[*] qt_assimp_viewer can be built with Qt4 or Qt5.

[F] Working in doule precision.
pull/1981/head
smalcom 2018-05-25 21:19:06 +03:00
parent d72ff712cb
commit 67eff10d8f
6 changed files with 370 additions and 80 deletions

View File

@ -412,32 +412,7 @@ IF ( ASSIMP_BUILD_ASSIMP_TOOLS )
ENDIF ( WIN32 AND DirectX_D3DX9_LIBRARY )
ADD_SUBDIRECTORY( tools/assimp_cmd/ )
# Check dependencies for assimp_qt_viewer.
# Why here? Maybe user do not want Qt viewer and have no Qt.
# Why assimp_qt_viewer/CMakeLists.txt still contain similar check?
# Because viewer can be build independently of Assimp.
FIND_PACKAGE(Qt5Widgets QUIET)
FIND_PACKAGE(DevIL QUIET)
FIND_PACKAGE(OpenGL QUIET)
IF ( Qt5Widgets_FOUND AND IL_FOUND AND OPENGL_FOUND)
ADD_SUBDIRECTORY( tools/assimp_qt_viewer/ )
ELSE()
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "")
IF (NOT Qt5_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} Qt5")
ENDIF (NOT Qt5_FOUND)
IF (NOT IL_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} DevIL")
ENDIF (NOT IL_FOUND)
IF (NOT OPENGL_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} OpengGL")
ENDIF (NOT OPENGL_FOUND)
MESSAGE (WARNING "Build of assimp_qt_viewer is disabled. Unsatisfied dendencies: ${ASSIMP_QT_VIEWER_DEPENDENCIES}")
ENDIF ( Qt5Widgets_FOUND AND IL_FOUND AND OPENGL_FOUND)
ADD_SUBDIRECTORY( tools/assimp_qt_viewer/ )
ENDIF ( ASSIMP_BUILD_ASSIMP_TOOLS )
IF ( ASSIMP_BUILD_SAMPLES)

View File

@ -3,44 +3,103 @@ project(assimp_qt_viewer)
cmake_minimum_required(VERSION 2.6)
find_package(Qt5 COMPONENTS Gui Widgets OpenGL REQUIRED)
find_package(DevIL REQUIRED)
find_package(OpenGL REQUIRED)
include_directories(
${Qt5Widgets_INCLUDES}
${Assimp_SOURCE_DIR}/include
${Assimp_SOURCE_DIR}/code
${CMAKE_CURRENT_BINARY_DIR}
${CMAKE_SOURCE_DIR}
${OPENGL_INCLUDE_DIR}
${IL_INCLUDE_DIR}
OPTION( ASSIMP_QT4_VIEWER
"Set to ON to enable Qt4 against Qt5 for assimp_qt_viewer"
OFF
)
link_directories(${Assimp_BINARY_DIR})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -pedantic -Wall")
FIND_PACKAGE(DevIL QUIET)
FIND_PACKAGE(OpenGL QUIET)
set(assimp_qt_viewer_SRCS main.cpp loggerview.cpp glview.cpp mainwindow.cpp)
qt5_wrap_ui(UISrcs mainwindow.ui)
qt5_wrap_cpp(MOCrcs mainwindow.hpp glview.hpp)
IF(ASSIMP_QT4_VIEWER)
# Qt4 version
FIND_PACKAGE(Qt4 QUIET)
ELSE(ASSIMP_QT4_VIEWER)
# Qt5 version
FIND_PACKAGE(Qt5 COMPONENTS Gui Widgets OpenGL QUIET)
ENDIF(ASSIMP_QT4_VIEWER)
add_executable(${PROJECT_NAME} ${assimp_qt_viewer_SRCS} ${UISrcs} ${MOCrcs})
target_link_libraries(${PROJECT_NAME} Qt5::Gui Qt5::Widgets Qt5::OpenGL ${IL_LIBRARIES} ${OPENGL_LIBRARIES} assimp)
SET(VIEWER_BUILD:BOOL FALSE)
if(WIN32) # Check if we are on Windows
if(MSVC) # Check if we are using the Visual Studio compiler
#set_target_properties(TestProject PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS")
elseif(CMAKE_COMPILER_IS_GNUCXX)
# SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mwindows") # Not tested
else()
message(SEND_ERROR "You are using an unsupported Windows compiler! (Not MSVC or GCC)")
endif()
elseif(UNIX)
# Nothing special required
else()
message(SEND_ERROR "You are on an unsupported platform! (Not Win32 or Unix)")
endif()
IF((Qt4_FOUND OR Qt5Widgets_FOUND) AND IL_FOUND AND OPENGL_FOUND)
SET(VIEWER_BUILD TRUE)
set_property(TARGET ${PROJECT_NAME} PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
ELSE((Qt4_FOUND OR Qt5Widgets_FOUND) AND IL_FOUND AND OPENGL_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "")
install(TARGETS assimp_qt_viewer DESTINATION "${ASSIMP_BIN_INSTALL_DIR}")
IF(ASSIMP_QT4_VIEWER)
IF (NOT Qt4_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} Qt4")
ENDIF (NOT Qt4_FOUND)
ELSE(ASSIMP_QT4_VIEWER)
IF (NOT Qt5_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} Qt5")
ENDIF (NOT Qt5_FOUND)
ENDIF(ASSIMP_QT4_VIEWER)
IF (NOT IL_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} DevIL")
ENDIF (NOT IL_FOUND)
IF (NOT OPENGL_FOUND)
SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} OpengGL")
ENDIF (NOT OPENGL_FOUND)
MESSAGE (WARNING "Build of assimp_qt_viewer is disabled. Unsatisfied dendencies: ${ASSIMP_QT_VIEWER_DEPENDENCIES}")
ENDIF((Qt4_FOUND OR Qt5Widgets_FOUND) AND IL_FOUND AND OPENGL_FOUND)
IF(VIEWER_BUILD)
INCLUDE_DIRECTORIES(
${Assimp_SOURCE_DIR}/include
${Assimp_SOURCE_DIR}/code
${CMAKE_CURRENT_BINARY_DIR}
${CMAKE_SOURCE_DIR}
${OPENGL_INCLUDE_DIR}
${IL_INCLUDE_DIR}
)
LINK_DIRECTORIES(${Assimp_BINARY_DIR})
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -pedantic -Wall")
SET(assimp_qt_viewer_SRCS main.cpp loggerview.cpp glview.cpp mainwindow.cpp)
IF(ASSIMP_QT4_VIEWER)
MESSAGE("assimp_qt_viewer use Qt4")
ADD_DEFINITIONS( -DASSIMP_QT4_VIEWER )
INCLUDE_DIRECTORIES(${QT_INCLUDES})
qt4_wrap_ui(UISrcs mainwindow.ui)
qt4_wrap_cpp(MOCrcs mainwindow.hpp glview.hpp)
ELSE()
MESSAGE("assimp_qt_viewer use Qt5")
INCLUDE_DIRECTORIES(${Qt5Widgets_INCLUDES})
qt5_wrap_ui(UISrcs mainwindow.ui)
qt5_wrap_cpp(MOCrcs mainwindow.hpp glview.hpp)
ENDIF()
add_executable(${PROJECT_NAME} ${assimp_qt_viewer_SRCS} ${UISrcs} ${MOCrcs})
IF(ASSIMP_QT4_VIEWER)
target_link_libraries(${PROJECT_NAME} ${QT_LIBRARIES} ${QT_QTCORE_LIBRARY} ${QT_QTGUI_LIBRARY} ${QT_QTOPENGL_LIBRARY} ${IL_LIBRARIES} ${OPENGL_LIBRARIES} assimp)
ELSE()
target_link_libraries(${PROJECT_NAME} Qt5::Gui Qt5::Widgets Qt5::OpenGL ${IL_LIBRARIES} ${OPENGL_LIBRARIES} assimp)
ENDIF()
IF(WIN32) # Check if we are on Windows
IF(MSVC) # Check if we are using the Visual Studio compiler
#set_target_properties(TestProject PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS")
ELSEIF(CMAKE_COMPILER_IS_GNUCXX)
# SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mwindows") # Not tested
ELSE()
MESSAGE(SEND_ERROR "You are using an unsupported Windows compiler! (Not MSVC or GCC)")
ENDIF()
ELSEIF(UNIX)
# Nothing special required
ELSE()
MESSAGE(SEND_ERROR "You are on an unsupported platform! (Not Win32 or Unix)")
ENDIF()
SET_PROPERTY(TARGET ${PROJECT_NAME} PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
INSTALL(TARGETS assimp_qt_viewer DESTINATION "${ASSIMP_BIN_INSTALL_DIR}")
ENDIF(VIEWER_BUILD)

View File

@ -5,6 +5,9 @@
#include "glview.hpp"
// Header files, Qt.
#include <QTime>
// Header files, OpenGL.
#if defined(__APPLE__)
# include <OpenGL/glu.h>
@ -58,6 +61,33 @@ void CGLView::SHelper_Camera::SetDefault()
/************ CGLView *************/
/**********************************/
#if !ASSIMP_QT4_VIEWER
# define ConditionalContextControl_Begin \
bool ContextEnabledHere; \
\
if(mGLContext_Current) \
{ \
ContextEnabledHere = false; \
} \
else \
{ \
makeCurrent(); \
mGLContext_Current = true; \
ContextEnabledHere = true; \
} \
\
do {} while(false)
# define ConditionalContextControl_End \
if(ContextEnabledHere) \
{ \
doneCurrent(); \
mGLContext_Current = false; \
} \
\
do {} while(false)
#endif // ASSIMP_QT4_VIEWER
void CGLView::Material_Apply(const aiMaterial* pMaterial)
{
GLfloat tcol[4];
@ -105,7 +135,7 @@ void CGLView::Material_Apply(const aiMaterial* pMaterial)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, tcol);
// Shininess
float shininess, strength;
ai_real shininess, strength;
max = 1;
ret1 = aiGetMaterialFloatArray(pMaterial, AI_MATKEY_SHININESS, &shininess, &max);
@ -406,10 +436,11 @@ void CGLView::BBox_GetFromVertices(const aiVector3D* pVertices, const size_t pVe
for(size_t idx_vert = 1; idx_vert < pVerticesQuantity; idx_vert++)
{
const GLfloat x = pVertices[idx_vert].x;
const GLfloat y = pVertices[idx_vert].y;
const GLfloat z = pVertices[idx_vert].z;
const ai_real x = pVertices[idx_vert].x;
const ai_real y = pVertices[idx_vert].y;
const ai_real z = pVertices[idx_vert].z;
printf("vert[%lu]=%g,%g,%g\r\n", idx_vert, x, y, z);///TODO: dbg
// search minimal...
AssignIfLesser(&pBBox.Minimum.x, x);
AssignIfLesser(&pBBox.Minimum.y, y);
@ -439,14 +470,29 @@ void CGLView::LogError(const QString& pMessage)
/************************** Draw functions **************************/
/********************************************************************/
static void print_matrix(const aiMatrix4x4 pMatrix)///TODO: dbg
{
printf("Matrix:\r\n");
printf("\t%g,%g,%g%g\r\n", pMatrix.a1, pMatrix.a2, pMatrix.a3, pMatrix.a4);
printf("\t%g,%g,%g%g\r\n", pMatrix.b1, pMatrix.b2, pMatrix.b3, pMatrix.b4);
printf("\t%g,%g,%g%g\r\n", pMatrix.c1, pMatrix.c2, pMatrix.c3, pMatrix.c4);
printf("\t%g,%g,%g%g\r\n", pMatrix.d1, pMatrix.d2, pMatrix.d3, pMatrix.d4);
}
void CGLView::Draw_Node(const aiNode* pNode)
{
aiMatrix4x4 mat_node = pNode->mTransformation;
// Apply node transformation matrix.
mat_node.Transpose();
print_matrix(mat_node);
glPushMatrix();
#if ASSIMP_DOUBLE_PRECISION
glMultMatrixd((GLdouble*)mat_node[0]);
#else
glMultMatrixf((GLfloat*)&mat_node);
#endif // ASSIMP_DOUBLE_PRECISION
// Draw all meshes assigned to this node
for(size_t idx_mesh_arr = 0; idx_mesh_arr < pNode->mNumMeshes; idx_mesh_arr++) Draw_Mesh(pNode->mMeshes[idx_mesh_arr]);
@ -473,13 +519,21 @@ void CGLView::Draw_Mesh(const size_t pMesh_Index)
// Vertices array
//
glEnableClientState(GL_VERTEX_ARRAY);
#if ASSIMP_DOUBLE_PRECISION
glVertexPointer(3, GL_DOUBLE, 0, mesh_cur.mVertices);
#else
glVertexPointer(3, GL_FLOAT, 0, mesh_cur.mVertices);
#endif // ASSIMP_DOUBLE_PRECISION
if(mesh_cur.HasVertexColors(0))
{
glEnable(GL_COLOR_MATERIAL);///TODO: cache
glEnableClientState(GL_COLOR_ARRAY);
#if ASSIMP_DOUBLE_PRECISION
glColorPointer(4, GL_DOUBLE, 0, mesh_cur.mColors[0]);
#else
glColorPointer(4, GL_FLOAT, 0, mesh_cur.mColors[0]);
#endif // ASSIMP_DOUBLE_PRECISION
}
//
@ -488,7 +542,11 @@ void CGLView::Draw_Mesh(const size_t pMesh_Index)
if(mesh_cur.HasTextureCoords(0))
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#if ASSIMP_DOUBLE_PRECISION
glTexCoordPointer(2, GL_DOUBLE, sizeof(aiVector3D), mesh_cur.mTextureCoords[0]);
#else
glTexCoordPointer(2, GL_FLOAT, sizeof(aiVector3D), mesh_cur.mTextureCoords[0]);
#endif // ASSIMP_DOUBLE_PRECISION
}
//
@ -497,7 +555,11 @@ void CGLView::Draw_Mesh(const size_t pMesh_Index)
if(mesh_cur.HasNormals())
{
glEnableClientState(GL_NORMAL_ARRAY);
#if ASSIMP_DOUBLE_PRECISION
glNormalPointer(GL_DOUBLE, 0, mesh_cur.mNormals);
#else
glNormalPointer(GL_FLOAT, 0, mesh_cur.mNormals);
#endif // ASSIMP_DOUBLE_PRECISION
}
//
@ -530,22 +592,46 @@ void CGLView::Draw_BBox(const SBBox& pBBox)
glBindTexture(GL_TEXTURE_1D, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_3D, 0);
#if ASSIMP_QT4_VIEWER
qglColor(QColor(Qt::white));
#else
const QColor c_w(Qt::white);
glColor3f(c_w.redF(), c_w.greenF(), c_w.blueF());
#endif // ASSIMP_QT4_VIEWER
glBegin(GL_LINE_STRIP);
# if ASSIMP_DOUBLE_PRECISION
glVertex3dv(&vertex[0][0]), glVertex3dv(&vertex[1][0]), glVertex3dv(&vertex[2][0]), glVertex3dv(&vertex[3][0]), glVertex3dv(&vertex[0][0]);// "Minimum" side.
glVertex3dv(&vertex[4][0]), glVertex3dv(&vertex[5][0]), glVertex3dv(&vertex[6][0]), glVertex3dv(&vertex[7][0]), glVertex3dv(&vertex[4][0]);// Edge and "maximum" side.
# else
glVertex3fv(&vertex[0][0]), glVertex3fv(&vertex[1][0]), glVertex3fv(&vertex[2][0]), glVertex3fv(&vertex[3][0]), glVertex3fv(&vertex[0][0]);// "Minimum" side.
glVertex3fv(&vertex[4][0]), glVertex3fv(&vertex[5][0]), glVertex3fv(&vertex[6][0]), glVertex3fv(&vertex[7][0]), glVertex3fv(&vertex[4][0]);// Edge and "maximum" side.
# endif // ASSIMP_DOUBLE_PRECISION
glEnd();
glBegin(GL_LINES);
# if ASSIMP_DOUBLE_PRECISION
glVertex3dv(&vertex[1][0]), glVertex3dv(&vertex[5][0]);
glVertex3dv(&vertex[2][0]), glVertex3dv(&vertex[6][0]);
glVertex3dv(&vertex[3][0]), glVertex3dv(&vertex[7][0]);
# else
glVertex3fv(&vertex[1][0]), glVertex3fv(&vertex[5][0]);
glVertex3fv(&vertex[2][0]), glVertex3fv(&vertex[6][0]);
glVertex3fv(&vertex[3][0]), glVertex3fv(&vertex[7][0]);
# endif // ASSIMP_DOUBLE_PRECISION
glEnd();
glDisable(GL_COLOR_MATERIAL);
if(mLightingEnabled) glEnable(GL_LIGHTING);
}
void CGLView::Enable_Textures(const bool pEnable)
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
if(pEnable)
{
glEnable(GL_TEXTURE_1D);
@ -558,6 +644,10 @@ void CGLView::Enable_Textures(const bool pEnable)
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_3D);
}
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
/********************************************************************/
@ -566,7 +656,13 @@ void CGLView::Enable_Textures(const bool pEnable)
void CGLView::initializeGL()
{
#if ASSIMP_QT4_VIEWER
qglClearColor(Qt::gray);
#else
mGLContext_Current = true;
initializeOpenGLFunctions();
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
#endif // ASSIMP_QT4_VIEWER
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
@ -583,15 +679,25 @@ void CGLView::initializeGL()
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
#if !ASSIMP_QT4_VIEWER
mGLContext_Current = false;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::resizeGL(int pWidth, int pHeight)
{
#if !ASSIMP_QT4_VIEWER
mGLContext_Current = true;
#endif // ASSIMP_QT4_VIEWER
mCamera_Viewport_AspectRatio = (GLdouble)pWidth / pHeight;
glViewport(0, 0, pWidth, pHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(mCamera_FOVY, mCamera_Viewport_AspectRatio, 1.0, 100000.0);///TODO: znear/zfar depend on scene size.
#if !ASSIMP_QT4_VIEWER
mGLContext_Current = false;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::drawCoordSystem() {
@ -604,7 +710,8 @@ void CGLView::drawCoordSystem() {
glBindTexture(GL_TEXTURE_3D, 0);
glEnable(GL_COLOR_MATERIAL);
glBegin(GL_LINES);
// X, -X
#if ASSIMP_QT4_VIEWER
// X, -X
qglColor(QColor(Qt::red)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(100000.0, 0.0, 0.0);
qglColor(QColor(Qt::cyan)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(-100000.0, 0.0, 0.0);
// Y, -Y
@ -614,14 +721,31 @@ void CGLView::drawCoordSystem() {
qglColor(QColor(Qt::blue)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, 100000.0);
qglColor(QColor(Qt::yellow)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, -100000.0);
qglColor(QColor(Qt::white));
glEnd();
#else
// X, -X
glColor3f(1.0f, 0.0f, 0.0f), glVertex3f(0.0, 0.0, 0.0), glVertex3f(100000.0, 0.0, 0.0);
glColor3f(0.5f, 0.5f, 1.0f), glVertex3f(0.0, 0.0, 0.0), glVertex3f(-100000.0, 0.0, 0.0);
// Y, -Y
glColor3f(0.0f, 1.0f, 0.0f), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 100000.0, 0.0);
glColor3f(1.0f, 0.0f, 1.0f), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, -100000.0, 0.0);
// Z, -Z
glColor3f(0.0f, 0.0f, 1.0f), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, 100000.0);
glColor3f(1.0f, 1.0f, 0.0f), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, -100000.0);
glColor3f(1.0f, 1.0f, 1.0f);
#endif // ASSIMP_QT4_VIEWER
glEnd();
// Restore previous state of lighting.
if(mLightingEnabled) glEnable(GL_LIGHTING);
}
void CGLView::paintGL()
{
QTime time_paintbegin;
#if !ASSIMP_QT4_VIEWER
mGLContext_Current = true;
#endif // ASSIMP_QT4_VIEWER
QTime time_paintbegin;
time_paintbegin = QTime::currentTime();
@ -629,9 +753,16 @@ void CGLView::paintGL()
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Apply current camera transformations.
#if ASSIMP_DOUBLE_PRECISION
glMultMatrixd((GLdouble*)&mHelper_Camera.Rotation_AroundCamera);
glTranslated(-mHelper_Camera.Translation_ToScene.x, -mHelper_Camera.Translation_ToScene.y, -mHelper_Camera.Translation_ToScene.z);
glMultMatrixd((GLdouble*)&mHelper_Camera.Rotation_Scene);
#else
glMultMatrixf((GLfloat*)&mHelper_Camera.Rotation_AroundCamera);
glTranslatef(-mHelper_Camera.Translation_ToScene.x, -mHelper_Camera.Translation_ToScene.y, -mHelper_Camera.Translation_ToScene.z);
glMultMatrixf((GLfloat*)&mHelper_Camera.Rotation_Scene);
#endif // ASSIMP_DOUBLE_PRECISION
// Coordinate system
if (mScene_AxesEnabled == true)
{
@ -645,9 +776,13 @@ void CGLView::paintGL()
Draw_Node(mScene->mRootNode);
// Scene BBox
if(mScene_DrawBBox) Draw_BBox(mScene_BBox);
}
emit Paint_Finished((size_t)time_paintbegin.msecsTo(QTime::currentTime()), mHelper_Camera.Translation_ToScene.Length());
#if !ASSIMP_QT4_VIEWER
mGLContext_Current = false;
#endif // ASSIMP_QT4_VIEWER
}
/********************************************************************/
@ -655,10 +790,12 @@ void CGLView::paintGL()
/********************************************************************/
CGLView::CGLView(QWidget *pParent)
#if ASSIMP_QT4_VIEWER
: QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer), pParent)
#else
: QOpenGLWidget(pParent), mGLContext_Current(false)
#endif // ASSIMP_QT4_VIEWER
{
static_assert(sizeof(GLfloat) == sizeof(ai_real), "ai_real in Assimp must be equal to GLfloat/float.");///TODO: may be templates can be used.
// set initial view
mHelper_CameraDefault.SetDefault();
Camera_Set(0);
@ -675,6 +812,10 @@ CGLView::~CGLView()
void CGLView::FreeScene()
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
// Set scene to null and after that \ref paintGL will not try to render it.
mScene = nullptr;
// Clean helper objects.
@ -704,10 +845,18 @@ void CGLView::FreeScene()
mTexture_IDMap.clear();
delete [] id_tex;
}
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::SetScene(const aiScene *pScene, const QString& pScenePath)
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
FreeScene();// Clear old data
// Why checking here, not at begin of function. Because old scene may not exist at know. So, need cleanup.
if(pScene == nullptr) return;
@ -934,6 +1083,10 @@ void CGLView::SetScene(const aiScene *pScene, const QString& pScenePath)
emit SceneObject_Camera(mScene->mCameras[idx_cam]->mName.C_Str());
}
}// if(!mScene->HasCameras()) else
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
/********************************************************************/
@ -942,39 +1095,65 @@ void CGLView::SetScene(const aiScene *pScene, const QString& pScenePath)
void CGLView::Lighting_Enable()
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
mLightingEnabled = true;
glEnable(GL_LIGHTING);
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::Lighting_Disable()
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
glDisable(GL_LIGHTING);
mLightingEnabled = false;
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::Lighting_EditSource(const size_t pLightNumber, const SLightParameters& pLightParameters)
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
const size_t light_num = GL_LIGHT0 + pLightNumber;
GLfloat farr[4];
if(pLightNumber >= GL_MAX_LIGHTS) return;///TODO: return value;
glLightfv(light_num, GL_AMBIENT, &pLightParameters.Ambient.r);// Ambient color
glLightfv(light_num, GL_DIFFUSE, &pLightParameters.Diffuse.r);// Diffuse color
glLightfv(light_num, GL_SPECULAR, &pLightParameters.Specular.r);// Specular color
// Ambient color
farr[0] = pLightParameters.Ambient.r, farr[1] = pLightParameters.Ambient.g; farr[2] = pLightParameters.Ambient.b; farr[3] = pLightParameters.Ambient.a;
glLightfv(light_num, GL_AMBIENT, farr);
// Diffuse color
farr[0] = pLightParameters.Diffuse.r, farr[1] = pLightParameters.Diffuse.g; farr[2] = pLightParameters.Diffuse.b; farr[3] = pLightParameters.Diffuse.a;
glLightfv(light_num, GL_DIFFUSE, farr);
// Specular color
farr[0] = pLightParameters.Specular.r, farr[1] = pLightParameters.Specular.g; farr[2] = pLightParameters.Specular.b; farr[3] = pLightParameters.Specular.a;
glLightfv(light_num, GL_SPECULAR, farr);
// Other parameters
switch(pLightParameters.Type)
{
case aiLightSource_DIRECTIONAL:
// Direction
farr[0] = pLightParameters.For.Directional.Direction.x, farr[2] = pLightParameters.For.Directional.Direction.y;
farr[0] = pLightParameters.For.Directional.Direction.x, farr[1] = pLightParameters.For.Directional.Direction.y;
farr[2] = pLightParameters.For.Directional.Direction.z; farr[3] = 0;
glLightfv(light_num, GL_POSITION, farr);
break;
case aiLightSource_POINT:
// Position
farr[0] = pLightParameters.For.Point.Position.x, farr[2] = pLightParameters.For.Point.Position.y;
farr[0] = pLightParameters.For.Point.Position.x, farr[1] = pLightParameters.For.Point.Position.y;
farr[2] = pLightParameters.For.Point.Position.z; farr[3] = 1;
glLightfv(light_num, GL_POSITION, farr);
// Attenuation
@ -985,20 +1164,20 @@ GLfloat farr[4];
break;
case aiLightSource_SPOT:
// Position
farr[0] = pLightParameters.For.Spot.Position.x, farr[2] = pLightParameters.For.Spot.Position.y, farr[2] = pLightParameters.For.Spot.Position.z; farr[3] = 1;
farr[0] = pLightParameters.For.Spot.Position.x, farr[1] = pLightParameters.For.Spot.Position.y, farr[2] = pLightParameters.For.Spot.Position.z; farr[3] = 1;
glLightfv(light_num, GL_POSITION, farr);
// Attenuation
glLightf(light_num, GL_CONSTANT_ATTENUATION, pLightParameters.For.Spot.Attenuation_Constant);
glLightf(light_num, GL_LINEAR_ATTENUATION, pLightParameters.For.Spot.Attenuation_Linear);
glLightf(light_num, GL_QUADRATIC_ATTENUATION, pLightParameters.For.Spot.Attenuation_Quadratic);
// Spot specific
farr[0] = pLightParameters.For.Spot.Direction.x, farr[2] = pLightParameters.For.Spot.Direction.y, farr[2] = pLightParameters.For.Spot.Direction.z; farr[3] = 0;
farr[0] = pLightParameters.For.Spot.Direction.x, farr[1] = pLightParameters.For.Spot.Direction.y, farr[2] = pLightParameters.For.Spot.Direction.z; farr[3] = 0;
glLightfv(light_num, GL_SPOT_DIRECTION, farr);
glLightf(light_num, GL_SPOT_CUTOFF, pLightParameters.For.Spot.CutOff);
break;
default:// For unknown light source types use point source.
// Position
farr[0] = pLightParameters.For.Point.Position.x, farr[2] = pLightParameters.For.Point.Position.y;
farr[0] = pLightParameters.For.Point.Position.x, farr[1] = pLightParameters.For.Point.Position.y;
farr[2] = pLightParameters.For.Point.Position.z; farr[3] = 1;
glLightfv(light_num, GL_POSITION, farr);
// Attenuation
@ -1008,20 +1187,40 @@ GLfloat farr[4];
glLightf(light_num, GL_SPOT_CUTOFF, 180.0);
break;
}// switch(pLightParameters.Type)
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::Lighting_EnableSource(const size_t pLightNumber)
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
if(pLightNumber >= GL_MAX_LIGHTS) return;///TODO: return value;
glEnable(GL_LIGHT0 + pLightNumber);
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
void CGLView::Lighting_DisableSource(const size_t pLightNumber)
{
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_Begin;
#endif // ASSIMP_QT4_VIEWER
if(pLightNumber >= GL_MAX_LIGHTS) return;///TODO: return value;
glDisable(GL_LIGHT0 + pLightNumber);
#if !ASSIMP_QT4_VIEWER
ConditionalContextControl_End;
#endif // ASSIMP_QT4_VIEWER
}
/********************************************************************/

View File

@ -6,14 +6,24 @@
#pragma once
// Header files, Qt.
#include <QtOpenGL>
#include <QMap>
#if ASSIMP_QT4_VIEWER
# include <QtOpenGL>
#else
# include <QOpenGLWidget>
# include <QOpenGLFunctions>
#endif // ASSIMP_QT4_VIEWER
// Header files Assimp
#include <assimp/scene.h>
/// \class CGLView
/// Class which hold and render scene.
#if ASSIMP_QT4_VIEWER
class CGLView : public QGLWidget
#else
class CGLView : public QOpenGLWidget, protected QOpenGLFunctions
#endif // ASSIMP_QT4_VIEWER
{
Q_OBJECT
@ -139,6 +149,10 @@ public:
private:
#if !ASSIMP_QT4_VIEWER
// Qt5 widget has another behavior, so you must to know that you already made context are current. Yes, its a dirty hack. Better decision are welcome.
bool mGLContext_Current;///< Widget's GL-context made current.
#endif // ASSIMP_QT4_VIEWER
// Scene
const aiScene* mScene = nullptr;///< Copy of pointer to scene (\ref aiScene).
SBBox mScene_BBox;///< Bounding box of scene.

View File

@ -84,7 +84,11 @@ QTime time_begin = QTime::currentTime();
mGLView->Camera_Set(0);
// Scene is loaded, do first rendering.
LogInfo("Scene is ready for rendering.");
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
else
{
@ -173,7 +177,11 @@ void MainWindow::mouseMoveEvent(QMouseEvent* pEvent)
else
mGLView->Camera_RotateScene(dy, dx, 0, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oY axises.
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
if(pEvent->buttons() & Qt::RightButton)
@ -186,7 +194,11 @@ void MainWindow::mouseMoveEvent(QMouseEvent* pEvent)
else
mGLView->Camera_Rotate(dy, dx, 0, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oY axises.
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
}
}
@ -215,7 +227,11 @@ GLfloat step;
else if(pEvent->key() == Qt::Key_Down)
mGLView->Camera_Translate(0, 0, step);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
/********************************************************************/
@ -303,7 +319,6 @@ QString filename, filter;
if(!filename.isEmpty()) ImportFile(filename);
}
void MainWindow::on_butExport_clicked()
{
using namespace Assimp;
@ -367,7 +382,11 @@ void MainWindow::on_cbxLighting_clicked(bool pChecked)
else
mGLView->Lighting_Disable();
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_lstLight_itemSelectionChanged()
@ -379,29 +398,49 @@ bool selected = ui->lstLight->isItemSelected(ui->lstLight->currentItem());
else
mGLView->Lighting_DisableSource(ui->lstLight->currentRow());
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_lstCamera_clicked( const QModelIndex &)
{
mGLView->Camera_Set(ui->lstLight->currentRow());
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_cbxBBox_clicked(bool checked)
{
mGLView->Enable_SceneBBox(checked);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_cbxDrawAxes_clicked(bool checked)
{
mGLView->Enable_Axes(checked);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_cbxTextures_clicked(bool checked)
{
mGLView->Enable_Textures(checked);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}

View File

@ -6,7 +6,11 @@
#pragma once
// Header files, Qt.
#include <QtWidgets>
#if ASSIMP_QT4_VIEWER
# include <QMainWindow>
#else
# include <QtWidgets>
#endif
// Header files, project.
#include "glview.hpp"