QVector3D v = QVector3D::crossProduct(m_cameraFwd, QVector3D(0, 0, 1));
v.normalize();
return v;
}
// render options
bool m_lighmapOnly = false;
bool m_fullbright = false;
bool m_drawNormals = false;
std::optional<int> m_drawLeafs;
bool m_showTris = false;
bool m_showTrisSeeThrough = false;
bool m_drawFlat = false;
bool m_keepOrigin = false;
bool m_keepCullFrustum = true;
bool m_keepCullOrigin = false;
bool m_drawPortals = false;
bool m_drawLeak = false;
QOpenGLTexture::Filter m_filter = QOpenGLTexture::Linear;
bool m_drawTranslucencyAsOpaque = false;
bool m_showBmodels = true;
float m_brightness = 0.0f;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_vbo;
QOpenGLBuffer m_indexBuffer;
QOpenGLVertexArrayObject m_leakVao;
QOpenGLBuffer m_leakVbo;
QOpenGLVertexArrayObject m_portalVao;
QOpenGLBuffer m_portalVbo;
QOpenGLBuffer m_portalIndexBuffer;
QOpenGLVertexArrayObject m_frustumVao;
QOpenGLBuffer m_frustumVbo;
QOpenGLBuffer m_frustumFacesIndexBuffer;
QOpenGLBuffer m_frustumEdgesIndexBuffer;
struct leaf_vao_t
{
QOpenGLVertexArrayObject vao;
QOpenGLBuffer vbo;
QOpenGLBuffer indexBuffer;
int num_indices = 0;
};
std::array<leaf_vao_t, MAX_MAP_HULLS_H2> m_hullVaos;
// this determines what can be batched together in a draw call
struct material_key
{
QOpenGLShaderProgram *program;
std::string texname;
float opacity = 1.f;
bool alpha_test = false;
auto operator<=>(const material_key &other) const = default;
};
std::shared_ptr<QOpenGLTexture> placeholder_texture;
std::shared_ptr<QOpenGLTexture> lightmap_texture;
bool m_is_hdr_lightmap = false;
/**
* 1D texture, one uint8 per face.
*
* 0 = render normally
* 1 = skip face
*/
std::shared_ptr<QOpenGLTexture> face_visibility_texture;
std::shared_ptr<QOpenGLBuffer> face_visibility_buffer;
struct drawcall_t
{
material_key key;
std::shared_ptr<QOpenGLTexture> texture;
size_t first_index = 0;
size_t index_count = 0;
};
std::vector<drawcall_t> m_drawcalls;
size_t num_leak_points = 0;
size_t num_portal_indices = 0;
QOpenGLShaderProgram *m_program = nullptr, *m_skybox_program = nullptr;
QOpenGLShaderProgram *m_program_wireframe = nullptr;
QOpenGLShaderProgram *m_program_simple = nullptr;
// uniform locations (default program)
int m_program_mvp_location = 0;
int m_program_texture_sampler_location = 0;
int m_program_lightmap_sampler_location = 0;
int m_program_face_visibility_sampler_location = 0;
int m_program_opacity_location = 0;
int m_program_alpha_test_location = 0;
int m_program_lightmap_only_location = 0;
int m_program_fullbright_location = 0;
int m_program_drawnormals_location = 0;
int m_program_drawflat_location = 0;
int m_program_style_scalars_location = 0;
int m_program_brightness_location = 0;
int m_program_lightmap_scale_location = 0;
// uniform locations (skybox program)
int m_skybox_program_mvp_location = 0;
int m_skybox_program_eye_direction_location = 0;
int m_skybox_program_texture_sampler_location = 0;
int m_skybox_program_lightmap_sampler_location = 0;
int m_skybox_program_face_visibility_sampler_location = 0;
int m_skybox_program_opacity_location = 0;
int m_skybox_program_lightmap_only_location = 0;
int m_skybox_program_fullbright_location = 0;
int m_skybox_program_drawnormals_location = 0;
int m_skybox_program_drawflat_location = 0;
int m_skybox_program_style_scalars_location = 0;
int m_skybox_program_brightness_location = 0;
int m_skybox_program_lightmap_scale_location = 0;
// uniform locations (wireframe program)
int m_program_wireframe_mvp_location = 0;
int m_program_wireframe_face_visibility_sampler_location = 0;
// uniform locations (simple program)
int m_program_simple_mvp_location = 0;
int m_program_simple_color_location = 0;
public:
GLView(QWidget *parent = nullptr);
~GLView();
private:
void setFaceVisibilityArray(uint8_t *data);
static bool isVolumeInFrustum(const std::array<QVector4D, 4> &frustum, const qvec3f &mins, const qvec3f &maxs);
static std::vector<QVector3D> getFrustumCorners(float displayAspect);
static std::array<QVector4D, 4> getFrustumPlanes(const QMatrix4x4 &MVP);
public:
void renderBSP(const QString &file, const mbsp_t &bsp, const bspxentries_t &bspx,
const std::vector<entdict_t> &entities, const full_atlas_t &lightmap, const settings::common_settings &settings,
bool use_bspx_normals);
void setCamera(const qvec3d &origin);
void setCamera(const qvec3d &origin, const qvec3d &fwd);
// FIXME: distinguish render modes from render options
void setLighmapOnly(bool lighmapOnly);
void setFullbright(bool fullbright);
void setDrawNormals(bool drawnormals);
void setDrawLeafs(std::optional<int> hullnum);
void setShowTris(bool showtris);
void setShowTrisSeeThrough(bool showtris);
void setVisCulling(bool viscull);
void setDrawFlat(bool drawflat);
void setKeepOrigin(bool keeporigin);
void setKeepCullFrustum(bool keepfrustum);
void setKeepCullOrigin(bool keeporigin);
void setDrawPortals(bool drawportals);
void setDrawLeak(bool drawleak);
// intensity = 0 to 200
void setLightStyleIntensity(int style_id, int intensity);
void setMagFilter(QOpenGLTexture::Filter filter);
bool getKeepOrigin() const { return m_keepOrigin; }
void setDrawTranslucencyAsOpaque(bool drawopaque);
void setShowBmodels(bool bmodels);
void setBrightness(float brightness);
void takeScreenshot(QString destPath, int w, int h);
private:
void error(const QString &context, const QString &context2, const QString &log);
void setupProgram(const QString &context, QOpenGLShaderProgram *dest, const char *vert, const char *frag);
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
private:
void updateFrustumVBO();
void updateFaceVisibility(const std::array<QVector4D, 4> &frustum);
bool shouldLiveUpdate() const;
void handleLoggedMessage(const QOpenGLDebugMessage &debugMessage);
protected:
void keyPressEvent(QKeyEvent *event) override;
void keyReleaseEvent(QKeyEvent *event) override;
void wheelEvent(QWheelEvent *event) override;
void mousePressEvent(QMouseEvent *event) override;
private:
void applyMouseMotion();
void applyFlyMovement(float duration);
signals:
void cameraMoved();
public:
qvec3f cameraPosition() const;
qvec3f cameraForward() const;
};