248 lines
6.8 KiB
C++
248 lines
6.8 KiB
C++
#include <GL/glew.h>
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#include <gtc/matrix_transform.hpp>
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#include <gtx/transform.hpp>
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#include <Core/CGraphics.h>
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#include <Core/CRenderer.h>
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#include <QTimer>
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#include "CEditorGLWidget.h"
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#include <iostream>
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#include <Core/CGraphics.h>
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#include <Resource/factory/CTextureDecoder.h>
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#include <Common/CTimer.h>
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#include <Common/CVector4f.h>
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#include <QOpenGLContext>
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#include <QPainter>
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#include <QOpenGLPaintDevice>
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QTimer CEditorGLWidget::sRefreshTimer;
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CEditorGLWidget::CEditorGLWidget(QWidget *pParent) :
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QOpenGLWidget(pParent)
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{
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setMouseTracking(true);
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mLastDrawTime = CTimer::GlobalTime();
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mKeysPressed = 0;
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mButtonsPressed = 0;
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mCursorState = Qt::ArrowCursor;
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mCursorVisible = true;
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mCamera.SetAspectRatio((float) width() / height());
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connect(&sRefreshTimer, SIGNAL(timeout()), this, SLOT(update()));
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if (!sRefreshTimer.isActive())
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sRefreshTimer.start(0);
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}
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CEditorGLWidget::~CEditorGLWidget()
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{
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}
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void CEditorGLWidget::initializeGL()
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{
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// Initialize CGraphics
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CGraphics::Initialize();
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// Setting various GL flags
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(0xFFFF);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.f, 5.f);
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// Clear cached material
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CMaterial::KillCachedMaterial();
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CShader::KillCachedShader();
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// Initialize renderer
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emit ViewportResized(width(), height());
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}
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void CEditorGLWidget::paintGL()
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{
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double DeltaTime = CTimer::GlobalTime() - mLastDrawTime;
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mLastDrawTime = CTimer::GlobalTime();
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// Camera movement is processed here in order to sync it with the paint event
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// This way movement happens exactly once per frame - no more, no less
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ProcessInput(DeltaTime);
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mCamera.LoadMatrices();
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// Pre-render signal allows for per-frame operations to be performed before the draw happens
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emit PreRender();
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// We emit a signal to indicate it's time to render the viewport instead of doing the rendering here.
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// This allows the editor GL widget class to be reused among multiple editors with different rendering needs.
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emit Render(mCamera);
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// Post-render signal allows for the frame to be completed with post-processing
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emit PostRender();
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}
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void CEditorGLWidget::resizeGL(int w, int h)
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{
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mCamera.SetAspectRatio((float) w / h);
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glViewport(0, 0, w, h);
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emit ViewportResized(w, h);
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}
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void CEditorGLWidget::mouseMoveEvent(QMouseEvent *pEvent)
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{
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if ((!IsMouseInputActive()) && (mButtonsPressed & eLeftButton))
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emit MouseDrag(pEvent);
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}
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void CEditorGLWidget::mousePressEvent(QMouseEvent *pEvent)
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{
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setFocus();
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if (pEvent->button() == Qt::MidButton) mButtonsPressed |= eMiddleButton;
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if (pEvent->button() == Qt::RightButton) mButtonsPressed |= eRightButton;
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if (IsMouseInputActive())
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SetCursorVisible(false);
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// Left click only activates if mouse input is inactive to prevent the user from
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// clicking on things and creating selection rectangles while the cursor is hidden
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else if (pEvent->button() == Qt::LeftButton)
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mButtonsPressed |= eLeftButton;
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mLastMousePos = pEvent->globalPos();
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}
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void CEditorGLWidget::mouseReleaseEvent(QMouseEvent *pEvent)
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{
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if (pEvent->button() == Qt::LeftButton) mButtonsPressed &= ~eLeftButton;
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if (pEvent->button() == Qt::MidButton) mButtonsPressed &= ~eMiddleButton;
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if (pEvent->button() == Qt::RightButton) mButtonsPressed &= ~eRightButton;
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// Make cursor visible and emit mouse click event if middle/right mouse buttons are both released
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if (!IsMouseInputActive())
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{
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SetCursorVisible(true);
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emit MouseClick(pEvent);
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}
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}
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void CEditorGLWidget::keyPressEvent(QKeyEvent *pEvent)
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{
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switch (pEvent->key())
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{
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case Qt::Key_Q: mKeysPressed |= eQKey; break;
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case Qt::Key_W: mKeysPressed |= eWKey; break;
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case Qt::Key_E: mKeysPressed |= eEKey; break;
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case Qt::Key_A: mKeysPressed |= eAKey; break;
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case Qt::Key_S: mKeysPressed |= eSKey; break;
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case Qt::Key_D: mKeysPressed |= eDKey; break;
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case Qt::Key_Control: mKeysPressed |= eCtrlKey; break;
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}
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}
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void CEditorGLWidget::keyReleaseEvent(QKeyEvent *pEvent)
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{
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switch (pEvent->key())
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{
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case Qt::Key_Q: mKeysPressed &= ~eQKey; break;
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case Qt::Key_W: mKeysPressed &= ~eWKey; break;
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case Qt::Key_E: mKeysPressed &= ~eEKey; break;
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case Qt::Key_A: mKeysPressed &= ~eAKey; break;
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case Qt::Key_S: mKeysPressed &= ~eSKey; break;
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case Qt::Key_D: mKeysPressed &= ~eDKey; break;
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case Qt::Key_Control: mKeysPressed &= ~eCtrlKey; break;
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}
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}
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void CEditorGLWidget::wheelEvent(QWheelEvent *pEvent)
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{
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// Maybe track a "wheel delta" member variable and let CCamera decide what to do with it?
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mCamera.Zoom(pEvent->angleDelta().y() / 6000.f);
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}
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void CEditorGLWidget::focusOutEvent(QFocusEvent*)
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{
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// When the widget loses focus, release all input.
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mButtonsPressed = 0;
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mKeysPressed = 0;
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SetCursorVisible(true);
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}
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void CEditorGLWidget::SetCursorState(const QCursor &Cursor)
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{
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mCursorState = Cursor;
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if (IsCursorVisible())
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setCursor(Cursor);
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}
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void CEditorGLWidget::SetCursorVisible(bool visible)
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{
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mCursorVisible = visible;
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if (visible)
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setCursor(mCursorState);
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else
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setCursor(Qt::BlankCursor);
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}
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bool CEditorGLWidget::IsCursorVisible()
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{
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return mCursorVisible;
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}
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bool CEditorGLWidget::IsMouseInputActive()
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{
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static const int skMoveButtons = eMiddleButton | eRightButton;
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return ((mButtonsPressed & skMoveButtons) != 0);
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}
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bool CEditorGLWidget::IsKeyboardInputActive()
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{
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static const int skMoveKeys = eQKey | eWKey | eEKey | eAKey | eSKey | eDKey;
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return ((mKeysPressed & skMoveKeys) != 0);
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}
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CCamera& CEditorGLWidget::Camera()
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{
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return mCamera;
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}
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CRay CEditorGLWidget::CastRay()
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{
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CVector2f MouseCoords = MouseDeviceCoordinates();
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return mCamera.CastRay(MouseCoords);
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}
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CVector2f CEditorGLWidget::MouseDeviceCoordinates()
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{
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QPoint MousePos = QCursor::pos();
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QPoint ThisPos = this->mapToGlobal(pos());
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MousePos -= ThisPos;
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CVector2f Device(
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(((2.f * MousePos.x()) / width()) - 1.f),
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(1.f - ((2.f * MousePos.y()) / height()))
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);
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return Device;
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}
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// ************ PRIVATE ************
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void CEditorGLWidget::ProcessInput(double DeltaTime)
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{
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if (IsMouseInputActive())
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{
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float XMovement = (QCursor::pos().x() - mLastMousePos.x()) * 0.01f;
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float YMovement = (QCursor::pos().y() - mLastMousePos.y()) * 0.01f;
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if ((XMovement != 0) || (YMovement != 0))
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{
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mCamera.ProcessMouseInput((EKeyInputs) mKeysPressed, (EMouseInputs) mButtonsPressed, XMovement, YMovement);
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QCursor::setPos(mLastMousePos);
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}
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}
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if (IsKeyboardInputActive())
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mCamera.ProcessKeyInput((EKeyInputs) mKeysPressed, DeltaTime);
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}
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