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1 #include <QtOpenGL/QtOpenGL>
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2 #include <GL/glu.h>
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3 #include <vmath/vmath.h>
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4 #include "goatview.h"
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5 #include "goat3d.h"
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6
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7 goat3d *scene;
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8 QSettings *settings;
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9
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10 static long anim_time;
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11 static float cam_theta, cam_phi, cam_dist = 8;
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12 static float fov = 60.0;
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13
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14 bool load_scene(const char *fname)
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15 {
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16 if(scene) {
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17 goat3d_free(scene);
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18 }
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19 if(!(scene = goat3d_create()) || goat3d_load(scene, fname) == -1) {
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20 return false;
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21 }
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22
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23 float bmin[3], bmax[3];
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24 goat3d_get_bounds(scene, bmin, bmax);
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25 float bsize = (Vector3(bmax[0], bmax[1], bmax[2]) - Vector3(bmin[0], bmin[1], bmin[2])).length();
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26 cam_dist = bsize / tan(DEG_TO_RAD(fov) / 2.0) + bsize;
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27
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28 printf("bounds size: %f, cam_dist: %f\n", bsize, cam_dist);
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29 return true;
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30 }
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31
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32 GoatView::GoatView()
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33 {
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34 make_menu();
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35 make_dock();
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36 make_center();
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37
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38 statusBar();
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39
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40 setWindowTitle("GoatView");
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41 resize(settings->value("main/size", QSize(1024, 768)).toSize());
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42 move(settings->value("main/pos", QPoint(100, 100)).toPoint());
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43 }
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44
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45 GoatView::~GoatView()
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46 {
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47 }
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48
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49 void GoatView::closeEvent(QCloseEvent *ev)
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50 {
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51 settings->setValue("main/size", size());
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52 settings->setValue("main/pos", pos());
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53 }
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54
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55 bool GoatView::make_menu()
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56 {
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57 QMenu *menu_file = menuBar()->addMenu("&File");
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58
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59 QAction *act_open_sce = new QAction("&Open Scene", this);
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60 act_open_sce->setShortcuts(QKeySequence::Open);
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61 connect(act_open_sce, &QAction::triggered, this, &GoatView::open_scene);
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62 menu_file->addAction(act_open_sce);
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63
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64 QAction *act_open_anm = new QAction("Open &Animation", this);
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65 connect(act_open_anm, &QAction::triggered, this, &GoatView::open_anim);
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66 menu_file->addAction(act_open_anm);
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67
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68 QAction *act_quit = new QAction("&Quit", this);
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69 act_quit->setShortcuts(QKeySequence::Quit);
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70 connect(act_quit, &QAction::triggered, [&](){qApp->quit();});
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71 menu_file->addAction(act_quit);
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72 return true;
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73 }
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74
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75 bool GoatView::make_dock()
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76 {
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77 // ---- side-dock ----
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78 QWidget *dock_cont = new QWidget;
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79 QVBoxLayout *dock_vbox = new QVBoxLayout;
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80 dock_cont->setLayout(dock_vbox);
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81
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82 QPushButton *bn_quit = new QPushButton("quit");
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83 dock_vbox->addWidget(bn_quit);
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84 connect(bn_quit, &QPushButton::clicked, [&](){qApp->quit();});
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85
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86 QDockWidget *dock = new QDockWidget("Scene graph", this);
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87 dock->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea);
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88 dock->setWidget(dock_cont);
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89 addDockWidget(Qt::LeftDockWidgetArea, dock);
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90
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91 // ---- bottom dock ----
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92 dock_cont = new QWidget;
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93 QHBoxLayout *dock_hbox = new QHBoxLayout;
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94 dock_cont->setLayout(dock_hbox);
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95
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96 QSlider *slider_time = new QSlider(Qt::Orientation::Horizontal);
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97 slider_time->setDisabled(true);
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98 dock_hbox->addWidget(slider_time);
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99
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100 dock = new QDockWidget("Animation", this);
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101 dock->setAllowedAreas(Qt::BottomDockWidgetArea);
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102 dock->setWidget(dock_cont);
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103 addDockWidget(Qt::BottomDockWidgetArea, dock);
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104
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105 return true;
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106 }
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107
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108 bool GoatView::make_center()
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109 {
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110 GoatViewport *vport = new GoatViewport;
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111 setCentralWidget(vport);
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112 return true;
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113 }
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114
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115 void GoatView::open_scene()
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116 {
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117 std::string fname = QFileDialog::getOpenFileName(this, "Open scene file", "",
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118 "Goat3D Scene (*.goatsce);;All Files (*)").toStdString();
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119 if(fname.empty()) {
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120 statusBar()->showMessage("Abort: No file selected!");
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121 return;
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122 }
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123
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124 statusBar()->showMessage("opening scene file");
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125 if(!load_scene(fname.c_str())) {
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126 statusBar()->showMessage("failed to load scene file");
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127 }
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128 }
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129
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130 void GoatView::open_anim()
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131 {
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132 statusBar()->showMessage("opening animation...");
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133 }
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134
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135
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136 // ---- OpenGL viewport ----
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137 GoatViewport::GoatViewport()
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138 : QGLWidget(QGLFormat(QGL::DepthBuffer))
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139 {
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140 }
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141
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142 GoatViewport::~GoatViewport()
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143 {
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144 }
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145
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146 QSize GoatViewport::sizeHint() const
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147 {
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148 return QSize(800, 600);
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149 }
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150
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151 void GoatViewport::initializeGL()
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152 {
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153 glClearColor(0.1, 0.1, 0.1, 1);
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154 }
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155
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156 void GoatViewport::resizeGL(int xsz, int ysz)
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157 {
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158 glViewport(0, 0, xsz, ysz);
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159 glMatrixMode(GL_PROJECTION);
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160 glLoadIdentity();
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161 gluPerspective(60.0, (float)xsz / (float)ysz, 0.5, 5000.0);
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162 }
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163
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164 static void draw_node(goat3d_node *node);
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165
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166 void GoatViewport::paintGL()
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167 {
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168 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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169
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170 glMatrixMode(GL_MODELVIEW);
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171 glLoadIdentity();
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172 glTranslatef(0, 0, -cam_dist);
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173 glRotatef(cam_phi, 1, 0, 0);
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174 glRotatef(cam_theta, 0, 1, 0);
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175
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176 if(scene) {
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177 int node_count = goat3d_get_node_count(scene);
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178 for(int i=0; i<node_count; i++) {
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179 goat3d_node *node = goat3d_get_node(scene, i);
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180 draw_node(node);
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181 }
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182 }
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183 }
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184
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185 static void draw_node(goat3d_node *node)
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186 {
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187 float xform[16];
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188 goat3d_get_node_matrix(node, xform, anim_time);
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189 glMultMatrixf(xform);
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190
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191 if(goat3d_get_node_type(node) == GOAT3D_NODE_MESH) {
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192 goat3d_mesh *mesh = (goat3d_mesh*)goat3d_get_node_object(node);
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193
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194 int num_faces = goat3d_get_mesh_face_count(mesh);
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195 int num_verts = goat3d_get_mesh_attrib_count(mesh, GOAT3D_MESH_ATTR_VERTEX);
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196
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197 glEnableClientState(GL_VERTEX_ARRAY);
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198 glVertexPointer(3, GL_FLOAT, 0, goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX));
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199
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200 float *data;
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201 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL))) {
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202 glEnableClientState(GL_NORMAL_ARRAY);
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203 glNormalPointer(GL_FLOAT, 0, data);
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204 }
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205 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
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206 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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207 glTexCoordPointer(2, GL_FLOAT, 0, data);
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208 }
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209
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210 int *indices;
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211 if((indices = goat3d_get_mesh_faces(mesh))) {
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212 glDrawElements(GL_TRIANGLES, num_faces * 3, GL_UNSIGNED_INT, indices);
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213 } else {
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214 glDrawArrays(GL_TRIANGLES, 0, num_verts * 3);
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215 }
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216
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217 glDisableClientState(GL_VERTEX_ARRAY);
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218 glDisableClientState(GL_NORMAL_ARRAY);
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219 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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220 }
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221
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222 int num_child = goat3d_get_node_child_count(node);
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223 for(int i=0; i<num_child; i++) {
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224 draw_node(goat3d_get_node_child(node, i));
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225 }
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226 } |