Compare commits
5 Commits
Version_1.
...
master
Author | SHA1 | Date |
---|---|---|
itdominator | 64d5584698 | |
Anakin | 7e87b14fe1 | |
Anakin | da0b7e3c5f | |
Anakin | fa75e17d58 | |
Anakin | 49585945c3 |
|
@ -19,7 +19,9 @@
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|||
<property name="windowTitle">
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<string>MainWindow</string>
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</property>
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<widget class="QWidget" name="centralWidget"/>
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<widget class="QWidget" name="centralWidget">
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<layout class="QHBoxLayout" name="horizontalLayout"/>
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</widget>
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<widget class="QToolBar" name="mainToolBar">
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<property name="allowedAreas">
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<set>Qt::LeftToolBarArea|Qt::RightToolBarArea|Qt::TopToolBarArea</set>
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@ -32,6 +34,72 @@
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</attribute>
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||||
</widget>
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<widget class="QStatusBar" name="statusBar"/>
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<widget class="QDockWidget" name="dockWidget">
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<property name="autoFillBackground">
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<bool>false</bool>
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</property>
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<property name="features">
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<set>QDockWidget::DockWidgetClosable|QDockWidget::DockWidgetFloatable</set>
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</property>
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<property name="allowedAreas">
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<set>Qt::RightDockWidgetArea</set>
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</property>
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<property name="windowTitle">
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<string>Asset library</string>
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</property>
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<attribute name="dockWidgetArea">
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<number>2</number>
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</attribute>
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<widget class="QWidget" name="dockWidgetContents">
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<layout class="QVBoxLayout" name="verticalLayout">
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<property name="spacing">
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<number>0</number>
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</property>
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QTreeWidget" name="treeWidget">
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<property name="showDropIndicator" stdset="0">
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<bool>false</bool>
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</property>
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<property name="dragEnabled">
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<bool>true</bool>
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</property>
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<property name="dragDropMode">
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<enum>QAbstractItemView::DragOnly</enum>
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</property>
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<property name="selectionBehavior">
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<enum>QAbstractItemView::SelectItems</enum>
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</property>
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<property name="verticalScrollMode">
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<enum>QAbstractItemView::ScrollPerPixel</enum>
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</property>
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<property name="headerHidden">
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<bool>true</bool>
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</property>
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<property name="expandsOnDoubleClick">
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<bool>false</bool>
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</property>
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<column>
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<property name="text">
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<string notr="true">1</string>
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</property>
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</column>
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</widget>
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</item>
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</layout>
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</widget>
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</widget>
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</widget>
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<layoutdefault spacing="6" margin="11"/>
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<resources>
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@ -30,6 +30,8 @@ private:
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// functions
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private:
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void setupWidgets();
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void getAssetLibrary();
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void searchMeshFiles(QString path);
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void openFile();
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void takeScreenShot();
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void aboutTool();
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@ -23,19 +23,19 @@ private:
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QOpenGLShaderProgram m_program;
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GeometryEngine *m_dataEngine;
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QVector4D m_backgroundColorOn = { 0.02f, 0.02f, 0.02f, 1.0f };
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QVector4D m_backgroundColorOff = { 0.5f, 0.8f, 1.0f, 1.0f };
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QVector4D m_backgroundColorOn;
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QVector4D m_backgroundColorOff;
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bool m_wireframe = false;
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bool m_lightOn = false;
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bool m_backfaceCulling = false;
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bool m_wireframe;
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bool m_lightOn;
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bool m_backfaceCulling;
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struct {
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QVector4D position = { 1,1,1,0 };
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QVector3D intensities = { 1.0,1.0,1.0 };
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float attenuationFactor = 0.0f;
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float ambientCoefficient = 0.005f;
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bool headlight = false;
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QVector4D position;
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QVector3D intensities;
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float attenuationFactor;
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float ambientCoefficient;
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bool headlight;
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} m_light;
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struct {
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@ -51,6 +51,7 @@ private:
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// functions
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private:
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void setDefaultValues();
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void initShaders();
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void resetView();
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void updateLightPosition();
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@ -89,5 +90,10 @@ public slots:
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void setHeadlight(bool value);
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void setBackfaceCulling(bool value);
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// signals
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signals:
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void lightChanged(bool value);
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};
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@ -0,0 +1,72 @@
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#pragma once
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#include <QObject>
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#include <QFile>
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#include <QVector3D>
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#include <QVector4D>
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class SettingsManager : public QObject
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{
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Q_OBJECT
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private:
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SettingsManager(QObject *parent = Q_NULLPTR);
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public:
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SettingsManager(SettingsManager const&) = delete;
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void operator=(SettingsManager const&) = delete;
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~SettingsManager();
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static SettingsManager* getInstance(QObject *parent = Q_NULLPTR);
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// attributes
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private:
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QFile file;
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QVector3D m_bgColorOn = { 5, 5, 5 };
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QVector3D m_bgColorOff = { 128, 204, 255 };
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bool m_bfCulling = false;
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bool m_light = false;
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int m_lightType = 1; // 1 = direct, 2 = point
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QVector3D m_lightColor = { 255,255,255 };
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float m_attenuation = 0.0f;
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float m_ambient = 0.005f;
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bool m_headlight = false;
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bool m_autoColor = true;
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// functions
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private:
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void readFromFile();
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void writeToFile();
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public:
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QVector3D getBgColorOn() const;
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QVector3D getBgColorOff() const;
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bool isBfCulling() const;
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bool isLight() const;
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int getLightType() const;
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QVector3D getLightColor() const;
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float getAttenuation() const;
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float getAmbient() const;
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bool isHeadlight() const;
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bool isAutoColor() const;
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// slots
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public:
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void setBgColorOn(QVector3D value);
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void setBgColorOff(QVector3D value);
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void setBfCulling(bool value);
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void setLight(bool value);
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void setLightType(int value);
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void setLightColor(QVector3D value);
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void setAttenuation(double value);
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void setAmbient(double value);
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void setHeadlight(bool value);
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void setAutoColor(int value);
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};
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@ -9,7 +9,7 @@ class SettingsWindow : public QWidget
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Q_OBJECT
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public:
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SettingsWindow(QVector3D bgOffColor, QVector3D bgOnColor, QVector3D lightColor, bool autoColor, double ambCoef, double attFac, int lightType, QWidget * parent = Q_NULLPTR);
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SettingsWindow(QWidget * parent = Q_NULLPTR);
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~SettingsWindow();
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private:
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@ -33,5 +33,6 @@ signals:
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void sendHeadlight(bool value);
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void sendBackfaceCulling(bool value);
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void sendZommSpeed(int percent);
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void changeLightType(int value);
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};
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@ -1,4 +1,3 @@
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#version 450
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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@ -70,8 +69,8 @@ void main()
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mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
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normal = texture2D(tx1, v_surfaceUV).rgb;
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normal = normalize(normal * 2.0 -1.0);
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surfaceToLight = tbn * surfaceToLight;
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surfaceToCamera = tbn * surfaceToCamera;
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surfaceToLight = normalize(tbn * surfaceToLight);
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surfaceToCamera = normalize(tbn * surfaceToCamera);
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}
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@ -98,7 +97,7 @@ void main()
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float specularWeight = 1;
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if(material.hasSpecularmap)
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specularWeight = surfaceColor.a;
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vec3 specColor = specularWeight * material.specularColor;
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vec3 specColor = specularWeight * 1/255 * material.specularColor;
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vec3 specular = specularCoefficient * specColor * light.intensities;
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@ -1,4 +1,3 @@
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#version 450
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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@ -49,6 +49,8 @@ MainWindow::MainWindow(QWidget *parent)
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styleSheet.open(QIODevice::ReadOnly);
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this->setStyleSheet(styleSheet.readAll());
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getAssetLibrary();
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printMessage("MeshViewer by Anakin", 0);
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}
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@ -161,6 +163,33 @@ void MainWindow::setupWidgets()
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}
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void MainWindow::getAssetLibrary()
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{
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QTreeWidgetItem* item = new QTreeWidgetItem;
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item->setData(0, Qt::DisplayRole, "Wuhu");
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ui->treeWidget->addTopLevelItem(item);
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searchMeshFiles("D:/workspaces/Visual Studio 2015/Projects/OpenGL/Release");
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}
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void MainWindow::searchMeshFiles(QString path)
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{
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QDir directory(path);
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directory.setNameFilters(QStringList("*.msh"));
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QStringList childDirectories = directory.entryList(QDir::AllDirs | QDir::NoDotAndDotDot);
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QStringList fileNames = directory.entryList(QDir::Files);
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for (auto &it : childDirectories)
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qDebug() << it;
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for (auto &it : fileNames)
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qDebug() << it;
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}
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void MainWindow::openFile()
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{
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QString fileName = QFileDialog::getOpenFileName(this, "Open File", "", "Mesh (*.msh)");
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@ -707,7 +707,6 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
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for (int k = 0; k < 3; k++)
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{
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//TODO: buffer size == 1; k = 2;
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// polygon normal wasn't calculated before
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if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
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{
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@ -921,7 +920,7 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath, QStri
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if (!loadSuccess)
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{
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OutputDevice::getInstance()->print("WARNING: texture not found or corrupted: " + filename, 1);
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//TODO: use the correct diffuse color or return with null
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//TODO: cloth use the wrong diffuse color. should be null
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img = QImage(1, 1, QImage::Format_RGB32);
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img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
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filename += " *";
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@ -3,6 +3,7 @@
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#include "..\Header\FreeCamera.h"
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#include "..\Header\OrbitCamera.h"
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#include "..\Header\MoveCamera.h"
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#include "..\Header\SettingsManager.h"
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#include <QMouseEvent>
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#include <QDropEvent>
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#include <QMimeData>
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@ -24,7 +25,8 @@ OglViewerWidget::OglViewerWidget(QWidget *parent)
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setAcceptDrops(true);
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// settings window
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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);
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setDefaultValues();
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m_settings = new SettingsWindow(this);
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connect(m_settings, &SettingsWindow::updateBGColorOff, this, &OglViewerWidget::setBGColorOff);
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connect(m_settings, &SettingsWindow::updateBGColorOn, this, &OglViewerWidget::setBGColorOn);
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@ -52,6 +54,30 @@ OglViewerWidget::~OglViewerWidget()
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/////////////////////////////////////////////////////////////////////////
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// functions
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void OglViewerWidget::setDefaultValues()
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{
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SettingsManager* sm = SettingsManager::getInstance(this);
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m_backgroundColorOn = QVector4D(sm->getBgColorOn() / 255, 1.0f);
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m_backgroundColorOff = QVector4D(sm->getBgColorOff() / 255, 1.0f);
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m_wireframe = false;
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m_lightOn = sm->isLight();
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m_backfaceCulling = sm->isBfCulling();
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if (sm->getLightType() == 1) // directional
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m_light.position = { 0.0,0.0,0.0,0.0 };
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else // point
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m_light.position = { 0.0,0.0,0.0,1.0 };
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m_light.intensities = sm->getLightColor() / 255;
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m_light.attenuationFactor = sm->getAttenuation();
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m_light.ambientCoefficient = sm->getAmbient();
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m_light.headlight = sm->isHeadlight();
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connect(this, &OglViewerWidget::lightChanged, sm, &SettingsManager::setLight);
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|
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}
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||||
void OglViewerWidget::initShaders()
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{
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||||
// Compile vertex shader
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||||
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@ -371,6 +397,8 @@ void OglViewerWidget::toggleLight()
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m_backgroundColorOff[3] = 1.0;
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}
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||||
|
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emit lightChanged(m_lightOn);
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update();
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||||
}
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||||
|
||||
|
|
|
@ -0,0 +1,222 @@
|
|||
#include "..\Header\SettingsManager.h"
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||||
|
||||
|
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/////////////////////////////////////////////////////////////////////////
|
||||
// constructor/destructor
|
||||
|
||||
SettingsManager::SettingsManager(QObject *parent)
|
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: QObject(parent)
|
||||
{
|
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file.setFileName("meshviewer.config");
|
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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
|
||||
|
||||
|
|
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preview.jpg
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preview.jpg
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Reference in New Issue