goat3d

annotate goatview/src/goatview.cc @ 92:ae6c5941faac

[goatview] makefile rules to create app bundle and dmg archive [goatview] creating multisampling context
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 18 May 2014 01:19:10 +0300
parents 8b156bc5205b
children 07c0ec4a410d
rev   line source
nuclear@78 1 #include <stdio.h>
nuclear@85 2 #include <map>
nuclear@82 3 #include "opengl.h"
nuclear@76 4 #include <QtOpenGL/QtOpenGL>
nuclear@76 5 #include <vmath/vmath.h>
nuclear@73 6 #include "goatview.h"
nuclear@74 7 #include "goat3d.h"
nuclear@74 8
nuclear@90 9 static void draw_grid();
nuclear@90 10 static void draw_grid(float sz, int nlines, float alpha = 1.0f);
nuclear@78 11 static void draw_node(goat3d_node *node);
nuclear@82 12 static void draw_mesh(goat3d_mesh *mesh);
nuclear@90 13 static int next_pow2(int x);
nuclear@78 14
nuclear@74 15 goat3d *scene;
nuclear@85 16 static SceneModel *sdata;
nuclear@88 17 static GoatViewport *glview;
nuclear@75 18
nuclear@75 19 static long anim_time;
nuclear@90 20 static float cam_theta, cam_phi = 25, cam_dist = 8;
nuclear@76 21 static float fov = 60.0;
nuclear@82 22 static bool use_nodes = true;
nuclear@83 23 static bool use_lighting = true;
nuclear@92 24 static bool use_textures = true;
nuclear@75 25
nuclear@88 26 void post_redisplay()
nuclear@88 27 {
nuclear@90 28 if(glview) {
nuclear@90 29 glview->updateGL();
nuclear@90 30 }
nuclear@88 31 }
nuclear@88 32
nuclear@82 33
nuclear@82 34 GoatView::GoatView()
nuclear@82 35 {
nuclear@82 36 glview = 0;
nuclear@85 37 scene_model = 0;
nuclear@82 38
nuclear@92 39 QGLFormat glfmt = QGLFormat::defaultFormat();
nuclear@92 40 glfmt.setSampleBuffers(true);
nuclear@92 41 QGLFormat::setDefaultFormat(glfmt);
nuclear@92 42
nuclear@84 43 QSettings settings;
nuclear@84 44 resize(settings.value("main/size", QSize(1024, 768)).toSize());
nuclear@84 45 move(settings.value("main/pos", QPoint(100, 100)).toPoint());
nuclear@84 46 use_nodes = settings.value("use_nodes", true).toBool();
nuclear@84 47 use_lighting = settings.value("use_lighting", true).toBool();
nuclear@92 48 use_textures = settings.value("use_textures", true).toBool();
nuclear@83 49
nuclear@83 50 make_center(); // must be first
nuclear@82 51 make_menu();
nuclear@82 52 make_dock();
nuclear@82 53
nuclear@82 54 statusBar();
nuclear@82 55
nuclear@82 56 setWindowTitle("GoatView");
nuclear@82 57 }
nuclear@82 58
nuclear@82 59 GoatView::~GoatView()
nuclear@82 60 {
nuclear@85 61 delete scene_model;
nuclear@85 62 sdata = 0;
nuclear@82 63 }
nuclear@82 64
nuclear@83 65 void GoatView::closeEvent(QCloseEvent *ev)
nuclear@83 66 {
nuclear@84 67 QSettings settings;
nuclear@84 68 settings.setValue("main/size", size());
nuclear@84 69 settings.setValue("main/pos", pos());
nuclear@84 70 settings.setValue("use_nodes", use_nodes);
nuclear@84 71 settings.setValue("use_lighting", use_lighting);
nuclear@83 72 }
nuclear@83 73
nuclear@83 74
nuclear@82 75 bool GoatView::load_scene(const char *fname)
nuclear@76 76 {
nuclear@76 77 if(scene) {
nuclear@76 78 goat3d_free(scene);
nuclear@76 79 }
nuclear@76 80 if(!(scene = goat3d_create()) || goat3d_load(scene, fname) == -1) {
nuclear@76 81 return false;
nuclear@76 82 }
nuclear@76 83
nuclear@76 84 float bmin[3], bmax[3];
nuclear@82 85 if(goat3d_get_bounds(scene, bmin, bmax) != -1) {
nuclear@82 86 float bsize = (Vector3(bmax[0], bmax[1], bmax[2]) - Vector3(bmin[0], bmin[1], bmin[2])).length();
nuclear@83 87 cam_dist = bsize / tan(DEG_TO_RAD(fov) / 2.0);
nuclear@82 88 printf("bounds size: %f, cam_dist: %f\n", bsize, cam_dist);
nuclear@82 89 }
nuclear@76 90
nuclear@85 91 scene_model->set_scene(scene);
nuclear@85 92 treeview->expandAll();
nuclear@85 93 treeview->resizeColumnToContents(0);
nuclear@85 94
nuclear@85 95 sdata = scene_model; // set the global sdata ptr
nuclear@76 96 return true;
nuclear@76 97 }
nuclear@73 98
nuclear@73 99 bool GoatView::make_menu()
nuclear@73 100 {
nuclear@82 101 // file menu
nuclear@73 102 QMenu *menu_file = menuBar()->addMenu("&File");
nuclear@73 103
nuclear@73 104 QAction *act_open_sce = new QAction("&Open Scene", this);
nuclear@73 105 act_open_sce->setShortcuts(QKeySequence::Open);
nuclear@73 106 connect(act_open_sce, &QAction::triggered, this, &GoatView::open_scene);
nuclear@73 107 menu_file->addAction(act_open_sce);
nuclear@73 108
nuclear@73 109 QAction *act_open_anm = new QAction("Open &Animation", this);
nuclear@73 110 connect(act_open_anm, &QAction::triggered, this, &GoatView::open_anim);
nuclear@73 111 menu_file->addAction(act_open_anm);
nuclear@73 112
nuclear@73 113 QAction *act_quit = new QAction("&Quit", this);
nuclear@73 114 act_quit->setShortcuts(QKeySequence::Quit);
nuclear@90 115 connect(act_quit, &QAction::triggered, [&](){ qApp->quit(); });
nuclear@73 116 menu_file->addAction(act_quit);
nuclear@82 117
nuclear@82 118 // view menu
nuclear@82 119 QMenu *menu_view = menuBar()->addMenu("&View");
nuclear@82 120
nuclear@82 121 QAction *act_use_nodes = new QAction("use nodes", this);
nuclear@82 122 act_use_nodes->setCheckable(true);
nuclear@82 123 act_use_nodes->setChecked(use_nodes);
nuclear@83 124 connect(act_use_nodes, &QAction::triggered, this,
nuclear@88 125 [&](){ use_nodes = !use_nodes; post_redisplay(); });
nuclear@82 126 menu_view->addAction(act_use_nodes);
nuclear@83 127
nuclear@83 128 QAction *act_use_lighting = new QAction("lighting", this);
nuclear@83 129 act_use_lighting->setCheckable(true);
nuclear@83 130 act_use_lighting->setChecked(use_lighting);
nuclear@83 131 connect(act_use_lighting, &QAction::triggered, glview, &GoatViewport::toggle_lighting);
nuclear@83 132 menu_view->addAction(act_use_lighting);
nuclear@83 133
nuclear@83 134 // help menu
nuclear@83 135 QMenu *menu_help = menuBar()->addMenu("&Help");
nuclear@83 136
nuclear@83 137 QAction *act_about = new QAction("&About", this);
nuclear@83 138 connect(act_about, &QAction::triggered, this, &GoatView::show_about);
nuclear@83 139 menu_help->addAction(act_about);
nuclear@73 140 return true;
nuclear@73 141 }
nuclear@73 142
nuclear@73 143 bool GoatView::make_dock()
nuclear@73 144 {
nuclear@73 145 // ---- side-dock ----
nuclear@73 146 QWidget *dock_cont = new QWidget;
nuclear@73 147 QVBoxLayout *dock_vbox = new QVBoxLayout;
nuclear@73 148 dock_cont->setLayout(dock_vbox);
nuclear@73 149
nuclear@90 150 QDockWidget *dock = new QDockWidget(this);
nuclear@73 151 dock->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea);
nuclear@73 152 dock->setWidget(dock_cont);
nuclear@73 153 addDockWidget(Qt::LeftDockWidgetArea, dock);
nuclear@73 154
nuclear@82 155 // make the tree view widget
nuclear@85 156 treeview = new QTreeView;
nuclear@85 157 treeview->setAlternatingRowColors(true);
nuclear@88 158 treeview->setSelectionMode(QAbstractItemView::SingleSelection);
nuclear@85 159 dock_vbox->addWidget(treeview);
nuclear@82 160
nuclear@85 161 scene_model = new SceneModel;
nuclear@88 162 connect(scene_model, &SceneModel::dataChanged, [&](){ post_redisplay(); });
nuclear@85 163 treeview->setModel(scene_model);
nuclear@82 164
nuclear@88 165 connect(treeview->selectionModel(), &QItemSelectionModel::selectionChanged,
nuclear@88 166 [&](){ scene_model->selchange(treeview->selectionModel()->selectedIndexes()); });
nuclear@88 167
nuclear@82 168 // misc
nuclear@82 169 QPushButton *bn_quit = new QPushButton("quit");
nuclear@82 170 dock_vbox->addWidget(bn_quit);
nuclear@85 171 connect(bn_quit, &QPushButton::clicked, [&](){ qApp->quit(); });
nuclear@82 172
nuclear@73 173 // ---- bottom dock ----
nuclear@73 174 dock_cont = new QWidget;
nuclear@73 175 QHBoxLayout *dock_hbox = new QHBoxLayout;
nuclear@73 176 dock_cont->setLayout(dock_hbox);
nuclear@73 177
nuclear@90 178 // animation control box
nuclear@90 179 QGridLayout *anim_ctl_box = new QGridLayout;
nuclear@90 180 dock_hbox->addLayout(anim_ctl_box);
nuclear@90 181
nuclear@90 182 anim_ctl_box->addWidget(new QLabel("Animation"), 0, 0);
nuclear@90 183 cbox_anims = new QComboBox;
nuclear@90 184 cbox_anims->setDisabled(true);
nuclear@90 185 anim_ctl_box->addWidget(cbox_anims, 0, 1);
nuclear@90 186
nuclear@90 187 chk_loop = new QCheckBox("loop");
nuclear@90 188 chk_loop->setChecked(false);
nuclear@90 189 anim_ctl_box->addWidget(chk_loop, 1, 0);
nuclear@90 190
nuclear@90 191 QToolBar *toolbar_ctl = new QToolBar;
nuclear@90 192 anim_ctl_box->addWidget(toolbar_ctl, 1, 1);
nuclear@90 193
nuclear@90 194 act_rewind = new QAction(style()->standardIcon(QStyle::SP_MediaSkipBackward), "Rewind", this);
nuclear@90 195 act_rewind->setDisabled(true);
nuclear@90 196 toolbar_ctl->addAction(act_rewind);
nuclear@90 197 act_play = new QAction(style()->standardIcon(QStyle::SP_MediaPlay), "Play", this);
nuclear@90 198 act_play->setDisabled(true);
nuclear@90 199 toolbar_ctl->addAction(act_play);
nuclear@90 200
nuclear@90 201 // timeline slider
nuclear@90 202 slider_time = new QSlider(Qt::Orientation::Horizontal);
nuclear@73 203 slider_time->setDisabled(true);
nuclear@90 204 connect(slider_time, &QSlider::valueChanged,
nuclear@90 205 [&](){ anim_time = slider_time->value(); post_redisplay(); });
nuclear@73 206 dock_hbox->addWidget(slider_time);
nuclear@73 207
nuclear@90 208 dock = new QDockWidget(this);
nuclear@73 209 dock->setAllowedAreas(Qt::BottomDockWidgetArea);
nuclear@73 210 dock->setWidget(dock_cont);
nuclear@73 211 addDockWidget(Qt::BottomDockWidgetArea, dock);
nuclear@73 212
nuclear@73 213 return true;
nuclear@73 214 }
nuclear@73 215
nuclear@73 216 bool GoatView::make_center()
nuclear@73 217 {
nuclear@88 218 glview = ::glview = new GoatViewport(this);
nuclear@82 219 setCentralWidget(glview);
nuclear@73 220 return true;
nuclear@73 221 }
nuclear@73 222
nuclear@73 223 void GoatView::open_scene()
nuclear@73 224 {
nuclear@74 225 std::string fname = QFileDialog::getOpenFileName(this, "Open scene file", "",
nuclear@74 226 "Goat3D Scene (*.goatsce);;All Files (*)").toStdString();
nuclear@74 227 if(fname.empty()) {
nuclear@74 228 statusBar()->showMessage("Abort: No file selected!");
nuclear@74 229 return;
nuclear@74 230 }
nuclear@74 231
nuclear@74 232 statusBar()->showMessage("opening scene file");
nuclear@76 233 if(!load_scene(fname.c_str())) {
nuclear@74 234 statusBar()->showMessage("failed to load scene file");
nuclear@74 235 }
nuclear@73 236 }
nuclear@73 237
nuclear@73 238 void GoatView::open_anim()
nuclear@73 239 {
nuclear@73 240 statusBar()->showMessage("opening animation...");
nuclear@73 241 }
nuclear@73 242
nuclear@73 243
nuclear@73 244 // ---- OpenGL viewport ----
nuclear@82 245 GoatViewport::GoatViewport(QWidget *main_win)
nuclear@92 246 : QGLWidget(QGLFormat(QGL::DepthBuffer | QGL::SampleBuffers))
nuclear@73 247 {
nuclear@82 248 this->main_win = main_win;
nuclear@82 249 initialized = false;
nuclear@73 250 }
nuclear@73 251
nuclear@73 252 GoatViewport::~GoatViewport()
nuclear@73 253 {
nuclear@73 254 }
nuclear@73 255
nuclear@73 256 QSize GoatViewport::sizeHint() const
nuclear@73 257 {
nuclear@73 258 return QSize(800, 600);
nuclear@73 259 }
nuclear@73 260
nuclear@82 261 #define CRITICAL(error, detail) \
nuclear@82 262 do { \
nuclear@82 263 fprintf(stderr, "%s: %s\n", error, detail); \
nuclear@82 264 QMessageBox::critical(main_win, error, detail); \
nuclear@82 265 abort(); \
nuclear@82 266 } while(0)
nuclear@82 267
nuclear@73 268 void GoatViewport::initializeGL()
nuclear@73 269 {
nuclear@82 270 if(initialized) return;
nuclear@82 271 initialized = true;
nuclear@82 272
nuclear@79 273 init_opengl();
nuclear@79 274
nuclear@82 275 if(!GLEW_ARB_transpose_matrix) {
nuclear@82 276 CRITICAL("OpenGL initialization failed", "ARB_transpose_matrix extension not found!");
nuclear@82 277 }
nuclear@82 278
nuclear@79 279 glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
nuclear@78 280
nuclear@78 281 glEnable(GL_DEPTH_TEST);
nuclear@78 282 glEnable(GL_CULL_FACE);
nuclear@83 283 if(use_lighting) {
nuclear@83 284 glEnable(GL_LIGHTING);
nuclear@83 285 }
nuclear@83 286 glEnable(GL_LIGHT0);
nuclear@83 287
nuclear@83 288 float ldir[] = {-1, 1, 2, 0};
nuclear@83 289 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@92 290
nuclear@92 291 glEnable(GL_MULTISAMPLE);
nuclear@73 292 }
nuclear@73 293
nuclear@73 294 void GoatViewport::resizeGL(int xsz, int ysz)
nuclear@73 295 {
nuclear@73 296 glViewport(0, 0, xsz, ysz);
nuclear@75 297 glMatrixMode(GL_PROJECTION);
nuclear@75 298 glLoadIdentity();
nuclear@75 299 gluPerspective(60.0, (float)xsz / (float)ysz, 0.5, 5000.0);
nuclear@73 300 }
nuclear@73 301
nuclear@73 302 void GoatViewport::paintGL()
nuclear@73 303 {
nuclear@75 304 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@75 305
nuclear@75 306 glMatrixMode(GL_MODELVIEW);
nuclear@75 307 glLoadIdentity();
nuclear@75 308 glTranslatef(0, 0, -cam_dist);
nuclear@75 309 glRotatef(cam_phi, 1, 0, 0);
nuclear@75 310 glRotatef(cam_theta, 0, 1, 0);
nuclear@75 311
nuclear@90 312 draw_grid();
nuclear@90 313
nuclear@82 314 if(!scene) return;
nuclear@82 315
nuclear@82 316 if(use_nodes) {
nuclear@75 317 int node_count = goat3d_get_node_count(scene);
nuclear@75 318 for(int i=0; i<node_count; i++) {
nuclear@75 319 goat3d_node *node = goat3d_get_node(scene, i);
nuclear@83 320 if(!goat3d_get_node_parent(node)) {
nuclear@83 321 draw_node(node); // only draw root nodes, the rest will be drawn recursively
nuclear@83 322 }
nuclear@82 323 }
nuclear@82 324 } else {
nuclear@82 325 int mesh_count = goat3d_get_mesh_count(scene);
nuclear@82 326 for(int i=0; i<mesh_count; i++) {
nuclear@82 327 goat3d_mesh *mesh = goat3d_get_mesh(scene, i);
nuclear@82 328 draw_mesh(mesh);
nuclear@75 329 }
nuclear@75 330 }
nuclear@73 331 }
nuclear@75 332
nuclear@83 333 void GoatViewport::toggle_lighting()
nuclear@83 334 {
nuclear@83 335 use_lighting = !use_lighting;
nuclear@83 336 if(use_lighting) {
nuclear@83 337 glEnable(GL_LIGHTING);
nuclear@83 338 } else {
nuclear@83 339 glDisable(GL_LIGHTING);
nuclear@83 340 }
nuclear@83 341 updateGL();
nuclear@83 342 }
nuclear@83 343
nuclear@82 344 #ifndef GLEW_ARB_transpose_matrix
nuclear@82 345 #error "GLEW_ARB_transpose_matrix undefined?"
nuclear@82 346 #endif
nuclear@82 347
nuclear@90 348 static void draw_grid()
nuclear@90 349 {
nuclear@90 350 float viewsz_orig = cam_dist * tan(DEG_TO_RAD(fov) / 2.0);
nuclear@90 351 float sz1 = next_pow2((int)viewsz_orig);
nuclear@90 352 float sz0 = sz1 / 2.0;
nuclear@90 353 float t = (viewsz_orig - sz0) / (sz1 - sz0);
nuclear@90 354 float alpha = t < 0.333333 ? 0.0 : (t > 0.666666 ? 1.0 : (t - 0.333333) / 0.333333);
nuclear@90 355
nuclear@90 356 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BITS);
nuclear@90 357
nuclear@90 358 glEnable(GL_BLEND);
nuclear@90 359 glDepthFunc(GL_ALWAYS);
nuclear@90 360
nuclear@90 361 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
nuclear@90 362 draw_grid(sz0 * 2.0, 10, 1.0 - alpha);
nuclear@90 363 draw_grid(sz1 * 2.0, 10, alpha);
nuclear@90 364
nuclear@90 365 glPopAttrib();
nuclear@90 366 }
nuclear@90 367
nuclear@90 368 static void draw_grid(float sz, int nlines, float alpha)
nuclear@90 369 {
nuclear@90 370 float hsz = sz / 2.0;
nuclear@90 371 float offs = sz / (float)nlines;
nuclear@90 372
nuclear@90 373 glPushAttrib(GL_ENABLE_BIT);
nuclear@90 374 glDisable(GL_LIGHTING);
nuclear@90 375 glDisable(GL_TEXTURE_2D);
nuclear@90 376
nuclear@90 377 glLineWidth(2.0);
nuclear@90 378 glBegin(GL_LINES);
nuclear@90 379 glColor4f(1, 0, 0, alpha);
nuclear@90 380 glVertex3f(-hsz, 0, 0);
nuclear@90 381 glVertex3f(hsz, 0, 0);
nuclear@90 382 glColor4f(0, 0, 1, alpha);
nuclear@90 383 glVertex3f(0, 0, -hsz);
nuclear@90 384 glVertex3f(0, 0, hsz);
nuclear@90 385 glEnd();
nuclear@90 386
nuclear@90 387 glLineWidth(1.0);
nuclear@90 388 glBegin(GL_LINES);
nuclear@90 389 glColor4f(0.5, 0.5, 0.5, alpha);
nuclear@90 390 for(int i=0; i<nlines / 2; i++) {
nuclear@90 391 float dist = (float)(i + 1) * offs;
nuclear@90 392 for(int j=0; j<2; j++) {
nuclear@90 393 float sign = j > 0 ? -1.0 : 1.0;
nuclear@90 394 glVertex3f(-hsz, 0, dist * sign);
nuclear@90 395 glVertex3f(hsz, 0, dist * sign);
nuclear@90 396 glVertex3f(dist * sign, 0, -hsz);
nuclear@90 397 glVertex3f(dist * sign, 0, hsz);
nuclear@90 398 }
nuclear@90 399 }
nuclear@90 400 glEnd();
nuclear@90 401
nuclear@90 402 glPopAttrib();
nuclear@90 403 }
nuclear@90 404
nuclear@75 405 static void draw_node(goat3d_node *node)
nuclear@75 406 {
nuclear@85 407 SceneNodeData *data = sdata ? sdata->get_node_data(node) : 0;
nuclear@85 408 if(!data) return;
nuclear@85 409
nuclear@75 410 float xform[16];
nuclear@75 411 goat3d_get_node_matrix(node, xform, anim_time);
nuclear@78 412
nuclear@78 413 glPushMatrix();
nuclear@82 414 glMultTransposeMatrixf(xform);
nuclear@75 415
nuclear@85 416 if(data->visible) {
nuclear@85 417 if(goat3d_get_node_type(node) == GOAT3D_NODE_MESH) {
nuclear@85 418 goat3d_mesh *mesh = (goat3d_mesh*)goat3d_get_node_object(node);
nuclear@75 419
nuclear@85 420 draw_mesh(mesh);
nuclear@88 421
nuclear@88 422 if(data->selected) {
nuclear@88 423 float bmin[3], bmax[3];
nuclear@88 424 goat3d_get_mesh_bounds(mesh, bmin, bmax);
nuclear@88 425
nuclear@88 426 glPushAttrib(GL_ENABLE_BIT);
nuclear@88 427 glDisable(GL_LIGHTING);
nuclear@88 428
nuclear@88 429 glColor3f(0.3, 1, 0.2);
nuclear@88 430
nuclear@88 431 glBegin(GL_LINE_LOOP);
nuclear@88 432 glVertex3f(bmin[0], bmin[1], bmin[2]);
nuclear@88 433 glVertex3f(bmax[0], bmin[1], bmin[2]);
nuclear@88 434 glVertex3f(bmax[0], bmin[1], bmax[2]);
nuclear@88 435 glVertex3f(bmin[0], bmin[1], bmax[2]);
nuclear@88 436 glEnd();
nuclear@88 437 glBegin(GL_LINE_LOOP);
nuclear@88 438 glVertex3f(bmin[0], bmax[1], bmin[2]);
nuclear@88 439 glVertex3f(bmax[0], bmax[1], bmin[2]);
nuclear@88 440 glVertex3f(bmax[0], bmax[1], bmax[2]);
nuclear@88 441 glVertex3f(bmin[0], bmax[1], bmax[2]);
nuclear@88 442 glEnd();
nuclear@88 443 glBegin(GL_LINES);
nuclear@88 444 glVertex3f(bmin[0], bmin[1], bmin[2]);
nuclear@88 445 glVertex3f(bmin[0], bmax[1], bmin[2]);
nuclear@88 446 glVertex3f(bmin[0], bmin[1], bmax[2]);
nuclear@88 447 glVertex3f(bmin[0], bmax[1], bmax[2]);
nuclear@88 448 glVertex3f(bmax[0], bmin[1], bmin[2]);
nuclear@88 449 glVertex3f(bmax[0], bmax[1], bmin[2]);
nuclear@88 450 glVertex3f(bmax[0], bmin[1], bmax[2]);
nuclear@88 451 glVertex3f(bmax[0], bmax[1], bmax[2]);
nuclear@88 452 glEnd();
nuclear@88 453
nuclear@88 454 glPopAttrib();
nuclear@88 455 }
nuclear@85 456 }
nuclear@75 457 }
nuclear@75 458
nuclear@83 459 int num_child = goat3d_get_node_child_count(node);
nuclear@75 460 for(int i=0; i<num_child; i++) {
nuclear@75 461 draw_node(goat3d_get_node_child(node, i));
nuclear@83 462 }
nuclear@78 463
nuclear@78 464 glPopMatrix();
nuclear@78 465 }
nuclear@78 466
nuclear@82 467 static void draw_mesh(goat3d_mesh *mesh)
nuclear@82 468 {
nuclear@83 469 static const float white[] = {1, 1, 1, 1};
nuclear@83 470 static const float black[] = {0, 0, 0, 1};
nuclear@83 471
nuclear@83 472 const float *color;
nuclear@83 473 goat3d_material *mtl = goat3d_get_mesh_mtl(mesh);
nuclear@83 474
nuclear@83 475 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_DIFFUSE))) {
nuclear@83 476 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
nuclear@90 477 glColor3fv(color);
nuclear@83 478 } else {
nuclear@83 479 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, white);
nuclear@90 480 glColor3fv(white);
nuclear@83 481 }
nuclear@83 482 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_SPECULAR))) {
nuclear@83 483 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
nuclear@83 484 } else {
nuclear@83 485 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
nuclear@83 486 }
nuclear@83 487 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_SHININESS))) {
nuclear@83 488 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, color[0]);
nuclear@83 489 } else {
nuclear@83 490 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 60.0);
nuclear@83 491 }
nuclear@83 492 // TODO texture
nuclear@83 493
nuclear@83 494
nuclear@82 495 int num_faces = goat3d_get_mesh_face_count(mesh);
nuclear@82 496 int num_verts = goat3d_get_mesh_attrib_count(mesh, GOAT3D_MESH_ATTR_VERTEX);
nuclear@82 497
nuclear@82 498 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@82 499 glVertexPointer(3, GL_FLOAT, 0, goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX));
nuclear@82 500
nuclear@82 501 float *data;
nuclear@82 502 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL))) {
nuclear@82 503 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@82 504 glNormalPointer(GL_FLOAT, 0, data);
nuclear@82 505 }
nuclear@82 506 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
nuclear@82 507 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@82 508 glTexCoordPointer(2, GL_FLOAT, 0, data);
nuclear@82 509 }
nuclear@82 510
nuclear@82 511 int *indices;
nuclear@82 512 if((indices = goat3d_get_mesh_faces(mesh))) {
nuclear@82 513 glDrawElements(GL_TRIANGLES, num_faces * 3, GL_UNSIGNED_INT, indices);
nuclear@82 514 } else {
nuclear@82 515 glDrawArrays(GL_TRIANGLES, 0, num_verts * 3);
nuclear@82 516 }
nuclear@82 517
nuclear@82 518 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@82 519 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@82 520 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@82 521 }
nuclear@82 522
nuclear@78 523
nuclear@78 524 static float prev_x, prev_y;
nuclear@78 525 void GoatViewport::mousePressEvent(QMouseEvent *ev)
nuclear@78 526 {
nuclear@78 527 prev_x = ev->x();
nuclear@78 528 prev_y = ev->y();
nuclear@78 529 }
nuclear@78 530
nuclear@78 531 void GoatViewport::mouseMoveEvent(QMouseEvent *ev)
nuclear@78 532 {
nuclear@78 533 int dx = ev->x() - prev_x;
nuclear@78 534 int dy = ev->y() - prev_y;
nuclear@80 535 prev_x = ev->x();
nuclear@80 536 prev_y = ev->y();
nuclear@78 537
nuclear@78 538 if(!dx && !dy) return;
nuclear@78 539
nuclear@78 540 if(ev->buttons() & Qt::LeftButton) {
nuclear@78 541 cam_theta += dx * 0.5;
nuclear@78 542 cam_phi += dy * 0.5;
nuclear@78 543
nuclear@78 544 if(cam_phi < -90) cam_phi = -90;
nuclear@78 545 if(cam_phi > 90) cam_phi = 90;
nuclear@78 546 }
nuclear@78 547 if(ev->buttons() & Qt::RightButton) {
nuclear@78 548 cam_dist += dy * 0.1;
nuclear@78 549
nuclear@78 550 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@78 551 }
nuclear@78 552 updateGL();
nuclear@78 553 }
nuclear@83 554
nuclear@83 555 static const char *about_str =
nuclear@83 556 "GoatView - Goat3D scene file viewer<br>"
nuclear@83 557 "Copyright (C) 2014 John Tsiombikas &lt;<a href=\"mailto:nuclear@mutantstargoat.com\">nuclear@mutantstargoat.com</a>&gt;<br>"
nuclear@83 558 "<br>"
nuclear@83 559 "This program is free software: you can redistribute it and/or modify<br>"
nuclear@83 560 "it under the terms of the GNU General Public License as published by<br>"
nuclear@83 561 "the Free Software Foundation, either version 3 of the License, or<br>"
nuclear@83 562 "(at your option) any later version.<br>"
nuclear@83 563 "<br>"
nuclear@83 564 "This program is distributed in the hope that it will be useful,<br>"
nuclear@83 565 "but WITHOUT ANY WARRANTY; without even the implied warranty of<br>"
nuclear@83 566 "MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the<br>"
nuclear@83 567 "GNU General Public License for more details.<br>"
nuclear@83 568 "<br>"
nuclear@83 569 "You should have received a copy of the GNU General Public License<br>"
nuclear@83 570 "along with this program. If not, see <a href=\"http://www.gnu.org/licenses/gpl\">http://www.gnu.org/licenses/gpl</a>.";
nuclear@83 571
nuclear@83 572 void GoatView::show_about()
nuclear@83 573 {
nuclear@83 574 QMessageBox::information(this, "About GoatView", about_str);
nuclear@83 575 }
nuclear@90 576
nuclear@90 577
nuclear@90 578 static int next_pow2(int x)
nuclear@90 579 {
nuclear@90 580 x--;
nuclear@90 581 x = (x >> 1) | x;
nuclear@90 582 x = (x >> 2) | x;
nuclear@90 583 x = (x >> 4) | x;
nuclear@90 584 x = (x >> 8) | x;
nuclear@90 585 x = (x >> 16) | x;
nuclear@90 586 return x + 1;
nuclear@90 587 }