/* BobToolz plugin for GtkRadiant Copyright (C) 2001 Gordon Biggans This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // BobView.cpp: implementation of the DVisDrawer class. // ////////////////////////////////////////////////////////////////////// #include "DVisDrawer.h" #include "iglrender.h" #include "math/matrix.h" #include "DPoint.h" #include "misc.h" #include "funchandlers.h" #include "bsploader.h" #include "bobToolz-GTK.h" #include #include #include #include #include #include #include #include "visfind.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// DVisDrawer::DVisDrawer(){ m_list = nullptr; m_colorPerSurf = false; ui_create(); constructShaders(); GlobalShaderCache().attachRenderable( *this ); } DVisDrawer::~DVisDrawer(){ GlobalShaderCache().detachRenderable( *this ); destroyShaders(); delete m_list; delete m_dialog; FreeBSPData(); SceneChangeNotify(); } ////////////////////////////////////////////////////////////////////// // Implementation ////////////////////////////////////////////////////////////////////// const char* g_state_solid = "$bobtoolz/visdrawer/solid"; const char* g_state_wireframe = "$bobtoolz/visdrawer/wireframe"; void DVisDrawer::constructShaders(){ OpenGLState state; GlobalOpenGLStateLibrary().getDefaultState( state ); state.m_sort = OpenGLState::eSortOverlayFirst; state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_COLOURCHANGE; state.m_linewidth = 1; GlobalOpenGLStateLibrary().insert( g_state_wireframe, state ); GlobalOpenGLStateLibrary().getDefaultState( state ); state.m_depthfunc = GL_LEQUAL; state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_COLOURCHANGE | RENDER_DEPTHTEST; GlobalOpenGLStateLibrary().insert( g_state_solid, state ); m_shader_solid = GlobalShaderCache().capture( g_state_solid ); m_shader_wireframe = GlobalShaderCache().capture( g_state_wireframe ); } void DVisDrawer::destroyShaders(){ GlobalShaderCache().release( g_state_solid ); GlobalShaderCache().release( g_state_wireframe ); GlobalOpenGLStateLibrary().erase( g_state_solid ); GlobalOpenGLStateLibrary().erase( g_state_wireframe ); } void DVisDrawer::render( RenderStateFlags state ) const { gl().glEnable( GL_POLYGON_OFFSET_FILL ); for( const DMetaSurf& surf : *m_list ){ gl().glColor4f( surf.colour[0], surf.colour[1], surf.colour[2], 0.5f ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( vec3_t ), surf.verts ); gl().glDrawElements( GL_TRIANGLES, GLsizei( surf.indicesN ), GL_UNSIGNED_INT, surf.indices ); } for( const DWinding& w : m_windings ){ gl().glColor4f( 1, 1, 1, 0.5f ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( *w.p ), w.p ); gl().glDrawArrays( GL_POLYGON, 0, GLsizei( w.numpoints ) ); } gl().glDisable( GL_POLYGON_OFFSET_FILL ); gl().glColor4f( 1, 1, 1, 1 ); } void DVisDrawer::renderWireframe( Renderer& renderer, const VolumeTest& volume ) const { if ( !m_list ) { return; } renderer.SetState( m_shader_wireframe, Renderer::eWireframeOnly ); renderer.addRenderable( *this, g_matrix4_identity ); } void DVisDrawer::renderSolid( Renderer& renderer, const VolumeTest& volume ) const { if ( !m_list ) { return; } renderer.SetState( m_shader_solid, Renderer::eWireframeOnly ); renderer.SetState( m_shader_solid, Renderer::eFullMaterials ); renderer.addRenderable( *this, g_matrix4_identity ); } void DVisDrawer::SetList( DMetaSurfaces* pointList ){ delete std::exchange( m_list, pointList ); SceneChangeNotify(); } void DVisDrawer::ClearPoints(){ SetList( nullptr ); m_windings.clear(); m_table->setCurrentCell( -1, -1 ); // unset current item, so QTableWidget::currentCellChanged will be triggered for the same valid index later } class VisDialog : public QDialog { protected: void closeEvent( QCloseEvent *event ) override { event->ignore(); g_VisView.reset(); } using QDialog::QDialog; // excess, intent is to have arrows working in the table bool event( QEvent *event ) override { if( event->type() == QEvent::ShortcutOverride ){ event->accept(); return true; } return QDialog::event( event ); } }; void DVisDrawer::ui_create(){ m_dialog = new VisDialog( g_pRadiantWnd, Qt::Dialog | Qt::WindowCloseButtonHint ); m_dialog->setWindowTitle( "BSP leafs" ); { auto *vbox = new QVBoxLayout( m_dialog ); { m_table = new QTableWidget( 0, 4 ); vbox->addWidget( m_table ); m_table->setHorizontalHeaderLabels( { "leaf #", "leafs visible", "surfs visible", "shaders visible" } ); m_table->horizontalHeader()->setSortIndicator( 2, Qt::SortOrder::DescendingOrder ); // sort by nsurfs m_table->setSizeAdjustPolicy( QAbstractScrollArea::SizeAdjustPolicy::AdjustToContentsOnFirstShow ); m_table->setHorizontalScrollBarPolicy( Qt::ScrollBarPolicy::ScrollBarAlwaysOff ); QObject::connect( m_table, &QTableWidget::currentCellChanged, [this]( int currentRow, int currentColumn, int previousRow, int previousColumn ){ // globalOutputStream() << previousRow << "->" << currentRow << ";" << previousColumn << "->" << currentColumn << "\n"; if( currentRow != previousRow && currentRow >= 0 ){ const int leafnum = m_table->item( currentRow, 0 )->data( Qt::ItemDataRole::DisplayRole ).toInt(); SetList( BuildTrace( leafnum, m_colorPerSurf ) ); m_windings = BuildLeafWindings( leafnum ); } } ); m_table->setSelectionBehavior( QAbstractItemView::SelectionBehavior::SelectRows ); m_table->setSelectionMode( QAbstractItemView::SelectionMode::SingleSelection ); } { auto *check = new QCheckBox( "Color per leaf" ); vbox->addWidget( check ); QObject::connect( check, &QCheckBox::stateChanged, [check, this]( int on ){ if( on ) check->setText( "Color per surface" ); else check->setText( "Color per leaf" ); m_colorPerSurf = on; const int row = m_table->currentRow(); ClearPoints(); m_table->setCurrentCell( row, 0 ); } ); } { auto *butt = new QPushButton( "From Cam or Selection" ); vbox->addWidget( butt ); QObject::connect( butt, &QPushButton::clicked, []( bool ){ DoVisAnalyse(); } ); } } } void DVisDrawer::ui_leaf_add( int leafnum, int nleafs, int nsurfs, int nshaders ){ const int row = m_table->rowCount(); m_table->insertRow( row ); auto setColData = [&]( int col, int num ){ auto *item = new QTableWidgetItem(); item->setFlags( Qt::ItemFlag::ItemIsEnabled | Qt::ItemFlag::ItemIsSelectable ); item->setData( Qt::ItemDataRole::DisplayRole, num ); m_table->setItem( row, col, item ); }; setColData( 0, leafnum ); setColData( 1, nleafs ); setColData( 2, nsurfs ); setColData( 3, nshaders ); } void DVisDrawer::ui_show(){ m_table->setSortingEnabled( true ); // enable once after construction for performance m_dialog->show(); } void DVisDrawer::ui_leaf_show( int leafnum ){ for( int i = 0; i < m_table->rowCount(); ++i ) if( m_table->item( i, 0 )->data( Qt::ItemDataRole::DisplayRole ).toInt() == leafnum ) return m_table->setCurrentCell( i, 0 ); }