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This now splits up the rendering system into sensible parts, and makes it easier to switch between the simple renderer and the new experimental one. Lots of refactors I needed to do for a while are now done, too.
99 lines
No EOL
2.4 KiB
C++
99 lines
No EOL
2.4 KiB
C++
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include <QWidget>
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#include <optional>
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#include <physis.hpp>
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#include "mdlexport.h"
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#include "rendermanager.h"
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struct GameData;
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class VulkanWindow;
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class FileCache;
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class MDLPart : public QWidget
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{
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Q_OBJECT
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public:
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explicit MDLPart(GameData *data, FileCache &cache, QWidget *parent = nullptr);
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void exportModel(const QString &fileName);
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DrawObject &getModel(int index);
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void reloadModel(int index);
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int lastX = -1;
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int lastY = -1;
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enum class CameraMode { None, Orbit, Move };
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CameraMode cameraMode = CameraMode::None;
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float pitch = 0.0f;
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float yaw = 0.0f;
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float cameraDistance = 2.0f;
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float minimumCameraDistance = 1.0f;
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glm::vec3 position{0, 0, 0};
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std::unique_ptr<physis_Skeleton> skeleton;
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std::vector<BoneData> boneData;
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std::function<void()> requestUpdate;
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void setWireframe(bool wireframe);
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bool wireframe() const;
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Q_SIGNALS:
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void modelChanged();
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void skeletonChanged();
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public Q_SLOTS:
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/// Clears all stored MDLs.
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void clear();
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/// Adds a new MDL with a list of materials used.
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void addModel(physis_MDL mdl,
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bool skinned,
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glm::vec3 position,
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const QString &name,
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std::vector<physis_Material> materials,
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int lod,
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uint16_t fromBodyId = 101,
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uint16_t toBodyId = 101);
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void removeModel(const physis_MDL &mdl);
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/// Sets the skeleton any skinned MDLs should bind to.
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void setSkeleton(physis_Skeleton skeleton);
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/// Clears the current skeleton.
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void clearSkeleton();
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void reloadBoneData();
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void reloadRenderer();
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void enableFreemode();
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protected:
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bool event(QEvent *event) override;
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private:
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RenderMaterial createMaterial(const physis_Material &mat);
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void calculateBoneInversePose(physis_Skeleton &skeleton, physis_Bone &bone, physis_Bone *parent_bone);
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void calculateBone(physis_Skeleton &skeleton, physis_Bone &bone, const physis_Bone *parent_bone);
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GameData *data = nullptr;
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FileCache &cache;
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physis_PBD pbd{};
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std::vector<DrawObject> models;
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RenderManager *renderer = nullptr;
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VulkanWindow *vkWindow = nullptr;
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bool firstTimeSkeletonDataCalculated = false;
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}; |