1044 lines
34 KiB
C++
1044 lines
34 KiB
C++
/// \file glview.cpp
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/// \brief OpenGL visualisation. Implementation file.
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/// \author smal.root@gmail.com
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/// \date 2016
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#include "glview.hpp"
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// Header files, OpenGL.
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#include <GL/glu.h>
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// Header files, DevIL.
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#include <IL/il.h>
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// Header files, Assimp.
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#include <assimp/DefaultLogger.hpp>
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#ifndef __unused
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#define __unused __attribute__((unused))
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#endif // __unused
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/**********************************/
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/********** SHelper_Mesh **********/
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/**********************************/
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CGLView::SHelper_Mesh::SHelper_Mesh(const size_t pQuantity_Point, const size_t pQuantity_Line, const size_t pQuantity_Triangle, const SBBox& pBBox)
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: Quantity_Point(pQuantity_Point), Quantity_Line(pQuantity_Line), Quantity_Triangle(pQuantity_Triangle), BBox(pBBox)
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{
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Index_Point = pQuantity_Point ? new GLuint[pQuantity_Point * 1] : nullptr;
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Index_Line = pQuantity_Line ? new GLuint[pQuantity_Line * 2] : nullptr;
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Index_Triangle = pQuantity_Triangle ? new GLuint[pQuantity_Triangle * 3] : nullptr;
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}
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CGLView::SHelper_Mesh::~SHelper_Mesh()
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{
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if(Index_Point != nullptr) delete [] Index_Point;
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if(Index_Line != nullptr) delete [] Index_Line;
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if(Index_Triangle != nullptr) delete [] Index_Triangle;
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}
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/**********************************/
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/********** SHelper_Mesh **********/
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/**********************************/
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void CGLView::SHelper_Camera::SetDefault()
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{
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Position.Set(0, 0, 0);
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Target.Set(0, 0, -1);
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Rotation_AroundCamera = aiMatrix4x4();
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Rotation_Scene = aiMatrix4x4();
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Translation_ToScene.Set(0, 0, 2);
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}
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/**********************************/
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/************ CGLView *************/
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/**********************************/
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void CGLView::Material_Apply(const aiMaterial* pMaterial)
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{
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GLfloat tcol[4];
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aiColor4D taicol;
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unsigned int max;
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int ret1, ret2;
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int texture_index = 0;
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aiString texture_path;
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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; };
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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; };
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///TODO: cache materials
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// Disable color material because glMaterial is used.
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glDisable(GL_COLOR_MATERIAL);///TODO: cache
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// Set texture. If assigned.
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if(AI_SUCCESS == pMaterial->GetTexture(aiTextureType_DIFFUSE, texture_index, &texture_path))
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{
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//bind texture
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unsigned int texture_ID = mTexture_IDMap.value(texture_path.data, 0);
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glBindTexture(GL_TEXTURE_2D, texture_ID);
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}
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//
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// Set material parameters from scene or default values.
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//
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// Diffuse
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set_float4(tcol, 0.8f, 0.8f, 0.8f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_DIFFUSE, &taicol)) color4_to_float4(&taicol, tcol);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, tcol);
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// Specular
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set_float4(tcol, 0.0f, 0.0f, 0.0f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_SPECULAR, &taicol)) color4_to_float4(&taicol, tcol);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, tcol);
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// Ambient
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set_float4(tcol, 0.2f, 0.2f, 0.2f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_AMBIENT, &taicol)) color4_to_float4(&taicol, tcol);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, tcol);
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// Emission
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set_float4(tcol, 0.0f, 0.0f, 0.0f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(pMaterial, AI_MATKEY_COLOR_EMISSIVE, &taicol)) color4_to_float4(&taicol, tcol);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, tcol);
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// Shininess
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float shininess, strength;
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max = 1;
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ret1 = aiGetMaterialFloatArray(pMaterial, AI_MATKEY_SHININESS, &shininess, &max);
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// Shininess strength
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max = 1;
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ret2 = aiGetMaterialFloatArray(pMaterial, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
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if((ret1 == AI_SUCCESS) && (ret2 == AI_SUCCESS))
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{
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);///TODO: cache
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}
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else
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{
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);///TODO: cache
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set_float4(tcol, 0.0f, 0.0f, 0.0f, 0.0f);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, tcol);
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}
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// Fill mode
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GLenum fill_mode;
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int wireframe;
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max = 1;
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if(AI_SUCCESS == aiGetMaterialIntegerArray(pMaterial, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
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fill_mode = wireframe ? GL_LINE : GL_FILL;
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else
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fill_mode = GL_FILL;
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glPolygonMode(GL_FRONT_AND_BACK, fill_mode);///TODO: cache
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// Fill side
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int two_sided;
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max = 1;
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if((AI_SUCCESS == aiGetMaterialIntegerArray(pMaterial, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)///TODO: cache
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glDisable(GL_CULL_FACE);
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else
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glEnable(GL_CULL_FACE);
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}
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void CGLView::Matrix_NodeToRoot(const aiNode* pNode, aiMatrix4x4& pOutMatrix)
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{
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const aiNode* node_cur;
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std::list<aiMatrix4x4> mat_list;
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pOutMatrix = aiMatrix4x4();
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// starting walk from current element to root
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node_cur = pNode;
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if(node_cur != nullptr)
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{
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do
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{
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// if cur_node is group then store group transformation matrix in list.
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mat_list.push_back(node_cur->mTransformation);
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node_cur = node_cur->mParent;
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} while(node_cur != nullptr);
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}
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// multiplicate all matrices in reverse order
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for(std::list<aiMatrix4x4>::reverse_iterator rit = mat_list.rbegin(); rit != mat_list.rend(); rit++) pOutMatrix = pOutMatrix * (*rit);
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}
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void CGLView::ImportTextures(const QString& pScenePath)
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{
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ILboolean success;
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if(mScene == nullptr)
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{
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LogError("Trying to load textures for empty scene.");
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return;
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}
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// Before calling ilInit() version should be checked.
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if(ilGetInteger(IL_VERSION_NUM) < IL_VERSION)
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{
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LogError("Wrong DevIL version.");
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return;
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}
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ilInit();// Initialization of DevIL.
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//
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// Load embedded textures
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//
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if(mScene->HasTextures()) LogError("Support for meshes with embedded textures is not implemented.");
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//
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// Load textures from external files.
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//
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// Get textures file names and number of textures.
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for(size_t idx_material = 0; idx_material < mScene->mNumMaterials; idx_material++)
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{
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int idx_texture = 0;
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aiString path;
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do
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{
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if(mScene->mMaterials[idx_material]->GetTexture(aiTextureType_DIFFUSE, idx_texture, &path) != AI_SUCCESS) break;
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mTexture_IDMap[path.data] = 0;// Fill map with invalid ID's.
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idx_texture++;
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} while(true);
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}// for(size_t idx_mat = 0; idx_mat < scene->mNumMaterials; idx_mat++)
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// Textures list is empty, exit.
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if(mTexture_IDMap.size() == 0)
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{
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LogInfo("No textures for import.");
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return;
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}
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size_t num_textures = mTexture_IDMap.size();
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ILuint* id_images = nullptr;// Array with DevIL image ID's.
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GLuint* id_textures = nullptr;// Array with OpenGL textures ID's.
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// Generate DevIL image IDs.
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id_images = new ILuint[num_textures];
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ilGenImages(num_textures, id_images);// Generation of 'num_textures' image names.
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// Create and fill array with OpenGL texture ID's.
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id_textures = new GLuint[num_textures];
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///TODO: if can not load textures then will stay orphande texture ID's in OpenGL. Generate OpenGL ID's after successfull loading of image.
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glGenTextures(num_textures, id_textures);// Texture ID's generation.
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QMap<QString, GLuint>::iterator map_it = mTexture_IDMap.begin();// Get iterator
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QString basepath = pScenePath.left(pScenePath.lastIndexOf('/') + 1);// path with '/' at the end.
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for(size_t idx_texture = 0; idx_texture < num_textures; idx_texture++)
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{
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//save IL image ID
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QString filename = map_it.key();// get filename
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mTexture_IDMap[filename] = id_textures[idx_texture];// save texture ID for filename in map
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map_it++;// next texture
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ilBindImage(id_images[idx_texture]);// Binding of DevIL image name.
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QString fileloc = basepath + filename; /* Loading of image */
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fileloc.replace('\\', "/");
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success = ilLoadImage(fileloc.toLocal8Bit());
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if(!success)
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{
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LogError(QString("Couldn't load Image: %1").arg(fileloc));
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goto it_for_err;
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}
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// Convert every colour component into unsigned byte. If your image contains alpha channel you can replace IL_RGB with IL_RGBA.
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success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
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if(!success)
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{
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LogError("Couldn't convert image.");
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goto it_for_err;
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}
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glBindTexture(GL_TEXTURE_2D, id_textures[idx_texture]);// Binding of texture ID.
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// Redefine standard texture values
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);// We will use linear interpolation for magnification filter.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);// We will use linear interpolation for minifying filter.
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glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0,
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ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());// Texture specification.
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continue;
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it_for_err:
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LogError(QString("DevIL error: %1, [%2]").arg(ilGetError()).arg(ilGetString(ilGetError())));
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mTexture_IDMap.remove(filename);
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}// for(size_t idx_texture = 0; idx_texture < num_textures; i++)
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// Because we have already copied image data into texture data we can release memory used by image.
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ilDeleteImages(num_textures, id_images);
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//Cleanup
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delete [] id_images;
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delete [] id_textures;
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}
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void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign)
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{
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aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation;
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// Check if node has meshes
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for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++)
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{
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size_t idx_mesh;
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SBBox bbox_local;
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aiVector3D bbox_vertices[8];
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idx_mesh = pNode.mMeshes[idx_idx_mesh];
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// Get vertices of mesh BBox
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BBox_GetVertices(mHelper_Mesh[idx_mesh]->BBox, bbox_vertices);
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// Transform vertices
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for(size_t idx_vert = 0; idx_vert < 8; idx_vert++) bbox_vertices[idx_vert] *= mat_trans;
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// And create BBox for transformed mesh
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BBox_GetFromVertices(bbox_vertices, 8, bbox_local);
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if(!pFirstAssign)
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{
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BBox_Extend(bbox_local, pNodeBBox);
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}
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else
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{
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pFirstAssign = false;
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pNodeBBox = bbox_local;
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}
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}// for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++)
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for(size_t idx_node = 0; idx_node < pNode.mNumChildren; idx_node++)
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{
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BBox_GetForNode(*pNode.mChildren[idx_node], mat_trans, pNodeBBox, pFirstAssign);
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}
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}
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void CGLView::BBox_Extend(const SBBox& pChild, SBBox& pParent)
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{
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// search minimal...
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AssignIfLesser(&pParent.Minimum.x, pChild.Minimum.x);
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AssignIfLesser(&pParent.Minimum.y, pChild.Minimum.y);
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AssignIfLesser(&pParent.Minimum.z, pChild.Minimum.z);
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// and maximal values
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AssignIfGreater(&pParent.Maximum.x, pChild.Maximum.x);
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AssignIfGreater(&pParent.Maximum.y, pChild.Maximum.y);
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AssignIfGreater(&pParent.Maximum.z, pChild.Maximum.z);
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}
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void CGLView::BBox_GetVertices(const SBBox& pBBox, aiVector3D pVertex[8])
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{
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pVertex[0] = pBBox.Minimum;
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pVertex[1].Set(pBBox.Minimum.x, pBBox.Minimum.y, pBBox.Maximum.z);
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pVertex[2].Set(pBBox.Minimum.x, pBBox.Maximum.y, pBBox.Maximum.z);
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pVertex[3].Set(pBBox.Minimum.x, pBBox.Maximum.y, pBBox.Minimum.z);
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pVertex[4].Set(pBBox.Maximum.x, pBBox.Minimum.y, pBBox.Minimum.z);
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pVertex[5].Set(pBBox.Maximum.x, pBBox.Minimum.y, pBBox.Maximum.z);
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pVertex[6] = pBBox.Maximum;
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pVertex[7].Set(pBBox.Maximum.x, pBBox.Maximum.y, pBBox.Minimum.z);
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}
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void CGLView::BBox_GetFromVertices(const aiVector3D* pVertices, const size_t pVerticesQuantity, SBBox& pBBox)
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{
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if(pVerticesQuantity == 0)
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{
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pBBox.Maximum.Set(0, 0, 0);
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pBBox.Minimum.Set(0, 0, 0);
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return;
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}
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// Assign first values.
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pBBox.Minimum = pVertices[0];
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pBBox.Maximum = pVertices[0];
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for(size_t idx_vert = 1; idx_vert < pVerticesQuantity; idx_vert++)
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{
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const GLfloat x = pVertices[idx_vert].x;
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const GLfloat y = pVertices[idx_vert].y;
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const GLfloat z = pVertices[idx_vert].z;
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// search minimal...
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AssignIfLesser(&pBBox.Minimum.x, x);
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AssignIfLesser(&pBBox.Minimum.y, y);
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AssignIfLesser(&pBBox.Minimum.z, z);
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// and maximal values
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AssignIfGreater(&pBBox.Maximum.x, x);
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AssignIfGreater(&pBBox.Maximum.y, y);
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AssignIfGreater(&pBBox.Maximum.z, z);
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}
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}
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/********************************************************************/
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/************************ Logging functions *************************/
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/********************************************************************/
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void CGLView::LogInfo(const QString& pMessage)
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{
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Assimp::DefaultLogger::get()->info(pMessage.toStdString());
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}
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void CGLView::LogError(const QString& pMessage)
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{
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Assimp::DefaultLogger::get()->error(pMessage.toStdString());
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}
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/********************************************************************/
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/************************** Draw functions **************************/
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/********************************************************************/
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void CGLView::Draw_Node(const aiNode* pNode)
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{
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aiMatrix4x4 mat_node = pNode->mTransformation;
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// Apply node transformation matrix.
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mat_node.Transpose();
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glPushMatrix();
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glMultMatrixf((GLfloat*)&mat_node);
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// Draw all meshes assigned to this node
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for(size_t idx_mesh_arr = 0; idx_mesh_arr < pNode->mNumMeshes; idx_mesh_arr++) Draw_Mesh(pNode->mMeshes[idx_mesh_arr]);
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// Draw all children nodes
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for(size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) Draw_Node(pNode->mChildren[idx_node]);
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// Restore transformation matrix.
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glPopMatrix();
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}
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void CGLView::Draw_Mesh(const size_t pMesh_Index)
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{
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// Check argument
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if(pMesh_Index >= mHelper_Mesh_Quantity) return;
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aiMesh& mesh_cur = *mScene->mMeshes[pMesh_Index];
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if(!mesh_cur.HasPositions()) return;// Nothing to draw.
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// If mesh use material then apply it
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if(mScene->HasMaterials()) Material_Apply(mScene->mMaterials[mesh_cur.mMaterialIndex]);
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//
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// Vertices array
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//
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, mesh_cur.mVertices);
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if(mesh_cur.HasVertexColors(0))
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{
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glEnable(GL_COLOR_MATERIAL);///TODO: cache
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_FLOAT, 0, mesh_cur.mColors[0]);
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}
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//
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// Texture coordinates array
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//
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if(mesh_cur.HasTextureCoords(0))
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{
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(aiVector3D), mesh_cur.mTextureCoords[0]);
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}
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//
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// Normals array
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//
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if(mesh_cur.HasNormals())
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{
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, mesh_cur.mNormals);
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}
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//
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// Draw arrays
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//
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SHelper_Mesh& helper_cur = *mHelper_Mesh[pMesh_Index];
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if(helper_cur.Quantity_Triangle > 0) glDrawElements(GL_TRIANGLES, helper_cur.Quantity_Triangle * 3, GL_UNSIGNED_INT, helper_cur.Index_Triangle);
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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);
|
|
qglColor(QColor(Qt::white));
|
|
glBegin(GL_LINE_STRIP);
|
|
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.
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(&vertex[1][0]), glVertex3fv(&vertex[5][0]);
|
|
glVertex3fv(&vertex[2][0]), glVertex3fv(&vertex[6][0]);
|
|
glVertex3fv(&vertex[3][0]), glVertex3fv(&vertex[7][0]);
|
|
glEnd();
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
if(mLightingEnabled) glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
void CGLView::Enable_Textures(const bool pEnable)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
/********************************************************************/
|
|
/*********************** Overrided functions ************************/
|
|
/********************************************************************/
|
|
|
|
void CGLView::initializeGL()
|
|
{
|
|
qglClearColor(Qt::gray);
|
|
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);
|
|
}
|
|
|
|
void CGLView::resizeGL(int pWidth, int pHeight)
|
|
{
|
|
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.
|
|
}
|
|
|
|
void CGLView::paintGL()
|
|
{
|
|
QTime time_paintbegin;
|
|
|
|
time_paintbegin = QTime::currentTime();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
// Apply current camera transformations.
|
|
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);
|
|
// Coordinate system
|
|
if(mLightingEnabled) glDisable(GL_LIGHTING);///TODO: display list
|
|
|
|
glBindTexture(GL_TEXTURE_1D, 0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindTexture(GL_TEXTURE_3D, 0);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
glBegin(GL_LINES);
|
|
// 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);
|
|
glEnd();
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
if(mLightingEnabled) glEnable(GL_LIGHTING);
|
|
|
|
// 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());
|
|
}
|
|
|
|
/********************************************************************/
|
|
/********************** Constructor/Destructor **********************/
|
|
/********************************************************************/
|
|
|
|
CGLView::CGLView(QWidget *pParent)
|
|
: QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer), pParent)
|
|
{
|
|
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);
|
|
}
|
|
|
|
CGLView::~CGLView()
|
|
{
|
|
FreeScene();
|
|
}
|
|
|
|
/********************************************************************/
|
|
/********************* Scene control functions **********************/
|
|
/********************************************************************/
|
|
|
|
void CGLView::FreeScene()
|
|
{
|
|
// 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<QString, GLuint>::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;
|
|
}
|
|
}
|
|
|
|
void CGLView::SetScene(const aiScene *pScene, const QString& pScenePath)
|
|
{
|
|
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 thru 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 thru 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
|
|
}
|
|
|
|
/********************************************************************/
|
|
/******************** Lighting control functions ********************/
|
|
/********************************************************************/
|
|
|
|
void CGLView::Lighting_Enable()
|
|
{
|
|
mLightingEnabled = true;
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
void CGLView::Lighting_Disable()
|
|
{
|
|
glDisable(GL_LIGHTING);
|
|
mLightingEnabled = false;
|
|
}
|
|
|
|
void CGLView::Lighting_EditSource(const size_t pLightNumber, const SLightParameters& pLightParameters)
|
|
{
|
|
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
|
|
// Other parameters
|
|
switch(pLightParameters.Type)
|
|
{
|
|
case aiLightSource_DIRECTIONAL:
|
|
// Direction
|
|
farr[0] = pLightParameters.For.Directional.Direction.x, farr[2] = 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[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[2] = 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;
|
|
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[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)
|
|
}
|
|
|
|
void CGLView::Lighting_EnableSource(const size_t pLightNumber)
|
|
{
|
|
if(pLightNumber >= GL_MAX_LIGHTS) return;///TODO: return value;
|
|
|
|
glEnable(GL_LIGHT0 + pLightNumber);
|
|
}
|
|
|
|
void CGLView::Lighting_DisableSource(const size_t pLightNumber)
|
|
{
|
|
if(pLightNumber >= GL_MAX_LIGHTS) return;///TODO: return value;
|
|
|
|
glDisable(GL_LIGHT0 + pLightNumber);
|
|
}
|
|
|
|
/********************************************************************/
|
|
/******************** 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)
|
|
{
|
|
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));
|
|
mHelper_Camera.Rotation_Scene *= mat_rot;
|
|
}
|
|
|
|
void CGLView::Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z)
|
|
{
|
|
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));
|
|
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;
|
|
}
|