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openmw-tes3coop/apps/opencs/view/render/scenewidget.cpp

253 lines
8.2 KiB
C++

#include "scenewidget.hpp"
#include <QEvent>
#include <QResizeEvent>
#include <QTimer>
#include <QShortcut>
#include <QLayout>
#include <osgQt/GraphicsWindowQt>
#include <osg/GraphicsContext>
#include <osgViewer/CompositeViewer>
#include <osgViewer/ViewerEventHandlers>
#include <osg/LightModel>
#include <components/resource/scenemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include "../widget/scenetoolmode.hpp"
#include "lighting.hpp"
namespace CSVRender
{
RenderWidget::RenderWidget(QWidget *parent, Qt::WindowFlags f)
: QWidget(parent, f)
, mRootNode(0)
{
osgViewer::CompositeViewer& viewer = CompositeViewer::get();
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
//ds->setNumMultiSamples(8);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->windowName = "";
traits->windowDecoration = true;
traits->x = 0;
traits->y = 0;
traits->width = width();
traits->height = height();
traits->doubleBuffer = true;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
// Doesn't make much sense as we're running on demand updates, and there seems to be a bug with the refresh rate when running multiple QGLWidgets
traits->vsync = false;
mView = new osgViewer::View;
osg::ref_ptr<osgQt::GraphicsWindowQt> window = new osgQt::GraphicsWindowQt(traits.get());
QLayout* layout = new QHBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->addWidget(window->getGLWidget());
setLayout(layout);
// Pass events through this widget first
window->getGLWidget()->installEventFilter(this);
mView->getCamera()->setGraphicsContext(window);
mView->getCamera()->setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) );
mView->getCamera()->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );
mView->getCamera()->setProjectionMatrixAsPerspective(30.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 1.0f, 10000.0f );
mRootNode = new osg::Group;
mView->getCamera()->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
mView->getCamera()->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
mView->setSceneData(mRootNode);
// Press S to reveal profiling stats
mView->addEventHandler(new osgViewer::StatsHandler);
mView->getCamera()->setCullMask(~(0x1));
viewer.addView(mView);
viewer.setDone(false);
viewer.realize();
}
RenderWidget::~RenderWidget()
{
CompositeViewer::get().removeView(mView);
}
void RenderWidget::flagAsModified()
{
mView->requestRedraw();
}
void RenderWidget::setVisibilityMask(int mask)
{
// 0x1 reserved for separating cull and update visitors
mView->getCamera()->setCullMask(mask<<1);
}
bool RenderWidget::eventFilter(QObject* obj, QEvent* event)
{
// handle event in this widget, is there a better way to do this?
if (event->type() == QEvent::MouseButtonPress)
mousePressEvent(static_cast<QMouseEvent*>(event));
if (event->type() == QEvent::MouseButtonRelease)
mouseReleaseEvent(static_cast<QMouseEvent*>(event));
if (event->type() == QEvent::MouseMove)
mouseMoveEvent(static_cast<QMouseEvent*>(event));
if (event->type() == QEvent::KeyPress)
keyPressEvent(static_cast<QKeyEvent*>(event));
if (event->type() == QEvent::KeyRelease)
keyReleaseEvent(static_cast<QKeyEvent*>(event));
if (event->type() == QEvent::Wheel)
wheelEvent(static_cast<QWheelEvent *>(event));
// Always pass the event on to GLWidget, i.e. to OSG event queue
return QObject::eventFilter(obj, event);
}
// --------------------------------------------------
CompositeViewer::CompositeViewer()
: mSimulationTime(0.0)
{
#if QT_VERSION >= 0x050000
// Qt5 is currently crashing and reporting "Cannot make QOpenGLContext current in a different thread" when the viewer is run multi-threaded, this is regression from Qt4
osgViewer::ViewerBase::ThreadingModel threadingModel = osgViewer::ViewerBase::SingleThreaded;
#else
osgViewer::ViewerBase::ThreadingModel threadingModel = osgViewer::ViewerBase::DrawThreadPerContext;
#endif
setThreadingModel(threadingModel);
// disable the default setting of viewer.done() by pressing Escape.
setKeyEventSetsDone(0);
// Only render when the camera position changed, or content flagged dirty
//setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND);
setRunFrameScheme(osgViewer::ViewerBase::CONTINUOUS);
connect( &mTimer, SIGNAL(timeout()), this, SLOT(update()) );
mTimer.start( 10 );
}
CompositeViewer &CompositeViewer::get()
{
static CompositeViewer sThis;
return sThis;
}
void CompositeViewer::update()
{
mSimulationTime += mFrameTimer.time_s();
mFrameTimer.setStartTick();
frame(mSimulationTime);
}
// ---------------------------------------------------
SceneWidget::SceneWidget(boost::shared_ptr<Resource::ResourceSystem> resourceSystem, QWidget *parent, Qt::WindowFlags f)
: RenderWidget(parent, f)
, mResourceSystem(resourceSystem)
, mLighting(NULL)
, mHasDefaultAmbient(false)
{
// we handle lighting manually
mView->setLightingMode(osgViewer::View::NO_LIGHT);
setLighting(&mLightingDay);
/// \todo make shortcut configurable
QShortcut *focusToolbar = new QShortcut (Qt::Key_T, this, 0, 0, Qt::WidgetWithChildrenShortcut);
connect (focusToolbar, SIGNAL (activated()), this, SIGNAL (focusToolbarRequest()));
}
SceneWidget::~SceneWidget()
{
// Since we're holding on to the scene templates past the existance of this graphics context, we'll need to manually release the created objects
mResourceSystem->getSceneManager()->releaseGLObjects(mView->getCamera()->getGraphicsContext()->getState());
}
void SceneWidget::setLighting(Lighting *lighting)
{
if (mLighting)
mLighting->deactivate();
mLighting = lighting;
mLighting->activate (mRootNode);
osg::Vec4f ambient = mLighting->getAmbientColour(mHasDefaultAmbient ? &mDefaultAmbient : 0);
setAmbient(ambient);
flagAsModified();
}
void SceneWidget::setAmbient(const osg::Vec4f& ambient)
{
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(ambient);
stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateset->setMode(GL_LIGHT0, osg::StateAttribute::ON);
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
mRootNode->setStateSet(stateset);
}
void SceneWidget::selectLightingMode (const std::string& mode)
{
if (mode=="day")
setLighting (&mLightingDay);
else if (mode=="night")
setLighting (&mLightingNight);
else if (mode=="bright")
setLighting (&mLightingBright);
}
CSVWidget::SceneToolMode *SceneWidget::makeLightingSelector (CSVWidget::SceneToolbar *parent)
{
CSVWidget::SceneToolMode *tool = new CSVWidget::SceneToolMode (parent, "Lighting Mode");
/// \todo replace icons
tool->addButton (":scenetoolbar/day", "day",
"Day"
"<ul><li>Cell specific ambient in interiors</li>"
"<li>Low ambient in exteriors</li>"
"<li>Strong directional light source</li>"
"<li>This mode closely resembles day time in-game</li></ul>");
tool->addButton (":scenetoolbar/night", "night",
"Night"
"<ul><li>Cell specific ambient in interiors</li>"
"<li>Low ambient in exteriors</li>"
"<li>Weak directional light source</li>"
"<li>This mode closely resembles night time in-game</li></ul>");
tool->addButton (":scenetoolbar/bright", "bright",
"Bright"
"<ul><li>Maximum ambient</li>"
"<li>Strong directional light source</li></ul>");
connect (tool, SIGNAL (modeChanged (const std::string&)),
this, SLOT (selectLightingMode (const std::string&)));
return tool;
}
void SceneWidget::setDefaultAmbient (const osg::Vec4f& colour)
{
mDefaultAmbient = colour;
mHasDefaultAmbient = true;
setAmbient(mLighting->getAmbientColour(&mDefaultAmbient));
}
}