441 lines
13 KiB
C++
441 lines
13 KiB
C++
/// \file mainwindow.hpp
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/// \brief Main window and algorhytms.
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/// \author smal.root@gmail.com
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/// \date 2016
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#include "mainwindow.hpp"
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#include "ui_mainwindow.h"
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// Header files, Assimp.
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#include <assimp/Exporter.hpp>
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#include <assimp/postprocess.h>
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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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/************ Functions ***********/
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/**********************************/
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/********************************************************************/
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/********************* Import/Export functions **********************/
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/********************************************************************/
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void MainWindow::ImportFile(const QString &pFileName)
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{
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using namespace Assimp;
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QTime time_begin = QTime::currentTime();
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if(mScene != nullptr)
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{
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mImporter.FreeScene();
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mGLView->FreeScene();
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}
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// Try to import scene.
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mScene = mImporter.ReadFile(pFileName.toStdString(), aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_ValidateDataStructure | \
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aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_FlipUVs);
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if(mScene != nullptr)
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{
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ui->lblLoadTime->setText(QString::number(time_begin.secsTo(QTime::currentTime())));
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LogInfo("Import done: " + pFileName);
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// Prepare widgets for new scene.
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ui->leFileName->setText(pFileName.right(pFileName.length() - pFileName.lastIndexOf('/') - 1));
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ui->lstLight->clear();
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ui->lstCamera->clear();
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ui->cbxLighting->setChecked(true); mGLView->Lighting_Enable();
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ui->cbxBBox->setChecked(false); mGLView->Enable_SceneBBox(false);
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ui->cbxTextures->setChecked(true); mGLView->Enable_Textures(true);
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//
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// Fill info labels
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//
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// Cameras
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ui->lblCameraCount->setText(QString::number(mScene->mNumCameras));
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// Lights
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ui->lblLightCount->setText(QString::number(mScene->mNumLights));
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// Meshes, faces, vertices.
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size_t qty_face = 0;
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size_t qty_vert = 0;
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for(size_t idx_mesh = 0; idx_mesh < mScene->mNumMeshes; idx_mesh++)
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{
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qty_face += mScene->mMeshes[idx_mesh]->mNumFaces;
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qty_vert += mScene->mMeshes[idx_mesh]->mNumVertices;
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}
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ui->lblMeshCount->setText(QString::number(mScene->mNumMeshes));
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ui->lblFaceCount->setText(QString::number(qty_face));
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ui->lblVertexCount->setText(QString::number(qty_vert));
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// Animation
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if(mScene->mNumAnimations)
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ui->lblHasAnimation->setText("yes");
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else
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ui->lblHasAnimation->setText("no");
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//
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// Set scene for GL viewer.
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//
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mGLView->SetScene(mScene, pFileName);
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// Select first camera
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ui->lstCamera->setCurrentRow(0);
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mGLView->Camera_Set(0);
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// Scene is loaded, do first rendering.
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LogInfo("Scene is ready for rendering.");
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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else
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{
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ResetSceneInfos();
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QString errorMessage = QString("Error parsing \'%1\' : \'%2\'").arg(pFileName).arg(mImporter.GetErrorString());
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QMessageBox::critical(this, "Import error", errorMessage);
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LogError(errorMessage);
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}// if(mScene != nullptr)
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}
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void MainWindow::ResetSceneInfos()
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{
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ui->lblLoadTime->clear();
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ui->leFileName->clear();
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ui->lblMeshCount->setText("0");
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ui->lblFaceCount->setText("0");
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ui->lblVertexCount->setText("0");
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ui->lblCameraCount->setText("0");
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ui->lblLightCount->setText("0");
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ui->lblHasAnimation->setText("no");
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}
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/********************************************************************/
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/************************ Logging functions *************************/
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/********************************************************************/
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void MainWindow::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 MainWindow::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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/*********************** Override functions ************************/
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/********************************************************************/
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void MainWindow::mousePressEvent(QMouseEvent* pEvent)
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{
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const QPoint ms_pt = pEvent->pos();
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aiVector3D temp_v3;
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// Check if GLView is pointed.
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if(childAt(ms_pt) == mGLView)
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{
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if(!mMouse_Transformation.Position_Pressed_Valid)
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{
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mMouse_Transformation.Position_Pressed_Valid = true;// set flag
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// Store current transformation matrices.
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mGLView->Camera_Matrix(mMouse_Transformation.Rotation_AroundCamera, mMouse_Transformation.Rotation_Scene, temp_v3);
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}
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if(pEvent->button() & Qt::LeftButton)
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mMouse_Transformation.Position_Pressed_LMB = ms_pt;
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else if(pEvent->button() & Qt::RightButton)
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mMouse_Transformation.Position_Pressed_RMB = ms_pt;
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}
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else
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{
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mMouse_Transformation.Position_Pressed_Valid = false;
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}
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}
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void MainWindow::mouseReleaseEvent(QMouseEvent *pEvent)
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{
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if(pEvent->buttons() == 0) mMouse_Transformation.Position_Pressed_Valid = false;
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}
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void MainWindow::mouseMoveEvent(QMouseEvent* pEvent)
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{
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if(mMouse_Transformation.Position_Pressed_Valid)
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{
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if(pEvent->buttons() & Qt::LeftButton)
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{
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GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_LMB.x()) / mGLView->width();
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GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_LMB.y()) / mGLView->height();
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if(pEvent->modifiers() & Qt::ShiftModifier)
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mGLView->Camera_RotateScene(dy, 0, dx, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oZ axises.
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else
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mGLView->Camera_RotateScene(dy, dx, 0, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oY axises.
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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if(pEvent->buttons() & Qt::RightButton)
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{
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GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_RMB.x()) / mGLView->width();
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GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_RMB.y()) / mGLView->height();
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if(pEvent->modifiers() & Qt::ShiftModifier)
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mGLView->Camera_Rotate(dy, 0, dx, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oZ axises.
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else
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mGLView->Camera_Rotate(dy, dx, 0, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oY axises.
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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}
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}
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void MainWindow::keyPressEvent(QKeyEvent* pEvent)
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{
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GLfloat step;
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if(pEvent->modifiers() & Qt::ControlModifier)
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step = 10;
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else if(pEvent->modifiers() & Qt::AltModifier)
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step = 100;
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else
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step = 1;
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if(pEvent->key() == Qt::Key_A)
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mGLView->Camera_Translate(-step, 0, 0);
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else if(pEvent->key() == Qt::Key_D)
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mGLView->Camera_Translate(step, 0, 0);
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else if(pEvent->key() == Qt::Key_W)
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mGLView->Camera_Translate(0, step, 0);
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else if(pEvent->key() == Qt::Key_S)
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mGLView->Camera_Translate(0, -step, 0);
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else if(pEvent->key() == Qt::Key_Up)
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mGLView->Camera_Translate(0, 0, -step);
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else if(pEvent->key() == Qt::Key_Down)
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mGLView->Camera_Translate(0, 0, step);
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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/********************************************************************/
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/********************** Constructor/Destructor **********************/
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/********************************************************************/
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MainWindow::MainWindow(QWidget *parent)
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: QMainWindow(parent), ui(new Ui::MainWindow),
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mScene(nullptr)
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{
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using namespace Assimp;
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// other variables
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mMouse_Transformation.Position_Pressed_Valid = false;
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ui->setupUi(this);
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// Create OpenGL widget
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mGLView = new CGLView(this);
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mGLView->setMinimumSize(800, 600);
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mGLView->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::MinimumExpanding);
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mGLView->setFocusPolicy(Qt::StrongFocus);
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// Connect to GLView signals.
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connect(mGLView, SIGNAL(Paint_Finished(size_t, GLfloat)), SLOT(Paint_Finished(size_t, GLfloat)));
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connect(mGLView, SIGNAL(SceneObject_Camera(QString)), SLOT(SceneObject_Camera(QString)));
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connect(mGLView, SIGNAL(SceneObject_LightSource(QString)), SLOT(SceneObject_LightSource(QString)));
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// and add it to layout
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ui->hlMainView->insertWidget(0, mGLView, 4);
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// Create logger
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mLoggerView = new CLoggerView(ui->tbLog);
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DefaultLogger::create("", Logger::VERBOSE);
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DefaultLogger::get()->attachStream(mLoggerView, DefaultLogger::Debugging | DefaultLogger::Info | DefaultLogger::Err | DefaultLogger::Warn);
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ResetSceneInfos();
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}
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MainWindow::~MainWindow()
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{
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using namespace Assimp;
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DefaultLogger::get()->detatchStream(mLoggerView, DefaultLogger::Debugging | DefaultLogger::Info | DefaultLogger::Err | DefaultLogger::Warn);
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DefaultLogger::kill();
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if(mScene != nullptr) mImporter.FreeScene();
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if(mLoggerView != nullptr) delete mLoggerView;
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if(mGLView != nullptr) delete mGLView;
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delete ui;
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}
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/********************************************************************/
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/****************************** Slots *******************************/
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/********************************************************************/
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void MainWindow::Paint_Finished(const size_t pPaintTime_ms, const GLfloat pDistance)
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{
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ui->lblRenderTime->setText(QString::number(pPaintTime_ms));
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ui->lblDistance->setText(QString::number(pDistance));
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}
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void MainWindow::SceneObject_Camera(const QString& pName)
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{
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ui->lstCamera->addItem(pName);
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}
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void MainWindow::SceneObject_LightSource(const QString& pName)
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{
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ui->lstLight->addItem(pName);
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// After item added "currentRow" is still contain old value (even '-1' if first item added). Because "currentRow"/"currentItem" is changed by user interaction,
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// not by "addItem". So, "currentRow" must be set manually.
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ui->lstLight->setCurrentRow(ui->lstLight->count() - 1);
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// And after "selectAll" handler of "signal itemSelectionChanged" will get right "currentItem" and "currentRow" values.
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ui->lstLight->selectAll();
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}
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void MainWindow::on_butOpenFile_clicked() {
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aiString filter_temp;
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mImporter.GetExtensionList( filter_temp );
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QString filename, filter;
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filter = filter_temp.C_Str();
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filter.replace(';', ' ');
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filter.append(" ;; All (*.*)");
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filename = QFileDialog::getOpenFileName(this, "Choose the file", "", filter);
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if (!filename.isEmpty()) {
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ImportFile( filename );
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}
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}
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void MainWindow::on_butExport_clicked()
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{
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using namespace Assimp;
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#ifndef ASSIMP_BUILD_NO_EXPORT
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QString filename, filter, format_id;
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Exporter exporter;
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QTime time_begin;
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aiReturn rv;
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QStringList exportersList;
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QMap<QString, const aiExportFormatDesc*> exportersMap;
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if(mScene == nullptr)
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{
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QMessageBox::critical(this, "Export error", "Scene is empty");
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return;
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}
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for (size_t i = 0; i < exporter.GetExportFormatCount(); ++i)
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{
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const aiExportFormatDesc* desc = exporter.GetExportFormatDescription(i);
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exportersList.push_back(desc->id + QString(": ") + desc->description);
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exportersMap.insert(desc->id, desc);
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}
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// get an exporter
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bool dialogSelectExporterOk;
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QString selectedExporter = QInputDialog::getItem(this, "Export format", "Select the exporter : ", exportersList, 0, false, &dialogSelectExporterOk);
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if (!dialogSelectExporterOk)
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return;
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// build the filter
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QString selectedId = selectedExporter.left(selectedExporter.indexOf(':'));
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filter = QString("*.") + exportersMap[selectedId]->fileExtension;
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// get file path
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filename = QFileDialog::getSaveFileName(this, "Set file name", "", filter);
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// if it's canceled
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if (filename == "")
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return;
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// begin export
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time_begin = QTime::currentTime();
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rv = exporter.Export(mScene, selectedId.toLocal8Bit(), filename.toLocal8Bit(), aiProcess_FlipUVs);
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ui->lblExportTime->setText(QString::number(time_begin.secsTo(QTime::currentTime())));
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if(rv == aiReturn_SUCCESS)
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LogInfo("Export done: " + filename);
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else
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{
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QString errorMessage = QString("Export failed: ") + filename;
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LogError(errorMessage);
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QMessageBox::critical(this, "Export error", errorMessage);
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}
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#endif
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}
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void MainWindow::on_cbxLighting_clicked(bool pChecked)
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{
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if(pChecked)
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mGLView->Lighting_Enable();
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else
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mGLView->Lighting_Disable();
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mGLView->update();
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}
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void MainWindow::on_lstLight_itemSelectionChanged()
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{
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bool selected = ui->lstLight->isItemSelected(ui->lstLight->currentItem());
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if(selected)
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mGLView->Lighting_EnableSource(ui->lstLight->currentRow());
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else
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mGLView->Lighting_DisableSource(ui->lstLight->currentRow());
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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void MainWindow::on_lstCamera_clicked( const QModelIndex &)
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{
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mGLView->Camera_Set(ui->lstLight->currentRow());
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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void MainWindow::on_cbxBBox_clicked(bool checked)
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{
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mGLView->Enable_SceneBBox(checked);
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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void MainWindow::on_cbxDrawAxes_clicked(bool checked)
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{
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mGLView->Enable_Axes(checked);
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#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
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#else
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mGLView->update();
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#endif // ASSIMP_QT4_VIEWER
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}
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void MainWindow::on_cbxTextures_clicked(bool checked)
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{
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mGLView->Enable_Textures(checked);
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mGLView->update();
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}
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