PrimeWorldEditor/UI/CBasicViewport.cpp

299 lines
8.1 KiB
C++

#include "CBasicViewport.h"
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Common/Math.h>
#include <GL/glew.h>
CBasicViewport::CBasicViewport(QWidget *pParent) :
QOpenGLWidget(pParent),
mLastDrawTime(CTimer::GlobalTime()),
mKeysPressed(0),
mButtonsPressed(0),
mCursorState(Qt::ArrowCursor),
mCursorVisible(true)
{
setMouseTracking(true);
mCamera.SetAspectRatio((float) width() / height());
mViewInfo.pCamera = &mCamera;
mViewInfo.GameMode = false;
}
CBasicViewport::~CBasicViewport()
{
}
void CBasicViewport::initializeGL()
{
// Initialize CGraphics
CGraphics::Initialize();
// Setting various GL flags
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(0xFFFF);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.f, 5.f);
// Clear cached material
CMaterial::KillCachedMaterial();
CShader::KillCachedShader();
// Initialize size
OnResize();
}
void CBasicViewport::paintGL()
{
// Prep render
glViewport(0, 0, width(), height());
glLineWidth(1.f);
glEnable(GL_DEPTH_TEST);
mViewInfo.ViewFrustum = mCamera.FrustumPlanes();
CGraphics::sMVPBlock.ProjectionMatrix = mCamera.ProjectionMatrix();
// Actual rendering is intended to be handled by subclassing CBasicViewport and
// reimplementing Paint().
Paint();
// Finally, draw XYZ axes in the corner
if (!mViewInfo.GameMode)
DrawAxes();
}
void CBasicViewport::resizeGL(int w, int h)
{
mCamera.SetAspectRatio((float) w / h);
glViewport(0, 0, w, h);
OnResize();
}
void CBasicViewport::mousePressEvent(QMouseEvent *pEvent)
{
setFocus();
if (pEvent->button() == Qt::MidButton) mButtonsPressed |= eMiddleButton;
if (pEvent->button() == Qt::RightButton) mButtonsPressed |= eRightButton;
if (IsMouseInputActive())
{
SetCursorVisible(false);
mMouseMoved = false;
mMoveTimer.Restart();
}
// Left click only activates if mouse input is inactive to prevent the user from
// clicking on things and creating selection rectangles while the cursor is hidden
else
{
if (pEvent->button() == Qt::LeftButton)
mButtonsPressed |= eLeftButton;
OnMouseClick(pEvent);
}
mLastMousePos = pEvent->globalPos();
}
void CBasicViewport::mouseReleaseEvent(QMouseEvent *pEvent)
{
bool fromMouseInput = IsMouseInputActive();
if (pEvent->button() == Qt::LeftButton) mButtonsPressed &= ~eLeftButton;
if (pEvent->button() == Qt::MidButton) mButtonsPressed &= ~eMiddleButton;
if (pEvent->button() == Qt::RightButton) mButtonsPressed &= ~eRightButton;
// Make cursor visible if needed
if (!IsMouseInputActive())
SetCursorVisible(true);
// Run mouse release if we didn't just exit mouse input (or regardless on left click)
if (!fromMouseInput || (pEvent->button() == Qt::LeftButton))
OnMouseRelease(pEvent);
}
void CBasicViewport::mouseMoveEvent(QMouseEvent* /*pEvent*/)
{
// todo: draggable selection rectangle
}
void CBasicViewport::wheelEvent(QWheelEvent *pEvent)
{
// Maybe track a "wheel delta" member variable and let CCamera decide what to do with it?
mCamera.Zoom(pEvent->angleDelta().y() / 6000.f);
}
void CBasicViewport::keyPressEvent(QKeyEvent *pEvent)
{
switch (pEvent->key())
{
case Qt::Key_Q: mKeysPressed |= eQKey; break;
case Qt::Key_W: mKeysPressed |= eWKey; break;
case Qt::Key_E: mKeysPressed |= eEKey; break;
case Qt::Key_A: mKeysPressed |= eAKey; break;
case Qt::Key_S: mKeysPressed |= eSKey; break;
case Qt::Key_D: mKeysPressed |= eDKey; break;
case Qt::Key_Control: mKeysPressed |= eCtrlKey; break;
}
}
void CBasicViewport::keyReleaseEvent(QKeyEvent *pEvent)
{
switch (pEvent->key())
{
case Qt::Key_Q: mKeysPressed &= ~eQKey; break;
case Qt::Key_W: mKeysPressed &= ~eWKey; break;
case Qt::Key_E: mKeysPressed &= ~eEKey; break;
case Qt::Key_A: mKeysPressed &= ~eAKey; break;
case Qt::Key_S: mKeysPressed &= ~eSKey; break;
case Qt::Key_D: mKeysPressed &= ~eDKey; break;
case Qt::Key_Control: mKeysPressed &= ~eCtrlKey; break;
}
}
void CBasicViewport::focusOutEvent(QFocusEvent*)
{
// When the widget loses focus, release all input.
mButtonsPressed = 0;
mKeysPressed = 0;
SetCursorVisible(true);
}
void CBasicViewport::contextMenuEvent(QContextMenuEvent *pEvent)
{
// Only allow context menu if we aren't exiting mouse input mode.
if (!mMouseMoved && (mMoveTimer.Time() < 0.5))
ContextMenu(pEvent);
}
void CBasicViewport::SetGameMode(bool Enabled)
{
mViewInfo.GameMode = Enabled;
}
void CBasicViewport::SetCursorState(const QCursor &Cursor)
{
mCursorState = Cursor;
if (IsCursorVisible())
setCursor(Cursor);
}
void CBasicViewport::SetCursorVisible(bool visible)
{
mCursorVisible = visible;
if (visible)
setCursor(mCursorState);
else
setCursor(Qt::BlankCursor);
}
bool CBasicViewport::IsCursorVisible()
{
return mCursorVisible;
}
bool CBasicViewport::IsMouseInputActive()
{
static const int skMoveButtons = eMiddleButton | eRightButton;
return ((mButtonsPressed & skMoveButtons) != 0);
}
bool CBasicViewport::IsKeyboardInputActive()
{
static const int skMoveKeys = eQKey | eWKey | eEKey | eAKey | eSKey | eDKey;
return ((mKeysPressed & skMoveKeys) != 0);
}
CCamera& CBasicViewport::Camera()
{
return mCamera;
}
CRay CBasicViewport::CastRay()
{
CVector2f MouseCoords = MouseDeviceCoordinates();
return mCamera.CastRay(MouseCoords);
}
CVector2f CBasicViewport::MouseDeviceCoordinates()
{
QPoint MousePos = QCursor::pos();
QPoint ThisPos = this->mapToGlobal(pos());
MousePos -= ThisPos;
CVector2f Device(
(((2.f * MousePos.x()) / width()) - 1.f),
(1.f - ((2.f * MousePos.y()) / height()))
);
return Device;
}
double CBasicViewport::LastRenderDuration()
{
return mFrameTimer.Time();
}
// ************ PUBLIC SLOTS ************
void CBasicViewport::ProcessInput()
{
// Process camera input
double DeltaTime = CTimer::GlobalTime() - mLastDrawTime;
mLastDrawTime = CTimer::GlobalTime();
if (IsMouseInputActive())
{
float XMovement = (QCursor::pos().x() - mLastMousePos.x()) * 0.01f;
float YMovement = (QCursor::pos().y() - mLastMousePos.y()) * 0.01f;
if ((XMovement != 0) || (YMovement != 0))
{
mCamera.ProcessMouseInput((EKeyInputs) mKeysPressed, (EMouseInputs) mButtonsPressed, XMovement, YMovement);
QCursor::setPos(mLastMousePos);
mMouseMoved = true;
}
}
if (IsKeyboardInputActive())
mCamera.ProcessKeyInput((EKeyInputs) mKeysPressed, DeltaTime);
// Update view info
const CMatrix4f& View = mCamera.ViewMatrix();
mViewInfo.RotationOnlyViewMatrix = CMatrix4f(View[0][0], View[0][1], View[0][2], 0.f,
View[1][0], View[1][1], View[1][2], 0.f,
View[2][0], View[2][1], View[2][2], 0.f,
View[3][0], View[3][1], View[3][2], 1.f);
mViewInfo.ViewFrustum = mCamera.FrustumPlanes();
// Check user input
CheckUserInput();
}
void CBasicViewport::Render()
{
mFrameTimer.Start();
update();
mFrameTimer.Stop();
}
// ************ PRIVATE ************
void CBasicViewport::DrawAxes()
{
// Draw 64x64 axes in lower-left corner with 8px margins
glViewport(8, 8, 64, 64);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
glDepthRange(0.f, 1.f);
CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(mCamera.Direction() * 5).ToMatrix4f();
CGraphics::sMVPBlock.ViewMatrix = mViewInfo.RotationOnlyViewMatrix;
CGraphics::sMVPBlock.ProjectionMatrix = Math::OrthographicMatrix(-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
CGraphics::UpdateMVPBlock();
glLineWidth(1.f);
CDrawUtil::DrawLine(CVector3f(0,0,0), CVector3f(1,0,0), CColor::skRed); // X
CDrawUtil::DrawLine(CVector3f(0,0,0), CVector3f(0,1,0), CColor::skGreen); // Y
CDrawUtil::DrawLine(CVector3f(0,0,0), CVector3f(0,0,1), CColor::skBlue); // Z
}