PrimeWorldEditor/UI/CModelEditorWindow.cpp

863 lines
34 KiB
C++
Raw Normal View History

#include "CModelEditorWindow.h"
#include "ui_CModelEditorWindow.h"
#include <QFileDialog>
#include <QMessageBox>
#include "WResourceSelector.h"
#include <Common/StringUtil.h>
#include <Core/CDrawUtil.h>
#include <Core/CRenderer.h>
#include <Core/CSceneManager.h>
#include <Resource/factory/CModelLoader.h>
#include <Resource/factory/CMaterialLoader.h>
#include <Resource/factory/CTextureDecoder.h>
#include <Resource/cooker/CModelCooker.h>
#include "WColorPicker.h"
#include <iostream>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
CModelEditorWindow::CModelEditorWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::CModelEditorWindow)
{
ui->setupUi(this);
mpScene = new CSceneManager();
mpCurrentMat = nullptr;
mpCurrentModel = nullptr;
mpCurrentModelNode = new CModelNode(mpScene);
mpCurrentPass = nullptr;
mIgnoreSignals = false;
mpRenderer = new CRenderer();
mpRenderer->ToggleGrid(true);
mpRenderer->SetClearColor(CColor(0.3f, 0.3f, 0.3f, 1.f));
CCamera& Camera = ui->PreviewGLWidget->Camera();
Camera.Snap(CVector3f(0, 3, 1));
Camera.SetFree();
Camera.SetMoveSpeed(0.5f);
mDrawMode = eDrawMesh;
// UI initialization
UpdateAnimParamUI(-1);
ui->IndTextureResSelector->SetAllowedExtensions("TXTR");
ui->IndTextureResSelector->SetPreviewPanelEnabled(true);
ui->PassTextureResSelector->SetAllowedExtensions("TXTR");
ui->PassTextureResSelector->SetPreviewPanelEnabled(true);
ui->PassTable->horizontalHeader()->setSectionResizeMode(0, QHeaderView::Stretch);
ui->PassTable->horizontalHeader()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->ClearColorPicker->setColor(QColor(76, 76, 76, 255));
// Viewport Signal/Slot setup
connect(ui->PreviewGLWidget, SIGNAL(ViewportResized(int,int)), this, SLOT(SetViewportSize(int,int)));
connect(ui->PreviewGLWidget, SIGNAL(Render(CCamera&)), this, SLOT(PaintViewport(CCamera&)));
// Editor UI Signal/Slot setup
ui->SetSelectionComboBox->setProperty ("ModelEditorWidgetType", eSetSelectComboBox);
ui->MatSelectionComboBox->setProperty ("ModelEditorWidgetType", eMatSelectComboBox);
ui->EnableTransparencyCheck->setProperty ("ModelEditorWidgetType", eEnableTransparencyCheckBox);
ui->EnablePunchthroughCheck->setProperty ("ModelEditorWidgetType", eEnablePunchthroughCheckBox);
ui->EnableReflectionCheck->setProperty ("ModelEditorWidgetType", eEnableReflectionCheckBox);
ui->EnableSurfaceReflectionCheck->setProperty ("ModelEditorWidgetType", eEnableSurfaceReflectionCheckBox);
ui->EnableDepthWriteCheck->setProperty ("ModelEditorWidgetType", eEnableDepthWriteCheckBox);
ui->EnableOccluderCheck->setProperty ("ModelEditorWidgetType", eEnableOccluderCheckBox);
ui->EnableLightmapCheck->setProperty ("ModelEditorWidgetType", eEnableLightmapCheckBox);
ui->EnableDynamicLightingCheck->setProperty ("ModelEditorWidgetType", eEnableLightingCheckBox);
ui->SourceBlendComboBox->setProperty ("ModelEditorWidgetType", eSourceBlendComboBox);
ui->DestBlendComboBox->setProperty ("ModelEditorWidgetType", eDestBlendComboBox);
ui->KonstColorPickerA->setProperty ("ModelEditorWidgetType", eKonstColorPickerA);
ui->KonstColorPickerB->setProperty ("ModelEditorWidgetType", eKonstColorPickerB);
ui->KonstColorPickerC->setProperty ("ModelEditorWidgetType", eKonstColorPickerC);
ui->KonstColorPickerD->setProperty ("ModelEditorWidgetType", eKonstColorPickerD);
ui->IndTextureResSelector->setProperty ("ModelEditorWidgetType", eIndTextureResSelector);
ui->PassTable->setProperty ("ModelEditorWidgetType", ePassTableWidget);
ui->TevKColorSelComboBox->setProperty ("ModelEditorWidgetType", eTevKColorSelComboBox);
ui->TevKAlphaSelComboBox->setProperty ("ModelEditorWidgetType", eTevKAlphaSelComboBox);
ui->TevRasSelComboBox->setProperty ("ModelEditorWidgetType", eTevRasSelComboBox);
ui->TexCoordSrcComboBox->setProperty ("ModelEditorWidgetType", eTevTexSourceComboBox);
ui->PassTextureResSelector->setProperty ("ModelEditorWidgetType", ePassTextureResSelector);
ui->TevColor1ComboBox->setProperty ("ModelEditorWidgetType", eTevColorComboBoxA);
ui->TevColor2ComboBox->setProperty ("ModelEditorWidgetType", eTevColorComboBoxB);
ui->TevColor3ComboBox->setProperty ("ModelEditorWidgetType", eTevColorComboBoxC);
ui->TevColor4ComboBox->setProperty ("ModelEditorWidgetType", eTevColorComboBoxD);
ui->TevColorOutputComboBox->setProperty ("ModelEditorWidgetType", eTevColorOutputComboBox);
ui->TevAlpha1ComboBox->setProperty ("ModelEditorWidgetType", eTevAlphaComboBoxA);
ui->TevAlpha2ComboBox->setProperty ("ModelEditorWidgetType", eTevAlphaComboBoxB);
ui->TevAlpha3ComboBox->setProperty ("ModelEditorWidgetType", eTevAlphaComboBoxC);
ui->TevAlpha4ComboBox->setProperty ("ModelEditorWidgetType", eTevAlphaComboBoxD);
ui->TevAlphaOutputComboBox->setProperty ("ModelEditorWidgetType", eTevAlphaOutputComboBox);
ui->AnimTypeComboBox->setProperty ("ModelEditorWidgetType", eAnimModeComboBox);
ui->AnimParamASpinBox->setProperty ("ModelEditorWidgetType", eAnimParamASpinBox);
ui->AnimParamBSpinBox->setProperty ("ModelEditorWidgetType", eAnimParamBSpinBox);
ui->AnimParamCSpinBox->setProperty ("ModelEditorWidgetType", eAnimParamCSpinBox);
ui->AnimParamDSpinBox->setProperty ("ModelEditorWidgetType", eAnimParamDSpinBox);
connect(ui->SetSelectionComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateUI(int)));
connect(ui->MatSelectionComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateUI(int)));
connect(ui->EnableTransparencyCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnablePunchthroughCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnableReflectionCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnableSurfaceReflectionCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnableDepthWriteCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnableOccluderCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnableLightmapCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->EnableDynamicLightingCheck, SIGNAL(toggled(bool)), this, SLOT(UpdateMaterial(bool)));
connect(ui->SourceBlendComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->DestBlendComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->KonstColorPickerA, SIGNAL(colorChanged(QColor)), this, SLOT(UpdateMaterial(QColor)));
connect(ui->KonstColorPickerB, SIGNAL(colorChanged(QColor)), this, SLOT(UpdateMaterial(QColor)));
connect(ui->KonstColorPickerC, SIGNAL(colorChanged(QColor)), this, SLOT(UpdateMaterial(QColor)));
connect(ui->KonstColorPickerD, SIGNAL(colorChanged(QColor)), this, SLOT(UpdateMaterial(QColor)));
connect(ui->PassTable, SIGNAL(cellClicked(int,int)), this, SLOT(UpdateMaterial(int, int)));
connect(ui->TevKColorSelComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevKAlphaSelComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevRasSelComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TexCoordSrcComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevColor1ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevColor2ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevColor3ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevColor4ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevColorOutputComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevAlpha1ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevAlpha2ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevAlpha3ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevAlpha4ComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->TevAlphaOutputComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->AnimTypeComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateMaterial(int)));
connect(ui->AnimParamASpinBox, SIGNAL(valueChanged(double)), this, SLOT(UpdateMaterial(double)));
connect(ui->AnimParamBSpinBox, SIGNAL(valueChanged(double)), this, SLOT(UpdateMaterial(double)));
connect(ui->AnimParamCSpinBox, SIGNAL(valueChanged(double)), this, SLOT(UpdateMaterial(double)));
connect(ui->AnimParamDSpinBox, SIGNAL(valueChanged(double)), this, SLOT(UpdateMaterial(double)));
// That was fun
}
CModelEditorWindow::~CModelEditorWindow()
{
delete mpCurrentModelNode;
delete mpRenderer;
delete ui;
}
void CModelEditorWindow::SetActiveModel(CModel *pModel)
{
mpCurrentModelNode->SetModel(pModel);
mpCurrentModel = pModel;
mModelToken = CToken(pModel);
u32 numVertices = (pModel ? pModel->GetVertexCount() : 0);
u32 numTriangles = (pModel ? pModel->GetTriangleCount() : 0);
u32 numMats = (pModel ? pModel->GetMatCount() : 0);
u32 numMatSets = (pModel ? pModel->GetMatSetCount() : 0);
ui->MeshInfoLabel->setText(QString::number(numVertices) + " vertices, " + QString::number(numTriangles) + " triangles");
ui->MatInfoLabel->setText(QString::number(numMats) + " materials, " + QString::number(numMatSets) + " set" + (numMatSets == 1 ? "" : "s"));
// Set items in matset combo box
ui->SetSelectionComboBox->blockSignals(true);
ui->SetSelectionComboBox->clear();
for (u32 iSet = 0; iSet < numMatSets; iSet++)
ui->SetSelectionComboBox->addItem("Set #" + QString::number(iSet + 1));
ui->SetSelectionComboBox->setCurrentIndex(0);
ui->SetSelectionComboBox->blockSignals(false);
// Set items in mat combo box
ui->MatSelectionComboBox->blockSignals(true);
ui->MatSelectionComboBox->clear();
for (u32 iMat = 0; iMat < numMats; iMat++)
{
std::string matName = pModel->GetMaterialByIndex(0, iMat)->Name();
ui->MatSelectionComboBox->addItem(QString::fromStdString(matName));
}
ui->MatSelectionComboBox->setCurrentIndex(0);
ui->MatSelectionComboBox->setEnabled( numMats > 1 );
ui->MatSelectionComboBox->blockSignals(false);
// Emit signals to set up UI
ui->SetSelectionComboBox->currentIndexChanged(0);
// Gray out set selection for models with one set
ui->SetSelectionComboBox->setEnabled( numMatSets > 1 );
ui->MatSelectionComboBox->setEnabled( numMats > 1 );
}
void CModelEditorWindow::SetActiveMaterial(int MatIndex)
{
if (!mpCurrentModel) return;
u32 SetIndex = ui->SetSelectionComboBox->currentIndex();
mpCurrentMat = mpCurrentModel->GetMaterialByIndex(SetIndex, MatIndex);
if (!mpCurrentMat) return;
//mpCurrentMat->SetTint(CColor(1.f, 0.5f, 0.5f, 1.f));
// Set up UI
CMaterial::EMaterialOptions Settings = mpCurrentMat->Options();
mIgnoreSignals = true;
ui->EnableTransparencyCheck->setChecked( Settings & CMaterial::eTransparent );
ui->EnablePunchthroughCheck->setChecked( Settings & CMaterial::ePunchthrough );
ui->EnableReflectionCheck->setChecked( Settings & CMaterial::eReflection );
ui->EnableSurfaceReflectionCheck->setChecked( Settings & CMaterial::eSurfaceReflection );
ui->EnableDepthWriteCheck->setChecked( Settings & CMaterial::eDepthWrite );
ui->EnableOccluderCheck->setChecked( Settings & CMaterial::eOccluder );
ui->EnableLightmapCheck->setChecked( Settings & CMaterial::eLightmap );
ui->EnableDynamicLightingCheck->setChecked( mpCurrentMat->IsLightingEnabled() );
u32 SrcFac = (u32) mpCurrentMat->BlendSrcFac();
u32 DstFac = (u32) mpCurrentMat->BlendDstFac();
if (SrcFac >= 0x300) SrcFac -= 0x2FE;
if (DstFac >= 0x300) DstFac -= 0x2FE;
ui->SourceBlendComboBox->setCurrentIndex(SrcFac);
ui->DestBlendComboBox->setCurrentIndex(DstFac);
if (Settings & CMaterial::eIndStage)
ui->IndTextureResSelector->SetText(QString::fromStdString(mpCurrentMat->IndTexture()->FullSource()));
else
ui->IndTextureResSelector->SetText("");
for (u32 iKonst = 0; iKonst < 4; iKonst++)
{
QColor Color;
CColor KColor = mpCurrentMat->Konst(iKonst);
Color.setRed(KColor.r);
Color.setGreen(KColor.g);
Color.setBlue(KColor.b);
Color.setAlpha(KColor.a);
if (iKonst == 0) ui->KonstColorPickerA->setColor(Color);
else if (iKonst == 1) ui->KonstColorPickerB->setColor(Color);
else if (iKonst == 2) ui->KonstColorPickerC->setColor(Color);
else if (iKonst == 3) ui->KonstColorPickerD->setColor(Color);
}
u32 PassCount = mpCurrentMat->PassCount();
ui->PassTable->clear();
ui->PassTable->setRowCount(PassCount);
for (u32 iPass = 0; iPass < PassCount; iPass++)
{
CMaterialPass *pPass = mpCurrentMat->Pass(iPass);
QTableWidgetItem *pItemA = new QTableWidgetItem("Pass #" + QString::number(iPass + 1) + ": " + QString::fromStdString(pPass->NamedType()));
QTableWidgetItem *pItemB = new QTableWidgetItem();
if (pPass->IsEnabled())
pItemB->setIcon(QIcon(":/icons/EditorAssets/Show.png"));
else
pItemB->setIcon(QIcon(":/icons/EditorAssets/Hide.png"));
ui->PassTable->setItem(iPass, 0, pItemA);
ui->PassTable->setItem(iPass, 1, pItemB);
}
// Set up the tex coord source combo box so it only shows vertex attributes that exist on this material
ui->TexCoordSrcComboBox->clear();
EVertexDescription Desc = mpCurrentMat->VtxDesc();
ui->TexCoordSrcComboBox->addItem("None");
if (Desc & ePosition) ui->TexCoordSrcComboBox->addItem("Position");
if (Desc & eNormal) ui->TexCoordSrcComboBox->addItem("Normal");
if (Desc & eTex0) ui->TexCoordSrcComboBox->addItem("Tex Coord 1");
if (Desc & eTex1) ui->TexCoordSrcComboBox->addItem("Tex Coord 2");
if (Desc & eTex2) ui->TexCoordSrcComboBox->addItem("Tex Coord 3");
if (Desc & eTex3) ui->TexCoordSrcComboBox->addItem("Tex Coord 4");
if (Desc & eTex4) ui->TexCoordSrcComboBox->addItem("Tex Coord 5");
if (Desc & eTex5) ui->TexCoordSrcComboBox->addItem("Tex Coord 6");
if (Desc & eTex6) ui->TexCoordSrcComboBox->addItem("Tex Coord 7");
if (Desc & eTex7) ui->TexCoordSrcComboBox->addItem("Tex Coord 8");
// Emit signal from Pass Table to set up the Pass UI
mIgnoreSignals = false;
if (PassCount > 0)
ui->PassTable->cellClicked(0,0);
// Activate UI
ActivateMatEditUI(true);
}
void CModelEditorWindow::SetActivePass(int PassIndex)
{
// Some modifications have to be made to the values to match GX enums with combo box indices
mIgnoreSignals = true;
mpCurrentPass = mpCurrentMat->Pass(PassIndex);
u32 KColor = mpCurrentPass->KColorSel();
u32 KAlpha = mpCurrentPass->KAlphaSel();
u32 Ras = mpCurrentPass->RasSel();
u32 TexCoordSrc = mpCurrentPass->TexCoordSource();
if (KColor >= 0xC) KColor -= 4;
if (KAlpha >= 0x10) KAlpha -= 8;
if (Ras == 0xFF) Ras = 7;
if (TexCoordSrc == 0xFF) TexCoordSrc = 0;
else TexCoordSrc++;
if (TexCoordSrc >= 5) TexCoordSrc -= 2;
CTexture *pPassTex = mpCurrentPass->Texture();
if (pPassTex)
ui->PassTextureResSelector->SetText(QString::fromStdString(pPassTex->FullSource()));
else
ui->PassTextureResSelector->SetText("");
ui->TevKColorSelComboBox->setCurrentIndex(KColor);
ui->TevKAlphaSelComboBox->setCurrentIndex(KAlpha);
ui->TevRasSelComboBox->setCurrentIndex(Ras);
ui->TexCoordSrcComboBox->setCurrentIndex(TexCoordSrc);
ui->TevColor1ComboBox->setCurrentIndex(mpCurrentPass->ColorInput(0));
ui->TevColor2ComboBox->setCurrentIndex(mpCurrentPass->ColorInput(1));
ui->TevColor3ComboBox->setCurrentIndex(mpCurrentPass->ColorInput(2));
ui->TevColor4ComboBox->setCurrentIndex(mpCurrentPass->ColorInput(3));
ui->TevColorOutputComboBox->setCurrentIndex(mpCurrentPass->ColorOutput());
ui->TevAlpha1ComboBox->setCurrentIndex(mpCurrentPass->AlphaInput(0));
ui->TevAlpha2ComboBox->setCurrentIndex(mpCurrentPass->AlphaInput(1));
ui->TevAlpha3ComboBox->setCurrentIndex(mpCurrentPass->AlphaInput(2));
ui->TevAlpha4ComboBox->setCurrentIndex(mpCurrentPass->AlphaInput(3));
ui->TevAlphaOutputComboBox->setCurrentIndex(mpCurrentPass->AlphaOutput());
s32 AnimMode = mpCurrentPass->AnimMode();
ui->AnimTypeComboBox->setCurrentIndex(AnimMode + 1);
UpdateAnimParamUI(AnimMode);
mIgnoreSignals = false;
}
void CModelEditorWindow::UpdateMaterial()
{
// This function takes input from buttons
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
switch (Widget)
{
/*case eAddPassButton:
break;
case eDeletePassButton:
break;*/
}
}
void CModelEditorWindow::UpdateMaterial(int Value)
{
// This function takes input from combo boxes
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
switch (Widget)
{
case eSourceBlendComboBox:
case eDestBlendComboBox:
{
GLenum SourceFac = ui->SourceBlendComboBox->currentIndex();
GLenum DstFac = ui->DestBlendComboBox->currentIndex();
if (SourceFac > 1) SourceFac += 0x2FE;
if (DstFac > 1) DstFac += 0x2FE;
mpCurrentMat->SetBlendMode(SourceFac, DstFac);
break;
}
case eTevKColorSelComboBox:
if (Value >= 8) Value += 4;
mpCurrentPass->SetKColorSel((ETevKSel) Value);
break;
case eTevKAlphaSelComboBox:
if (Value >= 8) Value += 8;
mpCurrentPass->SetKAlphaSel((ETevKSel) Value);
break;
case eTevRasSelComboBox:
if (Value == 7) Value = eRasColorNull;
mpCurrentPass->SetRasSel((ETevRasSel) Value);
break;
case eTevTexSelComboBox:
// todo
break;
case eTevTexSourceComboBox:
if (Value >= 3) Value ++;
else Value--;
mpCurrentPass->SetTexCoordSource(Value);
break;
case eTevColorComboBoxA:
case eTevColorComboBoxB:
case eTevColorComboBoxC:
case eTevColorComboBoxD:
{
ETevColorInput A = (ETevColorInput) ui->TevColor1ComboBox->currentIndex();
ETevColorInput B = (ETevColorInput) ui->TevColor2ComboBox->currentIndex();
ETevColorInput C = (ETevColorInput) ui->TevColor3ComboBox->currentIndex();
ETevColorInput D = (ETevColorInput) ui->TevColor4ComboBox->currentIndex();
mpCurrentPass->SetColorInputs(A, B, C, D);
break;
}
case eTevColorOutputComboBox:
mpCurrentPass->SetColorOutput((ETevOutput) Value);
break;
case eTevAlphaComboBoxA:
case eTevAlphaComboBoxB:
case eTevAlphaComboBoxC:
case eTevAlphaComboBoxD:
{
ETevAlphaInput A = (ETevAlphaInput) ui->TevAlpha1ComboBox->currentIndex();
ETevAlphaInput B = (ETevAlphaInput) ui->TevAlpha2ComboBox->currentIndex();
ETevAlphaInput C = (ETevAlphaInput) ui->TevAlpha3ComboBox->currentIndex();
ETevAlphaInput D = (ETevAlphaInput) ui->TevAlpha4ComboBox->currentIndex();
mpCurrentPass->SetAlphaInputs(A, B, C, D);
break;
}
case eTevAlphaOutputComboBox:
mpCurrentPass->SetAlphaOutput((ETevOutput) Value);
break;
case eAnimModeComboBox:
mpCurrentPass->SetAnimMode((EUVAnimMode) (Value - 1));
UpdateAnimParamUI(Value - 1);
break;
}
mpCurrentMat->GenerateShader();
}
void CModelEditorWindow::UpdateMaterial(int ValueA, int ValueB)
{
// This function takes input from PassTable
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
// Select Pass
if (ValueB == 0)
{
SetActivePass(ValueA);
ui->PassTable->setSelectionMode(QAbstractItemView::SingleSelection);
ui->PassTable->selectRow(ValueA);
ui->PassTable->setSelectionMode(QAbstractItemView::NoSelection);
}
// Show/Hide Pass
else if (ValueB == 1)
{
bool Enabled = !mpCurrentMat->Pass(ValueA)->IsEnabled();
mpCurrentMat->Pass(ValueA)->SetEnabled(Enabled);
if (Enabled)
ui->PassTable->item(ValueA, ValueB)->setIcon(QIcon(":/icons/EditorAssets/Show.png"));
else
ui->PassTable->item(ValueA, ValueB)->setIcon(QIcon(":/icons/EditorAssets/Hide.png"));
}
}
void CModelEditorWindow::UpdateMaterial(double Value)
{
// This function takes input from WDraggableSpinBoxes
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
switch (Widget)
{
case eAnimParamASpinBox:
mpCurrentPass->SetAnimParam(0, (float) Value);
break;
case eAnimParamBSpinBox:
mpCurrentPass->SetAnimParam(1, (float) Value);
break;
case eAnimParamCSpinBox:
mpCurrentPass->SetAnimParam(2, (float) Value);
break;
case eAnimParamDSpinBox:
mpCurrentPass->SetAnimParam(3, (float) Value);
break;
}
}
void CModelEditorWindow::UpdateMaterial(bool Value)
{
// This function takes input from checkboxes
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
switch (Widget)
{
case eEnableTransparencyCheckBox:
case eEnablePunchthroughCheckBox:
case eEnableReflectionCheckBox:
case eEnableSurfaceReflectionCheckBox:
case eEnableDepthWriteCheckBox:
case eEnableOccluderCheckBox:
case eEnableLightmapCheckBox:
{
CMaterial::EMaterialOptions Options = (CMaterial::EMaterialOptions) (mpCurrentMat->Options() & 0x2408);
Options |= (ui->EnableTransparencyCheck->isChecked() << 4);
Options |= (ui->EnablePunchthroughCheck->isChecked() << 5);
Options |= (ui->EnableReflectionCheck->isChecked() << 6);
Options |= (ui->EnableDepthWriteCheck->isChecked() << 7);
Options |= (ui->EnableSurfaceReflectionCheck->isChecked() << 8);
Options |= (ui->EnableOccluderCheck->isChecked() << 9);
Options |= (ui->EnableLightmapCheck->isChecked() << 11);
mpCurrentMat->SetOptions(Options);
break;
}
case eEnableLightingCheckBox:
mpCurrentMat->SetLightingEnabled(Value);
break;
}
}
void CModelEditorWindow::UpdateMaterial(QColor Color)
{
// This function takes input from WColorPickers
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
CColor KColor((u8) Color.red(), (u8) Color.green(), (u8) Color.blue(), (u8) Color.alpha());
switch (Widget)
{
case eKonstColorPickerA:
mpCurrentMat->SetKonst(KColor, 0);
break;
case eKonstColorPickerB:
mpCurrentMat->SetKonst(KColor, 1);
break;
case eKonstColorPickerC:
mpCurrentMat->SetKonst(KColor, 2);
break;
case eKonstColorPickerD:
mpCurrentMat->SetKonst(KColor, 3);
break;
}
}
void CModelEditorWindow::UpdateUI(int Value)
{
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
switch (Widget)
{
case eSetSelectComboBox:
mpCurrentModelNode->SetMatSet(Value);
SetActiveMaterial(ui->MatSelectionComboBox->currentIndex());
break;
case eMatSelectComboBox:
SetActiveMaterial(Value);
ActivateMatEditUI(true);
break;
}
}
void CModelEditorWindow::PaintViewport(CCamera& Camera)
{
mpRenderer->BeginFrame();
Camera.LoadMatrices();
if (!mpCurrentModel)
{
CDrawUtil::DrawGrid();
}
else if (mDrawMode == eDrawMesh)
{
CDrawUtil::DrawGrid();
mpCurrentModelNode->AddToRenderer(mpRenderer);
mpRenderer->RenderBuckets(Camera);
}
else if (mDrawMode == eDrawSphere)
{
if (!mpCurrentMat) return;
glEnable(GL_CULL_FACE);
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
CGraphics::SetDefaultLighting();
CGraphics::UpdateLightBlock(); // Note: vertex block is updated by the material
mpCurrentMat->SetCurrent(eEnableUVScroll | eEnableBackfaceCull | eEnableOccluders);
CDrawUtil::DrawSphere(true);
}
else if (mDrawMode == eDrawSquare)
{
if (!mpCurrentMat) return;
glDisable(GL_CULL_FACE);
CGraphics::SetDefaultLighting();
CGraphics::UpdateLightBlock();
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::sMVPBlock.ViewMatrix = CMatrix4f::skIdentity;
CGraphics::sMVPBlock.ProjectionMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
mpCurrentMat->SetCurrent(eEnableUVScroll | eEnableOccluders);
CDrawUtil::DrawSquare();
}
mpRenderer->EndFrame();
}
void CModelEditorWindow::SetViewportSize(int Width, int Height)
{
mViewportAspectRatio = (float) Width / (float) Height;
mpRenderer->SetViewportSize(Width, Height);
}
// ************ PRIVATE ************
void CModelEditorWindow::ActivateMatEditUI(bool Active)
{
ui->MatSelectionComboBox->setEnabled(Active);
ui->GeneralGroupBox->setEnabled(Active);
ui->PassGroupBox->setEnabled(Active);
}
void CModelEditorWindow::RefreshMaterial()
{
if (mpCurrentMat) mpCurrentMat->GenerateShader();
}
void CModelEditorWindow::UpdateAnimParamUI(int Mode)
{
// Update the param labels with actual names + hide unused params for each mode.
switch (Mode)
{
case -1: // N/A
case 0: // ModelView No Translate
case 1: // ModelView
case 6: // Model
ui->AnimParamALabel->hide();
ui->AnimParamBLabel->hide();
ui->AnimParamCLabel->hide();
ui->AnimParamDLabel->hide();
ui->AnimParamASpinBox->hide();
ui->AnimParamBSpinBox->hide();
ui->AnimParamCSpinBox->hide();
ui->AnimParamDSpinBox->hide();
break;
case 2: // UV Scroll
ui->AnimParamALabel->setText("<b>Horizontal Offset:</b>");
ui->AnimParamBLabel->setText("<b>Vertical Offset:</b>");
ui->AnimParamCLabel->setText("<b>Horizontal Scale:</b>");
ui->AnimParamDLabel->setText("<b>Vertical Scale:</b>");
ui->AnimParamASpinBox->setValue(mpCurrentPass->AnimParam(0));
ui->AnimParamBSpinBox->setValue(mpCurrentPass->AnimParam(1));
ui->AnimParamCSpinBox->setValue(mpCurrentPass->AnimParam(2));
ui->AnimParamDSpinBox->setValue(mpCurrentPass->AnimParam(3));
ui->AnimParamALabel->show();
ui->AnimParamBLabel->show();
ui->AnimParamCLabel->show();
ui->AnimParamDLabel->show();
ui->AnimParamASpinBox->show();
ui->AnimParamBSpinBox->show();
ui->AnimParamCSpinBox->show();
ui->AnimParamDSpinBox->show();
break;
case 3: // Rotation
ui->AnimParamALabel->setText("<b>Offset:</b>");
ui->AnimParamBLabel->setText("<b>Scale:</b>");
ui->AnimParamASpinBox->setValue(mpCurrentPass->AnimParam(0));
ui->AnimParamBSpinBox->setValue(mpCurrentPass->AnimParam(1));
ui->AnimParamALabel->show();
ui->AnimParamBLabel->show();
ui->AnimParamCLabel->hide();
ui->AnimParamDLabel->hide();
ui->AnimParamASpinBox->show();
ui->AnimParamBSpinBox->show();
ui->AnimParamCSpinBox->hide();
ui->AnimParamDSpinBox->hide();
break;
case 4: // Horizontal Filmstrip
case 5: // Vertical Filmstrip
ui->AnimParamALabel->setText("<b>Scale:</b>");
ui->AnimParamBLabel->setText("<b>Num Frames:</b>");
ui->AnimParamCLabel->setText("<b>Step:</b>");
ui->AnimParamDLabel->setText("<b>Time Offset:</bB>");
ui->AnimParamASpinBox->setValue(mpCurrentPass->AnimParam(0));
ui->AnimParamBSpinBox->setValue(mpCurrentPass->AnimParam(1));
ui->AnimParamCSpinBox->setValue(mpCurrentPass->AnimParam(2));
ui->AnimParamDSpinBox->setValue(mpCurrentPass->AnimParam(3));
ui->AnimParamALabel->show();
ui->AnimParamBLabel->show();
ui->AnimParamCLabel->show();
ui->AnimParamDLabel->show();
ui->AnimParamASpinBox->show();
ui->AnimParamBSpinBox->show();
ui->AnimParamCSpinBox->show();
ui->AnimParamDSpinBox->show();
break;
case 7: // Mysterious mode 7
ui->AnimParamALabel->setText("<b>ParamA:</b>");
ui->AnimParamBLabel->setText("<b>ParamB:</b>");
ui->AnimParamASpinBox->setValue(mpCurrentPass->AnimParam(0));
ui->AnimParamBSpinBox->setValue(mpCurrentPass->AnimParam(1));
ui->AnimParamALabel->show();
ui->AnimParamBLabel->show();
ui->AnimParamCLabel->hide();
ui->AnimParamDLabel->hide();
ui->AnimParamASpinBox->show();
ui->AnimParamBSpinBox->show();
ui->AnimParamCSpinBox->hide();
ui->AnimParamDSpinBox->hide();
break;
}
}
void CModelEditorWindow::on_actionConvert_to_DDS_triggered()
{
QString TexFilename = QFileDialog::getOpenFileName(this, "Retro Texture (*.TXTR)", "", "*.TXTR");
if (TexFilename.isEmpty()) return;
CTexture *Tex = (CTexture*) gResCache.GetResource(TexFilename.toStdString());
std::string OutName = StringUtil::GetPathWithoutExtension(TexFilename.toStdString()) + ".dds";
CFileOutStream Out(OutName, IOUtil::LittleEndian);
if (!Out.IsValid()) QMessageBox::warning(this, "Error", "Couldn't open output DDS!");
else
{
bool success = Tex->WriteDDS(Out);
if (!success) QMessageBox::warning(this, "Error", "Couldn't write output DDS!");
else QMessageBox::information(this, "Success", "Successfully converted to DDS!");
}
}
void CModelEditorWindow::on_actionOpen_triggered()
{
QString ModelFilename = QFileDialog::getOpenFileName(this, "Save model", "", "Retro Model (*.CMDL)");
if (ModelFilename.isEmpty()) return;
CModel *pModel = (CModel*) gResCache.GetResource(ModelFilename.toStdString());
if (pModel)
{
SetActiveModel(pModel);
setWindowTitle("Prime World Editor - Model Editor: " + QString::fromStdString(pModel->Source()));
mOutputFilename = QString::fromStdString(pModel->FullSource());
}
gResCache.Clean();
}
void CModelEditorWindow::on_actionSave_triggered()
{
if (!mpCurrentModel) return;
if (mOutputFilename.isEmpty())
{
on_actionSave_as_triggered();
return;
}
CFileOutStream CMDLOut(mOutputFilename.toStdString(), IOUtil::BigEndian);
CModelCooker::WriteCookedModel(mpCurrentModel, ePrime, CMDLOut);
QMessageBox::information(this, "Saved", "Model saved!");
}
void CModelEditorWindow::closeEvent(QCloseEvent*)
{
emit Closed();
}
void CModelEditorWindow::on_MeshPreviewButton_clicked()
{
mDrawMode = eDrawMesh;
}
void CModelEditorWindow::on_SpherePreviewButton_clicked()
{
mDrawMode = eDrawSphere;
}
void CModelEditorWindow::on_FlatPreviewButton_clicked()
{
mDrawMode = eDrawSquare;
}
void CModelEditorWindow::on_ClearColorPicker_colorChanged(const QColor &Color)
{
CColor NewColor((u8) Color.red(), (u8) Color.green(), (u8) Color.blue(), 255);
mpRenderer->SetClearColor(NewColor);
}
void CModelEditorWindow::on_actionImport_triggered()
{
QString filename = QFileDialog::getOpenFileName(this, "Model", "", "*.obj;*.fbx;*.dae;*.3ds;*.blend");
if (filename.isEmpty()) return;
Assimp::Importer importer;
importer.SetPropertyInteger(AI_CONFIG_PP_FD_REMOVE, 1);
importer.SetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,
aiComponent_TANGENTS_AND_BITANGENTS |
aiComponent_ANIMATIONS |
aiComponent_LIGHTS |
aiComponent_CAMERAS);
const aiScene *pScene = importer.ReadFile(filename.toStdString(),
aiProcess_JoinIdenticalVertices |
aiProcess_Triangulate |
aiProcess_RemoveComponent |
//aiProcess_GenSmoothNormals |
//aiProcess_SplitLargeMeshes |
//aiProcess_PreTransformVertices |
aiProcess_SortByPType |
//aiProcess_FindDegenerates |
//aiProcess_FindInvalidData |
//aiProcess_GenUVCoords |
aiProcess_RemoveRedundantMaterials |
aiProcess_OptimizeGraph);
CModel *pModel = nullptr;
CMaterialSet *pSet = CMaterialLoader::ImportAssimpMaterials(pScene, ePrime);
pModel = CModelLoader::ImportAssimpNode(pScene->mRootNode, pScene, *pSet);
SetActiveModel(pModel);
setWindowTitle("Prime World Editor - Model Editor: Untitled");
mOutputFilename = "";
gResCache.Clean();
}
void CModelEditorWindow::on_actionSave_as_triggered()
{
QString filename = QFileDialog::getSaveFileName(this, "Save model", "", "Retro Model (*.CMDL)");
if (filename.isEmpty()) return;
mOutputFilename = filename;
on_actionSave_triggered();
std::string name = StringUtil::GetFileNameWithExtension(filename.toStdString());
setWindowTitle("Prime World Editor - Model Editor: " + QString::fromStdString(name));
}