Files
netradiant-custom/contrib/bobtoolz/DVisDrawer.cpp
T
2025-10-09 02:45:30 +05:00

241 lines
7.7 KiB
C++

/*
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 <QDialog>
#include <QCloseEvent>
#include <QVBoxLayout>
#include <QTableWidget>
#include <QHeaderView>
#include <QPushButton>
#include <QCheckBox>
#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 );
}