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nuclear@78
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1 #include <stdio.h>
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2 #include <map>
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3 #include "opengl.h"
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4 #include <QtOpenGL/QtOpenGL>
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5 #include <vmath/vmath.h>
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6 #include "goatview.h"
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7 #include "goat3d.h"
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8
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9 static void draw_grid();
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10 static void draw_grid(float sz, int nlines, float alpha = 1.0f);
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11 static void draw_node(goat3d_node *node);
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12 static void draw_mesh(goat3d_mesh *mesh);
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13 static int next_pow2(int x);
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14
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15 goat3d *scene;
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16 static SceneModel *sdata;
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17 static GoatViewport *glview;
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18
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19 static long anim_time;
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20 static float cam_theta, cam_phi = 25, cam_dist = 8;
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21 static float fov = 60.0;
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22 static bool use_nodes = true;
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23 static bool use_lighting = true;
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24 static bool use_textures = true;
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25
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26 void post_redisplay()
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27 {
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28 if(glview) {
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29 glview->updateGL();
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30 }
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31 }
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32
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33
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34 GoatView::GoatView()
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35 {
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36 glview = 0;
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37 scene_model = 0;
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38
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39 QGLFormat glfmt = QGLFormat::defaultFormat();
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40 glfmt.setSampleBuffers(true);
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41 QGLFormat::setDefaultFormat(glfmt);
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42
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43 QSettings settings;
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44 resize(settings.value("main/size", QSize(1024, 768)).toSize());
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45 move(settings.value("main/pos", QPoint(100, 100)).toPoint());
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46 use_nodes = settings.value("use_nodes", true).toBool();
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47 use_lighting = settings.value("use_lighting", true).toBool();
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48 use_textures = settings.value("use_textures", true).toBool();
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49
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50 make_center(); // must be first
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51 make_menu();
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52 make_dock();
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53
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54 statusBar();
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55
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56 setWindowTitle("GoatView");
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57 }
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58
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59 GoatView::~GoatView()
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60 {
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61 delete scene_model;
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62 sdata = 0;
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63 }
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64
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65 void GoatView::closeEvent(QCloseEvent *ev)
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66 {
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67 QSettings settings;
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68 settings.setValue("main/size", size());
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69 settings.setValue("main/pos", pos());
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70 settings.setValue("use_nodes", use_nodes);
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71 settings.setValue("use_lighting", use_lighting);
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72 }
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73
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74
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75 bool GoatView::load_scene(const char *fname)
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76 {
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77 if(scene) {
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78 goat3d_free(scene);
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79 }
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80 if(!(scene = goat3d_create()) || goat3d_load(scene, fname) == -1) {
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81 return false;
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82 }
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83
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84 float bmin[3], bmax[3];
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85 if(goat3d_get_bounds(scene, bmin, bmax) != -1) {
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86 float bsize = (Vector3(bmax[0], bmax[1], bmax[2]) - Vector3(bmin[0], bmin[1], bmin[2])).length();
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87 cam_dist = bsize / tan(DEG_TO_RAD(fov) / 2.0);
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88 printf("bounds size: %f, cam_dist: %f\n", bsize, cam_dist);
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89 }
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90
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91 scene_model->set_scene(scene);
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92 treeview->expandAll();
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93 treeview->resizeColumnToContents(0);
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94
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95 sdata = scene_model; // set the global sdata ptr
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96 post_redisplay();
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97 return true;
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98 }
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99
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100 bool GoatView::make_menu()
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101 {
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102 // file menu
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103 QMenu *menu_file = menuBar()->addMenu("&File");
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104
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105 QAction *act_open_sce = new QAction("&Open Scene", this);
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106 act_open_sce->setShortcuts(QKeySequence::Open);
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107 connect(act_open_sce, &QAction::triggered, this, &GoatView::open_scene);
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108 menu_file->addAction(act_open_sce);
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109
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110 QAction *act_open_anm = new QAction("Open &Animation", this);
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111 connect(act_open_anm, &QAction::triggered, this, &GoatView::open_anim);
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112 menu_file->addAction(act_open_anm);
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113
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114 QAction *act_quit = new QAction("&Quit", this);
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115 act_quit->setShortcuts(QKeySequence::Quit);
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116 connect(act_quit, &QAction::triggered, [&](){ qApp->quit(); });
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117 menu_file->addAction(act_quit);
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118
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119 // view menu
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120 QMenu *menu_view = menuBar()->addMenu("&View");
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121
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122 QAction *act_use_nodes = new QAction("use nodes", this);
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123 act_use_nodes->setCheckable(true);
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124 act_use_nodes->setChecked(use_nodes);
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125 connect(act_use_nodes, &QAction::triggered, this,
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126 [&](){ use_nodes = !use_nodes; post_redisplay(); });
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127 menu_view->addAction(act_use_nodes);
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128
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129 QAction *act_use_lighting = new QAction("lighting", this);
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130 act_use_lighting->setCheckable(true);
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131 act_use_lighting->setChecked(use_lighting);
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132 connect(act_use_lighting, &QAction::triggered, glview, &GoatViewport::toggle_lighting);
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133 menu_view->addAction(act_use_lighting);
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134
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135 // help menu
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136 QMenu *menu_help = menuBar()->addMenu("&Help");
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137
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138 QAction *act_about = new QAction("&About", this);
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139 connect(act_about, &QAction::triggered, this, &GoatView::show_about);
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140 menu_help->addAction(act_about);
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141 return true;
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142 }
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143
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144 bool GoatView::make_dock()
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145 {
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146 // ---- side-dock ----
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147 QWidget *dock_cont = new QWidget;
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148 QVBoxLayout *dock_vbox = new QVBoxLayout;
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149 dock_cont->setLayout(dock_vbox);
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150
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151 QDockWidget *dock = new QDockWidget(this);
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152 dock->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea);
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153 dock->setWidget(dock_cont);
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154 addDockWidget(Qt::LeftDockWidgetArea, dock);
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155
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156 // make the tree view widget
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157 treeview = new QTreeView;
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158 treeview->setAlternatingRowColors(true);
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159 treeview->setSelectionMode(QAbstractItemView::SingleSelection);
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160 dock_vbox->addWidget(treeview);
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161
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162 scene_model = new SceneModel;
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163 connect(scene_model, &SceneModel::dataChanged, [&](){ post_redisplay(); });
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164 treeview->setModel(scene_model);
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165
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166 connect(treeview->selectionModel(), &QItemSelectionModel::selectionChanged,
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167 [&](){ scene_model->selchange(treeview->selectionModel()->selectedIndexes()); });
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168
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169 // misc
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170 QPushButton *bn_quit = new QPushButton("quit");
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171 dock_vbox->addWidget(bn_quit);
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172 connect(bn_quit, &QPushButton::clicked, [&](){ qApp->quit(); });
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173
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174 // ---- bottom dock ----
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175 dock_cont = new QWidget;
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176 QHBoxLayout *dock_hbox = new QHBoxLayout;
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177 dock_cont->setLayout(dock_hbox);
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178
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179 // animation control box
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180 QGridLayout *anim_ctl_box = new QGridLayout;
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181 dock_hbox->addLayout(anim_ctl_box);
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182
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183 anim_ctl_box->addWidget(new QLabel("Animation"), 0, 0);
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184 cbox_anims = new QComboBox;
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185 cbox_anims->setDisabled(true);
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186 anim_ctl_box->addWidget(cbox_anims, 0, 1);
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187
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188 chk_loop = new QCheckBox("loop");
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189 chk_loop->setChecked(false);
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190 anim_ctl_box->addWidget(chk_loop, 1, 0);
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191
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192 QToolBar *toolbar_ctl = new QToolBar;
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193 anim_ctl_box->addWidget(toolbar_ctl, 1, 1);
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194
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195 act_rewind = new QAction(style()->standardIcon(QStyle::SP_MediaSkipBackward), "Rewind", this);
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196 act_rewind->setDisabled(true);
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197 toolbar_ctl->addAction(act_rewind);
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198 act_play = new QAction(style()->standardIcon(QStyle::SP_MediaPlay), "Play", this);
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199 act_play->setDisabled(true);
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200 toolbar_ctl->addAction(act_play);
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201
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202 // timeline slider
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203 slider_time = new QSlider(Qt::Orientation::Horizontal);
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204 slider_time->setDisabled(true);
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205 connect(slider_time, &QSlider::valueChanged,
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206 [&](){ anim_time = slider_time->value(); post_redisplay(); });
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207 dock_hbox->addWidget(slider_time);
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208
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209 dock = new QDockWidget(this);
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210 dock->setAllowedAreas(Qt::BottomDockWidgetArea);
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211 dock->setWidget(dock_cont);
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212 addDockWidget(Qt::BottomDockWidgetArea, dock);
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213
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214 return true;
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215 }
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216
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217 bool GoatView::make_center()
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218 {
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219 glview = ::glview = new GoatViewport(this);
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220 setCentralWidget(glview);
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221 return true;
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222 }
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223
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224 void GoatView::open_scene()
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225 {
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226 std::string fname = QFileDialog::getOpenFileName(this, "Open scene file", "",
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227 "Goat3D Scene (*.goatsce);;All Files (*)").toStdString();
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228 if(fname.empty()) {
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229 statusBar()->showMessage("Abort: No file selected!");
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230 return;
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231 }
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232
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233 statusBar()->showMessage("opening scene file");
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234 if(!load_scene(fname.c_str())) {
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235 statusBar()->showMessage("failed to load scene file");
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236 }
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237 }
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238
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239 void GoatView::open_anim()
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240 {
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241 statusBar()->showMessage("opening animation...");
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242 }
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243
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244
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245 // ---- OpenGL viewport ----
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246 GoatViewport::GoatViewport(QWidget *main_win)
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247 : QGLWidget(QGLFormat(QGL::DepthBuffer | QGL::SampleBuffers))
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248 {
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249 this->main_win = main_win;
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250 initialized = false;
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251 }
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252
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253 GoatViewport::~GoatViewport()
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254 {
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255 }
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256
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257 QSize GoatViewport::sizeHint() const
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258 {
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259 return QSize(800, 600);
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260 }
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261
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262 #define CRITICAL(error, detail) \
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263 do { \
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264 fprintf(stderr, "%s: %s\n", error, detail); \
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265 QMessageBox::critical(main_win, error, detail); \
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266 abort(); \
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267 } while(0)
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268
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269 void GoatViewport::initializeGL()
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270 {
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271 if(initialized) return;
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272 initialized = true;
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273
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274 init_opengl();
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275
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276 if(!GLEW_ARB_transpose_matrix) {
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277 CRITICAL("OpenGL initialization failed", "ARB_transpose_matrix extension not found!");
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278 }
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279
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280 glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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281
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282 glEnable(GL_DEPTH_TEST);
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283 glEnable(GL_CULL_FACE);
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284 if(use_lighting) {
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285 glEnable(GL_LIGHTING);
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286 }
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287 glEnable(GL_LIGHT0);
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288
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289 float ldir[] = {-1, 1, 2, 0};
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290 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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291
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292 glEnable(GL_MULTISAMPLE);
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293 }
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294
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295 void GoatViewport::resizeGL(int xsz, int ysz)
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296 {
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297 glViewport(0, 0, xsz, ysz);
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298 glMatrixMode(GL_PROJECTION);
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299 glLoadIdentity();
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300 gluPerspective(60.0, (float)xsz / (float)ysz, 0.5, 5000.0);
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301 }
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302
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303 void GoatViewport::paintGL()
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304 {
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305 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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306
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307 glMatrixMode(GL_MODELVIEW);
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308 glLoadIdentity();
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309 glTranslatef(0, 0, -cam_dist);
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310 glRotatef(cam_phi, 1, 0, 0);
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311 glRotatef(cam_theta, 0, 1, 0);
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312
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313 draw_grid();
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314
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315 if(!scene) return;
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316
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317 if(use_nodes) {
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318 int node_count = goat3d_get_node_count(scene);
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319 for(int i=0; i<node_count; i++) {
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320 goat3d_node *node = goat3d_get_node(scene, i);
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321 if(!goat3d_get_node_parent(node)) {
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322 draw_node(node); // only draw root nodes, the rest will be drawn recursively
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323 }
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324 }
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325 } else {
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326 int mesh_count = goat3d_get_mesh_count(scene);
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327 for(int i=0; i<mesh_count; i++) {
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328 goat3d_mesh *mesh = goat3d_get_mesh(scene, i);
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329 draw_mesh(mesh);
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330 }
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331 }
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332 }
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333
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334 void GoatViewport::toggle_lighting()
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335 {
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336 use_lighting = !use_lighting;
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337 if(use_lighting) {
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338 glEnable(GL_LIGHTING);
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339 } else {
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340 glDisable(GL_LIGHTING);
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341 }
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342 updateGL();
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343 }
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344
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345 #ifndef GLEW_ARB_transpose_matrix
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346 #error "GLEW_ARB_transpose_matrix undefined?"
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347 #endif
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348
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349 static void draw_grid()
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350 {
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351 float viewsz_orig = cam_dist * tan(DEG_TO_RAD(fov) / 2.0);
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352 float sz1 = next_pow2((int)viewsz_orig);
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353 float sz0 = sz1 / 2.0;
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354 float t = (viewsz_orig - sz0) / (sz1 - sz0);
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355 float alpha = t < 0.333333 ? 0.0 : (t > 0.666666 ? 1.0 : (t - 0.333333) / 0.333333);
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356
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357 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BITS);
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358
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359 glEnable(GL_BLEND);
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360 glDepthFunc(GL_ALWAYS);
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361
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362 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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nuclear@90
|
363 draw_grid(sz0 * 2.0, 10, 1.0 - alpha);
|
nuclear@90
|
364 draw_grid(sz1 * 2.0, 10, alpha);
|
nuclear@90
|
365
|
nuclear@90
|
366 glPopAttrib();
|
nuclear@90
|
367 }
|
nuclear@90
|
368
|
nuclear@90
|
369 static void draw_grid(float sz, int nlines, float alpha)
|
nuclear@90
|
370 {
|
nuclear@90
|
371 float hsz = sz / 2.0;
|
nuclear@90
|
372 float offs = sz / (float)nlines;
|
nuclear@90
|
373
|
nuclear@90
|
374 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@90
|
375 glDisable(GL_LIGHTING);
|
nuclear@90
|
376 glDisable(GL_TEXTURE_2D);
|
nuclear@90
|
377
|
nuclear@90
|
378 glLineWidth(2.0);
|
nuclear@90
|
379 glBegin(GL_LINES);
|
nuclear@90
|
380 glColor4f(1, 0, 0, alpha);
|
nuclear@90
|
381 glVertex3f(-hsz, 0, 0);
|
nuclear@90
|
382 glVertex3f(hsz, 0, 0);
|
nuclear@90
|
383 glColor4f(0, 0, 1, alpha);
|
nuclear@90
|
384 glVertex3f(0, 0, -hsz);
|
nuclear@90
|
385 glVertex3f(0, 0, hsz);
|
nuclear@90
|
386 glEnd();
|
nuclear@90
|
387
|
nuclear@90
|
388 glLineWidth(1.0);
|
nuclear@90
|
389 glBegin(GL_LINES);
|
nuclear@90
|
390 glColor4f(0.5, 0.5, 0.5, alpha);
|
nuclear@90
|
391 for(int i=0; i<nlines / 2; i++) {
|
nuclear@90
|
392 float dist = (float)(i + 1) * offs;
|
nuclear@90
|
393 for(int j=0; j<2; j++) {
|
nuclear@90
|
394 float sign = j > 0 ? -1.0 : 1.0;
|
nuclear@90
|
395 glVertex3f(-hsz, 0, dist * sign);
|
nuclear@90
|
396 glVertex3f(hsz, 0, dist * sign);
|
nuclear@90
|
397 glVertex3f(dist * sign, 0, -hsz);
|
nuclear@90
|
398 glVertex3f(dist * sign, 0, hsz);
|
nuclear@90
|
399 }
|
nuclear@90
|
400 }
|
nuclear@90
|
401 glEnd();
|
nuclear@90
|
402
|
nuclear@90
|
403 glPopAttrib();
|
nuclear@90
|
404 }
|
nuclear@90
|
405
|
nuclear@75
|
406 static void draw_node(goat3d_node *node)
|
nuclear@75
|
407 {
|
nuclear@85
|
408 SceneNodeData *data = sdata ? sdata->get_node_data(node) : 0;
|
nuclear@85
|
409 if(!data) return;
|
nuclear@85
|
410
|
nuclear@75
|
411 float xform[16];
|
nuclear@75
|
412 goat3d_get_node_matrix(node, xform, anim_time);
|
nuclear@78
|
413
|
nuclear@78
|
414 glPushMatrix();
|
nuclear@82
|
415 glMultTransposeMatrixf(xform);
|
nuclear@75
|
416
|
nuclear@85
|
417 if(data->visible) {
|
nuclear@85
|
418 if(goat3d_get_node_type(node) == GOAT3D_NODE_MESH) {
|
nuclear@85
|
419 goat3d_mesh *mesh = (goat3d_mesh*)goat3d_get_node_object(node);
|
nuclear@75
|
420
|
nuclear@85
|
421 draw_mesh(mesh);
|
nuclear@88
|
422
|
nuclear@88
|
423 if(data->selected) {
|
nuclear@88
|
424 float bmin[3], bmax[3];
|
nuclear@88
|
425 goat3d_get_mesh_bounds(mesh, bmin, bmax);
|
nuclear@88
|
426
|
nuclear@88
|
427 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@88
|
428 glDisable(GL_LIGHTING);
|
nuclear@88
|
429
|
nuclear@88
|
430 glColor3f(0.3, 1, 0.2);
|
nuclear@88
|
431
|
nuclear@88
|
432 glBegin(GL_LINE_LOOP);
|
nuclear@88
|
433 glVertex3f(bmin[0], bmin[1], bmin[2]);
|
nuclear@88
|
434 glVertex3f(bmax[0], bmin[1], bmin[2]);
|
nuclear@88
|
435 glVertex3f(bmax[0], bmin[1], bmax[2]);
|
nuclear@88
|
436 glVertex3f(bmin[0], bmin[1], bmax[2]);
|
nuclear@88
|
437 glEnd();
|
nuclear@88
|
438 glBegin(GL_LINE_LOOP);
|
nuclear@88
|
439 glVertex3f(bmin[0], bmax[1], bmin[2]);
|
nuclear@88
|
440 glVertex3f(bmax[0], bmax[1], bmin[2]);
|
nuclear@88
|
441 glVertex3f(bmax[0], bmax[1], bmax[2]);
|
nuclear@88
|
442 glVertex3f(bmin[0], bmax[1], bmax[2]);
|
nuclear@88
|
443 glEnd();
|
nuclear@88
|
444 glBegin(GL_LINES);
|
nuclear@88
|
445 glVertex3f(bmin[0], bmin[1], bmin[2]);
|
nuclear@88
|
446 glVertex3f(bmin[0], bmax[1], bmin[2]);
|
nuclear@88
|
447 glVertex3f(bmin[0], bmin[1], bmax[2]);
|
nuclear@88
|
448 glVertex3f(bmin[0], bmax[1], bmax[2]);
|
nuclear@88
|
449 glVertex3f(bmax[0], bmin[1], bmin[2]);
|
nuclear@88
|
450 glVertex3f(bmax[0], bmax[1], bmin[2]);
|
nuclear@88
|
451 glVertex3f(bmax[0], bmin[1], bmax[2]);
|
nuclear@88
|
452 glVertex3f(bmax[0], bmax[1], bmax[2]);
|
nuclear@88
|
453 glEnd();
|
nuclear@88
|
454
|
nuclear@88
|
455 glPopAttrib();
|
nuclear@88
|
456 }
|
nuclear@85
|
457 }
|
nuclear@75
|
458 }
|
nuclear@75
|
459
|
nuclear@83
|
460 int num_child = goat3d_get_node_child_count(node);
|
nuclear@75
|
461 for(int i=0; i<num_child; i++) {
|
nuclear@75
|
462 draw_node(goat3d_get_node_child(node, i));
|
nuclear@83
|
463 }
|
nuclear@78
|
464
|
nuclear@78
|
465 glPopMatrix();
|
nuclear@78
|
466 }
|
nuclear@78
|
467
|
nuclear@82
|
468 static void draw_mesh(goat3d_mesh *mesh)
|
nuclear@82
|
469 {
|
nuclear@83
|
470 static const float white[] = {1, 1, 1, 1};
|
nuclear@83
|
471 static const float black[] = {0, 0, 0, 1};
|
nuclear@83
|
472
|
nuclear@83
|
473 const float *color;
|
nuclear@83
|
474 goat3d_material *mtl = goat3d_get_mesh_mtl(mesh);
|
nuclear@83
|
475
|
nuclear@83
|
476 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_DIFFUSE))) {
|
nuclear@83
|
477 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
|
nuclear@90
|
478 glColor3fv(color);
|
nuclear@83
|
479 } else {
|
nuclear@83
|
480 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, white);
|
nuclear@90
|
481 glColor3fv(white);
|
nuclear@83
|
482 }
|
nuclear@83
|
483 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_SPECULAR))) {
|
nuclear@83
|
484 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
|
nuclear@83
|
485 } else {
|
nuclear@83
|
486 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
nuclear@83
|
487 }
|
nuclear@83
|
488 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_SHININESS))) {
|
nuclear@83
|
489 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, color[0]);
|
nuclear@83
|
490 } else {
|
nuclear@83
|
491 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 60.0);
|
nuclear@83
|
492 }
|
nuclear@83
|
493 // TODO texture
|
nuclear@83
|
494
|
nuclear@83
|
495
|
nuclear@82
|
496 int num_faces = goat3d_get_mesh_face_count(mesh);
|
nuclear@82
|
497 int num_verts = goat3d_get_mesh_attrib_count(mesh, GOAT3D_MESH_ATTR_VERTEX);
|
nuclear@82
|
498
|
nuclear@82
|
499 glEnableClientState(GL_VERTEX_ARRAY);
|
nuclear@82
|
500 glVertexPointer(3, GL_FLOAT, 0, goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX));
|
nuclear@82
|
501
|
nuclear@82
|
502 float *data;
|
nuclear@82
|
503 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL))) {
|
nuclear@82
|
504 glEnableClientState(GL_NORMAL_ARRAY);
|
nuclear@82
|
505 glNormalPointer(GL_FLOAT, 0, data);
|
nuclear@82
|
506 }
|
nuclear@82
|
507 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
|
nuclear@82
|
508 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
nuclear@82
|
509 glTexCoordPointer(2, GL_FLOAT, 0, data);
|
nuclear@82
|
510 }
|
nuclear@82
|
511
|
nuclear@82
|
512 int *indices;
|
nuclear@82
|
513 if((indices = goat3d_get_mesh_faces(mesh))) {
|
nuclear@82
|
514 glDrawElements(GL_TRIANGLES, num_faces * 3, GL_UNSIGNED_INT, indices);
|
nuclear@82
|
515 } else {
|
nuclear@82
|
516 glDrawArrays(GL_TRIANGLES, 0, num_verts * 3);
|
nuclear@82
|
517 }
|
nuclear@82
|
518
|
nuclear@82
|
519 glDisableClientState(GL_VERTEX_ARRAY);
|
nuclear@82
|
520 glDisableClientState(GL_NORMAL_ARRAY);
|
nuclear@82
|
521 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
nuclear@82
|
522 }
|
nuclear@82
|
523
|
nuclear@78
|
524
|
nuclear@78
|
525 static float prev_x, prev_y;
|
nuclear@78
|
526 void GoatViewport::mousePressEvent(QMouseEvent *ev)
|
nuclear@78
|
527 {
|
nuclear@78
|
528 prev_x = ev->x();
|
nuclear@78
|
529 prev_y = ev->y();
|
nuclear@78
|
530 }
|
nuclear@78
|
531
|
nuclear@78
|
532 void GoatViewport::mouseMoveEvent(QMouseEvent *ev)
|
nuclear@78
|
533 {
|
nuclear@78
|
534 int dx = ev->x() - prev_x;
|
nuclear@78
|
535 int dy = ev->y() - prev_y;
|
nuclear@80
|
536 prev_x = ev->x();
|
nuclear@80
|
537 prev_y = ev->y();
|
nuclear@78
|
538
|
nuclear@78
|
539 if(!dx && !dy) return;
|
nuclear@78
|
540
|
nuclear@78
|
541 if(ev->buttons() & Qt::LeftButton) {
|
nuclear@78
|
542 cam_theta += dx * 0.5;
|
nuclear@78
|
543 cam_phi += dy * 0.5;
|
nuclear@78
|
544
|
nuclear@78
|
545 if(cam_phi < -90) cam_phi = -90;
|
nuclear@78
|
546 if(cam_phi > 90) cam_phi = 90;
|
nuclear@78
|
547 }
|
nuclear@78
|
548 if(ev->buttons() & Qt::RightButton) {
|
nuclear@78
|
549 cam_dist += dy * 0.1;
|
nuclear@78
|
550
|
nuclear@78
|
551 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@78
|
552 }
|
nuclear@78
|
553 updateGL();
|
nuclear@78
|
554 }
|
nuclear@83
|
555
|
nuclear@83
|
556 static const char *about_str =
|
nuclear@83
|
557 "GoatView - Goat3D scene file viewer<br>"
|
nuclear@83
|
558 "Copyright (C) 2014 John Tsiombikas <<a href=\"mailto:nuclear@mutantstargoat.com\">nuclear@mutantstargoat.com</a>><br>"
|
nuclear@83
|
559 "<br>"
|
nuclear@83
|
560 "This program is free software: you can redistribute it and/or modify<br>"
|
nuclear@83
|
561 "it under the terms of the GNU General Public License as published by<br>"
|
nuclear@83
|
562 "the Free Software Foundation, either version 3 of the License, or<br>"
|
nuclear@83
|
563 "(at your option) any later version.<br>"
|
nuclear@83
|
564 "<br>"
|
nuclear@83
|
565 "This program is distributed in the hope that it will be useful,<br>"
|
nuclear@83
|
566 "but WITHOUT ANY WARRANTY; without even the implied warranty of<br>"
|
nuclear@83
|
567 "MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the<br>"
|
nuclear@83
|
568 "GNU General Public License for more details.<br>"
|
nuclear@83
|
569 "<br>"
|
nuclear@83
|
570 "You should have received a copy of the GNU General Public License<br>"
|
nuclear@83
|
571 "along with this program. If not, see <a href=\"http://www.gnu.org/licenses/gpl\">http://www.gnu.org/licenses/gpl</a>.";
|
nuclear@83
|
572
|
nuclear@83
|
573 void GoatView::show_about()
|
nuclear@83
|
574 {
|
nuclear@83
|
575 QMessageBox::information(this, "About GoatView", about_str);
|
nuclear@83
|
576 }
|
nuclear@90
|
577
|
nuclear@93
|
578
|
nuclear@90
|
579 static int next_pow2(int x)
|
nuclear@90
|
580 {
|
nuclear@90
|
581 x--;
|
nuclear@90
|
582 x = (x >> 1) | x;
|
nuclear@90
|
583 x = (x >> 2) | x;
|
nuclear@90
|
584 x = (x >> 4) | x;
|
nuclear@90
|
585 x = (x >> 8) | x;
|
nuclear@90
|
586 x = (x >> 16) | x;
|
nuclear@90
|
587 return x + 1;
|
nuclear@90
|
588 }
|