PrimeWorldEditor/src/Editor/ModelEditor/CModelEditorWindow.cpp

859 lines
37 KiB
C++

#include "CModelEditorWindow.h"
#include "ui_CModelEditorWindow.h"
#include "Editor/UICommon.h"
#include "Editor/Widgets/WColorPicker.h"
#include <Common/TString.h>
#include <Core/Render/CDrawUtil.h>
#include <Core/Render/CRenderer.h>
#include <Core/Resource/Cooker/CTextureEncoder.h>
#include <Core/Resource/Factory/CModelLoader.h>
#include <Core/Resource/Factory/CMaterialLoader.h>
#include <Core/Resource/Factory/CTextureDecoder.h>
#include <Core/Scene/CScene.h>
#include <iostream>
#include <QFileDialog>
#include <QMessageBox>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
CModelEditorWindow::CModelEditorWindow(CModel *pModel, QWidget *pParent)
: IEditor(pParent)
, ui(new Ui::CModelEditorWindow)
, mpScene(new CScene())
, mpCurrentMat(nullptr)
, mpCurrentModel(nullptr)
, mpCurrentModelNode(new CModelNode(mpScene, -1))
, mpCurrentPass(nullptr)
, mIgnoreSignals(false)
{
ui->setupUi(this);
ui->ActionSave->setEnabled( pModel->Game() == EGame::Prime ); // we don't support saving games later than MP1
REPLACE_WINDOWTITLE_APPVARS;
ui->Viewport->SetNode(mpCurrentModelNode);
ui->Viewport->SetClearColor(CColor(0.3f, 0.3f, 0.3f, 1.f));
CCamera& rCamera = ui->Viewport->Camera();
rCamera.Snap(CVector3f(0, 3, 1));
rCamera.SetMoveMode(ECameraMoveMode::Orbit);
rCamera.SetOrbit(CVector3f(0, 0, 1), 3.f);
rCamera.SetMoveSpeed(0.5f);
// UI initialization
UpdateAnimParamUI(EUVAnimMode::NoUVAnim);
ui->IndTextureResSelector->SetTypeFilter(pModel->Game(), "TXTR");
ui->PassTextureResSelector->SetTypeFilter(pModel->Game(), "TXTR");
ui->PassTable->horizontalHeader()->setSectionResizeMode(0, QHeaderView::Stretch);
ui->PassTable->horizontalHeader()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->ClearColorPicker->SetColor(QColor(76, 76, 76, 255));
// Editor UI Signal/Slot setup
ui->SetSelectionComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::SetSelectComboBox);
ui->MatSelectionComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::MatSelectComboBox);
ui->EnableTransparencyCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableTransparencyCheckBox);
ui->EnablePunchthroughCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnablePunchthroughCheckBox);
ui->EnableReflectionCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableReflectionCheckBox);
ui->EnableSurfaceReflectionCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableSurfaceReflectionCheckBox);
ui->EnableDepthWriteCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableDepthWriteCheckBox);
ui->EnableOccluderCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableOccluderCheckBox);
ui->EnableLightmapCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableLightmapCheckBox);
ui->EnableDynamicLightingCheck->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::EnableLightingCheckBox);
ui->SourceBlendComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::SourceBlendComboBox);
ui->DestBlendComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::DestBlendComboBox);
ui->KonstColorPickerA->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::KonstColorPickerA);
ui->KonstColorPickerB->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::KonstColorPickerB);
ui->KonstColorPickerC->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::KonstColorPickerC);
ui->KonstColorPickerD->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::KonstColorPickerD);
ui->IndTextureResSelector->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::IndTextureResSelector);
ui->PassTable->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::PassTableWidget);
ui->TevKColorSelComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevKColorSelComboBox);
ui->TevKAlphaSelComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevKAlphaSelComboBox);
ui->TevRasSelComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevRasSelComboBox);
ui->TexCoordSrcComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevTexSourceComboBox);
ui->PassTextureResSelector->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::PassTextureResSelector);
ui->TevColor1ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevColorComboBoxA);
ui->TevColor2ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevColorComboBoxB);
ui->TevColor3ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevColorComboBoxC);
ui->TevColor4ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevColorComboBoxD);
ui->TevColorOutputComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevColorOutputComboBox);
ui->TevAlpha1ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevAlphaComboBoxA);
ui->TevAlpha2ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevAlphaComboBoxB);
ui->TevAlpha3ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevAlphaComboBoxC);
ui->TevAlpha4ComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevAlphaComboBoxD);
ui->TevAlphaOutputComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::TevAlphaOutputComboBox);
ui->AnimTypeComboBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::AnimModeComboBox);
ui->AnimParamASpinBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::AnimParamASpinBox);
ui->AnimParamBSpinBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::AnimParamBSpinBox);
ui->AnimParamCSpinBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::AnimParamCSpinBox);
ui->AnimParamDSpinBox->setProperty ("ModelEditorWidgetType", (int) EModelEditorWidget::AnimParamDSpinBox);
connect(ui->ActionImport, SIGNAL(triggered()), this, SLOT(Import()));
connect(ui->ActionSave, SIGNAL(triggered()), this, SLOT(Save()));
connect(ui->ActionConvertToDDS, SIGNAL(triggered()), this, SLOT(ConvertToDDS()));
connect(ui->ActionConvertToTXTR, SIGNAL(triggered()), this, SLOT(ConvertToTXTR()));
connect(ui->MeshPreviewButton, SIGNAL(clicked()), this, SLOT(SetMeshPreview()));
connect(ui->SpherePreviewButton, SIGNAL(clicked()), this, SLOT(SetSpherePreview()));
connect(ui->FlatPreviewButton, SIGNAL(clicked()), this, SLOT(SetFlatPreview()));
connect(ui->ClearColorPicker, SIGNAL(ColorChanged(QColor)), this, SLOT(ClearColorChanged(QColor)));
connect(ui->CameraModeButton, SIGNAL(clicked()), this, SLOT(ToggleCameraMode()));
connect(ui->ToggleGridButton, SIGNAL(toggled(bool)), this, SLOT(ToggleGrid(bool)));
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->PassTextureResSelector, SIGNAL(ResourceChanged(QString)), this, SLOT(UpdateMaterial(QString)));
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
SetActiveModel(pModel);
}
CModelEditorWindow::~CModelEditorWindow()
{
delete mpCurrentModelNode;
delete mpScene;
delete ui;
}
bool CModelEditorWindow::Save()
{
if (!mpCurrentModel) return true;
bool SaveSuccess = mpCurrentModel->Entry()->Save();
if (SaveSuccess)
gpEdApp->NotifyAssetsModified();
return SaveSuccess;
}
void CModelEditorWindow::RefreshViewport()
{
ui->Viewport->ProcessInput();
ui->Viewport->Render();
}
void CModelEditorWindow::SetActiveModel(CModel *pModel)
{
mpCurrentModelNode->SetModel(pModel);
mpCurrentModel = pModel;
ui->Viewport->Camera().SetOrbit(pModel->AABox());
uint32 NumVertices = (pModel ? pModel->GetVertexCount() : 0);
uint32 NumTriangles = (pModel ? pModel->GetTriangleCount() : 0);
uint32 NumMats = (pModel ? pModel->GetMatCount() : 0);
uint32 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 (uint32 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 (uint32 iMat = 0; iMat < NumMats; iMat++)
{
TString MatName = pModel->GetMaterialByIndex(0, iMat)->Name();
ui->MatSelectionComboBox->addItem(TO_QSTRING(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;
uint32 SetIndex = ui->SetSelectionComboBox->currentIndex();
mpCurrentMat = mpCurrentModel->GetMaterialByIndex(SetIndex, MatIndex);
ui->Viewport->SetActiveMaterial(mpCurrentMat);
if (!mpCurrentMat) return;
// Set up UI
FMaterialOptions Settings = mpCurrentMat->Options();
mIgnoreSignals = true;
ui->EnableTransparencyCheck->setChecked( Settings & EMaterialOption::Transparent );
ui->EnablePunchthroughCheck->setChecked( Settings & EMaterialOption::Masked );
ui->EnableReflectionCheck->setChecked( Settings & EMaterialOption::Reflection );
ui->EnableSurfaceReflectionCheck->setChecked( Settings & EMaterialOption::SurfaceReflection );
ui->EnableDepthWriteCheck->setChecked( Settings & EMaterialOption::DepthWrite );
ui->EnableOccluderCheck->setChecked( Settings & EMaterialOption::Occluder );
ui->EnableLightmapCheck->setChecked( Settings & EMaterialOption::Lightmap );
ui->EnableDynamicLightingCheck->setChecked( mpCurrentMat->IsLightingEnabled() );
uint32 SrcFac = (uint32) mpCurrentMat->BlendSrcFac();
uint32 DstFac = (uint32) mpCurrentMat->BlendDstFac();
if (SrcFac >= 0x300) SrcFac -= 0x2FE;
if (DstFac >= 0x300) DstFac -= 0x2FE;
ui->SourceBlendComboBox->setCurrentIndex(SrcFac);
ui->DestBlendComboBox->setCurrentIndex(DstFac);
if (Settings & EMaterialOption::IndStage)
ui->IndTextureResSelector->SetResource(mpCurrentMat->IndTexture());
else
ui->IndTextureResSelector->Clear();
for (uint32 iKonst = 0; iKonst < 4; iKonst++)
{
QColor Color;
CColor KColor = mpCurrentMat->Konst(iKonst);
Color.setRed(KColor.R * 255);
Color.setGreen(KColor.G * 255);
Color.setBlue(KColor.B * 255);
Color.setAlpha(KColor.A * 255);
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);
}
uint32 PassCount = mpCurrentMat->PassCount();
ui->PassTable->clear();
ui->PassTable->setRowCount(PassCount);
for (uint32 iPass = 0; iPass < PassCount; iPass++)
{
CMaterialPass *pPass = mpCurrentMat->Pass(iPass);
QTableWidgetItem *pItemA = new QTableWidgetItem("Pass #" + QString::number(iPass + 1) + ": " + TO_QSTRING(pPass->NamedType()));
QTableWidgetItem *pItemB = new QTableWidgetItem();
if (pPass->IsEnabled())
pItemB->setIcon(QIcon(":/icons/Show.svg"));
else
pItemB->setIcon(QIcon(":/icons/Hide.svg"));
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();
FVertexDescription Desc = mpCurrentMat->VtxDesc();
ui->TexCoordSrcComboBox->addItem("None");
if (Desc & EVertexAttribute::Position) ui->TexCoordSrcComboBox->addItem("Position");
if (Desc & EVertexAttribute::Normal) ui->TexCoordSrcComboBox->addItem("Normal");
if (Desc & EVertexAttribute::Tex0) ui->TexCoordSrcComboBox->addItem("Tex Coord 1");
if (Desc & EVertexAttribute::Tex1) ui->TexCoordSrcComboBox->addItem("Tex Coord 2");
if (Desc & EVertexAttribute::Tex2) ui->TexCoordSrcComboBox->addItem("Tex Coord 3");
if (Desc & EVertexAttribute::Tex3) ui->TexCoordSrcComboBox->addItem("Tex Coord 4");
if (Desc & EVertexAttribute::Tex4) ui->TexCoordSrcComboBox->addItem("Tex Coord 5");
if (Desc & EVertexAttribute::Tex5) ui->TexCoordSrcComboBox->addItem("Tex Coord 6");
if (Desc & EVertexAttribute::Tex6) ui->TexCoordSrcComboBox->addItem("Tex Coord 7");
if (Desc & EVertexAttribute::Tex7) 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);
uint32 KColor = mpCurrentPass->KColorSel();
uint32 KAlpha = mpCurrentPass->KAlphaSel();
uint32 Ras = mpCurrentPass->RasSel();
uint32 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;
ui->PassTextureResSelector->SetResource(mpCurrentPass->Texture());
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());
EUVAnimMode AnimMode = mpCurrentPass->AnimMode();
ui->AnimTypeComboBox->setCurrentIndex((int) 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 EModelEditorWidget::AddPassButton:
break;
case EModelEditorWidget::DeletePassButton:
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 EModelEditorWidget::SourceBlendComboBox:
case EModelEditorWidget::DestBlendComboBox:
{
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 EModelEditorWidget::TevKColorSelComboBox:
if (Value >= 8) Value += 4;
mpCurrentPass->SetKColorSel((ETevKSel) Value);
break;
case EModelEditorWidget::TevKAlphaSelComboBox:
if (Value >= 8) Value += 8;
mpCurrentPass->SetKAlphaSel((ETevKSel) Value);
break;
case EModelEditorWidget::TevRasSelComboBox:
if (Value == 7) Value = kRasColorNull;
mpCurrentPass->SetRasSel((ETevRasSel) Value);
break;
case EModelEditorWidget::TevTexSelComboBox:
// todo
break;
case EModelEditorWidget::TevTexSourceComboBox:
if (Value >= 3) Value ++;
else Value--;
mpCurrentPass->SetTexCoordSource(Value);
break;
case EModelEditorWidget::TevColorComboBoxA:
case EModelEditorWidget::TevColorComboBoxB:
case EModelEditorWidget::TevColorComboBoxC:
case EModelEditorWidget::TevColorComboBoxD:
{
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 EModelEditorWidget::TevColorOutputComboBox:
mpCurrentPass->SetColorOutput((ETevOutput) Value);
break;
case EModelEditorWidget::TevAlphaComboBoxA:
case EModelEditorWidget::TevAlphaComboBoxB:
case EModelEditorWidget::TevAlphaComboBoxC:
case EModelEditorWidget::TevAlphaComboBoxD:
{
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 EModelEditorWidget::TevAlphaOutputComboBox:
mpCurrentPass->SetAlphaOutput((ETevOutput) Value);
break;
case EModelEditorWidget::AnimModeComboBox:
mpCurrentPass->SetAnimMode((EUVAnimMode) (Value - 1));
UpdateAnimParamUI((EUVAnimMode) (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/Show.svg"));
else
ui->PassTable->item(ValueA, ValueB)->setIcon(QIcon(":/icons/Hide.svg"));
}
}
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 EModelEditorWidget::AnimParamASpinBox:
mpCurrentPass->SetAnimParam(0, (float) Value);
break;
case EModelEditorWidget::AnimParamBSpinBox:
mpCurrentPass->SetAnimParam(1, (float) Value);
break;
case EModelEditorWidget::AnimParamCSpinBox:
mpCurrentPass->SetAnimParam(2, (float) Value);
break;
case EModelEditorWidget::AnimParamDSpinBox:
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 EModelEditorWidget::EnableTransparencyCheckBox:
case EModelEditorWidget::EnablePunchthroughCheckBox:
case EModelEditorWidget::EnableReflectionCheckBox:
case EModelEditorWidget::EnableSurfaceReflectionCheckBox:
case EModelEditorWidget::EnableDepthWriteCheckBox:
case EModelEditorWidget::EnableOccluderCheckBox:
case EModelEditorWidget::EnableLightmapCheckBox:
{
FMaterialOptions Options = (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 EModelEditorWidget::EnableLightingCheckBox:
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(Color.red() / 255.f, Color.green() / 255.f, Color.blue() / 255.f, Color.alpha() / 255.f);
switch (Widget)
{
case EModelEditorWidget::KonstColorPickerA:
mpCurrentMat->SetKonst(KColor, 0);
break;
case EModelEditorWidget::KonstColorPickerB:
mpCurrentMat->SetKonst(KColor, 1);
break;
case EModelEditorWidget::KonstColorPickerC:
mpCurrentMat->SetKonst(KColor, 2);
break;
case EModelEditorWidget::KonstColorPickerD:
mpCurrentMat->SetKonst(KColor, 3);
break;
}
}
void CModelEditorWindow::UpdateMaterial(QString Value)
{
// This function takes input from WResourceSelectors
if (!mpCurrentMat) return;
if (mIgnoreSignals) return;
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
TResPtr<CTexture> pTex = gpResourceStore->LoadResource(TO_TSTRING(Value));
if (pTex->Type() != EResourceType::Texture) pTex = nullptr;
switch (Widget)
{
case EModelEditorWidget::PassTextureResSelector:
mpCurrentPass->SetTexture(pTex);
break;
case EModelEditorWidget::IndTextureResSelector:
mpCurrentMat->SetIndTexture(pTex);
break;
}
}
void CModelEditorWindow::UpdateUI(int Value)
{
EModelEditorWidget Widget = (EModelEditorWidget) sender()->property("ModelEditorWidgetType").toInt();
switch (Widget)
{
case EModelEditorWidget::SetSelectComboBox:
mpCurrentModelNode->SetMatSet(Value);
SetActiveMaterial(ui->MatSelectionComboBox->currentIndex());
break;
case EModelEditorWidget::MatSelectComboBox:
SetActiveMaterial(Value);
ActivateMatEditUI(true);
break;
}
}
// ************ 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(EUVAnimMode Mode)
{
// Update the param labels with actual names + hide unused params for each mode.
switch ((int) 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::Import()
{
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);
if (!pScene)
{
QMessageBox::warning(this, "Error", "Error: Couldn't import file!");
return;
}
CModel *pModel = nullptr;
CMaterialSet *pSet = CMaterialLoader::ImportAssimpMaterials(pScene, EGame::Prime);
pModel = CModelLoader::ImportAssimpNode(pScene->mRootNode, pScene, *pSet);
SetActiveModel(pModel);
SET_WINDOWTITLE_APPVARS("%APP_FULL_NAME% - Model Editor: Untitled");
mOutputFilename = "";
gpResourceStore->DestroyUnreferencedResources();
}
void CModelEditorWindow::ConvertToDDS()
{
QString Input = QFileDialog::getOpenFileName(this, "Retro Texture (*.TXTR)", "", "*.TXTR");
if (Input.isEmpty()) return;
TString TexFilename = TO_TSTRING(Input);
CFileInStream InTextureFile(TexFilename, EEndian::LittleEndian);
CTexture *pTex = CTextureDecoder::LoadTXTR( InTextureFile, nullptr );
TString OutName = TexFilename.GetFilePathWithoutExtension() + ".dds";
CFileOutStream Out(OutName, EEndian::LittleEndian);
if (!Out.IsValid()) QMessageBox::warning(this, "Error", "Couldn't open output DDS!");
else
{
bool Success = pTex->WriteDDS(Out);
if (!Success) QMessageBox::warning(this, "Error", "Couldn't write output DDS!");
else QMessageBox::information(this, "Success", "Successfully converted to DDS!");
}
delete pTex;
}
void CModelEditorWindow::ConvertToTXTR()
{
QString Input = QFileDialog::getOpenFileName(this, "DirectDraw Surface (*.dds)", "", "*.dds");
if (Input.isEmpty()) return;
TString TexFilename = TO_TSTRING(Input);
CFileInStream InTextureFile = CFileInStream(TexFilename, EEndian::LittleEndian);
CTexture *pTex = CTextureDecoder::LoadDDS(InTextureFile, nullptr);
TString OutName = TexFilename.GetFilePathWithoutExtension() + ".txtr";
if ((pTex->TexelFormat() != ETexelFormat::DXT1) || (pTex->NumMipMaps() > 1))
QMessageBox::warning(this, "Error", "Can't convert DDS to TXTR! Save your texture as a DXT1 DDS with no mipmaps, then try again.");
else
{
CFileOutStream Out(OutName, EEndian::BigEndian);
if (!Out.IsValid()) QMessageBox::warning(this, "Error", "Couldn't open output TXTR!");
else
{
CTextureEncoder::EncodeTXTR(Out, pTex, ETexelFormat::GX_CMPR);
QMessageBox::information(this, "Success", "Successfully converted to TXTR!");
}
}
}
void CModelEditorWindow::SetMeshPreview()
{
ui->Viewport->SetDrawMode(CModelEditorViewport::EDrawMode::DrawMesh);
}
void CModelEditorWindow::SetSpherePreview()
{
ui->Viewport->SetDrawMode(CModelEditorViewport::EDrawMode::DrawSphere);
}
void CModelEditorWindow::SetFlatPreview()
{
ui->Viewport->SetDrawMode(CModelEditorViewport::EDrawMode::DrawSquare);
}
void CModelEditorWindow::ClearColorChanged(const QColor& rkNewColor)
{
CColor Color = TO_CCOLOR(rkNewColor);
ui->Viewport->SetClearColor(Color);
}
void CModelEditorWindow::ToggleCameraMode()
{
CCamera *pCam = &ui->Viewport->Camera();
if (pCam->MoveMode() == ECameraMoveMode::Orbit)
pCam->SetMoveMode(ECameraMoveMode::Free);
else if (pCam->MoveMode() == ECameraMoveMode::Free)
{
pCam->SetMoveMode(ECameraMoveMode::Orbit);
CVector3f Pos = pCam->Position();
CVector3f Target = mpCurrentModelNode->AABox().Center();
pCam->SetOrbitDistance(Pos.Distance(Target));
}
}
void CModelEditorWindow::ToggleGrid(bool Enabled)
{
ui->Viewport->SetGridEnabled(Enabled);
}
CModelEditorViewport* CModelEditorWindow::Viewport() const
{
return ui->Viewport;
}