paysages3d/gui_qt/widgetwanderer.cpp

310 lines
7.9 KiB
C++

#include "widgetwanderer.h"
#include <QGLWidget>
#include <QKeyEvent>
#include <QTime>
#include <math.h>
#include "../lib_paysages/scenery.h"
WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
QGLWidget(parent)
{
setMinimumSize(400, 300);
setFocusPolicy(Qt::StrongFocus);
_base_camera = camera;
cameraCopyDefinition(camera, &_current_camera);
this->terrain = terrainCreateDefinition();
sceneryGetTerrain(&terrain);
this->water = waterCreateDefinition();
sceneryGetWater(&water);
average_frame_time = 0.05;
quality = 3;
last_mouse_x = 0;
last_mouse_y = 0;
}
void WidgetWanderer::resetCamera()
{
cameraCopyDefinition(_base_camera, &_current_camera);
updateGL();
}
void WidgetWanderer::validateCamera()
{
cameraCopyDefinition(&_current_camera, _base_camera);
}
void WidgetWanderer::keyPressEvent(QKeyEvent* event)
{
double factor;
if (event->modifiers() & Qt::ShiftModifier)
{
factor = 0.1;
}
else if (event->modifiers() & Qt::ControlModifier)
{
factor = 10.0;
}
else
{
factor = 1.0;
}
factor *= 3.0;
if (event->key() == Qt::Key_Up)
{
cameraStrafeForward(&_current_camera, 0.1 * factor);
updateGL();
}
else if (event->key() == Qt::Key_Down)
{
cameraStrafeForward(&_current_camera, -0.1 * factor);
updateGL();
}
else if (event->key() == Qt::Key_Right)
{
cameraStrafeRight(&_current_camera, 0.1 * factor);
updateGL();
}
else if (event->key() == Qt::Key_Left)
{
cameraStrafeRight(&_current_camera, -0.1 * factor);
updateGL();
}
else if (event->key() == Qt::Key_PageUp)
{
cameraStrafeUp(&_current_camera, 0.1 * factor);
updateGL();
}
else if (event->key() == Qt::Key_PageDown)
{
cameraStrafeUp(&_current_camera, -0.1 * factor);
updateGL();
}
else
{
QGLWidget::keyPressEvent(event);
}
}
void WidgetWanderer::mousePressEvent(QMouseEvent* event)
{
last_mouse_x = event->x();
last_mouse_y = event->y();
event->ignore();
}
void WidgetWanderer::mouseMoveEvent(QMouseEvent* event)
{
double factor;
if (event->modifiers() & Qt::ShiftModifier)
{
factor = 0.01;
}
else if (event->modifiers() & Qt::ControlModifier)
{
factor = 1.0;
}
else
{
factor = 0.1;
}
factor *= 0.2;
if (event->buttons() & Qt::LeftButton)
{
cameraRotateYaw(&_current_camera, (double)(event->x() - last_mouse_x) * factor * 0.1);
cameraRotatePitch(&_current_camera, (double)(event->y() - last_mouse_y) * factor * 0.1);
updateGL();
event->accept();
}
else if (event->buttons() & Qt::RightButton)
{
cameraStrafeRight(&_current_camera, (double)(last_mouse_x - event->x()) * factor);
cameraStrafeUp(&_current_camera, (double)(event->y() - last_mouse_y) * factor);
updateGL();
event->accept();
}
else
{
event->ignore();
}
last_mouse_x = event->x();
last_mouse_y = event->y();
}
void WidgetWanderer::wheelEvent(QWheelEvent* event)
{
double factor;
if (event->modifiers() & Qt::ShiftModifier)
{
factor = 0.01;
}
else if (event->modifiers() & Qt::ControlModifier)
{
factor = 1.0;
}
else
{
factor = 0.1;
}
factor *= 0.03;
if (event->orientation() == Qt::Vertical)
{
cameraStrafeForward(&_current_camera, (double)event->delta() * factor);
updateGL();
}
event->accept();
}
void WidgetWanderer::initializeGL()
{
glClearColor(0.4, 0.7, 0.8, 0.0);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.0);
}
void WidgetWanderer::resizeGL(int w, int h)
{
cameraSetRenderSize(&_current_camera, w, h);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(_current_camera.yfov * 180.0 / M_PI, _current_camera.xratio, _current_camera.znear, _current_camera.zfar);
}
static inline void _renderTerrainQuad(TerrainDefinition* terrain, double x, double z, double size)
{
double y1, y2, y3, y4;
y1 = terrainGetHeight(terrain, x, z);
y2 = terrainGetHeight(terrain, x, z + size);
y3 = terrainGetHeight(terrain, x + size, z + size);
y4 = terrainGetHeight(terrain, x + size, z);
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINE_LOOP);
glVertex3f(x, y1, z);
glVertex3f(x, y2, z + size);
glVertex3f(x + size, y3, z + size);
glVertex3f(x + size, y4, z);
glEnd();
glColor3f(0.0, 0.5, 0.0);
glBegin(GL_QUADS);
glVertex3f(x, y1, z);
glVertex3f(x, y2, z + size);
glVertex3f(x + size, y3, z + size);
glVertex3f(x + size, y4, z);
glEnd();
}
static void _renderTerrain(TerrainDefinition* terrain, CameraDefinition* camera, int quality)
{
int chunk_factor, chunk_count, i;
double min_chunk_size, visible_chunk_size;
double radius_int, radius_ext, chunk_size;
double cx, cz;
min_chunk_size = 1.0 / (double)quality;
visible_chunk_size = 1.0 / (double)quality;
cx = camera->location.x - fmod(camera->location.x, min_chunk_size * 16.0);
cz = camera->location.z - fmod(camera->location.z, min_chunk_size * 16.0);
chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = min_chunk_size;
chunk_size = min_chunk_size;
while (radius_ext < 100.0)
{
for (i = 0; i < chunk_count - 1; i++)
{
_renderTerrainQuad(terrain, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderTerrainQuad(terrain, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderTerrainQuad(terrain, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderTerrainQuad(terrain, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
}
if (chunk_count % 32 == 0 && chunk_size / radius_int < visible_chunk_size)
{
chunk_count /= 2;
chunk_factor *= 2;
/* TODO Fill in gaps with triangles */
}
chunk_count += 2;
chunk_size = min_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
}
void WidgetWanderer::paintGL()
{
QTime start_time;
double frame_time;
cameraValidateDefinition(&_current_camera, 1);
start_time = QTime::currentTime();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(_current_camera.location.x, _current_camera.location.y, _current_camera.location.z, _current_camera.target.x, _current_camera.target.y, _current_camera.target.z, _current_camera.up.x, _current_camera.up.y, _current_camera.up.z);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(0.0, 0.0, 1.0);
glBegin(GL_QUADS);
glVertex3f(_current_camera.location.x - 500.0, water.height, _current_camera.location.z - 500.0);
glVertex3f(_current_camera.location.x - 500.0, water.height, _current_camera.location.z + 500.0);
glVertex3f(_current_camera.location.x + 500.0, water.height, _current_camera.location.z + 500.0);
glVertex3f(_current_camera.location.x + 500.0, water.height, _current_camera.location.z - 500.0);
glEnd();
_renderTerrain(&terrain, &_current_camera, quality);
frame_time = 0.001 * (double)start_time.msecsTo(QTime::currentTime());
average_frame_time = average_frame_time * 0.8 + frame_time * 0.2;
//printf("%d %f\n", quality, average_frame_time);
if (average_frame_time > 0.1 && quality > 1)
{
quality--;
}
if (average_frame_time < 0.04 && quality < 10)
{
quality++;
}
}