PrimeWorldEditor/UI/CEditorGLWidget.cpp

248 lines
6.8 KiB
C++

#include <GL/glew.h>
#include <gtc/matrix_transform.hpp>
#include <gtx/transform.hpp>
#include <Core/CGraphics.h>
#include <Core/CRenderer.h>
#include <QTimer>
#include "CEditorGLWidget.h"
#include <iostream>
#include <Core/CGraphics.h>
#include <Resource/factory/CTextureDecoder.h>
#include <Common/CTimer.h>
#include <Common/CVector4f.h>
#include <QOpenGLContext>
#include <QPainter>
#include <QOpenGLPaintDevice>
QTimer CEditorGLWidget::sRefreshTimer;
CEditorGLWidget::CEditorGLWidget(QWidget *pParent) :
QOpenGLWidget(pParent)
{
setMouseTracking(true);
mLastDrawTime = CTimer::GlobalTime();
mKeysPressed = 0;
mButtonsPressed = 0;
mCursorState = Qt::ArrowCursor;
mCursorVisible = true;
mCamera.SetAspectRatio((float) width() / height());
connect(&sRefreshTimer, SIGNAL(timeout()), this, SLOT(update()));
if (!sRefreshTimer.isActive())
sRefreshTimer.start(0);
}
CEditorGLWidget::~CEditorGLWidget()
{
}
void CEditorGLWidget::initializeGL()
{
// Initialize CGraphics
CGraphics::Initialize();
// Setting various GL flags
glEnable(GL_DEPTH_TEST);
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 renderer
emit ViewportResized(width(), height());
}
void CEditorGLWidget::paintGL()
{
double DeltaTime = CTimer::GlobalTime() - mLastDrawTime;
mLastDrawTime = CTimer::GlobalTime();
// Camera movement is processed here in order to sync it with the paint event
// This way movement happens exactly once per frame - no more, no less
ProcessInput(DeltaTime);
mCamera.LoadMatrices();
// Pre-render signal allows for per-frame operations to be performed before the draw happens
emit PreRender();
// We emit a signal to indicate it's time to render the viewport instead of doing the rendering here.
// This allows the editor GL widget class to be reused among multiple editors with different rendering needs.
emit Render(mCamera);
// Post-render signal allows for the frame to be completed with post-processing
emit PostRender();
}
void CEditorGLWidget::resizeGL(int w, int h)
{
mCamera.SetAspectRatio((float) w / h);
glViewport(0, 0, w, h);
emit ViewportResized(w, h);
}
void CEditorGLWidget::mouseMoveEvent(QMouseEvent *pEvent)
{
if ((!IsMouseInputActive()) && (mButtonsPressed & eLeftButton))
emit MouseDrag(pEvent);
}
void CEditorGLWidget::mousePressEvent(QMouseEvent *pEvent)
{
setFocus();
if (pEvent->button() == Qt::MidButton) mButtonsPressed |= eMiddleButton;
if (pEvent->button() == Qt::RightButton) mButtonsPressed |= eRightButton;
if (IsMouseInputActive())
SetCursorVisible(false);
// 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;
mLastMousePos = pEvent->globalPos();
}
void CEditorGLWidget::mouseReleaseEvent(QMouseEvent *pEvent)
{
if (pEvent->button() == Qt::LeftButton) mButtonsPressed &= ~eLeftButton;
if (pEvent->button() == Qt::MidButton) mButtonsPressed &= ~eMiddleButton;
if (pEvent->button() == Qt::RightButton) mButtonsPressed &= ~eRightButton;
// Make cursor visible and emit mouse click event if middle/right mouse buttons are both released
if (!IsMouseInputActive())
{
SetCursorVisible(true);
emit MouseClick(pEvent);
}
}
void CEditorGLWidget::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 CEditorGLWidget::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 CEditorGLWidget::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 CEditorGLWidget::focusOutEvent(QFocusEvent*)
{
// When the widget loses focus, release all input.
mButtonsPressed = 0;
mKeysPressed = 0;
SetCursorVisible(true);
}
void CEditorGLWidget::SetCursorState(const QCursor &Cursor)
{
mCursorState = Cursor;
if (IsCursorVisible())
setCursor(Cursor);
}
void CEditorGLWidget::SetCursorVisible(bool visible)
{
mCursorVisible = visible;
if (visible)
setCursor(mCursorState);
else
setCursor(Qt::BlankCursor);
}
bool CEditorGLWidget::IsCursorVisible()
{
return mCursorVisible;
}
bool CEditorGLWidget::IsMouseInputActive()
{
static const int skMoveButtons = eMiddleButton | eRightButton;
return ((mButtonsPressed & skMoveButtons) != 0);
}
bool CEditorGLWidget::IsKeyboardInputActive()
{
static const int skMoveKeys = eQKey | eWKey | eEKey | eAKey | eSKey | eDKey;
return ((mKeysPressed & skMoveKeys) != 0);
}
CCamera& CEditorGLWidget::Camera()
{
return mCamera;
}
CRay CEditorGLWidget::CastRay()
{
CVector2f MouseCoords = MouseDeviceCoordinates();
return mCamera.CastRay(MouseCoords);
}
CVector2f CEditorGLWidget::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;
}
// ************ PRIVATE ************
void CEditorGLWidget::ProcessInput(double DeltaTime)
{
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);
}
}
if (IsKeyboardInputActive())
mCamera.ProcessKeyInput((EKeyInputs) mKeysPressed, DeltaTime);
}