Compare commits
11 Commits
Version_1.
...
master
Author | SHA1 | Date |
---|---|---|
itdominator | 64d5584698 | |
Anakin | 7e87b14fe1 | |
Anakin | da0b7e3c5f | |
Anakin | fa75e17d58 | |
Anakin | 49585945c3 | |
Anakin | 67657061b6 | |
Anakin | 06d403d546 | |
Anakin | 541a975624 | |
Anakin | 30f1a1e627 | |
Anakin | cdf19911f6 | |
Anakin | 4c40d140a9 |
|
@ -19,7 +19,9 @@
|
|||
<property name="windowTitle">
|
||||
<string>MainWindow</string>
|
||||
</property>
|
||||
<widget class="QWidget" name="centralWidget"/>
|
||||
<widget class="QWidget" name="centralWidget">
|
||||
<layout class="QHBoxLayout" name="horizontalLayout"/>
|
||||
</widget>
|
||||
<widget class="QToolBar" name="mainToolBar">
|
||||
<property name="allowedAreas">
|
||||
<set>Qt::LeftToolBarArea|Qt::RightToolBarArea|Qt::TopToolBarArea</set>
|
||||
|
@ -32,6 +34,72 @@
|
|||
</attribute>
|
||||
</widget>
|
||||
<widget class="QStatusBar" name="statusBar"/>
|
||||
<widget class="QDockWidget" name="dockWidget">
|
||||
<property name="autoFillBackground">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="features">
|
||||
<set>QDockWidget::DockWidgetClosable|QDockWidget::DockWidgetFloatable</set>
|
||||
</property>
|
||||
<property name="allowedAreas">
|
||||
<set>Qt::RightDockWidgetArea</set>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Asset library</string>
|
||||
</property>
|
||||
<attribute name="dockWidgetArea">
|
||||
<number>2</number>
|
||||
</attribute>
|
||||
<widget class="QWidget" name="dockWidgetContents">
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<property name="spacing">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="leftMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="topMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="rightMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="bottomMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<item>
|
||||
<widget class="QTreeWidget" name="treeWidget">
|
||||
<property name="showDropIndicator" stdset="0">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="dragEnabled">
|
||||
<bool>true</bool>
|
||||
</property>
|
||||
<property name="dragDropMode">
|
||||
<enum>QAbstractItemView::DragOnly</enum>
|
||||
</property>
|
||||
<property name="selectionBehavior">
|
||||
<enum>QAbstractItemView::SelectItems</enum>
|
||||
</property>
|
||||
<property name="verticalScrollMode">
|
||||
<enum>QAbstractItemView::ScrollPerPixel</enum>
|
||||
</property>
|
||||
<property name="headerHidden">
|
||||
<bool>true</bool>
|
||||
</property>
|
||||
<property name="expandsOnDoubleClick">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<column>
|
||||
<property name="text">
|
||||
<string notr="true">1</string>
|
||||
</property>
|
||||
</column>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</widget>
|
||||
</widget>
|
||||
<layoutdefault spacing="6" margin="11"/>
|
||||
<resources>
|
||||
|
|
|
@ -18,6 +18,9 @@ struct VertexData
|
|||
QVector3D position;
|
||||
QVector2D texCoord;
|
||||
QVector3D vertexNormal;
|
||||
QVector3D polygonNormal;
|
||||
QVector3D tangent;
|
||||
QVector3D bitangent;
|
||||
};
|
||||
|
||||
struct Segment {
|
||||
|
@ -42,10 +45,10 @@ struct Material {
|
|||
QString tx3d;
|
||||
QOpenGLTexture* texture0 = Q_NULLPTR;
|
||||
QOpenGLTexture* texture1 = Q_NULLPTR;
|
||||
QVector4D specularColor = { 1.0, 1.0, 1.0, 1.0 };
|
||||
QVector4D specularColor = { 0.1f, 0.1f, 0.1f, 1.0 };
|
||||
QVector4D diffuseColor = { 1.0, 0.0, 0.0, 1.0 };
|
||||
QVector4D ambientColor = { 1.0, 1.0, 1.0, 1.0 };
|
||||
float shininess = 80;
|
||||
float shininess = 1;
|
||||
bool flags[8] = { false };
|
||||
bool transparent = false;
|
||||
quint8 rendertype = 0;
|
||||
|
|
|
@ -34,6 +34,7 @@ private:
|
|||
// functions
|
||||
private:
|
||||
void clearData();
|
||||
void setupPipeline(QOpenGLShaderProgram * program);
|
||||
|
||||
public:
|
||||
void drawGeometry(QOpenGLShaderProgram *program);
|
||||
|
|
|
@ -30,6 +30,8 @@ private:
|
|||
// functions
|
||||
private:
|
||||
void setupWidgets();
|
||||
void getAssetLibrary();
|
||||
void searchMeshFiles(QString path);
|
||||
void openFile();
|
||||
void takeScreenShot();
|
||||
void aboutTool();
|
||||
|
|
|
@ -23,19 +23,19 @@ private:
|
|||
QOpenGLShaderProgram m_program;
|
||||
GeometryEngine *m_dataEngine;
|
||||
|
||||
QVector4D m_backgroundColorOn = { 0.02f, 0.02f, 0.02f, 1.0f };
|
||||
QVector4D m_backgroundColorOff = { 0.5f, 0.8f, 1.0f, 1.0f };
|
||||
QVector4D m_backgroundColorOn;
|
||||
QVector4D m_backgroundColorOff;
|
||||
|
||||
bool m_wireframe = false;
|
||||
bool m_lightOn = false;
|
||||
bool m_backfaceCulling = false;
|
||||
bool m_wireframe;
|
||||
bool m_lightOn;
|
||||
bool m_backfaceCulling;
|
||||
|
||||
struct {
|
||||
QVector4D position = { 1,1,1,0 };
|
||||
QVector3D intensities = { 1.0,1.0,1.0 };
|
||||
float attenuationFactor = 0.0f;
|
||||
float ambientCoefficient = 0.005f;
|
||||
bool headlight = false;
|
||||
QVector4D position;
|
||||
QVector3D intensities;
|
||||
float attenuationFactor;
|
||||
float ambientCoefficient;
|
||||
bool headlight;
|
||||
} m_light;
|
||||
|
||||
struct {
|
||||
|
@ -51,6 +51,7 @@ private:
|
|||
|
||||
// functions
|
||||
private:
|
||||
void setDefaultValues();
|
||||
void initShaders();
|
||||
void resetView();
|
||||
void updateLightPosition();
|
||||
|
@ -89,5 +90,10 @@ public slots:
|
|||
void setHeadlight(bool value);
|
||||
void setBackfaceCulling(bool value);
|
||||
|
||||
// signals
|
||||
signals:
|
||||
void lightChanged(bool value);
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -0,0 +1,72 @@
|
|||
#pragma once
|
||||
#include <QObject>
|
||||
#include <QFile>
|
||||
#include <QVector3D>
|
||||
#include <QVector4D>
|
||||
|
||||
|
||||
class SettingsManager : public QObject
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
private:
|
||||
SettingsManager(QObject *parent = Q_NULLPTR);
|
||||
|
||||
public:
|
||||
SettingsManager(SettingsManager const&) = delete;
|
||||
void operator=(SettingsManager const&) = delete;
|
||||
|
||||
~SettingsManager();
|
||||
|
||||
static SettingsManager* getInstance(QObject *parent = Q_NULLPTR);
|
||||
|
||||
// attributes
|
||||
private:
|
||||
QFile file;
|
||||
|
||||
QVector3D m_bgColorOn = { 5, 5, 5 };
|
||||
QVector3D m_bgColorOff = { 128, 204, 255 };
|
||||
bool m_bfCulling = false;
|
||||
bool m_light = false;
|
||||
|
||||
int m_lightType = 1; // 1 = direct, 2 = point
|
||||
QVector3D m_lightColor = { 255,255,255 };
|
||||
float m_attenuation = 0.0f;
|
||||
float m_ambient = 0.005f;
|
||||
bool m_headlight = false;
|
||||
bool m_autoColor = true;
|
||||
|
||||
// functions
|
||||
private:
|
||||
void readFromFile();
|
||||
void writeToFile();
|
||||
|
||||
public:
|
||||
QVector3D getBgColorOn() const;
|
||||
QVector3D getBgColorOff() const;
|
||||
bool isBfCulling() const;
|
||||
bool isLight() const;
|
||||
|
||||
int getLightType() const;
|
||||
QVector3D getLightColor() const;
|
||||
float getAttenuation() const;
|
||||
float getAmbient() const;
|
||||
bool isHeadlight() const;
|
||||
bool isAutoColor() const;
|
||||
|
||||
|
||||
// slots
|
||||
public:
|
||||
void setBgColorOn(QVector3D value);
|
||||
void setBgColorOff(QVector3D value);
|
||||
void setBfCulling(bool value);
|
||||
void setLight(bool value);
|
||||
|
||||
void setLightType(int value);
|
||||
void setLightColor(QVector3D value);
|
||||
void setAttenuation(double value);
|
||||
void setAmbient(double value);
|
||||
void setHeadlight(bool value);
|
||||
void setAutoColor(int value);
|
||||
|
||||
};
|
|
@ -9,7 +9,7 @@ class SettingsWindow : public QWidget
|
|||
Q_OBJECT
|
||||
|
||||
public:
|
||||
SettingsWindow(QVector3D bgOffColor, QVector3D bgOnColor, QVector3D lightColor, bool autoColor, double ambCoef, double attFac, int lightType, QWidget * parent = Q_NULLPTR);
|
||||
SettingsWindow(QWidget * parent = Q_NULLPTR);
|
||||
~SettingsWindow();
|
||||
|
||||
private:
|
||||
|
@ -33,5 +33,6 @@ signals:
|
|||
void sendHeadlight(bool value);
|
||||
void sendBackfaceCulling(bool value);
|
||||
void sendZommSpeed(int percent);
|
||||
void changeLightType(int value);
|
||||
|
||||
};
|
|
@ -4,16 +4,22 @@ precision mediump int;
|
|||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform mat3 n_matrix;
|
||||
uniform mat3 normalMatrix;
|
||||
uniform vec3 cameraPosition;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform float materialShininess;
|
||||
uniform vec3 materialSpecularColor;
|
||||
uniform sampler2D tx0;
|
||||
uniform sampler2D tx1;
|
||||
|
||||
uniform bool b_transparent;
|
||||
uniform bool b_specular;
|
||||
uniform bool b_light;
|
||||
uniform struct Material {
|
||||
float shininess;
|
||||
vec3 specularColor;
|
||||
bool isTransparent;
|
||||
bool hasSpecularmap;
|
||||
bool hasNormalmap;
|
||||
bool isGlow;
|
||||
} material;
|
||||
|
||||
uniform bool useLight;
|
||||
|
||||
uniform struct Light {
|
||||
vec4 position;
|
||||
|
@ -25,67 +31,96 @@ uniform struct Light {
|
|||
varying vec2 v_surfaceUV;
|
||||
varying vec3 v_surfacePosition;
|
||||
varying vec3 v_surfaceNormal;
|
||||
varying vec3 v_polyNorm;
|
||||
varying vec3 v_polyTan;
|
||||
varying vec3 v_polyBiTan;
|
||||
|
||||
void main()
|
||||
{
|
||||
if(b_light)
|
||||
if(useLight && !material.isGlow)
|
||||
{
|
||||
// some values
|
||||
vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
|
||||
|
||||
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
|
||||
// get the color and undo gamma correction
|
||||
vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
|
||||
surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
|
||||
|
||||
vec3 surfaceToLight;
|
||||
float attenuation;
|
||||
// directional light
|
||||
if(light.position.w == 0.0f)
|
||||
{
|
||||
surfaceToLight = normalize(light.position.xyz);
|
||||
}
|
||||
// point light
|
||||
else
|
||||
{
|
||||
surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
|
||||
}
|
||||
|
||||
float distanceToLight = length(light.position.xyz - v_surfacePosition);
|
||||
attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
|
||||
|
||||
// attenutation depending on the distance to the light
|
||||
float distanceToLight = length(light.position.xyz - v_surfacePosition);
|
||||
float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
|
||||
|
||||
// normal vector
|
||||
vec3 normal = normalize(normalMatrix * v_surfaceNormal);
|
||||
|
||||
// direction from surface to light depending on the light type
|
||||
vec3 surfaceToLight;
|
||||
if(light.position.w == 0.0) // directional light
|
||||
surfaceToLight = normalize(light.position.xyz);
|
||||
else // point light
|
||||
surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
|
||||
|
||||
// direction from surface to camera
|
||||
vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
|
||||
|
||||
// ambient
|
||||
// adjust the values if material has normal map
|
||||
if(material.hasNormalmap)
|
||||
{
|
||||
vec3 surfaceTangent = normalize(normalMatrix * v_polyTan);
|
||||
vec3 surfaceBitangent = normalize(normalMatrix * -v_polyBiTan);
|
||||
vec3 surfaceNormal = normalize(normalMatrix * v_surfaceNormal);
|
||||
mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
|
||||
normal = texture2D(tx1, v_surfaceUV).rgb;
|
||||
normal = normalize(normal * 2.0 -1.0);
|
||||
surfaceToLight = normalize(tbn * surfaceToLight);
|
||||
surfaceToCamera = normalize(tbn * surfaceToCamera);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// ambient component
|
||||
|
||||
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
|
||||
|
||||
// diffuse
|
||||
float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// diffuse component
|
||||
|
||||
float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
|
||||
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
|
||||
|
||||
// specular
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// specular component
|
||||
|
||||
float specularCoefficient = 0.0;
|
||||
if(diffuseCoefficient > 0.0)
|
||||
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
|
||||
vec3 specColor;
|
||||
if(b_specular)
|
||||
specColor = vec3(surfaceColor.a);
|
||||
else
|
||||
specColor = materialSpecularColor;
|
||||
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), material.shininess);
|
||||
|
||||
float specularWeight = 1;
|
||||
if(material.hasSpecularmap)
|
||||
specularWeight = surfaceColor.a;
|
||||
vec3 specColor = specularWeight * 1/255 * material.specularColor;
|
||||
|
||||
vec3 specular = specularCoefficient * specColor * light.intensities;
|
||||
|
||||
// linear color before gamma correction)
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// linear color before gamma correction
|
||||
vec3 linearColor = ambient + attenuation * (diffuse + specular);
|
||||
|
||||
// final color after gama correction
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// gama correction
|
||||
vec3 gamma = vec3(1.0/2.2);
|
||||
if(!b_transparent)
|
||||
surfaceColor.a = 1.0f;
|
||||
|
||||
if(!material.isTransparent)
|
||||
surfaceColor.a = 1.0;
|
||||
|
||||
gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
|
||||
}
|
||||
// don't use light
|
||||
else
|
||||
{
|
||||
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
|
||||
if(!b_transparent)
|
||||
surfaceColor.a = 1.0f;
|
||||
vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
|
||||
|
||||
if(!material.isTransparent)
|
||||
surfaceColor.a = 1.0;
|
||||
|
||||
gl_FragColor = surfaceColor;
|
||||
}
|
||||
|
|
|
@ -4,26 +4,35 @@ precision mediump int;
|
|||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform mat4 vp_matrix;
|
||||
uniform mat4 norm_matrix;
|
||||
uniform mat4 m_matrix;
|
||||
uniform mat4 viewProjection;
|
||||
uniform mat4 normalizeModel;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texcoord;
|
||||
attribute vec3 a_normal;
|
||||
attribute vec3 a_polyNorm;
|
||||
attribute vec3 a_polyTan;
|
||||
attribute vec3 a_polyBiTan;
|
||||
|
||||
varying vec2 v_surfaceUV;
|
||||
varying vec3 v_surfacePosition;
|
||||
varying vec3 v_surfaceNormal;
|
||||
varying vec3 v_polyNorm;
|
||||
varying vec3 v_polyTan;
|
||||
varying vec3 v_polyBiTan;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate vertex position in screen space
|
||||
gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
|
||||
gl_Position = viewProjection * normalizeModel * modelMatrix * a_position;
|
||||
|
||||
// Pass data to fragment shader
|
||||
// Value will be automatically interpolated to fragments inside polygon faces
|
||||
v_surfaceUV = a_texcoord;
|
||||
v_surfacePosition = vec3(norm_matrix * m_matrix * a_position);
|
||||
v_surfacePosition = vec3(normalizeModel * modelMatrix * a_position);
|
||||
v_surfaceNormal = a_normal;
|
||||
v_polyNorm = a_polyNorm;
|
||||
v_polyTan = a_polyTan;
|
||||
v_polyBiTan = a_polyBiTan;
|
||||
}
|
||||
|
|
|
@ -5,7 +5,6 @@
|
|||
#include "..\Header\OutputDevice.h"
|
||||
#include <QRegExp>
|
||||
|
||||
#include "..\Header\Profiler.h"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// constructor/destructor
|
||||
|
@ -52,26 +51,8 @@ void GeometryEngine::clearData()
|
|||
m_drawList.clear();
|
||||
}
|
||||
|
||||
void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
||||
void GeometryEngine::setupPipeline(QOpenGLShaderProgram *program)
|
||||
{
|
||||
if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
|
||||
return;
|
||||
|
||||
// Setup
|
||||
// Tell OpenGL which VBOs to use
|
||||
m_arrayBuf.bind();
|
||||
m_indexBuf.bind();
|
||||
|
||||
// Allways normalize by this
|
||||
QMatrix4x4 normMatrix;
|
||||
float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
|
||||
normMatrix.scale(1 / maxExtent);
|
||||
normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
|
||||
program->setUniformValue("norm_matrix", normMatrix);
|
||||
|
||||
// Allways use texture unit 0
|
||||
program->setUniformValue("texture", 0);
|
||||
|
||||
// Offset for position
|
||||
quintptr offset = 0;
|
||||
|
||||
|
@ -88,50 +69,115 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
program->enableAttributeArray(texcoordLocation);
|
||||
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
|
||||
|
||||
//Offset for normal
|
||||
//Offset for vertexNormal
|
||||
offset += sizeof(QVector2D);
|
||||
|
||||
// Tell OpenGL programmable pipeline how to locate vertex normal data
|
||||
int normLocation = program->attributeLocation("a_normal");
|
||||
program->enableAttributeArray(normLocation);
|
||||
program->setAttributeBuffer(normLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
|
||||
int vertNormLocation = program->attributeLocation("a_normal");
|
||||
program->enableAttributeArray(vertNormLocation);
|
||||
program->setAttributeBuffer(vertNormLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
|
||||
|
||||
//Offset for polygonNormal
|
||||
offset += sizeof(QVector3D);
|
||||
|
||||
// Tell OpenGL programmable pipeline how to locate polygon normal data
|
||||
int polyNormLocation = program->attributeLocation("a_polyNorm");
|
||||
program->enableAttributeArray(polyNormLocation);
|
||||
program->setAttributeBuffer(polyNormLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
|
||||
|
||||
//Offset for polygonTangent
|
||||
offset += sizeof(QVector3D);
|
||||
|
||||
// Tell OpenGL programmable pipeline how to locate polygon tangent data
|
||||
int polyTanLocation = program->attributeLocation("a_polyTan");
|
||||
program->enableAttributeArray(polyTanLocation);
|
||||
program->setAttributeBuffer(polyTanLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
|
||||
|
||||
//Offset for polygonBitangent
|
||||
offset += sizeof(QVector3D);
|
||||
|
||||
// Tell OpenGL programmable pipeline how to locate polygon bitangent data
|
||||
int polyBiTanLocation = program->attributeLocation("a_polyBiTan");
|
||||
program->enableAttributeArray(polyBiTanLocation);
|
||||
program->setAttributeBuffer(polyBiTanLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
|
||||
|
||||
}
|
||||
|
||||
void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
||||
{
|
||||
if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
|
||||
return;
|
||||
|
||||
// Setup
|
||||
// Tell OpenGL which VBOs to use
|
||||
m_arrayBuf.bind();
|
||||
m_indexBuf.bind();
|
||||
|
||||
// Allways normalize by this
|
||||
QMatrix4x4 normMatrix;
|
||||
float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
|
||||
normMatrix.scale(1 / maxExtent);
|
||||
normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
|
||||
program->setUniformValue("normalizeModel", normMatrix);
|
||||
|
||||
// Allways use texture unit 0 and 1
|
||||
program->setUniformValue("tx0", 0);
|
||||
program->setUniformValue("tx1", 1);
|
||||
|
||||
//setup the pipeline
|
||||
setupPipeline(program);
|
||||
|
||||
// Paint
|
||||
|
||||
for (auto& it : m_drawList)
|
||||
{
|
||||
bool tmp_transparent(false);
|
||||
bool tmp_specular(false);
|
||||
bool tmp_normalmap(false);
|
||||
bool tmp_glow(false);
|
||||
float shininess(0.0);
|
||||
QVector3D specularColor;
|
||||
|
||||
// bind the correct texture
|
||||
if (it.textureIndex < (unsigned)m_materials->size() && m_materials->at(it.textureIndex).texture0 != Q_NULLPTR)
|
||||
{
|
||||
m_materials->at(it.textureIndex).texture0->bind();
|
||||
m_materials->at(it.textureIndex).texture0->bind(0);
|
||||
tmp_transparent = m_materials->at(it.textureIndex).transparent;
|
||||
tmp_specular = m_materials->at(it.textureIndex).flags[7];
|
||||
shininess = m_materials->at(it.textureIndex).shininess;
|
||||
specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
|
||||
|
||||
if (m_materials->at(it.textureIndex).rendertype == 27 || m_materials->at(it.textureIndex).rendertype == 28)
|
||||
{
|
||||
if (m_materials->at(it.textureIndex).texture1 != Q_NULLPTR)
|
||||
{
|
||||
tmp_normalmap = true;
|
||||
m_materials->at(it.textureIndex).texture1->bind(1);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_materials->at(it.textureIndex).flags[0] || m_materials->at(it.textureIndex).flags[1] || m_materials->at(it.textureIndex).rendertype == 1)
|
||||
tmp_glow = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_defaultMaterial->texture0->bind();
|
||||
m_defaultMaterial->texture0->bind(0);
|
||||
tmp_transparent = m_defaultMaterial->transparent;
|
||||
}
|
||||
|
||||
// Set model matrix
|
||||
program->setUniformValue("m_matrix", it.modelMatrix);
|
||||
program->setUniformValue("modelMatrix", it.modelMatrix);
|
||||
|
||||
// Set normal matrix
|
||||
program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
|
||||
|
||||
// set some more values
|
||||
program->setUniformValue("b_transparent", tmp_transparent);
|
||||
program->setUniformValue("b_specular", tmp_specular);
|
||||
program->setUniformValue("normalMatrix", (normMatrix * it.modelMatrix).normalMatrix());
|
||||
|
||||
// set some material attributes
|
||||
program->setUniformValue("materialShininess", shininess);
|
||||
program->setUniformValue("materialSpecularColor", specularColor);
|
||||
program->setUniformValue("material.shininess", shininess);
|
||||
program->setUniformValue("material.specularColor", specularColor);
|
||||
program->setUniformValue("material.isTransparent", tmp_transparent);
|
||||
program->setUniformValue("material.hasSpecularmap", tmp_specular);
|
||||
program->setUniformValue("material.hasNormalmap", tmp_normalmap);
|
||||
program->setUniformValue("material.isGlow", tmp_glow);
|
||||
|
||||
// Draw cube geometry using indices from VBO 1
|
||||
glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
|
||||
|
@ -141,7 +187,6 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
|
||||
void GeometryEngine::loadFile(QString filePath)
|
||||
{
|
||||
TIC("Start");
|
||||
// cleanup old stuff and recreate buffers
|
||||
clearData();
|
||||
m_arrayBuf.create();
|
||||
|
@ -216,7 +261,5 @@ void GeometryEngine::loadFile(QString filePath)
|
|||
clearData();
|
||||
OutputDevice::getInstance()->print(QString(e.what()), 2);
|
||||
}
|
||||
|
||||
TOC("End");
|
||||
}
|
||||
|
||||
|
|
|
@ -49,6 +49,8 @@ MainWindow::MainWindow(QWidget *parent)
|
|||
styleSheet.open(QIODevice::ReadOnly);
|
||||
this->setStyleSheet(styleSheet.readAll());
|
||||
|
||||
getAssetLibrary();
|
||||
|
||||
printMessage("MeshViewer by Anakin", 0);
|
||||
}
|
||||
|
||||
|
@ -161,6 +163,33 @@ void MainWindow::setupWidgets()
|
|||
|
||||
}
|
||||
|
||||
void MainWindow::getAssetLibrary()
|
||||
{
|
||||
QTreeWidgetItem* item = new QTreeWidgetItem;
|
||||
item->setData(0, Qt::DisplayRole, "Wuhu");
|
||||
ui->treeWidget->addTopLevelItem(item);
|
||||
|
||||
searchMeshFiles("D:/workspaces/Visual Studio 2015/Projects/OpenGL/Release");
|
||||
|
||||
}
|
||||
|
||||
void MainWindow::searchMeshFiles(QString path)
|
||||
{
|
||||
QDir directory(path);
|
||||
directory.setNameFilters(QStringList("*.msh"));
|
||||
|
||||
QStringList childDirectories = directory.entryList(QDir::AllDirs | QDir::NoDotAndDotDot);
|
||||
|
||||
QStringList fileNames = directory.entryList(QDir::Files);
|
||||
|
||||
for (auto &it : childDirectories)
|
||||
qDebug() << it;
|
||||
|
||||
for (auto &it : fileNames)
|
||||
qDebug() << it;
|
||||
|
||||
}
|
||||
|
||||
void MainWindow::openFile()
|
||||
{
|
||||
QString fileName = QFileDialog::getOpenFileName(this, "Open File", "", "Mesh (*.msh)");
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "..\Header\MshFile.h"
|
||||
#include "..\Header\tga.h"
|
||||
#include "..\Header\OutputDevice.h"
|
||||
#include <QVector3D>
|
||||
|
||||
|
||||
// helper function to save data from file to any variable type
|
||||
|
@ -571,18 +572,106 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
|
|||
|
||||
if (tmp_buffer.size() == 5)
|
||||
{
|
||||
for (size_t i = 0; i < 3; i++)
|
||||
new_segment->indices.push_back(tmp_buffer.takeFirst());
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[tmp_buffer[k]].polygonNormal = norm;
|
||||
new_segment->vertices[tmp_buffer[k]].tangent = tan;
|
||||
new_segment->vertices[tmp_buffer[k]].bitangent = bi;
|
||||
|
||||
new_segment->indices.push_back(tmp_buffer[k]);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[tmp_buffer[k]]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
tmp_buffer.remove(0, 3);
|
||||
}
|
||||
else if (tmp_buffer.size() > 5)
|
||||
{
|
||||
unsigned int tmp_multiPolySize = tmp_buffer.size() - 2;
|
||||
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
// for every triangle of the multi polygon..
|
||||
for (unsigned int tri = 0; tri < tmp_multiPolySize - 2; tri++)
|
||||
{
|
||||
// ..calculate the edge indices
|
||||
for (int triEdge = 0; triEdge < 3; triEdge++)
|
||||
new_segment->indices.push_back(tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))]);
|
||||
{
|
||||
int curIndi = tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))];
|
||||
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[curIndi].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[curIndi].polygonNormal = norm;
|
||||
new_segment->vertices[curIndi].tangent = tan;
|
||||
new_segment->vertices[curIndi].bitangent = bi;
|
||||
new_segment->indices.push_back(curIndi);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[curIndi]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
tmp_buffer.remove(0, tmp_multiPolySize);
|
||||
}
|
||||
|
||||
|
@ -593,17 +682,106 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
|
|||
// save the last polygon (no 2 high bit followed)
|
||||
if (tmp_buffer.size() == 3)
|
||||
{
|
||||
for (size_t i = 0; i < 3; i++)
|
||||
new_segment->indices.push_back(tmp_buffer.takeFirst());
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[tmp_buffer[k]].polygonNormal = norm;
|
||||
new_segment->vertices[tmp_buffer[k]].tangent = tan;
|
||||
new_segment->vertices[tmp_buffer[k]].bitangent = bi;
|
||||
|
||||
new_segment->indices.push_back(tmp_buffer[k]);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[tmp_buffer[k]]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
tmp_buffer.remove(0, 3);
|
||||
}
|
||||
else if (tmp_buffer.size() > 3)
|
||||
{
|
||||
unsigned int tmp_multiPolySize = tmp_buffer.size();
|
||||
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
// for every triangle of the multi polygon..
|
||||
for (unsigned int tri = 0; tri < tmp_multiPolySize - 2; tri++)
|
||||
{
|
||||
// ..calculate the edge indices
|
||||
for (int triEdge = 0; triEdge < 3; triEdge++)
|
||||
new_segment->indices.push_back(tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))]);
|
||||
{
|
||||
int curIndi = tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))];
|
||||
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[curIndi].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[curIndi].polygonNormal = norm;
|
||||
new_segment->vertices[curIndi].tangent = tan;
|
||||
new_segment->vertices[curIndi].bitangent = bi;
|
||||
new_segment->indices.push_back(curIndi);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[curIndi]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -662,12 +840,26 @@ void MshFile::analyseClthChunks(Model * dataDestination, QList<ChunkHeader*>& ch
|
|||
m_file.read(F2V(tmp_size), sizeof(tmp_size));
|
||||
|
||||
// for every triangle..
|
||||
for (unsigned int i = 0; i < tmp_size * 3; i++)
|
||||
for (unsigned int i = 0; i < tmp_size; i++)
|
||||
{
|
||||
quint32 tmp_value;
|
||||
m_file.read(F2V(tmp_value), sizeof(quint32));
|
||||
quint32 tmp_value[3];
|
||||
for (unsigned int j = 0; j < 3; j++)
|
||||
{
|
||||
m_file.read(F2V(tmp_value[j]), sizeof(quint32));
|
||||
new_segment->indices.push_back((GLuint)tmp_value[j]);
|
||||
}
|
||||
|
||||
new_segment->indices.push_back((GLuint)tmp_value);
|
||||
QVector3D vec1, vec2, norm;
|
||||
|
||||
vec1 = new_segment->vertices[new_segment->indices[i * 3]].position - new_segment->vertices[new_segment->indices[i * 3 + 1]].position;
|
||||
vec2 = new_segment->vertices[new_segment->indices[i * 3]].position - new_segment->vertices[new_segment->indices[i * 3 + 2]].position;
|
||||
norm = QVector3D::crossProduct(vec1, vec2);
|
||||
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
new_segment->vertices[new_segment->indices[i * 3 + k]].vertexNormal += norm;
|
||||
new_segment->vertices[new_segment->indices[i * 3 + k]].vertexNormal.normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -728,7 +920,7 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath, QStri
|
|||
if (!loadSuccess)
|
||||
{
|
||||
OutputDevice::getInstance()->print("WARNING: texture not found or corrupted: " + filename, 1);
|
||||
|
||||
//TODO: cloth use the wrong diffuse color. should be null
|
||||
img = QImage(1, 1, QImage::Format_RGB32);
|
||||
img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
|
||||
filename += " *";
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "..\Header\FreeCamera.h"
|
||||
#include "..\Header\OrbitCamera.h"
|
||||
#include "..\Header\MoveCamera.h"
|
||||
#include "..\Header\SettingsManager.h"
|
||||
#include <QMouseEvent>
|
||||
#include <QDropEvent>
|
||||
#include <QMimeData>
|
||||
|
@ -24,7 +25,8 @@ OglViewerWidget::OglViewerWidget(QWidget *parent)
|
|||
setAcceptDrops(true);
|
||||
|
||||
// settings window
|
||||
m_settings = new SettingsWindow(m_backgroundColorOff.toVector3D() * 255, m_backgroundColorOn.toVector3D() * 255, m_light.intensities * 255, true, m_light.ambientCoefficient, m_light.attenuationFactor, 1, this);
|
||||
setDefaultValues();
|
||||
m_settings = new SettingsWindow(this);
|
||||
|
||||
connect(m_settings, &SettingsWindow::updateBGColorOff, this, &OglViewerWidget::setBGColorOff);
|
||||
connect(m_settings, &SettingsWindow::updateBGColorOn, this, &OglViewerWidget::setBGColorOn);
|
||||
|
@ -52,6 +54,30 @@ OglViewerWidget::~OglViewerWidget()
|
|||
/////////////////////////////////////////////////////////////////////////
|
||||
// functions
|
||||
|
||||
void OglViewerWidget::setDefaultValues()
|
||||
{
|
||||
SettingsManager* sm = SettingsManager::getInstance(this);
|
||||
|
||||
m_backgroundColorOn = QVector4D(sm->getBgColorOn() / 255, 1.0f);
|
||||
m_backgroundColorOff = QVector4D(sm->getBgColorOff() / 255, 1.0f);
|
||||
|
||||
m_wireframe = false;
|
||||
m_lightOn = sm->isLight();
|
||||
m_backfaceCulling = sm->isBfCulling();
|
||||
|
||||
if (sm->getLightType() == 1) // directional
|
||||
m_light.position = { 0.0,0.0,0.0,0.0 };
|
||||
else // point
|
||||
m_light.position = { 0.0,0.0,0.0,1.0 };
|
||||
m_light.intensities = sm->getLightColor() / 255;
|
||||
m_light.attenuationFactor = sm->getAttenuation();
|
||||
m_light.ambientCoefficient = sm->getAmbient();
|
||||
m_light.headlight = sm->isHeadlight();
|
||||
|
||||
connect(this, &OglViewerWidget::lightChanged, sm, &SettingsManager::setLight);
|
||||
|
||||
}
|
||||
|
||||
void OglViewerWidget::initShaders()
|
||||
{
|
||||
// Compile vertex shader
|
||||
|
@ -143,10 +169,10 @@ void OglViewerWidget::paintGL()
|
|||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Set view-projection matrix
|
||||
m_program.setUniformValue("vp_matrix", m_projection * m_camera->getMatrix());
|
||||
m_program.setUniformValue("viewProjection", m_projection * m_camera->getMatrix());
|
||||
|
||||
// Set Light values
|
||||
m_program.setUniformValue("b_light", m_lightOn);
|
||||
m_program.setUniformValue("useLight", m_lightOn);
|
||||
m_program.setUniformValue("light.position", m_light.position);
|
||||
m_program.setUniformValue("light.intensities", m_light.intensities);
|
||||
m_program.setUniformValue("light.attenuationFactor", m_light.attenuationFactor);
|
||||
|
@ -371,6 +397,8 @@ void OglViewerWidget::toggleLight()
|
|||
m_backgroundColorOff[3] = 1.0;
|
||||
}
|
||||
|
||||
emit lightChanged(m_lightOn);
|
||||
|
||||
update();
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,222 @@
|
|||
#include "..\Header\SettingsManager.h"
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// constructor/destructor
|
||||
|
||||
SettingsManager::SettingsManager(QObject *parent)
|
||||
: QObject(parent)
|
||||
{
|
||||
file.setFileName("meshviewer.config");
|
||||
readFromFile();
|
||||
}
|
||||
|
||||
SettingsManager::~SettingsManager()
|
||||
{
|
||||
writeToFile();
|
||||
}
|
||||
|
||||
SettingsManager* SettingsManager::getInstance(QObject *parent)
|
||||
{
|
||||
static SettingsManager* instance = new SettingsManager(parent);
|
||||
return instance;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// functions
|
||||
|
||||
void SettingsManager::readFromFile()
|
||||
{
|
||||
if (file.open(QIODevice::ReadOnly))
|
||||
{
|
||||
|
||||
QByteArray stream = file.readAll();
|
||||
QList<QByteArray> lines = stream.split('\n');
|
||||
|
||||
for (auto& it : lines)
|
||||
{
|
||||
if (it.startsWith("<bgOn>"))
|
||||
{
|
||||
QList<QByteArray> values = it.right(it.size() - it.indexOf('>') - 1).split(';');
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
m_bgColorOn[i] = values[i].toFloat();
|
||||
}
|
||||
else if (it.startsWith("<bgOff>"))
|
||||
{
|
||||
QList<QByteArray> values = it.right(it.size() - it.indexOf('>') - 1).split(';');
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
m_bgColorOff[i] = values[i].toFloat();
|
||||
}
|
||||
else if (it.startsWith("<liCo>"))
|
||||
{
|
||||
QList<QByteArray> values = it.right(it.size() - it.indexOf('>') - 1).split(';');
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
m_lightColor[i] = values[i].toFloat();
|
||||
}
|
||||
else if (it.startsWith("<bfCul>"))
|
||||
{
|
||||
m_bfCulling = it.right(it.size() - it.indexOf('>') - 1).toInt();
|
||||
}
|
||||
else if (it.startsWith("<liOn>"))
|
||||
{
|
||||
m_light = it.right(it.size() - it.indexOf('>') - 1).toInt();
|
||||
}
|
||||
else if (it.startsWith("<heLi>"))
|
||||
{
|
||||
m_headlight = it.right(it.size() - it.indexOf('>') - 1).toInt();
|
||||
}
|
||||
else if (it.startsWith("<auCo>"))
|
||||
{
|
||||
m_autoColor = it.right(it.size() - it.indexOf('>') - 1).toInt();
|
||||
}
|
||||
else if (it.startsWith("<liTy>"))
|
||||
{
|
||||
m_lightType = it.right(it.size() - it.indexOf('>') - 1).toInt();
|
||||
}
|
||||
else if (it.startsWith("<atFa>"))
|
||||
{
|
||||
m_attenuation = it.right(it.size() - it.indexOf('>') - 1).toFloat();
|
||||
}
|
||||
else if (it.startsWith("<amCo>"))
|
||||
{
|
||||
m_ambient = it.right(it.size() - it.indexOf('>') - 1).toFloat();
|
||||
}
|
||||
|
||||
}
|
||||
file.close();
|
||||
}
|
||||
}
|
||||
|
||||
void SettingsManager::writeToFile()
|
||||
{
|
||||
file.open(QIODevice::WriteOnly);
|
||||
|
||||
file.write(QString("<bgOn>%1;%2;%3\n").arg(m_bgColorOn.x()).arg(m_bgColorOn.y()).arg(m_bgColorOn.z()).toUtf8());
|
||||
file.write(QString("<bgOff>%1;%2;%3\n").arg(m_bgColorOff.x()).arg(m_bgColorOff.y()).arg(m_bgColorOff.z()).toUtf8());
|
||||
file.write(QString("<liCo>%1;%2;%3\n").arg(m_lightColor.x()).arg(m_lightColor.y()).arg(m_lightColor.z()).toUtf8());
|
||||
|
||||
file.write(QString("<bfCul>%1\n").arg(m_bfCulling).toUtf8());
|
||||
file.write(QString("<liOn>%1\n").arg(m_light).toUtf8());
|
||||
file.write(QString("<heLi>%1\n").arg(m_headlight).toUtf8());
|
||||
file.write(QString("<auCo>%1\n").arg(m_autoColor).toUtf8());
|
||||
|
||||
file.write(QString("<liTy>%1\n").arg(m_lightType).toUtf8());
|
||||
file.write(QString("<atFa>%1\n").arg(m_attenuation).toUtf8());
|
||||
file.write(QString("<amCo>%1\n").arg(m_ambient).toUtf8());
|
||||
|
||||
file.close();
|
||||
}
|
||||
|
||||
// getter ///////////////////////////////////////////////////////////////
|
||||
|
||||
QVector3D SettingsManager::getBgColorOn() const
|
||||
{
|
||||
return m_bgColorOn;
|
||||
}
|
||||
|
||||
QVector3D SettingsManager::getBgColorOff() const
|
||||
{
|
||||
return m_bgColorOff;
|
||||
}
|
||||
|
||||
bool SettingsManager::isBfCulling() const
|
||||
{
|
||||
return m_bfCulling;
|
||||
}
|
||||
|
||||
bool SettingsManager::isLight() const
|
||||
{
|
||||
return m_light;
|
||||
}
|
||||
|
||||
int SettingsManager::getLightType() const
|
||||
{
|
||||
return m_lightType;
|
||||
}
|
||||
|
||||
QVector3D SettingsManager::getLightColor() const
|
||||
{
|
||||
return m_lightColor;
|
||||
}
|
||||
|
||||
float SettingsManager::getAttenuation() const
|
||||
{
|
||||
return m_attenuation;
|
||||
}
|
||||
|
||||
float SettingsManager::getAmbient() const
|
||||
{
|
||||
return m_ambient;
|
||||
}
|
||||
|
||||
bool SettingsManager::isHeadlight() const
|
||||
{
|
||||
return m_headlight;
|
||||
}
|
||||
|
||||
bool SettingsManager::isAutoColor() const
|
||||
{
|
||||
return m_autoColor;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// slots
|
||||
|
||||
void SettingsManager::setBgColorOn(QVector3D value)
|
||||
{
|
||||
m_bgColorOn = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setBgColorOff(QVector3D value)
|
||||
{
|
||||
m_bgColorOff = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setBfCulling(bool value)
|
||||
{
|
||||
m_bfCulling = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setLight(bool value)
|
||||
{
|
||||
m_light = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setLightType(int value)
|
||||
{
|
||||
m_lightType = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setLightColor(QVector3D value)
|
||||
{
|
||||
m_lightColor = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setAttenuation(double value)
|
||||
{
|
||||
m_attenuation = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setAmbient(double value)
|
||||
{
|
||||
m_ambient = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setHeadlight(bool value)
|
||||
{
|
||||
m_headlight = value;
|
||||
}
|
||||
|
||||
void SettingsManager::setAutoColor(int value)
|
||||
{
|
||||
if (value == 0)
|
||||
m_autoColor = false;
|
||||
else
|
||||
m_autoColor = true;
|
||||
}
|
||||
|
|
@ -1,10 +1,11 @@
|
|||
#include "..\Header\SettingsWindow.h"
|
||||
#include "..\Header\SettingsManager.h"
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// constructor/destructor
|
||||
|
||||
SettingsWindow::SettingsWindow(QVector3D bgOffColor, QVector3D bgOnColor, QVector3D lightColor, bool autoColor, double ambCoef, double attFac, int lightType, QWidget * parent)
|
||||
SettingsWindow::SettingsWindow(QWidget * parent)
|
||||
: QWidget(parent)
|
||||
, ui(new Ui::SettingsWindow)
|
||||
{
|
||||
|
@ -15,24 +16,41 @@ SettingsWindow::SettingsWindow(QVector3D bgOffColor, QVector3D bgOnColor, QVecto
|
|||
setupConnections();
|
||||
|
||||
// set default values
|
||||
ui->lightOff_R_SB->setValue((int)bgOffColor[0]);
|
||||
ui->lightOff_G_SB->setValue((int)bgOffColor[1]);
|
||||
ui->lightOff_B_SB->setValue((int)bgOffColor[2]);
|
||||
SettingsManager* sm = SettingsManager::getInstance(this);
|
||||
|
||||
ui->lightOn_R_SB->setValue((int)bgOnColor[0]);
|
||||
ui->lightOn_G_SB->setValue((int)bgOnColor[1]);
|
||||
ui->lightOn_B_SB->setValue((int)bgOnColor[2]);
|
||||
ui->lightOff_R_SB->setValue((int)(sm->getBgColorOff()[0]));
|
||||
ui->lightOff_G_SB->setValue((int)(sm->getBgColorOff()[1]));
|
||||
ui->lightOff_B_SB->setValue((int)(sm->getBgColorOff()[2]));
|
||||
|
||||
ui->light_R_SB->setValue((int)lightColor[0]);
|
||||
ui->light_G_SB->setValue((int)lightColor[1]);
|
||||
ui->light_B_SB->setValue((int)lightColor[2]);
|
||||
ui->lightOn_R_SB->setValue((int)(sm->getBgColorOn()[0]));
|
||||
ui->lightOn_G_SB->setValue((int)(sm->getBgColorOn()[1]));
|
||||
ui->lightOn_B_SB->setValue((int)(sm->getBgColorOn()[2]));
|
||||
|
||||
ui->ambCoef->setValue(ambCoef);
|
||||
ui->attFac->setValue(attFac);
|
||||
ui->light_R_SB->setValue((int)(sm->getLightColor()[0]));
|
||||
ui->light_G_SB->setValue((int)(sm->getLightColor()[1]));
|
||||
ui->light_B_SB->setValue((int)(sm->getLightColor()[2]));
|
||||
|
||||
ui->checkAutoColor->setChecked(autoColor);
|
||||
if (lightType == 1)
|
||||
ui->ambCoef->setValue(sm->getAmbient());
|
||||
ui->attFac->setValue(sm->getAttenuation());
|
||||
|
||||
ui->checkBackfaceCulling->setChecked(sm->isBfCulling());
|
||||
ui->checkAutoColor->setChecked(sm->isAutoColor());
|
||||
ui->checkHeadlight->setChecked(sm->isHeadlight());
|
||||
|
||||
if (sm->getLightType() == 1)
|
||||
ui->radioDirectLight->setChecked(true);
|
||||
else
|
||||
ui->radioPointLight->setChecked(true);
|
||||
|
||||
connect(this, &SettingsWindow::updateBGColorOff, sm, &SettingsManager::setBgColorOff);
|
||||
connect(this, &SettingsWindow::updateBGColorOn, sm, &SettingsManager::setBgColorOn);
|
||||
connect(this, &SettingsWindow::updateLightColor, sm, &SettingsManager::setLightColor);
|
||||
connect(this, &SettingsWindow::updateAttFac, sm, &SettingsManager::setAttenuation);
|
||||
connect(this, &SettingsWindow::updateAmbCoef, sm, &SettingsManager::setAmbient);
|
||||
connect(this, &SettingsWindow::sendHeadlight, sm, &SettingsManager::setHeadlight);
|
||||
connect(this, &SettingsWindow::sendBackfaceCulling, sm, &SettingsManager::setBfCulling);
|
||||
connect(ui->checkAutoColor, &QCheckBox::stateChanged, sm, &SettingsManager::setAutoColor);
|
||||
connect(this, &SettingsWindow::changeLightType, sm, &SettingsManager::setLightType);
|
||||
|
||||
}
|
||||
|
||||
|
@ -133,10 +151,12 @@ void SettingsWindow::radioToggled()
|
|||
{
|
||||
ui->attFac->setValue(0.0);
|
||||
ui->attFac->setEnabled(false);
|
||||
emit changeLightType(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
ui->attFac->setEnabled(true);
|
||||
emit changeLightType(2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
17
README.md
17
README.md
|
@ -1,3 +1,12 @@
|
|||
|
||||
https://git.rwth-aachen.de/carstenf/OpenGL
|
||||
|
||||
Pulled from here as backup of work that I did under the develop branch. I hope to come back to this and port to Python using this as a reference for logic and how-to.
|
||||
|
||||
Below is original README text.
|
||||
|
||||
|
||||
|
||||
# MshViewer
|
||||
|
||||
I started to learn OpenGL. Therefore i decided to implement a .msh viewer for SWBFII assets, since the old one
|
||||
|
@ -12,10 +21,4 @@ So far it is just me. If you wanna help me, let me know :D
|
|||
Feel free to use my code the way you like. But remember i used some public libraries. Make sure you read their
|
||||
licence, too.
|
||||
|
||||
### To Do
|
||||
- normal map,
|
||||
- list all msh in a directory
|
||||
- glow/emissive
|
||||
- optional display bones, shadow, collision
|
||||
- change pose
|
||||
- animation
|
||||
|
||||
|
|
Binary file not shown.
Binary file not shown.
After Width: | Height: | Size: 46 KiB |
Loading…
Reference in New Issue