/// \file glview.cpp /// \brief OpenGL visualisation. Implementation file. /// \author smal.root@gmail.com /// \date 2016 #include "glview.hpp" // Header files, Qt. #include // Header files, OpenGL. #if defined(__APPLE__) # include #else # include #endif // Header files, DevIL. #include // Header files, Assimp. #include #ifndef __unused #define __unused __attribute__((unused)) #endif // __unused /**********************************/ /********** SHelper_Mesh **********/ /**********************************/ CGLView::SHelper_Mesh::SHelper_Mesh(const size_t pQuantity_Point, const size_t pQuantity_Line, const size_t pQuantity_Triangle, const SBBox& pBBox) : Quantity_Point(pQuantity_Point), Quantity_Line(pQuantity_Line), Quantity_Triangle(pQuantity_Triangle), BBox(pBBox) { Index_Point = pQuantity_Point ? new GLuint[pQuantity_Point * 1] : nullptr; Index_Line = pQuantity_Line ? new GLuint[pQuantity_Line * 2] : nullptr; Index_Triangle = pQuantity_Triangle ? new GLuint[pQuantity_Triangle * 3] : nullptr; } CGLView::SHelper_Mesh::~SHelper_Mesh() { if(Index_Point != nullptr) delete [] Index_Point; if(Index_Line != nullptr) delete [] Index_Line; if(Index_Triangle != nullptr) delete [] Index_Triangle; } /**********************************/ /********** SHelper_Mesh **********/ /**********************************/ void CGLView::SHelper_Camera::SetDefault() { Position.Set(0, 0, 0); Target.Set(0, 0, -1); Rotation_AroundCamera = aiMatrix4x4(); Rotation_Scene = aiMatrix4x4(); Translation_ToScene.Set(0, 0, 2); } /**********************************/ /************ 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]; aiColor4D taicol; unsigned int max; int ret1, ret2; int texture_index = 0; aiString texture_path; auto set_float4 = [](float f[4], float a, float b, float c, float d) { f[0] = a, f[1] = b, f[2] = c, f[3] = d; }; auto color4_to_float4 = [](const aiColor4D *c, float f[4]) { f[0] = c->r, f[1] = c->g, f[2] = c->b, f[3] = c->a; }; ///TODO: cache materials // Disable color material because glMaterial is used. glDisable(GL_COLOR_MATERIAL);///TODO: cache // Set texture. If assigned. if(AI_SUCCESS == pMaterial->GetTexture(aiTextureType_DIFFUSE, texture_index, &texture_path)) { //bind texture unsigned int texture_ID = mTexture_IDMap.value(texture_path.data, 0); glBindTexture(GL_TEXTURE_2D, texture_ID); } // // Set material parameters from scene or default values. // // Diffuse set_float4(tcol, 0.8f, 0.8f, 0.8f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_DIFFUSE, &taicol)) color4_to_float4(&taicol, tcol); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, tcol); // Specular set_float4(tcol, 0.0f, 0.0f, 0.0f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_SPECULAR, &taicol)) color4_to_float4(&taicol, tcol); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, tcol); // Ambient set_float4(tcol, 0.2f, 0.2f, 0.2f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_AMBIENT, &taicol)) color4_to_float4(&taicol, tcol); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, tcol); // Emission set_float4(tcol, 0.0f, 0.0f, 0.0f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_EMISSIVE, &taicol)) color4_to_float4(&taicol, tcol); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, tcol); // Shininess ai_real shininess, strength; max = 1; ret1 = aiGetMaterialFloatArray(pMaterial, AI_MATKEY_SHININESS, &shininess, &max); // Shininess strength max = 1; ret2 = aiGetMaterialFloatArray(pMaterial, AI_MATKEY_SHININESS_STRENGTH, &strength, &max); if((ret1 == AI_SUCCESS) && (ret2 == AI_SUCCESS)) { glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);///TODO: cache } else { glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);///TODO: cache set_float4(tcol, 0.0f, 0.0f, 0.0f, 0.0f); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, tcol); } // Fill mode GLenum fill_mode; int wireframe; max = 1; if(AI_SUCCESS == aiGetMaterialIntegerArray(pMaterial, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max)) fill_mode = wireframe ? GL_LINE : GL_FILL; else fill_mode = GL_FILL; glPolygonMode(GL_FRONT_AND_BACK, fill_mode);///TODO: cache // Fill side int two_sided; max = 1; if((AI_SUCCESS == aiGetMaterialIntegerArray(pMaterial, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)///TODO: cache glDisable(GL_CULL_FACE); else glEnable(GL_CULL_FACE); } void CGLView::Matrix_NodeToRoot(const aiNode* pNode, aiMatrix4x4& pOutMatrix) { const aiNode* node_cur; std::list mat_list; pOutMatrix = aiMatrix4x4(); // starting walk from current element to root node_cur = pNode; if(node_cur != nullptr) { do { // if cur_node is group then store group transformation matrix in list. mat_list.push_back(node_cur->mTransformation); node_cur = node_cur->mParent; } while(node_cur != nullptr); } // multiply all matrices in reverse order for ( std::list::reverse_iterator rit = mat_list.rbegin(); rit != mat_list.rend(); rit++) { pOutMatrix = pOutMatrix * (*rit); } } void CGLView::ImportTextures(const QString& pScenePath) { auto LoadTexture = [&](const QString& pFileName) -> bool ///TODO: IME texture mode, operation. { ILboolean success; GLuint id_ogl_texture;// OpenGL texture ID. if(!pFileName.startsWith(AI_EMBEDDED_TEXNAME_PREFIX)) { ILuint id_image;// DevIL image ID. QString basepath = pScenePath.left(pScenePath.lastIndexOf('/') + 1);// path with '/' at the end. QString fileloc = (basepath + pFileName); fileloc.replace('\\', "/"); ilGenImages(1, &id_image);// Generate DevIL image ID. ilBindImage(id_image); success = ilLoadImage(fileloc.toLocal8Bit()); if(!success) { LogError(QString("Couldn't load Image: %1").arg(fileloc)); return false; } // Convert every colour component into unsigned byte. If your image contains alpha channel you can replace IL_RGB with IL_RGBA. success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); if(!success) { LogError("Couldn't convert image."); return false; } glGenTextures(1, &id_ogl_texture);// Texture ID generation. mTexture_IDMap[pFileName] = id_ogl_texture;// save texture ID for filename in map glBindTexture(GL_TEXTURE_2D, id_ogl_texture);// Binding of texture ID. // Redefine standard texture values glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);// We will use linear interpolation for magnification filter. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);// We will use linear interpolation for minifying filter. glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());// Texture specification. //Cleanup ilDeleteImages(1, &id_image);// Because we have already copied image data into texture data we can release memory used by image. } else { struct SPixel_Description { const char* FormatHint; const GLint Image_InternalFormat; const GLint Pixel_Format; }; constexpr SPixel_Description Pixel_Description[] = { {"rgba8880", GL_RGB, GL_RGB}, {"rgba8888", GL_RGBA, GL_RGBA} }; constexpr size_t Pixel_Description_Count = sizeof(Pixel_Description) / sizeof(SPixel_Description); size_t idx_description; // Get texture index. bool ok; size_t idx_texture = pFileName.right(strlen(AI_EMBEDDED_TEXNAME_PREFIX)).toULong(&ok); if(!ok) { LogError("Can not get index of the embedded texture from path in material."); return false; } // Create alias for conveniance. const aiTexture& als = *mScene->mTextures[idx_texture]; if(als.mHeight == 0)// Compressed texture. { LogError("IME: compressed embedded textures are not implemented."); } else { ok = false; for(size_t idx = 0; idx < Pixel_Description_Count; idx++) { if(als.CheckFormat(Pixel_Description[idx].FormatHint)) { idx_description = idx; ok = true; break; } } if(!ok) { LogError(QString("Unsupported format hint for embedded texture: [%1]").arg(als.achFormatHint)); return false; } glGenTextures(1, &id_ogl_texture);// Texture ID generation. mTexture_IDMap[pFileName] = id_ogl_texture;// save texture ID for filename in map glBindTexture(GL_TEXTURE_2D, id_ogl_texture);// Binding of texture ID. // Redefine standard texture values glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);// We will use linear interpolation for magnification filter. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);// We will use linear interpolation for minifying filter. // Texture specification. glTexImage2D(GL_TEXTURE_2D, 0, Pixel_Description[idx_description].Image_InternalFormat, als.mWidth, als.mHeight, 0, Pixel_Description[idx_description].Pixel_Format, GL_UNSIGNED_BYTE, (uint8_t*)als.pcData); }// if(als.mHeight == 0) else }// if(!filename.startsWith(AI_EMBEDDED_TEXNAME_PREFIX)) else return true; };// auto LoadTexture = [&](const aiString& pPath) if(mScene == nullptr) { LogError("Trying to load textures for empty scene."); return; } // Before calling ilInit() version should be checked. if(ilGetInteger(IL_VERSION_NUM) < IL_VERSION) { LogError("Wrong DevIL version."); return; } ilInit();// Initialization of DevIL. // // Load textures. // // Get textures file names and number of textures. for(size_t idx_material = 0; idx_material < mScene->mNumMaterials; idx_material++) { int idx_texture = 0; aiString path; do { if(mScene->mMaterials[idx_material]->GetTexture(aiTextureType_DIFFUSE, idx_texture, &path) != AI_SUCCESS) break; LoadTexture(QString(path.C_Str())); idx_texture++; } while(true); }// for(size_t idx_material = 0; idx_material < mScene->mNumMaterials; idx_material++) // Textures list is empty, exit. if(mTexture_IDMap.size() == 0) { LogInfo("No textures for import."); return; } } void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign) { aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation; // Check if node has meshes for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++) { size_t idx_mesh; SBBox bbox_local; aiVector3D bbox_vertices[8]; idx_mesh = pNode.mMeshes[idx_idx_mesh]; // Get vertices of mesh BBox BBox_GetVertices(mHelper_Mesh[idx_mesh]->BBox, bbox_vertices); // Transform vertices for(size_t idx_vert = 0; idx_vert < 8; idx_vert++) bbox_vertices[idx_vert] *= mat_trans; // And create BBox for transformed mesh BBox_GetFromVertices(bbox_vertices, 8, bbox_local); if(!pFirstAssign) { BBox_Extend(bbox_local, pNodeBBox); } else { pFirstAssign = false; pNodeBBox = bbox_local; } }// for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++) for(size_t idx_node = 0; idx_node < pNode.mNumChildren; idx_node++) { BBox_GetForNode(*pNode.mChildren[idx_node], mat_trans, pNodeBBox, pFirstAssign); } } void CGLView::BBox_Extend(const SBBox& pChild, SBBox& pParent) { // search minimal... AssignIfLesser(&pParent.Minimum.x, pChild.Minimum.x); AssignIfLesser(&pParent.Minimum.y, pChild.Minimum.y); AssignIfLesser(&pParent.Minimum.z, pChild.Minimum.z); // and maximal values AssignIfGreater(&pParent.Maximum.x, pChild.Maximum.x); AssignIfGreater(&pParent.Maximum.y, pChild.Maximum.y); AssignIfGreater(&pParent.Maximum.z, pChild.Maximum.z); } void CGLView::BBox_GetVertices(const SBBox& pBBox, aiVector3D pVertex[8]) { pVertex[0] = pBBox.Minimum; pVertex[1].Set(pBBox.Minimum.x, pBBox.Minimum.y, pBBox.Maximum.z); pVertex[2].Set(pBBox.Minimum.x, pBBox.Maximum.y, pBBox.Maximum.z); pVertex[3].Set(pBBox.Minimum.x, pBBox.Maximum.y, pBBox.Minimum.z); pVertex[4].Set(pBBox.Maximum.x, pBBox.Minimum.y, pBBox.Minimum.z); pVertex[5].Set(pBBox.Maximum.x, pBBox.Minimum.y, pBBox.Maximum.z); pVertex[6] = pBBox.Maximum; pVertex[7].Set(pBBox.Maximum.x, pBBox.Maximum.y, pBBox.Minimum.z); } void CGLView::BBox_GetFromVertices(const aiVector3D* pVertices, const size_t pVerticesQuantity, SBBox& pBBox) { if(pVerticesQuantity == 0) { pBBox.Maximum.Set(0, 0, 0); pBBox.Minimum.Set(0, 0, 0); return; } // Assign first values. pBBox.Minimum = pVertices[0]; pBBox.Maximum = pVertices[0]; for(size_t idx_vert = 1; idx_vert < pVerticesQuantity; idx_vert++) { 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); AssignIfLesser(&pBBox.Minimum.z, z); // and maximal values AssignIfGreater(&pBBox.Maximum.x, x); AssignIfGreater(&pBBox.Maximum.y, y); AssignIfGreater(&pBBox.Maximum.z, z); } } /********************************************************************/ /************************ Logging functions *************************/ /********************************************************************/ void CGLView::LogInfo(const QString& pMessage) { Assimp::DefaultLogger::get()->info(pMessage.toStdString()); } void CGLView::LogError(const QString& pMessage) { Assimp::DefaultLogger::get()->error(pMessage.toStdString()); } /********************************************************************/ /************************** 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]); // Draw all children nodes for(size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) Draw_Node(pNode->mChildren[idx_node]); // Restore transformation matrix. glPopMatrix(); } void CGLView::Draw_Mesh(const size_t pMesh_Index) { // Check argument if(pMesh_Index >= mHelper_Mesh_Quantity) return; aiMesh& mesh_cur = *mScene->mMeshes[pMesh_Index]; if(!mesh_cur.HasPositions()) return;// Nothing to draw. // If mesh use material then apply it if(mScene->HasMaterials()) Material_Apply(mScene->mMaterials[mesh_cur.mMaterialIndex]); // // 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 } // // Texture coordinates array // 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 } // // Normals array // 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 } // // Draw arrays // SHelper_Mesh& helper_cur = *mHelper_Mesh[pMesh_Index]; if(helper_cur.Quantity_Triangle > 0) glDrawElements(GL_TRIANGLES, helper_cur.Quantity_Triangle * 3, GL_UNSIGNED_INT, helper_cur.Index_Triangle); if(helper_cur.Quantity_Line > 0) glDrawElements(GL_LINES,helper_cur.Quantity_Line * 2, GL_UNSIGNED_INT, helper_cur.Index_Line); if(helper_cur.Quantity_Point > 0) glDrawElements(GL_POINTS, helper_cur.Quantity_Point, GL_UNSIGNED_INT, helper_cur.Index_Point); // // Clean up // glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } void CGLView::Draw_BBox(const SBBox& pBBox) { aiVector3D vertex[8]; BBox_GetVertices(pBBox, vertex); // Draw if(mLightingEnabled) glDisable(GL_LIGHTING);///TODO: display list glEnable(GL_COLOR_MATERIAL); 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); glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_3D); } else { glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_3D); } #if !ASSIMP_QT4_VIEWER ConditionalContextControl_End; #endif // ASSIMP_QT4_VIEWER } /********************************************************************/ /*********************** Override functions ************************/ /********************************************************************/ 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); glEnable(GL_NORMALIZE); glEnable(GL_TEXTURE_2D); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glDisable(GL_COLOR_MATERIAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_CULL_FACE); 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() { // Disable lighting. Colors must be bright and colorful) if ( mLightingEnabled ) glDisable( GL_LIGHTING );///TODO: display list // For same reason - disable textures. glBindTexture(GL_TEXTURE_1D, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_3D, 0); glEnable(GL_COLOR_MATERIAL); glBegin(GL_LINES); #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 qglColor(QColor(Qt::green)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 100000.0, 0.0); qglColor(QColor(Qt::magenta)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, -100000.0, 0.0); // Z, -Z 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)); #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() { #if !ASSIMP_QT4_VIEWER mGLContext_Current = true; #endif // ASSIMP_QT4_VIEWER QTime time_paintbegin; time_paintbegin = QTime::currentTime(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 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) { drawCoordSystem(); } glDisable(GL_COLOR_MATERIAL); // Scene if(mScene != nullptr) { 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 } /********************************************************************/ /********************** Constructor/Destructor **********************/ /********************************************************************/ 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 { // set initial view mHelper_CameraDefault.SetDefault(); Camera_Set(0); } CGLView::~CGLView() { FreeScene(); } /********************************************************************/ /********************* Scene control functions **********************/ /********************************************************************/ 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. if(mHelper_Mesh != nullptr) { for(size_t idx_mesh = 0; idx_mesh < mHelper_Mesh_Quantity; idx_mesh++) delete mHelper_Mesh[idx_mesh]; delete [] mHelper_Mesh; mHelper_Mesh = nullptr; } mHelper_Mesh_Quantity = 0; // Delete textures const int id_tex_size = mTexture_IDMap.size(); if(id_tex_size) { GLuint* id_tex = new GLuint[id_tex_size]; QMap::iterator it = mTexture_IDMap.begin(); for(int idx = 0; idx < id_tex_size; idx++, it++) { id_tex[idx] = it.value(); } glDeleteTextures(id_tex_size, id_tex); 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; mScene = pScene;// Copy pointer of new scene. // // Meshes // // Create helper objects for meshes. This allow to render meshes as OpenGL arrays. if(mScene->HasMeshes()) { // Create mesh helpers array. mHelper_Mesh_Quantity = mScene->mNumMeshes; mHelper_Mesh = new SHelper_Mesh*[mScene->mNumMeshes]; // Walk through the meshes and extract needed data and, also calculate BBox. for(size_t idx_mesh = 0; idx_mesh < mScene->mNumMeshes; idx_mesh++) { aiMesh& mesh_cur = *mScene->mMeshes[idx_mesh]; // // Calculate BBox // SBBox mesh_bbox; BBox_GetFromVertices(mesh_cur.mVertices, mesh_cur.mNumVertices, mesh_bbox); // // Create vertices indices arrays splited by primitive type. // size_t indcnt_p = 0;// points quantity size_t indcnt_l = 0;// lines quantity size_t indcnt_t = 0;// triangles quantity if(mesh_cur.HasFaces()) { // Usual way: all faces are triangles if(mesh_cur.mPrimitiveTypes == aiPrimitiveType_TRIANGLE) { indcnt_t = mesh_cur.mNumFaces; } else { // Calculate count of primitives by types. for(size_t idx_face = 0; idx_face < mesh_cur.mNumFaces; idx_face++) { if(mesh_cur.mFaces[idx_face].mNumIndices == 3) indcnt_t++; else if(mesh_cur.mFaces[idx_face].mNumIndices == 2) indcnt_l++; else if(mesh_cur.mFaces[idx_face].mNumIndices == 1) indcnt_p++; } }// if(mesh_cur.mPrimitiveTypes == aiPrimitiveType_TRIANGLE) else // Create helper mHelper_Mesh[idx_mesh] = new SHelper_Mesh(indcnt_p, indcnt_l, indcnt_t, mesh_bbox); // Fill indices arrays indcnt_p = 0, indcnt_l = 0, indcnt_t = 0;// Reuse variables as indices for(size_t idx_face = 0; idx_face < mesh_cur.mNumFaces; idx_face++) { if(mesh_cur.mFaces[idx_face].mNumIndices == 3) { mHelper_Mesh[idx_mesh]->Index_Triangle[indcnt_t++] = mesh_cur.mFaces[idx_face].mIndices[0]; mHelper_Mesh[idx_mesh]->Index_Triangle[indcnt_t++] = mesh_cur.mFaces[idx_face].mIndices[1]; mHelper_Mesh[idx_mesh]->Index_Triangle[indcnt_t++] = mesh_cur.mFaces[idx_face].mIndices[2]; } else if(mesh_cur.mFaces[idx_face].mNumIndices == 2) { mHelper_Mesh[idx_mesh]->Index_Line[indcnt_l++] = mesh_cur.mFaces[idx_face].mIndices[0]; mHelper_Mesh[idx_mesh]->Index_Line[indcnt_l++] = mesh_cur.mFaces[idx_face].mIndices[1]; } else if(mesh_cur.mFaces[idx_face].mNumIndices == 1) { mHelper_Mesh[idx_mesh]->Index_Point[indcnt_p++] = mesh_cur.mFaces[idx_face].mIndices[0]; } }// for(size_t idx_face = 0; idx_face < mesh_cur.mNumFaces; idx_face++) }// if(mesh_cur.HasFaces()) else { // If mesh has no faces then vertices can be just points set. indcnt_p = mesh_cur.mNumVertices; // Create helper mHelper_Mesh[idx_mesh] = new SHelper_Mesh(indcnt_p, 0, 0, mesh_bbox); // Fill indices arrays for(size_t idx = 0; idx < indcnt_p; idx++) mHelper_Mesh[idx_mesh]->Index_Point[idx] = idx; }// if(mesh_cur.HasFaces()) else }// for(size_t idx_mesh = 0; idx_mesh < mScene->mNumMeshes; idx_mesh++) }// if(mScene->HasMeshes()) // // Scene BBox // // For calculating right BBox we must walk through all nodes and apply transformation to meshes BBoxes if(mHelper_Mesh_Quantity > 0) { bool first_assign = true; aiMatrix4x4 mat_root; BBox_GetForNode(*mScene->mRootNode, mat_root, mScene_BBox, first_assign); mScene_Center = mScene_BBox.Maximum + mScene_BBox.Minimum; mScene_Center /= 2; } else { mScene_BBox = {{0, 0, 0}, {0, 0, 0}}; mScene_Center = {0, 0, 0}; }// if(mHelper_Mesh_Count > 0) else // // Textures // ImportTextures(pScenePath); // // Light sources // Lighting_Enable(); // If scene has no lights then enable default if(!mScene->HasLights()) { const GLfloat col_amb[4] = { 0.2, 0.2, 0.2, 1.0 }; SLightParameters lp; lp.Type = aiLightSource_POINT; lp.Ambient.r = col_amb[0], lp.Ambient.g = col_amb[1], lp.Ambient.b = col_amb[2], lp.Ambient.a = col_amb[3]; lp.Diffuse = { 1.0, 1.0, 1.0, 1.0 }; lp.Specular = lp.Diffuse; lp.For.Point.Position = mScene_Center; lp.For.Point.Attenuation_Constant = 1; lp.For.Point.Attenuation_Linear = 0; lp.For.Point.Attenuation_Quadratic = 0; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col_amb); Lighting_EditSource(0, lp); emit SceneObject_LightSource("_default");// Light source will be enabled in signal handler. } else { for(size_t idx_light = 0; idx_light < mScene->mNumLights; idx_light++) { SLightParameters lp; QString name; const aiLight& light_cur = *mScene->mLights[idx_light]; auto col3_to_col4 = [](const aiColor3D& pCol3) -> aiColor4D { return aiColor4D(pCol3.r, pCol3.g, pCol3.b, 1.0); }; ///TODO: find light source node and apply all transformations // General properties name = light_cur.mName.C_Str(); lp.Ambient = col3_to_col4(light_cur.mColorAmbient); lp.Diffuse = col3_to_col4(light_cur.mColorDiffuse); lp.Specular = col3_to_col4(light_cur.mColorSpecular); lp.Type = light_cur.mType; // Depend on type properties switch(light_cur.mType) { case aiLightSource_DIRECTIONAL: lp.For.Directional.Direction = light_cur.mDirection; break; case aiLightSource_POINT: lp.For.Point.Position = light_cur.mPosition; lp.For.Point.Attenuation_Constant = light_cur.mAttenuationConstant; lp.For.Point.Attenuation_Linear = light_cur.mAttenuationLinear; lp.For.Point.Attenuation_Quadratic = light_cur.mAttenuationQuadratic; break; case aiLightSource_SPOT: lp.For.Spot.Position = light_cur.mPosition; lp.For.Spot.Direction = light_cur.mDirection; lp.For.Spot.Attenuation_Constant = light_cur.mAttenuationConstant; lp.For.Spot.Attenuation_Linear = light_cur.mAttenuationLinear; lp.For.Spot.Attenuation_Quadratic = light_cur.mAttenuationQuadratic; lp.For.Spot.CutOff = light_cur.mAngleOuterCone; break; case aiLightSource_AMBIENT: lp.For.Point.Position = light_cur.mPosition, lp.For.Point.Attenuation_Constant = 1, lp.For.Point.Attenuation_Linear = 0, lp.For.Point.Attenuation_Quadratic = 0; name.append("_unsup_ambient"); break; case aiLightSource_AREA: lp.For.Point.Position = light_cur.mPosition, lp.For.Point.Attenuation_Constant = 1, lp.For.Point.Attenuation_Linear = 0, lp.For.Point.Attenuation_Quadratic = 0; name.append("_unsup_area"); break; case aiLightSource_UNDEFINED: lp.For.Point.Position = light_cur.mPosition, lp.For.Point.Attenuation_Constant = 1, lp.For.Point.Attenuation_Linear = 0, lp.For.Point.Attenuation_Quadratic = 0; name.append("_unsup_undefined"); break; default: lp.For.Point.Position = light_cur.mPosition, lp.For.Point.Attenuation_Constant = 1, lp.For.Point.Attenuation_Linear = 0, lp.For.Point.Attenuation_Quadratic = 0; name.append("_unsupported_invalid"); break; }// switch(light_cur.mType) // Add light source if(name.isEmpty()) name += QString("%1").arg(idx_light);// Use index if name is empty. Lighting_EditSource(idx_light, lp); emit SceneObject_LightSource(name);// Light source will be enabled in signal handler. }// for(size_t idx_light = 0; idx_light < mScene->mNumLights; idx_light++) }// if(!mScene->HasLights()) else // // Cameras // if(!mScene->HasCameras()) { mCamera_DefaultAdded = true; mHelper_CameraDefault.SetDefault(); // Calculate distance from camera to scene. Distance must be enoguh for that viewport contain whole scene. const GLfloat tg_angle = tan(mCamera_FOVY / 2); GLfloat val_x = ((mScene_BBox.Maximum.x - mScene_BBox.Minimum.x) / 2) / (mCamera_Viewport_AspectRatio * tg_angle); GLfloat val_y = ((mScene_BBox.Maximum.y - mScene_BBox.Minimum.y) / 2) / tg_angle; GLfloat val_step = val_x; AssignIfGreater(val_step, val_y); mHelper_CameraDefault.Translation_ToScene.Set(mScene_Center.x, mScene_Center.y, val_step + mScene_BBox.Maximum.z); emit SceneObject_Camera("_default"); } else { mCamera_DefaultAdded = false; for(size_t idx_cam = 0; idx_cam < mScene->mNumCameras; idx_cam++) { emit SceneObject_Camera(mScene->mCameras[idx_cam]->mName.C_Str()); } }// if(!mScene->HasCameras()) else #if !ASSIMP_QT4_VIEWER ConditionalContextControl_End; #endif // ASSIMP_QT4_VIEWER } /********************************************************************/ /******************** Lighting control functions ********************/ /********************************************************************/ 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; // 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[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[1] = pLightParameters.For.Point.Position.y; farr[2] = pLightParameters.For.Point.Position.z; farr[3] = 1; glLightfv(light_num, GL_POSITION, farr); // Attenuation glLightf(light_num, GL_CONSTANT_ATTENUATION, pLightParameters.For.Point.Attenuation_Constant); glLightf(light_num, GL_LINEAR_ATTENUATION, pLightParameters.For.Point.Attenuation_Linear); glLightf(light_num, GL_QUADRATIC_ATTENUATION, pLightParameters.For.Point.Attenuation_Quadratic); glLightf(light_num, GL_SPOT_CUTOFF, 180.0); break; case aiLightSource_SPOT: // Position 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[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[1] = pLightParameters.For.Point.Position.y; farr[2] = pLightParameters.For.Point.Position.z; farr[3] = 1; glLightfv(light_num, GL_POSITION, farr); // Attenuation glLightf(light_num, GL_CONSTANT_ATTENUATION, 1); glLightf(light_num, GL_LINEAR_ATTENUATION, 0); glLightf(light_num, GL_QUADRATIC_ATTENUATION, 0); 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 } /********************************************************************/ /******************** Cameras control functions *********************/ /********************************************************************/ void CGLView::Camera_Set(const size_t pCameraNumber) { SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance. aiVector3D up; if(mCamera_DefaultAdded || (pCameraNumber >= mScene->mNumCameras))// If default camera used then 'pCameraNumber' doesn't matter. { // Transformation parameters hcam = mHelper_CameraDefault; up.Set(0, 1, 0); } else { const aiCamera& camera_cur = *mScene->mCameras[pCameraNumber]; const aiNode* camera_node; aiMatrix4x4 camera_mat; aiQuaternion camera_quat_rot; aiVector3D camera_tr; up = camera_cur.mUp; // // Try to get real coordinates of the camera. // // Find node camera_node = mScene->mRootNode->FindNode(camera_cur.mName); if(camera_node != nullptr) Matrix_NodeToRoot(camera_node, camera_mat); hcam.Position = camera_cur.mLookAt; hcam.Target = camera_cur.mPosition; hcam.Rotation_AroundCamera = aiMatrix4x4(camera_quat_rot.GetMatrix()); hcam.Rotation_AroundCamera.Transpose(); // get components of transformation matrix. camera_mat.DecomposeNoScaling(camera_quat_rot, camera_tr); hcam.Rotation_Scene = aiMatrix4x4(); hcam.Translation_ToScene = camera_tr; } // Load identity matrix - travel to world begin. glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Set camera and update picture gluLookAt(hcam.Position.x, hcam.Position.y, hcam.Position.z, hcam.Target.x, hcam.Target.y, hcam.Target.z, up.x, up.y, up.z); } void CGLView::Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial) { auto deg2rad = [](const GLfloat pDegree) -> GLfloat { return pDegree * M_PI / 180.0; }; aiMatrix4x4 mat_rot; mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z)); if(pMatrix_Rotation_Initial != nullptr) mHelper_Camera.Rotation_Scene = *pMatrix_Rotation_Initial * mat_rot; else mHelper_Camera.Rotation_Scene *= mat_rot; } void CGLView::Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial) { auto deg2rad = [](const GLfloat pDegree) -> GLfloat { return pDegree * M_PI / 180.0; }; aiMatrix4x4 mat_rot; mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z)); if(pMatrix_Rotation_Initial != nullptr) mHelper_Camera.Rotation_AroundCamera = *pMatrix_Rotation_Initial * mat_rot; else mHelper_Camera.Rotation_AroundCamera *= mat_rot; } void CGLView::Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z) { aiVector3D vect_tr(pTranslate_X, pTranslate_Y, pTranslate_Z); vect_tr *= mHelper_Camera.Rotation_AroundCamera; mHelper_Camera.Translation_ToScene += vect_tr; } void CGLView::Camera_Matrix(aiMatrix4x4& pRotation_Camera, aiMatrix4x4& pRotation_Scene, aiVector3D& pTranslation_Camera) { pRotation_Camera = mHelper_Camera.Rotation_AroundCamera; pRotation_Scene = mHelper_Camera.Rotation_Scene; pTranslation_Camera = mHelper_Camera.Translation_ToScene; }