294 lines
9.3 KiB
C++
294 lines
9.3 KiB
C++
/* Copyright (C) 2017 Eric Wasylishen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#pragma once
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#include <QOpenGLWidget>
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#include <QOpenGLFunctions_3_3_Core>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <QOpenGLDebugMessage>
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#include <QElapsedTimer>
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#include <QVector3D>
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#include <QMatrix4x4>
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#include <optional>
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#include <vector>
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#include <common/qvec.hh>
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#include <common/cmdlib.hh>
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#include <common/entdata.h>
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#include <common/bspfile.hh>
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#include <common/bspinfo.hh>
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enum class keys_t : uint32_t
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{
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none = 0,
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up = 1,
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right = 2,
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down = 4,
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left = 8,
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fly_down = 16,
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fly_up = 32
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};
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struct mbsp_t;
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class GLView : public QOpenGLWidget, protected QOpenGLFunctions_3_3_Core
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{
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Q_OBJECT
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private:
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std::optional<mbsp_t> m_bsp;
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std::unordered_map<int, std::vector<uint8_t>> m_decompressedVis;
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uint32_t m_keysPressed;
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std::optional<time_point> m_lastFrame;
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std::optional<QPoint> m_lastMouseDownPos;
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/**
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* units / second
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*/
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float m_moveSpeed;
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// vis culling stuff
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struct face_visibility_key_t
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{
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bool show_bmodels;
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// -1 indicates solid leaf or no visdata (render all world faces)
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int leafnum;
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// Q2 bsp: cluster num
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// other: visofs
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int clusternum;
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bool operator==(const face_visibility_key_t &other) const
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{
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return show_bmodels == other.show_bmodels && leafnum == other.leafnum && clusternum == other.clusternum;
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}
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};
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face_visibility_key_t desiredFaceVisibility() const;
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bool m_visCulling = true;
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// camera stuff
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float m_displayAspect;
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QVector3D m_cameraOrigin;
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QVector3D m_cameraFwd; // unit vec
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QVector3D m_cullOrigin;
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QMatrix4x4 m_cullViewMatrix;
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QMatrix4x4 m_cullModelMatrix;
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QVector3D cameraRight() const
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{
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QVector3D v = QVector3D::crossProduct(m_cameraFwd, QVector3D(0, 0, 1));
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v.normalize();
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return v;
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}
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// render options
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bool m_lighmapOnly = false;
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bool m_fullbright = false;
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bool m_drawNormals = false;
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std::optional<int> m_drawLeafs;
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bool m_showTris = false;
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bool m_showTrisSeeThrough = false;
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bool m_drawFlat = false;
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bool m_keepOrigin = false;
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bool m_keepCullFrustum = true;
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bool m_keepCullOrigin = false;
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bool m_drawPortals = false;
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bool m_drawLeak = false;
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QOpenGLTexture::Filter m_filter = QOpenGLTexture::Linear;
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bool m_drawTranslucencyAsOpaque = false;
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bool m_showBmodels = true;
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float m_brightness = 0.0f;
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QOpenGLVertexArrayObject m_vao;
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QOpenGLBuffer m_vbo;
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QOpenGLBuffer m_indexBuffer;
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QOpenGLVertexArrayObject m_leakVao;
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QOpenGLBuffer m_leakVbo;
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QOpenGLVertexArrayObject m_portalVao;
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QOpenGLBuffer m_portalVbo;
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QOpenGLBuffer m_portalIndexBuffer;
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QOpenGLVertexArrayObject m_frustumVao;
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QOpenGLBuffer m_frustumVbo;
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QOpenGLBuffer m_frustumFacesIndexBuffer;
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QOpenGLBuffer m_frustumEdgesIndexBuffer;
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struct leaf_vao_t {
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QOpenGLVertexArrayObject vao;
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QOpenGLBuffer vbo;
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QOpenGLBuffer indexBuffer;
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int num_indices = 0;
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};
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std::array<leaf_vao_t, MAX_MAP_HULLS_H2> m_hullVaos;
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// this determines what can be batched together in a draw call
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struct material_key
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{
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QOpenGLShaderProgram *program;
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std::string texname;
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float opacity = 1.f;
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bool alpha_test = false;
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auto as_tuple() const { return std::make_tuple(program, texname, opacity, alpha_test); }
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bool operator<(const material_key &other) const { return as_tuple() < other.as_tuple(); }
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};
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std::shared_ptr<QOpenGLTexture> placeholder_texture;
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std::shared_ptr<QOpenGLTexture> lightmap_texture;
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bool m_is_hdr_lightmap = false;
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/**
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* 1D texture, one uint8 per face.
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*
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* 0 = render normally
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* 1 = skip face
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*/
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std::shared_ptr<QOpenGLTexture> face_visibility_texture;
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std::shared_ptr<QOpenGLBuffer> face_visibility_buffer;
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struct drawcall_t
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{
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material_key key;
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std::shared_ptr<QOpenGLTexture> texture;
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size_t first_index = 0;
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size_t index_count = 0;
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};
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std::vector<drawcall_t> m_drawcalls;
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size_t num_leak_points = 0;
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size_t num_portal_indices = 0;
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QOpenGLShaderProgram *m_program = nullptr, *m_skybox_program = nullptr;
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QOpenGLShaderProgram *m_program_wireframe = nullptr;
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QOpenGLShaderProgram *m_program_simple = nullptr;
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// uniform locations (default program)
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int m_program_mvp_location = 0;
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int m_program_texture_sampler_location = 0;
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int m_program_lightmap_sampler_location = 0;
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int m_program_face_visibility_sampler_location = 0;
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int m_program_opacity_location = 0;
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int m_program_alpha_test_location = 0;
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int m_program_lightmap_only_location = 0;
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int m_program_fullbright_location = 0;
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int m_program_drawnormals_location = 0;
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int m_program_drawflat_location = 0;
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int m_program_style_scalars_location = 0;
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int m_program_brightness_location = 0;
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int m_program_lightmap_scale_location = 0;
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// uniform locations (skybox program)
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int m_skybox_program_mvp_location = 0;
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int m_skybox_program_eye_direction_location = 0;
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int m_skybox_program_texture_sampler_location = 0;
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int m_skybox_program_lightmap_sampler_location = 0;
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int m_skybox_program_face_visibility_sampler_location = 0;
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int m_skybox_program_opacity_location = 0;
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int m_skybox_program_lightmap_only_location = 0;
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int m_skybox_program_fullbright_location = 0;
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int m_skybox_program_drawnormals_location = 0;
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int m_skybox_program_drawflat_location = 0;
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int m_skybox_program_style_scalars_location = 0;
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int m_skybox_program_brightness_location = 0;
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int m_skybox_program_lightmap_scale_location = 0;
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// uniform locations (wireframe program)
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int m_program_wireframe_mvp_location = 0;
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int m_program_wireframe_face_visibility_sampler_location = 0;
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// uniform locations (simple program)
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int m_program_simple_mvp_location = 0;
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int m_program_simple_color_location = 0;
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public:
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GLView(QWidget *parent = nullptr);
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~GLView();
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private:
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void setFaceVisibilityArray(uint8_t *data);
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static bool isVolumeInFrustum(const std::array<QVector4D, 4>& frustum, const qvec3f& mins, const qvec3f& maxs);
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static std::vector<QVector3D> getFrustumCorners(float displayAspect);
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static std::array<QVector4D, 4> getFrustumPlanes(const QMatrix4x4& MVP);
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public:
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void renderBSP(const QString &file, const mbsp_t &bsp, const bspxentries_t &bspx,
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const std::vector<entdict_t> &entities, const full_atlas_t &lightmap, const settings::common_settings &settings,
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bool use_bspx_normals);
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void setCamera(const qvec3d &origin, const qvec3d &fwd);
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// FIXME: distinguish render modes from render options
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void setLighmapOnly(bool lighmapOnly);
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void setFullbright(bool fullbright);
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void setDrawNormals(bool drawnormals);
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void setDrawLeafs(std::optional<int> hullnum);
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void setShowTris(bool showtris);
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void setShowTrisSeeThrough(bool showtris);
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void setVisCulling(bool viscull);
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void setDrawFlat(bool drawflat);
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void setKeepOrigin(bool keeporigin);
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void setKeepCullFrustum(bool keepfrustum);
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void setKeepCullOrigin(bool keeporigin);
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void setDrawPortals(bool drawportals);
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void setDrawLeak(bool drawleak);
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// intensity = 0 to 200
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void setLightStyleIntensity(int style_id, int intensity);
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void setMagFilter(QOpenGLTexture::Filter filter);
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const bool &getKeepOrigin() const { return m_keepOrigin; }
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void setDrawTranslucencyAsOpaque(bool drawopaque);
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void setShowBmodels(bool bmodels);
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void setBrightness(float brightness);
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void takeScreenshot(QString destPath, int w, int h);
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private:
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void error(const QString &context, const QString &context2, const QString &log);
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void setupProgram(const QString &context, QOpenGLShaderProgram *dest, const char *vert, const char *frag);
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protected:
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void initializeGL() override;
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void paintGL() override;
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void resizeGL(int width, int height) override;
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private:
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void updateFrustumVBO();
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void updateFaceVisibility(const std::array<QVector4D, 4>& frustum);
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bool shouldLiveUpdate() const;
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void handleLoggedMessage(const QOpenGLDebugMessage &debugMessage);
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protected:
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void keyPressEvent(QKeyEvent *event) override;
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void keyReleaseEvent(QKeyEvent *event) override;
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void wheelEvent(QWheelEvent *event) override;
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void mousePressEvent(QMouseEvent *event) override;
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private:
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void applyMouseMotion();
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void applyFlyMovement(float duration);
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signals:
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void cameraMoved();
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public:
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qvec3f cameraPosition() const;
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qvec3f cameraForward() const;
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};
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