1126 lines
36 KiB
C++
1126 lines
36 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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#include "glview.h"
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// #include <cstdio>
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#include <cassert>
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#include <tuple>
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#include <QApplication>
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#include <QImage>
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#include <QMouseEvent>
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#include <QWheelEvent>
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#include <QKeyEvent>
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#include <QTime>
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#include <fmt/core.h>
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#include <QOpenGLFramebufferObject>
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#include <QOpenGLDebugLogger>
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#include <QStandardPaths>
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#include <QDateTime>
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#include <common/bspfile.hh>
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#include <common/bsputils.hh>
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#include <common/bspinfo.hh>
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#include <common/imglib.hh>
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#include <light/light.hh>
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GLView::GLView(QWidget *parent)
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: QOpenGLWidget(parent),
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m_keysPressed(0),
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m_moveSpeed(1000),
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m_displayAspect(1),
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m_cameraOrigin(0, 0, 0),
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m_cameraFwd(0, 1, 0),
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m_vao(),
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m_indexBuffer(QOpenGLBuffer::IndexBuffer)
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{
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setFocusPolicy(Qt::StrongFocus); // allow keyboard focus
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}
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GLView::~GLView()
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{
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makeCurrent();
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delete m_program;
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delete m_program_wireframe;
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delete m_skybox_program;
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m_vbo.destroy();
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m_indexBuffer.destroy();
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m_vao.destroy();
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placeholder_texture.reset();
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lightmap_texture.reset();
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m_drawcalls.clear();
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doneCurrent();
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}
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static const char *s_fragShader_Wireframe = R"(
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#version 330 core
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out vec4 color;
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void main() {
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color = vec4(1.0);
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}
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)";
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static const char *s_vertShader_Wireframe = R"(
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#version 330 core
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layout (location = 0) in vec3 position;
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uniform mat4 MVP;
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void main() {
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gl_Position = MVP * vec4(position, 1.0);
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}
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)";
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static const char *s_fragShader = R"(
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#version 330 core
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in vec2 uv;
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in vec2 lightmap_uv;
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in vec3 normal;
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flat in vec3 flat_color;
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flat in uint styles;
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out vec4 color;
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uniform sampler2D texture_sampler;
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uniform sampler2DArray lightmap_sampler;
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uniform float opacity;
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uniform bool alpha_test;
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uniform bool lightmap_only;
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uniform bool fullbright;
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uniform bool drawnormals;
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uniform bool drawflat;
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uniform float style_scalars[256];
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void main() {
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if (drawnormals) {
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// remap -1..+1 to 0..1
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color = vec4((normal + vec3(1.0)) / vec3(2.0), opacity);
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} else if (drawflat) {
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color = vec4(flat_color, opacity);
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} else {
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vec3 texcolor = lightmap_only ? vec3(0.5) : texture(texture_sampler, uv).rgb;
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if (!lightmap_only && alpha_test && texture(texture_sampler, uv).a < 0.1) {
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discard;
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}
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vec3 lmcolor = fullbright ? vec3(0.5) : vec3(0);
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if (!fullbright)
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{
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for (uint i = 0u; i < 32u; i += 8u)
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{
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uint style = (styles >> i) & 0xFFu;
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if (style == 0xFFu)
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break;
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lmcolor += texture(lightmap_sampler, vec3(lightmap_uv, (float) style)).rgb * style_scalars[style];
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}
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}
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// 2.0 for overbright
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color = vec4(texcolor * lmcolor * 2.0, opacity);
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}
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}
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)";
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static const char *s_vertShader = R"(
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 vertex_uv;
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layout (location = 2) in vec2 vertex_lightmap_uv;
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layout (location = 3) in vec3 vertex_normal;
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layout (location = 4) in vec3 vertex_flat_color;
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layout (location = 5) in uint vertex_styles;
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out vec2 uv;
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out vec2 lightmap_uv;
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out vec3 normal;
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flat out vec3 flat_color;
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flat out uint styles;
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uniform mat4 MVP;
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void main() {
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gl_Position = MVP * vec4(position.x, position.y, position.z, 1.0);
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uv = vertex_uv;
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lightmap_uv = vertex_lightmap_uv;
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normal = vertex_normal;
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flat_color = vertex_flat_color;
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styles = vertex_styles;
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}
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)";
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static const char *s_skyboxFragShader = R"(
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#version 330 core
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in vec3 fragment_world_pos;
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in vec2 lightmap_uv;
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in vec3 normal;
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flat in vec3 flat_color;
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flat in uint styles;
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out vec4 color;
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uniform samplerCube texture_sampler;
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uniform sampler2DArray lightmap_sampler;
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uniform bool lightmap_only;
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uniform bool fullbright;
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uniform bool drawnormals;
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uniform bool drawflat;
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uniform float style_scalars[256];
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uniform vec3 eye_origin;
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void main() {
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if (drawnormals) {
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// remap -1..+1 to 0..1
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color = vec4((normal + vec3(1.0)) / vec3(2.0), 1.0);
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} else if (drawflat) {
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color = vec4(flat_color, 1.0);
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} else {
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if (!fullbright && lightmap_only)
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{
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vec3 lmcolor = vec3(0.5);
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for (uint i = 0u; i < 32u; i += 8u)
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{
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uint style = (styles >> i) & 0xFFu;
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if (style == 0xFFu)
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break;
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lmcolor += texture(lightmap_sampler, vec3(lightmap_uv, (float) style)).rgb * style_scalars[style];
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}
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// 2.0 for overbright
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color = vec4(lmcolor * 2.0, 1.0);
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}
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else
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{
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// cubemap case
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vec3 dir = normalize(fragment_world_pos - eye_origin);
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color = vec4(texture(texture_sampler, dir).rgb, 1.0);
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}
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}
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}
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)";
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static const char *s_skyboxVertShader = R"(
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 vertex_uv;
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layout (location = 2) in vec2 vertex_lightmap_uv;
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layout (location = 3) in vec3 vertex_normal;
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layout (location = 4) in vec3 vertex_flat_color;
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layout (location = 5) in uint vertex_styles;
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out vec3 fragment_world_pos;
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out vec2 lightmap_uv;
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out vec3 normal;
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flat out vec3 flat_color;
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flat out uint styles;
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uniform mat4 MVP;
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uniform vec3 eye_origin;
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void main() {
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gl_Position = MVP * vec4(position, 1.0);
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fragment_world_pos = position;
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lightmap_uv = vertex_lightmap_uv;
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normal = vertex_normal;
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flat_color = vertex_flat_color;
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styles = vertex_styles;
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}
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)";
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bool GLView::shouldLiveUpdate() const
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{
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if (m_keysPressed)
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return true;
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if (QApplication::mouseButtons())
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return true;
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return false;
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}
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void GLView::handleLoggedMessage(const QOpenGLDebugMessage &debugMessage)
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{
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#ifdef _DEBUG
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if (debugMessage.type() == QOpenGLDebugMessage::ErrorType)
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__debugbreak();
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#endif
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qDebug() << debugMessage.message();
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}
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void GLView::initializeGL()
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{
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initializeOpenGLFunctions();
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QOpenGLContext *ctx = QOpenGLContext::currentContext();
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QOpenGLDebugLogger *logger = new QOpenGLDebugLogger(this);
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logger->initialize(); // initializes in the current context, i.e. ctx
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connect(logger, &QOpenGLDebugLogger::messageLogged, this, &GLView::handleLoggedMessage);
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logger->startLogging(QOpenGLDebugLogger::SynchronousLogging);
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// set up shader
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m_program = new QOpenGLShaderProgram();
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, s_vertShader);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, s_fragShader);
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assert(m_program->link());
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m_skybox_program = new QOpenGLShaderProgram();
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m_skybox_program->addShaderFromSourceCode(QOpenGLShader::Vertex, s_skyboxVertShader);
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m_skybox_program->addShaderFromSourceCode(QOpenGLShader::Fragment, s_skyboxFragShader);
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assert(m_skybox_program->link());
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m_program_wireframe = new QOpenGLShaderProgram();
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m_program_wireframe->addShaderFromSourceCode(QOpenGLShader::Vertex, s_vertShader_Wireframe);
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m_program_wireframe->addShaderFromSourceCode(QOpenGLShader::Fragment, s_fragShader_Wireframe);
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assert(m_program_wireframe->link());
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m_program->bind();
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m_program_mvp_location = m_program->uniformLocation("MVP");
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m_program_texture_sampler_location = m_program->uniformLocation("texture_sampler");
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m_program_lightmap_sampler_location = m_program->uniformLocation("lightmap_sampler");
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m_program_opacity_location = m_program->uniformLocation("opacity");
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m_program_alpha_test_location = m_program->uniformLocation("alpha_test");
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m_program_lightmap_only_location = m_program->uniformLocation("lightmap_only");
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m_program_fullbright_location = m_program->uniformLocation("fullbright");
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m_program_drawnormals_location = m_program->uniformLocation("drawnormals");
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m_program_drawflat_location = m_program->uniformLocation("drawflat");
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m_program_style_scalars_location = m_program->uniformLocation("style_scalars");
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m_program->release();
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m_skybox_program->bind();
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m_skybox_program_mvp_location = m_skybox_program->uniformLocation("MVP");
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m_skybox_program_eye_direction_location = m_skybox_program->uniformLocation("eye_origin");
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m_skybox_program_texture_sampler_location = m_skybox_program->uniformLocation("texture_sampler");
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m_skybox_program_lightmap_sampler_location = m_skybox_program->uniformLocation("lightmap_sampler");
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m_skybox_program_opacity_location = m_skybox_program->uniformLocation("opacity");
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m_skybox_program_lightmap_only_location = m_skybox_program->uniformLocation("lightmap_only");
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m_skybox_program_fullbright_location = m_skybox_program->uniformLocation("fullbright");
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m_skybox_program_drawnormals_location = m_skybox_program->uniformLocation("drawnormals");
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m_skybox_program_drawflat_location = m_skybox_program->uniformLocation("drawflat");
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m_skybox_program_style_scalars_location = m_skybox_program->uniformLocation("style_scalars");
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m_skybox_program->release();
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m_program_wireframe->bind();
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m_program_wireframe_mvp_location = m_program_wireframe->uniformLocation("MVP");
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m_program_wireframe->release();
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m_vao.create();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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}
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void GLView::paintGL()
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{
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// calculate frame time + update m_lastFrame
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float duration_seconds;
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const auto now = I_FloatTime();
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if (m_lastFrame) {
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duration_seconds = (now - *m_lastFrame).count();
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} else {
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duration_seconds = 0;
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}
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m_lastFrame = now;
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// apply motion
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applyMouseMotion();
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applyFlyMovement(duration_seconds);
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// draw
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glClearColor(0.1, 0.1, 0.1, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelMatrix;
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QMatrix4x4 viewMatrix;
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QMatrix4x4 projectionMatrix;
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projectionMatrix.perspective(90, m_displayAspect, 1.0f, 1'000'000.0f);
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viewMatrix.lookAt(m_cameraOrigin, m_cameraOrigin + m_cameraFwd, QVector3D(0, 0, 1));
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QMatrix4x4 MVP = projectionMatrix * viewMatrix * modelMatrix;
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// wireframe
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if (m_showTris) {
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m_program_wireframe->bind();
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m_program_wireframe->setUniformValue(m_program_wireframe_mvp_location, MVP);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(-0.8, 1.0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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for (auto &draw : m_drawcalls) {
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glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void *>(draw.first_index * sizeof(uint32_t)));
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_POLYGON_OFFSET_LINE);
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m_program_wireframe->release();
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}
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QOpenGLShaderProgram *active_program = nullptr;
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m_program->bind();
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m_program->setUniformValue(m_program_mvp_location, MVP);
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m_program->setUniformValue(m_program_texture_sampler_location, 0 /* texture unit */);
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m_program->setUniformValue(m_program_lightmap_sampler_location, 1 /* texture unit */);
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m_program->setUniformValue(m_program_opacity_location, 1.0f);
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m_program->setUniformValue(m_program_alpha_test_location, false);
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m_program->setUniformValue(m_program_lightmap_only_location, m_lighmapOnly);
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m_program->setUniformValue(m_program_fullbright_location, m_fullbright);
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m_program->setUniformValue(m_program_drawnormals_location, m_drawNormals);
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m_program->setUniformValue(m_program_drawflat_location, m_drawFlat);
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m_skybox_program->bind();
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m_skybox_program->setUniformValue(m_skybox_program_mvp_location, MVP);
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m_skybox_program->setUniformValue(m_skybox_program_eye_direction_location, m_cameraOrigin);
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m_skybox_program->setUniformValue(m_skybox_program_texture_sampler_location, 0 /* texture unit */);
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m_skybox_program->setUniformValue(m_skybox_program_lightmap_sampler_location, 1 /* texture unit */);
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m_skybox_program->setUniformValue(m_skybox_program_opacity_location, 1.0f);
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m_skybox_program->setUniformValue(m_skybox_program_lightmap_only_location, m_lighmapOnly);
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m_skybox_program->setUniformValue(m_skybox_program_fullbright_location, m_fullbright);
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m_skybox_program->setUniformValue(m_skybox_program_drawnormals_location, m_drawNormals);
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m_skybox_program->setUniformValue(m_skybox_program_drawflat_location, m_drawFlat);
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// opaque draws
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for (auto &draw : m_drawcalls) {
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if (draw.key.opacity != 1.0f)
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continue;
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if (active_program != draw.key.program) {
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active_program = draw.key.program;
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active_program->bind();
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}
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if (draw.key.alpha_test) {
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m_program->setUniformValue(m_program_alpha_test_location, true);
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} else {
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m_program->setUniformValue(m_program_alpha_test_location, false);
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}
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draw.texture->bind(0 /* texture unit */);
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lightmap_texture->bind(1 /* texture unit */);
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void *>(draw.first_index * sizeof(uint32_t)));
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}
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// translucent draws
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (auto &draw : m_drawcalls) {
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if (draw.key.opacity == 1.0f)
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continue;
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if (active_program != draw.key.program) {
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active_program = draw.key.program;
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active_program->bind();
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}
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if (draw.key.alpha_test) {
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m_program->setUniformValue(m_program_alpha_test_location, true);
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} else {
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m_program->setUniformValue(m_program_alpha_test_location, false);
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}
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draw.texture->bind(0 /* texture unit */);
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lightmap_texture->bind(1 /* texture unit */);
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if (active_program == m_program) {
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m_program->setUniformValue(m_program_opacity_location, draw.key.opacity);
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} else {
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m_skybox_program->setUniformValue(m_skybox_program_opacity_location, draw.key.opacity);
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}
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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glDrawElements(GL_TRIANGLES, draw.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void *>(draw.first_index * sizeof(uint32_t)));
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}
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glDisable(GL_BLEND);
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}
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m_program->release();
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if (shouldLiveUpdate()) {
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update(); // schedule the next frame
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} else {
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qDebug() << "pausing anims..";
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m_lastFrame = std::nullopt;
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m_lastMouseDownPos = std::nullopt;
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}
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}
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void GLView::setCamera(const qvec3d &origin, const qvec3d &fwd)
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|
{
|
|
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::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::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::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)
|
|
{
|
|
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();
|
|
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>(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<const void *>(style.second.pixels.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++) {
|
|
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;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 = std::move(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;
|
|
};
|
|
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;
|
|
}
|
|
|
|
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>(QOpenGLTexture::Target2D);
|
|
|
|
qtexture->setSize(texture->width, texture->height);
|
|
qtexture->setFormat(QOpenGLTexture::TextureFormat::RGBA8_UNorm);
|
|
|
|
qtexture->allocateStorage();
|
|
|
|
qtexture->setData(
|
|
QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, reinterpret_cast<const void *>(texture->pixels.data()));
|
|
|
|
qtexture->setMaximumAnisotropy(16);
|
|
qtexture->setAutoMipMapGenerationEnabled(true);
|
|
|
|
qtexture->setMagnificationFilter(m_filter);
|
|
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<float>(width) / static_cast<float>(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<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 = 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]};
|
|
} |