ericw-tools/lightpreview/glview.cpp

1980 lines
63 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.
*/
#include "glview.h"
// #include <cstdio>
#include <cassert>
#include <tuple>
#include <QApplication>
#include <QImage>
#include <QMouseEvent>
#include <QWheelEvent>
#include <QKeyEvent>
#include <QTime>
#include <fmt/core.h>
#include <QOpenGLFramebufferObject>
#include <QOpenGLDebugLogger>
#include <QStandardPaths>
#include <QDateTime>
#include <QMessageBox>
#include <common/decompile.hh>
#include <common/bspfile.hh>
#include <common/bsputils.hh>
#include <common/bspinfo.hh>
#include <common/imglib.hh>
#include <common/prtfile.hh>
#include <light/light.hh>
// given a width and height, returns the number of mips required
// see https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_non_power_of_two.txt
static int GetMipLevelsForDimensions(int w, int h)
{
return 1 + static_cast<int>(std::floor(std::log2(std::max(w, h))));
}
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_cullOrigin(0, 0, 0),
m_vao(),
m_indexBuffer(QOpenGLBuffer::IndexBuffer),
m_leakVao(),
m_portalVao(),
m_portalIndexBuffer(QOpenGLBuffer::IndexBuffer),
m_frustumVao(),
m_frustumFacesIndexBuffer(QOpenGLBuffer::IndexBuffer),
m_frustumEdgesIndexBuffer(QOpenGLBuffer::IndexBuffer)
{
for (auto &hullVao : m_hullVaos) {
hullVao.indexBuffer = QOpenGLBuffer(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();
m_leakVao.destroy();
m_leakVbo.destroy();
m_portalVbo.destroy();
m_portalIndexBuffer.destroy();
m_portalVao.destroy();
m_frustumVbo.destroy();
m_frustumFacesIndexBuffer.destroy();
m_frustumEdgesIndexBuffer.destroy();
m_frustumVao.destroy();
for (auto &hullVao : m_hullVaos) {
hullVao.vbo.destroy();
hullVao.indexBuffer.destroy();
hullVao.vao.destroy();
}
placeholder_texture.reset();
lightmap_texture.reset();
face_visibility_texture.reset();
face_visibility_buffer.reset();
m_drawcalls.clear();
doneCurrent();
}
static const char *s_fragShader_Simple = R"(
#version 330 core
uniform vec4 drawcolor;
out vec4 color;
void main() {
color = drawcolor;
}
)";
static const char *s_vertShader_Simple = 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_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;
layout (location = 6) in int face_index;
uniform mat4 MVP;
uniform usamplerBuffer face_visibility_sampler;
bool is_culled() {
int byte_index = face_index;
uint sampled = texelFetch(face_visibility_sampler, byte_index).r;
return sampled != 16u;
}
void main() {
if (is_culled()) {
gl_Position = vec4(0.0);
return;
}
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 alpha_test;
uniform bool lightmap_only;
uniform bool fullbright;
uniform bool drawnormals;
uniform bool drawflat;
uniform float style_scalars[256];
uniform float brightness;
uniform float lightmap_scale; // extra scale factor for remapping 0-1 SDR lightmaps to 0-2
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;
if (!lightmap_only && alpha_test && texture(texture_sampler, uv).a < 0.1) {
discard;
}
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];
}
}
// if we're using SDR lightmaps (0-255 components mapped to 0..1 by OpenGL,
// lightmap_scale == 2.0 to remap 0..1 to 0..2).
//
// HDR lightmaps are used as-is with lightmap_scale == 1.
color = vec4(texcolor * lmcolor * lightmap_scale, opacity) * pow(2.0, brightness);
}
}
)";
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;
layout (location = 6) in int face_index;
out vec2 uv;
out vec2 lightmap_uv;
out vec3 normal;
flat out vec3 flat_color;
flat out uint styles;
uniform mat4 MVP;
uniform usamplerBuffer face_visibility_sampler;
bool is_culled() {
int byte_index = face_index;
uint sampled = texelFetch(face_visibility_sampler, byte_index).r;
return sampled != 16u;
}
void main() {
if (is_culled()) {
gl_Position = vec4(0.0);
return;
}
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 fragment_world_pos;
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];
uniform float brightness;
uniform float lightmap_scale; // extra scale factor for remapping 0-1 SDR lightmaps to 0-2
uniform vec3 eye_origin;
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];
}
// see lightmap_scale documentation above
color = vec4(lmcolor * lightmap_scale, 1.0);
}
else
{
// cubemap case
vec3 dir = normalize(fragment_world_pos - eye_origin);
color = vec4(texture(texture_sampler, dir).rgb, 1.0);
}
color = color * pow(2.0, brightness);
}
}
)";
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;
layout (location = 6) in int face_index;
out vec3 fragment_world_pos;
out vec2 lightmap_uv;
out vec3 normal;
flat out vec3 flat_color;
flat out uint styles;
uniform mat4 MVP;
uniform vec3 eye_origin;
uniform usamplerBuffer face_visibility_sampler;
bool is_culled() {
int byte_index = face_index;
uint sampled = texelFetch(face_visibility_sampler, byte_index).r;
return sampled != 16u;
}
void main() {
if (is_culled()) {
gl_Position = vec4(0.0);
return;
}
gl_Position = MVP * vec4(position, 1.0);
fragment_world_pos = position;
lightmap_uv = vertex_lightmap_uv;
normal = vertex_normal;
flat_color = vertex_flat_color;
styles = vertex_styles;
}
)";
GLView::face_visibility_key_t GLView::desiredFaceVisibility() const
{
face_visibility_key_t result;
result.show_bmodels = m_showBmodels;
if (m_visCulling) {
const mbsp_t &bsp = *m_bsp;
const auto &world = bsp.dmodels.at(0);
const auto &origin = m_keepCullOrigin ? m_cullOrigin : m_cameraOrigin;
auto *leaf =
BSP_FindLeafAtPoint(&bsp, &world, qvec3d{origin.x(), origin.y(), origin.z()});
int leafnum = leaf - bsp.dleafs.data();
result.leafnum = leafnum;
if (bsp.loadversion->game->id == GAME_QUAKE_II) {
result.clusternum = leaf->cluster;
} else {
result.clusternum = leaf->visofs;
}
} else {
result.leafnum = -1;
result.clusternum = -1;
}
return result;
}
bool GLView::isVolumeInFrustum(const std::array<QVector4D, 4>& frustum, const qvec3f& mins, const qvec3f& maxs) {
for (auto &plane : frustum) {
// Select the p-vertex (positive vertex) - the vertex of the bounding
// box most aligned with the plane normal
const auto p = qvec3f(
plane.x() > 0 ? maxs[0] : mins[0],
plane.y() > 0 ? maxs[1] : mins[1],
plane.z() > 0 ? maxs[2] : mins[2]
);
// Check if the p-vertex is outside the plane
if (plane.x() * p[0] + plane.y() * p[1] + plane.z() * p[2] + plane.w() < 0) {
return false;
}
}
return true;
}
void GLView::updateFaceVisibility(const std::array<QVector4D, 4>& frustum)
{
if (!m_bsp)
return;
const mbsp_t &bsp = *m_bsp;
const auto &world = bsp.dmodels.at(0);
const face_visibility_key_t desired = desiredFaceVisibility();
// qDebug() << "looking up pvs for clusternum " << desired.clusternum;
const int face_visibility_width = m_bsp->dfaces.size();
std::vector<uint8_t> face_flags;
face_flags.resize(face_visibility_width, 0);
bool in_solid = false;
if (desired.leafnum == -1)
in_solid = true;
if (desired.clusternum == -1)
in_solid = true;
if (desired.leafnum == 0 && bsp.loadversion->game->id != GAME_QUAKE_II)
in_solid = true;
bool found_visdata = false;
if (!in_solid) {
if (auto it = m_decompressedVis.find(desired.clusternum); it != m_decompressedVis.end()) {
found_visdata = true;
const auto &pvs = it->second;
// qDebug() << "found bitvec of size " << pvs.size();
// visit all world leafs: if they're visible, mark the appropriate faces
BSP_VisitAllLeafs(bsp, bsp.dmodels[0], [&](const mleaf_t &leaf) {
if (Pvs_LeafVisible(&bsp, pvs, &leaf) && isVolumeInFrustum(frustum, leaf.mins, leaf.maxs)) {
for (int ms = 0; ms < leaf.nummarksurfaces; ++ms) {
int fnum = bsp.dleaffaces[leaf.firstmarksurface + ms];
face_flags[fnum] = 16;
}
}
});
}
}
if (!found_visdata) {
// mark all world faces
for (int fi = world.firstface; fi < (world.firstface + world.numfaces); ++fi) {
face_flags[fi] = 16;
}
}
// set all bmodel faces to visible
if (m_showBmodels) {
for (int mi = 1; mi < bsp.dmodels.size(); ++mi) {
auto &model = bsp.dmodels[mi];
for (int fi = model.firstface; fi < (model.firstface + model.numfaces); ++fi) {
face_flags[fi] = 16;
}
}
}
setFaceVisibilityArray(face_flags.data());
}
bool GLView::shouldLiveUpdate() const
{
if (m_keysPressed)
return true;
if (QApplication::mouseButtons())
return true;
return false;
}
void GLView::handleLoggedMessage(const QOpenGLDebugMessage &debugMessage)
{
qDebug() << debugMessage.message();
#ifdef _DEBUG
if (debugMessage.type() == QOpenGLDebugMessage::ErrorType)
__debugbreak();
#endif
}
void GLView::error(const QString &context, const QString &context2, const QString &log)
{
QMessageBox errorMessage(
QMessageBox::Critical,
tr("GLSL Error"), tr("%1: %2:\n\n%3").arg(context).arg(context2).arg(log), QMessageBox::Ok, this);
errorMessage.exec();
}
void GLView::setupProgram(const QString &context, QOpenGLShaderProgram *dest, const char *vert, const char *frag)
{
if (!dest->addShaderFromSourceCode(QOpenGLShader::Vertex, vert)) {
error(context, "vertex shader",dest->log());
}
if (!dest->addShaderFromSourceCode(QOpenGLShader::Fragment, frag)) {
error(context, "fragment shader",dest->log());
}
if (!dest->link()) {
error(context, "link",dest->log());
}
}
void GLView::initializeGL()
{
initializeOpenGLFunctions();
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();
setupProgram("m_program", m_program, s_vertShader, s_fragShader);
m_skybox_program = new QOpenGLShaderProgram();
setupProgram("m_skybox_program", m_skybox_program, s_skyboxVertShader,s_skyboxFragShader);
m_program_simple = new QOpenGLShaderProgram();
setupProgram("m_program_simple", m_program_simple, s_vertShader_Simple, s_fragShader_Simple);
m_program_wireframe = new QOpenGLShaderProgram();
setupProgram("m_program_wireframe", m_program_wireframe, s_vertShader_Wireframe, s_fragShader_Wireframe);
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_face_visibility_sampler_location = m_program->uniformLocation("face_visibility_sampler");
m_program_opacity_location = m_program->uniformLocation("opacity");
m_program_alpha_test_location = m_program->uniformLocation("alpha_test");
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_brightness_location = m_program->uniformLocation("brightness");
m_program_lightmap_scale_location = m_program->uniformLocation("lightmap_scale");
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_face_visibility_sampler_location = m_skybox_program->uniformLocation("face_visibility_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_brightness_location = m_skybox_program->uniformLocation("brightness");
m_skybox_program_lightmap_scale_location = m_skybox_program->uniformLocation("lightmap_scale");
m_skybox_program->release();
m_program_wireframe->bind();
m_program_wireframe_mvp_location = m_program_wireframe->uniformLocation("MVP");
m_program_wireframe_face_visibility_sampler_location =
m_program_wireframe->uniformLocation("face_visibility_sampler");
m_program_wireframe->release();
m_program_simple->bind();
m_program_simple_mvp_location = m_program_simple->uniformLocation("MVP");
m_program_simple_color_location = m_program_simple->uniformLocation("drawcolor");
m_program_simple->release();
m_vao.create();
m_leakVao.create();
m_portalVao.create();
for (auto &hullVao : m_hullVaos) {
hullVao.vao.create();
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LINE_SMOOTH);
glFrontFace(GL_CW);
}
std::array<QVector4D, 4> GLView::getFrustumPlanes(const QMatrix4x4& MVP)
{
return {
// left
(MVP.row(3) + MVP.row(0)).normalized(),
// right
(MVP.row(3) - MVP.row(0)).normalized(),
// top
(MVP.row(3) - MVP.row(1)).normalized(),
// bottom
(MVP.row(3) + MVP.row(1)).normalized(),
};
}
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);
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;
const auto frustum = m_keepCullOrigin && m_keepCullFrustum ?
getFrustumPlanes(projectionMatrix * m_cullViewMatrix * modelMatrix) : getFrustumPlanes(MVP);
// update vis culling texture every frame
updateFaceVisibility(frustum);
// draw
glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_face_visibility_sampler_location, 2 /* texture unit */);
m_program->setUniformValue(m_program_opacity_location, 1.0f);
m_program->setUniformValue(m_program_alpha_test_location, false);
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_program->setUniformValue(m_program_brightness_location, m_brightness);
m_program->setUniformValue(m_program_lightmap_scale_location, m_is_hdr_lightmap ? 1.0f : 2.0f);
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_face_visibility_sampler_location, 2 /* 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);
m_skybox_program->setUniformValue(m_skybox_program_brightness_location, m_brightness);
m_skybox_program->setUniformValue(m_skybox_program_lightmap_scale_location, m_is_hdr_lightmap ? 1.0f : 2.0f);
// resolves whether to render a particular drawcall as opaque
auto draw_as_opaque = [&](const drawcall_t &draw) -> bool {
if (m_drawTranslucencyAsOpaque)
return true;
return draw.key.opacity == 1.0f;
};
// opaque draws
for (auto &draw : m_drawcalls) {
if (m_drawLeafs)
break;
if (!draw_as_opaque(draw))
continue;
if (active_program != draw.key.program) {
active_program = draw.key.program;
active_program->bind();
}
if (draw.key.alpha_test) {
m_program->setUniformValue(m_program_alpha_test_location, true);
} else {
m_program->setUniformValue(m_program_alpha_test_location, false);
}
draw.texture->bind(0 /* texture unit */);
lightmap_texture->bind(1 /* texture unit */);
if (face_visibility_texture) {
face_visibility_texture->bind(2 /* texture unit */);
}
if (active_program == m_program) {
m_program->setUniformValue(m_program_opacity_location, 1.0f);
} else {
m_skybox_program->setUniformValue(m_skybox_program_opacity_location, 1.0f);
}
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT,
reinterpret_cast<void *>(draw.first_index * sizeof(uint32_t)));
}
// translucent draws
if (!m_drawLeafs) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (auto &draw : m_drawcalls) {
if (draw_as_opaque(draw))
continue;
if (active_program != draw.key.program) {
active_program = draw.key.program;
active_program->bind();
}
if (draw.key.alpha_test) {
m_program->setUniformValue(m_program_alpha_test_location, true);
} else {
m_program->setUniformValue(m_program_alpha_test_location, false);
}
draw.texture->bind(0 /* texture unit */);
lightmap_texture->bind(1 /* texture unit */);
if (face_visibility_texture) {
face_visibility_texture->bind(2 /* 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<void *>(draw.first_index * sizeof(uint32_t)));
}
glDisable(GL_BLEND);
}
m_program->release();
// wireframe
if (m_showTris || m_showTrisSeeThrough) {
m_program_wireframe->bind();
m_program_wireframe->setUniformValue(m_program_wireframe_mvp_location, MVP);
m_program_wireframe->setUniformValue(
m_program_wireframe_face_visibility_sampler_location, 2 /* texture unit */);
if (face_visibility_texture) {
face_visibility_texture->bind(2 /* texture unit */);
}
if (m_showTrisSeeThrough)
glDisable(GL_DEPTH_TEST);
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<void *>(draw.first_index * sizeof(uint32_t)));
}
if (m_showTrisSeeThrough)
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
m_program_wireframe->release();
}
if (m_visCulling && m_keepCullOrigin) {
const QMatrix4x4 cullMVP = projectionMatrix * viewMatrix * m_cullModelMatrix;
m_program_simple->bind();
m_program_simple->setUniformValue(m_program_simple_mvp_location, cullMVP);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_frustumVao);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex((GLuint)-1);
m_frustumEdgesIndexBuffer.bind();
m_program_simple->setUniformValue(m_program_simple_color_location, QVector4D{1.0, 1.0, 1.0, 1.0});
glDrawElements(GL_LINE_LOOP, 30, GL_UNSIGNED_INT, 0);
m_frustumEdgesIndexBuffer.release();
glDisable(GL_PRIMITIVE_RESTART);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_frustumFacesIndexBuffer.bind();
m_program_simple->setUniformValue(m_program_simple_color_location, QVector4D{1.0, 1.0, 1.0, 0.05});
glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_INT, 0);
m_frustumFacesIndexBuffer.release();
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
m_program_simple->release();
}
if (m_drawLeak && num_leak_points) {
m_program_simple->bind();
m_program_simple->setUniformValue(m_program_simple_mvp_location, MVP);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_leakVao);
glDrawArrays(GL_LINE_STRIP, 0, num_leak_points);
m_program_simple->release();
}
if (m_drawPortals && num_portal_indices) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
m_program_simple->bind();
m_program_simple->setUniformValue(m_program_simple_mvp_location, MVP);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_portalVao);
glDisable(GL_CULL_FACE);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex((GLuint)-1);
m_program_wireframe->setUniformValue(m_program_simple_color_location, 1.0f, 0.4f, 0.4f, 0.2f);
glDrawElements(GL_TRIANGLE_FAN, num_portal_indices, GL_UNSIGNED_INT, 0);
m_program_wireframe->setUniformValue(m_program_simple_color_location, 1.0f, 1.f, 1.f, 0.2f);
glDrawElements(GL_LINE_LOOP, num_portal_indices, GL_UNSIGNED_INT, 0);
glDisable(GL_PRIMITIVE_RESTART);
glEnable(GL_CULL_FACE);
m_program_simple->release();
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
if (m_drawLeafs) {
int hull = *m_drawLeafs;
leaf_vao_t &vaodata = m_hullVaos[hull];
if (vaodata.num_indices) {
m_program_simple->bind();
m_program_simple->setUniformValue(m_program_simple_mvp_location, MVP);
QOpenGLVertexArrayObject::Binder vaoBinder(&vaodata.vao);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex((GLuint)-1);
m_program_simple->setUniformValue(m_program_simple_color_location, 1.0f, 0.4f, 0.4f, 0.2f);
glDrawElements(GL_TRIANGLE_FAN, vaodata.num_indices, GL_UNSIGNED_INT, 0);
m_program_simple->setUniformValue(m_program_simple_color_location, 1.0f, 1.f, 1.f, 0.2f);
glDrawElements(GL_LINE_LOOP, vaodata.num_indices, GL_UNSIGNED_INT, 0);
glDisable(GL_PRIMITIVE_RESTART);
m_program_simple->release();
}
}
if (shouldLiveUpdate()) {
update(); // schedule the next frame
} else {
qDebug() << "pausing anims..";
m_lastFrame = std::nullopt;
m_lastMouseDownPos = std::nullopt;
}
}
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]};
update();
}
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::setDrawLeafs(std::optional<int> hullnum)
{
m_drawLeafs = hullnum;
update();
}
void GLView::setShowTris(bool showtris)
{
m_showTris = showtris;
update();
}
void GLView::setShowTrisSeeThrough(bool showtris)
{
m_showTrisSeeThrough = showtris;
update();
}
void GLView::setVisCulling(bool viscull)
{
m_visCulling = viscull;
update();
}
void GLView::setKeepCullFrustum(bool keepcullfrustum)
{
m_keepCullFrustum = keepcullfrustum;
update();
}
void GLView::setKeepCullOrigin(bool keepcullorigin)
{
m_keepCullOrigin = keepcullorigin;
if (keepcullorigin) {
m_cullOrigin = m_cameraOrigin;
QMatrix4x4 rotation, position;
m_cullViewMatrix.setToIdentity();
m_cullViewMatrix.lookAt(m_cameraOrigin, m_cameraOrigin + m_cameraFwd, QVector3D(0, 0, 1));
rotation = m_cullViewMatrix.inverted();
rotation.setColumn(3, QVector4D(0, 0, 0, 1));
position.translate(m_cameraOrigin);
m_cullModelMatrix = position * rotation;
}
update();
}
void GLView::setDrawFlat(bool drawflat)
{
m_drawFlat = drawflat;
update();
}
void GLView::setKeepOrigin(bool keeporigin)
{
m_keepOrigin = keeporigin;
}
void GLView::setDrawPortals(bool drawportals)
{
m_drawPortals = drawportals;
update();
}
void GLView::setDrawLeak(bool drawleak)
{
m_drawLeak = drawleak;
update();
}
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::setMagFilter(QOpenGLTexture::Filter filter)
{
m_filter = filter;
if (placeholder_texture)
placeholder_texture->setMagnificationFilter(m_filter);
for (auto &dc : m_drawcalls) {
dc.texture->setMagnificationFilter(m_filter);
}
update();
}
void GLView::setDrawTranslucencyAsOpaque(bool drawopaque)
{
m_drawTranslucencyAsOpaque = drawopaque;
update();
}
void GLView::setShowBmodels(bool bmodels)
{
// force re-upload of face visibility
m_showBmodels = bmodels;
update();
}
void GLView::setBrightness(float brightness)
{
m_brightness = brightness;
update();
}
void GLView::takeScreenshot(QString destPath, int w, int h)
{
// update aspect ratio
float backupDisplayAspect = m_displayAspect;
m_displayAspect = static_cast<float>(w) / static_cast<float>(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::setFaceVisibilityArray(uint8_t *data)
{
// one byte per face
int face_visibility_width = m_bsp->dfaces.size();
face_visibility_texture.reset();
face_visibility_buffer.reset();
face_visibility_buffer = std::make_shared<QOpenGLBuffer>();
face_visibility_buffer->create();
face_visibility_buffer->bind();
face_visibility_buffer->allocate(data, face_visibility_width);
face_visibility_buffer->release();
face_visibility_texture = std::make_shared<QOpenGLTexture>(QOpenGLTexture::TargetBuffer);
face_visibility_texture->create();
face_visibility_texture->bind();
glTexBuffer(GL_TEXTURE_BUFFER, GL_R8UI, face_visibility_buffer->bufferId());
face_visibility_texture->release();
}
std::vector<QVector3D> GLView::getFrustumCorners(float displayAspect) {
QMatrix4x4 projectionMatrix;
projectionMatrix.perspective(90, displayAspect, 1.0f, 8192.0f);
const QMatrix4x4 invProjectionMatrix = projectionMatrix.inverted();
const std::vector ndcCorners = {
QVector4D(-1.0f, -1.0f, -1.0f, 1.0f), // 0: near bottom left
QVector4D( 1.0f, -1.0f, -1.0f, 1.0f), // 1: near bottom right
QVector4D (1.0f, 1.0f, -1.0f, 1.0f), // 2: near top right
QVector4D(-1.0f, 1.0f, -1.0f, 1.0f), // 3: near top left
QVector4D(-1.0f, -1.0f, 1.0f, 1.0f), // far bottom left
QVector4D( 1.0f, -1.0f, 1.0f, 1.0f), // far bottom right
QVector4D( 1.0f, 1.0f, 1.0f, 1.0f), // far top left
QVector4D(-1.0f, 1.0f, 1.0f, 1.0f) // far top right
};
std::vector<QVector3D> corners(8);
// Transform to world space
for (int i = 0; i < 8; i++) {
QVector4D worldSpaceCorner = invProjectionMatrix * ndcCorners[i];
worldSpaceCorner /= worldSpaceCorner.w(); // Perspective divide
corners[i] = worldSpaceCorner.toVector3D();
}
return corners;
}
void GLView::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)
{
// copy the bsp for later use (FIXME: just store a pointer to MainWindow's?)
m_bsp = bsp;
if (bsp.dvis.bits.empty()) {
logging::print("no visdata\n");
m_decompressedVis.clear();
} else {
logging::print("decompressing visdata...\n");
m_decompressedVis = DecompressAllVis(&bsp, true);
}
img::load_textures(&bsp, settings);
std::optional<bspxfacenormals> facenormals;
if (use_bspx_normals)
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();
face_visibility_texture.reset();
face_visibility_buffer.reset();
m_drawcalls.clear();
m_vbo.bind();
m_vbo.allocate(0);
m_leakVbo.bind();
m_leakVbo.allocate(0);
m_indexBuffer.bind();
m_indexBuffer.allocate(0);
m_portalVbo.bind();
m_portalVbo.allocate(0);
m_portalIndexBuffer.bind();
m_portalIndexBuffer.allocate(0);
for (auto &hullVao : m_hullVaos) {
hullVao.vbo.bind();
hullVao.vbo.allocate(0);
hullVao.indexBuffer.bind();
hullVao.indexBuffer.allocate(0);
}
m_frustumVbo.bind();
m_frustumVbo.allocate(0);
m_frustumFacesIndexBuffer.bind();
m_frustumFacesIndexBuffer.allocate(0);
m_frustumEdgesIndexBuffer.bind();
m_frustumEdgesIndexBuffer.allocate(0);
num_leak_points = 0;
num_portal_indices = 0;
int32_t highest_depth = 0;
for (auto &style : lightmap.style_to_lightmap_atlas) {
highest_depth = std::max(highest_depth, style.first);
}
// upload lightmap atlases
{
// FIXME: empty map access if there are no lightmaps
const auto &lm_tex = lightmap.style_to_lightmap_atlas.begin()->second;
m_is_hdr_lightmap = false;
for (auto &[style_index, style_atlas] : lightmap.style_to_lightmap_atlas) {
if (!style_atlas.e5brg9_samples.empty()) {
m_is_hdr_lightmap = true;
break;
}
}
lightmap_texture = std::make_shared<QOpenGLTexture>(QOpenGLTexture::Target2DArray);
lightmap_texture->setSize(lm_tex.width, lm_tex.height);
lightmap_texture->setLayers(highest_depth + 1);
if (m_is_hdr_lightmap)
lightmap_texture->setFormat(QOpenGLTexture::TextureFormat::RGB9E5);
else
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_index, style_atlas] : lightmap.style_to_lightmap_atlas) {
if (m_is_hdr_lightmap) {
lightmap_texture->setData(0, style_index, QOpenGLTexture::RGB, QOpenGLTexture::UInt32_RGB9_E5,
reinterpret_cast<const void *>(style_atlas.e5brg9_samples.data()));
} else {
lightmap_texture->setData(0, style_index, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
reinterpret_cast<const void *>(style_atlas.rgba8_samples.data()));
}
}
}
// upload placeholder texture
{
placeholder_texture = std::make_shared<QOpenGLTexture>(QOpenGLTexture::Target2D);
placeholder_texture->setSize(64, 64);
placeholder_texture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm);
placeholder_texture->setAutoMipMapGenerationEnabled(true);
placeholder_texture->setMagnificationFilter(m_filter);
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<const void *>(data));
delete[] data;
}
struct face_payload
{
const mface_t *face;
qvec3d model_offset;
};
// collect faces grouped by material_key
std::map<material_key, std::vector<face_payload>> faces_by_material_key;
bool needs_skybox = false;
// collect entity bmodels
for (int mi = 0; mi < bsp.dmodels.size(); mi++) {
qvec3f 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);
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;
bool alpha_test = false;
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;
}
if (texinfo->flags.native & Q2_SURF_ALPHATEST) {
alpha_test = true;
}
}
} else if (bsp.loadversion->game->id == GAME_QUAKE) {
if (t.starts_with('{')) {
alpha_test = true;
}
}
material_key k = {.program = program, .texname = t, .opacity = opacity, .alpha_test = alpha_test};
faces_by_material_key[k].push_back({.face = &f, .model_offset = origin});
}
}
std::shared_ptr<QOpenGLTexture> 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");
}
skybox_texture = std::make_shared<QOpenGLTexture>(QOpenGLTexture::TargetCubeMap);
{
QImage up_img;
{
auto up =
img::load_texture(fmt::format("env/{}up", skybox), false, bsp.loadversion->game, settings, true);
up_img = QImage((const uchar *)std::get<0>(up)->pixels.data(), std::get<0>(up)->width,
std::get<0>(up)->height, QImage::Format_RGB32);
up_img = std::move(up_img.transformed(QTransform().rotate(-90.0)).mirrored(false, true));
}
skybox_texture->setSize(up_img.width(), up_img.height());
skybox_texture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm);
skybox_texture->setAutoMipMapGenerationEnabled(true);
skybox_texture->setMagnificationFilter(m_filter);
skybox_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
skybox_texture->setMaximumAnisotropy(16);
skybox_texture->allocateStorage();
skybox_texture->setWrapMode(QOpenGLTexture::ClampToEdge);
skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapPositiveZ, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
up_img.constBits(), nullptr);
}
{
QImage down_img;
{
auto down =
img::load_texture(fmt::format("env/{}dn", skybox), false, bsp.loadversion->game, settings, true);
down_img = QImage((const uchar *)std::get<0>(down)->pixels.data(), std::get<0>(down)->width,
std::get<0>(down)->height, QImage::Format_RGB32);
down_img = std::move(down_img.transformed(QTransform().rotate(90.0)).mirrored(true, false));
}
skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapNegativeZ, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
down_img.constBits(), nullptr);
}
{
QImage left_img;
{
auto left =
img::load_texture(fmt::format("env/{}lf", skybox), false, bsp.loadversion->game, settings, true);
left_img = QImage((const uchar *)std::get<0>(left)->pixels.data(), std::get<0>(left)->width,
std::get<0>(left)->height, QImage::Format_RGB32);
left_img = std::move(left_img.transformed(QTransform().rotate(-90.0)).mirrored(true, false));
}
skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapNegativeX, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
left_img.constBits(), nullptr);
}
{
QImage right_img;
{
auto right =
img::load_texture(fmt::format("env/{}rt", skybox), false, bsp.loadversion->game, settings, true);
right_img = QImage((const uchar *)std::get<0>(right)->pixels.data(), std::get<0>(right)->width,
std::get<0>(right)->height, QImage::Format_RGB32);
right_img = std::move(right_img.transformed(QTransform().rotate(90.0)).mirrored(true, false));
}
skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapPositiveX, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
right_img.constBits(), nullptr);
}
{
QImage front_img;
{
auto front =
img::load_texture(fmt::format("env/{}ft", skybox), false, bsp.loadversion->game, settings, true);
front_img = QImage((const uchar *)std::get<0>(front)->pixels.data(), std::get<0>(front)->width,
std::get<0>(front)->height, QImage::Format_RGB32);
front_img = front_img.mirrored(true, false);
}
skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapNegativeY, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
front_img.constBits(), nullptr);
}
{
QImage back_img;
{
auto back =
img::load_texture(fmt::format("env/{}bk", skybox), false, bsp.loadversion->game, settings, true);
back_img = QImage((const uchar *)std::get<0>(back)->pixels.data(), std::get<0>(back)->width,
std::get<0>(back)->height, QImage::Format_RGB32);
back_img = std::move(back_img.transformed(QTransform().rotate(-180.0)).mirrored(true, false));
}
skybox_texture->setData(0, 0, QOpenGLTexture::CubeMapPositiveY, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
back_img.constBits(), nullptr);
}
}
// populate the vertex/index buffers
struct vertex_t
{
qvec3f pos;
qvec2f uv;
qvec2f lightmap_uv;
qvec3f normal;
qvec3f flat_color;
uint32_t styles;
int32_t face_index;
};
std::vector<vertex_t> verts;
std::vector<uint32_t> 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<QOpenGLTexture> 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;
}
if (texture->pixels.empty()) {
logging::print("warning, empty texture pixels {}", 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);
qvec3f flat_color = qvec3f{Random(), Random(), Random()};
// remap to [0.5, 1] for better contrast against cracks through to the void
flat_color /= 2.0f;
flat_color += qvec3f(0.5f, 0.5f, 0.5f);
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),
.face_index = fnum});
}
// 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>(QOpenGLTexture::Target2D);
int mipLevels = GetMipLevelsForDimensions(texture->width, texture->height);
qtexture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm);
qtexture->setSize(texture->width, texture->height);
qtexture->setMipLevels(mipLevels);
qtexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
qtexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
qtexture->setMagnificationFilter(m_filter);
qtexture->setMaximumAnisotropy(16);
qtexture->setData(
QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, reinterpret_cast<const void *>(texture->pixels.data()));
}
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));
// face indices
glEnableVertexAttribArray(6 /* attrib */);
glVertexAttribIPointer(6 /* attrib */, 1, GL_INT, sizeof(vertex_t), (void *)offsetof(vertex_t, face_index));
}
// 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();
// load leak file
fs::path leakFile = fs::path(file.toStdString()).replace_extension(".pts");
if (!fs::exists(leakFile)) {
leakFile = fs::path(file.toStdString()).replace_extension(".lin");
}
// populate the vertex/index buffers
struct simple_vertex_t
{
qvec3f pos;
};
{
QOpenGLVertexArrayObject::Binder vaoBinder(&m_frustumVao);
auto corners = getFrustumCorners(m_displayAspect);
m_frustumVbo.create();
m_frustumVbo.bind();
m_frustumVbo.allocate(corners.data(), corners.size() * sizeof(QVector3D));
glEnableVertexAttribArray(0 /* attrib */);
glVertexAttribPointer(0 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(QVector3D), 0);
// Near Plane: Far Plane:
// 3----2 7----6
// | | | |
// | | | |
// 0----1 4----5
GLuint faceIndices[] = {
// Left face
0, 4, 7, 0, 7, 3,
// Right face
1, 2, 6, 1, 6, 5,
// Top face
2, 3, 7, 2, 7, 6,
// Bottom face
0, 1, 5, 0, 5, 4
};
GLuint edgeIndices[] = {
// Front face
0, 1, 1, 2, 2, 3, 3, 0, (GLuint)-1,
// Back face
4, 5, 5, 6, 6, 7, 7, 4, (GLuint)-1,
// Connecting edges
0, 4, (GLuint)-1,
1, 5, (GLuint)-1,
2, 6, (GLuint)-1,
3, 7, (GLuint)-1
};
m_frustumFacesIndexBuffer.create();
m_frustumFacesIndexBuffer.bind();
m_frustumFacesIndexBuffer.allocate(faceIndices, sizeof(faceIndices));
m_frustumEdgesIndexBuffer.create();
m_frustumEdgesIndexBuffer.bind();
m_frustumEdgesIndexBuffer.allocate(edgeIndices, sizeof(edgeIndices));
}
if (fs::exists(leakFile)) {
QOpenGLVertexArrayObject::Binder leakVaoBinder(&m_leakVao);
std::ifstream f(leakFile);
std::vector<simple_vertex_t> points;
while (!f.eof()) {
std::string line;
std::getline(f, line);
if (line.empty()) {
break;
}
auto s = QString::fromStdString(line);
auto split = s.split(' ');
double x = split[0].toDouble();
double y = split[1].toDouble();
double z = split[2].toDouble();
points.push_back(simple_vertex_t{qvec3f{(float)x, (float)y, (float)z}});
num_leak_points++;
}
// upload vertex buffer
m_leakVbo.create();
m_leakVbo.bind();
m_leakVbo.allocate(points.data(), points.size() * sizeof(points[0]));
// positions
glEnableVertexAttribArray(0 /* attrib */);
glVertexAttribPointer(
0 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(simple_vertex_t), (void *)offsetof(simple_vertex_t, pos));
}
// load portal file
fs::path portalFile = fs::path(file.toStdString()).replace_extension(".prt");
if (fs::exists(portalFile)) {
QOpenGLVertexArrayObject::Binder portalVaoBinder(&m_portalVao);
auto prt = LoadPrtFile(portalFile, bsp.loadversion);
std::vector<GLuint> indices;
std::vector<simple_vertex_t> points;
[[maybe_unused]] size_t total_points = 0;
[[maybe_unused]] size_t total_indices = 0;
size_t current_index = 0;
for (auto &portal : prt.portals) {
total_points += portal.winding.size();
total_indices += portal.winding.size() + 1;
for (auto &pt : portal.winding) {
indices.push_back(current_index++);
points.push_back(simple_vertex_t{qvec3f{pt}});
}
indices.push_back((GLuint)-1);
}
// upload index buffer
m_portalIndexBuffer.create();
m_portalIndexBuffer.bind();
m_portalIndexBuffer.allocate(indices.data(), indices.size() * sizeof(indices[0]));
num_portal_indices = indices.size();
// upload vertex buffer
m_portalVbo.create();
m_portalVbo.bind();
m_portalVbo.allocate(points.data(), points.size() * sizeof(points[0]));
// positions
glEnableVertexAttribArray(0 /* attrib */);
glVertexAttribPointer(
0 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(simple_vertex_t), (void *)offsetof(simple_vertex_t, pos));
}
// load decompiled hulls
// TODO: support decompiling bmodels other than the world
for (int hullnum = 0; ; ++hullnum) {
if (hullnum >= 1) {
// check if hullnum 1 or higher is valid for this bsp (hull0 is always present); it's slightly involved
if (bsp.loadversion->game->id == GAME_QUAKE_II) {
break;
}
if (hullnum >= bsp.dmodels[0].headnode.size())
break;
// 0 is valid for hull 0, and hull 1 (where it refers to clipnode 0)
if (hullnum >= 2 && bsp.dmodels[0].headnode[hullnum] == 0)
break;
// must be valid...
}
// decompile the hull
std::vector<leaf_visualization_t> leaf_visuals = {}; // VisualizeLeafs(bsp, 0, hullnum);
auto &vao = m_hullVaos[hullnum];
QOpenGLVertexArrayObject::Binder hullVaoBinder(&vao.vao);
std::vector<GLuint> indices;
std::vector<simple_vertex_t> points;
for (const auto &leaf : leaf_visuals) {
if (leaf.contents.is_empty(bsp.loadversion->game))
continue;
for (const auto &winding : leaf.windings) {
// output a vertex + index for each vertex of the face
for (int j = 0; j < winding.size(); ++j) {
indices.push_back(points.size());
points.push_back({.pos = winding[j]});
}
// use primitive restarts so we can draw the same
// vertex/index buffer as either line loop or triangle fans
indices.push_back((GLuint)-1);
}
}
// upload index buffer
vao.indexBuffer.create();
vao.indexBuffer.bind();
vao.indexBuffer.allocate(indices.data(), indices.size() * sizeof(indices[0]));
vao.num_indices = indices.size();
logging::print("set up leaf vao for {} with {} indices vao indices {}", hullnum, vao.num_indices, indices.size());
// upload vertex buffer
vao.vbo.create();
vao.vbo.bind();
vao.vbo.allocate(points.data(), points.size() * sizeof(points[0]));
// positions
glEnableVertexAttribArray(0 /* attrib */);
glVertexAttribPointer(
0 /* attrib */, 3, GL_FLOAT, GL_FALSE, sizeof(simple_vertex_t), (void *)offsetof(simple_vertex_t, pos));
}
doneCurrent();
// schedule repaint
update();
}
void GLView::updateFrustumVBO()
{
if (m_frustumVbo.isCreated()) {
const std::vector<QVector3D> corners = getFrustumCorners(m_displayAspect);
m_frustumVbo.bind();
glBufferData(GL_ARRAY_BUFFER, sizeof(QVector3D) * corners.size(), corners.data(), GL_DYNAMIC_DRAW);
m_frustumVbo.release();
}
}
void GLView::resizeGL(int width, int height)
{
m_displayAspect = static_cast<float>(width) / static_cast<float>(height);
updateFrustumVBO();
}
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_Up:
case Qt::Key_W: return keys_t::up;
case Qt::Key_Left:
case Qt::Key_A: return keys_t::left;
case Qt::Key_Down:
case Qt::Key_S: return keys_t::down;
case Qt::Key_Right:
case Qt::Key_D: return keys_t::right;
case Qt::Key_PageDown:
case Qt::Key_Q: return keys_t::fly_down;
case Qt::Key_PageUp:
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<uint32_t>(key);
}
void GLView::keyReleaseEvent(QKeyEvent *event)
{
keys_t key = Qt_Key_To_keys_t(event->key());
m_keysPressed &= ~static_cast<uint32_t>(key);
}
void GLView::wheelEvent(QWheelEvent *event)
{
if (!(event->buttons() & Qt::RightButton))
return;
double delta = event->angleDelta().y();
m_moveSpeed += delta;
m_moveSpeed = std::clamp(m_moveSpeed, 10.0f, 5000.0f);
}
void GLView::mousePressEvent(QMouseEvent *event)
{
update();
}
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<uint32_t>(keys_t::up))
m_cameraOrigin += m_cameraFwd * distance;
if (m_keysPressed & static_cast<uint32_t>(keys_t::down))
m_cameraOrigin -= m_cameraFwd * distance;
if (m_keysPressed & static_cast<uint32_t>(keys_t::left))
m_cameraOrigin -= cameraRight() * distance;
if (m_keysPressed & static_cast<uint32_t>(keys_t::right))
m_cameraOrigin += cameraRight() * distance;
if (m_keysPressed & static_cast<uint32_t>(keys_t::fly_down))
m_cameraOrigin -= QVector3D(0, 0, 1) * distance;
if (m_keysPressed & static_cast<uint32_t>(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]};
}
qvec3f GLView::cameraForward() const
{
return qvec3f{m_cameraFwd[0], m_cameraFwd[1], m_cameraFwd[2]};
}