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Author SHA1 Message Date
itdominator 64d5584698 Update 'README.md' 2021-04-26 21:07:42 +00:00
Anakin 7e87b14fe1 made all path relative now 2017-04-30 15:05:21 +02:00
Anakin da0b7e3c5f new release version,
Features:
- fixed overexposed specular bug,
- most settings are saved after each session
Bugs:
-nothing known
2017-02-08 14:32:48 +01:00
Anakin fa75e17d58 most settings are saved and restored 2017-02-08 14:29:22 +01:00
Anakin 49585945c3 fixed too high specular,
updated preview.jpg
2017-02-06 16:53:27 +01:00
15 changed files with 489 additions and 41 deletions

View File

@ -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>

View File

@ -30,6 +30,8 @@ private:
// functions
private:
void setupWidgets();
void getAssetLibrary();
void searchMeshFiles(QString path);
void openFile();
void takeScreenShot();
void aboutTool();

View File

@ -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);
};

View File

@ -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);
};

View File

@ -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);
};

View File

@ -1,4 +1,3 @@
#version 450
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
@ -70,8 +69,8 @@ void main()
mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
normal = texture2D(tx1, v_surfaceUV).rgb;
normal = normalize(normal * 2.0 -1.0);
surfaceToLight = tbn * surfaceToLight;
surfaceToCamera = tbn * surfaceToCamera;
surfaceToLight = normalize(tbn * surfaceToLight);
surfaceToCamera = normalize(tbn * surfaceToCamera);
}
@ -98,7 +97,7 @@ void main()
float specularWeight = 1;
if(material.hasSpecularmap)
specularWeight = surfaceColor.a;
vec3 specColor = specularWeight * material.specularColor;
vec3 specColor = specularWeight * 1/255 * material.specularColor;
vec3 specular = specularCoefficient * specColor * light.intensities;

View File

@ -1,4 +1,3 @@
#version 450
#ifdef GL_ES
// Set default precision to medium
precision mediump int;

View File

@ -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)");

View File

@ -707,7 +707,6 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
for (int k = 0; k < 3; k++)
{
//TODO: buffer size == 1; k = 2;
// polygon normal wasn't calculated before
if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
{
@ -921,7 +920,7 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath, QStri
if (!loadSuccess)
{
OutputDevice::getInstance()->print("WARNING: texture not found or corrupted: " + filename, 1);
//TODO: use the correct diffuse color or return with null
//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 += " *";

View File

@ -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
@ -371,6 +397,8 @@ void OglViewerWidget::toggleLight()
m_backgroundColorOff[3] = 1.0;
}
emit lightChanged(m_lightOn);
update();
}

View File

@ -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;
}

View File

@ -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);
}
}

View File

@ -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

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