/* QGLView Ivan Pelipenko peri4ko@yandex.ru This program 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 3 of the License, or (at your option) any later version. This program 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 program. If not, see . */ #ifndef GLMATERIAL_H #define GLMATERIAL_H #include "gltypes.h" #include "chunkstream.h" class GLTexture { public: GLTexture(int _width, int _height, const GLenum & _format = GL_RGBA8, const GLenum & _target = GL_TEXTURE_2D) {wid = _width; hei = _height; format_ = _format; target_ = _target; id_ = 0;} bool create() {destroy(); createGLTexture(id_, wid, hei, format_, target_); return id_ > 0;} void destroy() {if (id_ > 0) glDeleteTextures(1, &id_); id_ = 0;} void bind() {if (id_ > 0) glBindTexture(target_, id_);} void release() {glBindTexture(target_, 0);} int width() const {return wid;} int height() const {return hei;} GLenum format() const {return format_;} GLenum target() const {return target_;} GLuint id() const {return id_;} private: int wid, hei; GLenum format_, target_; GLuint id_; }; class GLCubeTexture { public: GLCubeTexture(int _size, const GLenum & _format = GL_RGBA8) {size = _size; format_ = _format; id_ = 0; changed_ = false; pathes.resize(6);} bool create(); void destroy() {if (id_ > 0) glDeleteTextures(1, &id_); id_ = 0;} void bind() {if (changed_) {changed_ = false; create();} if (id_ > 0) glBindTexture(GL_TEXTURE_CUBE_MAP, id_);} void release() {glBindTexture(GL_TEXTURE_CUBE_MAP, 0);} void resize(int _size) {size = _size; changed_ = true;} void loadFromDirectory(const QString & dir); void loadFront(const QString & path) {bind(); pathes[0] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_X);} void loadBack(const QString & path) {bind(); pathes[1] = path; createGLTexture(id_, rotateQImageRight(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_X);} void loadLeft(const QString & path) {bind(); pathes[2] = path; createGLTexture(id_, QImage(path).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);} void loadRight(const QString & path) {bind(); pathes[3] = path; createGLTexture(id_, rotateQImage180(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Y);} void loadTop(const QString & path) {bind(); pathes[4] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);} void loadBottom(const QString & path) {bind(); pathes[5] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Z);} void load(); bool isEmpty() const {foreach (const QString & i, pathes) if (!i.isEmpty()) return false; return true;} GLenum format() const {return format_;} void setFormat(GLenum f) {format_ = f; changed_ = true;} GLuint id() const {return id_;} const QString & path(int side) const {return pathes[side];} void setPath(int side, const QString & p) {pathes[side] = p;} void loadPathesFromDirectory(const QString & dir); private: bool changed_; int size; GLenum format_; GLuint id_; QVector pathes; }; class GLTextureManager; class GLTextureManagerBase { public: GLTextureManagerBase() {} virtual ~GLTextureManagerBase() {} void addSearchPath(const QString & path) {search_pathes << path;} static QStringList searchPathes() {return search_pathes;} QString findFile(const QString & path); GLuint loadTexture(const QString & path, bool ownership = true, bool bump = false); GLuint loadTexture(const QImage & image, bool ownership = true, bool bump = false); void reloadTexture(GLuint tid, const QString & path); void reloadTexture(GLuint tid, const QImage & image); int textureID(const QString & path, bool bump = false) {return tex_ids[bump ? 1 : 0][path];} virtual void addTexture(const QString & path) = 0; virtual void addAnimation(const QString & dir, const QString & name) = 0; virtual bool loadTextures() = 0; protected: static void convertToNormal(QImage & im); static QStringList search_pathes; QMap tex_ids[2]; }; class Map { public: Map() {bitmap_id = 0; color_amount = 1.f; color_offset = 0.f; animation_frame_rate = -1.f; bitmap_scale = QPointF(1., 1.);} QString bitmap_path; GLuint bitmap_id; QPointF bitmap_offset; QPointF bitmap_scale; float color_amount; float color_offset; QString animation; float animation_frame_rate; }; class Material { public: Material(); void apply(QOpenGLShaderProgram * prog); void loadTextures(GLTextureManagerBase * tm); QString name; QColor color_diffuse; QColor color_specular; QColor color_self_illumination; bool glass; float transparency; float reflectivity; float iof; float dispersion; Map map_diffuse; Map map_normal; Map map_relief; Map map_self_illumination; Map map_specularity; Map map_specular; /*Map map_diffuse_2; Map map_diffuse_3; Map map_diffuse_4;*/ GLCubeTexture map_reflection; }; inline QDataStream & operator <<(QDataStream & s, const Map & m) { ChunkStream cs; cs.add(1, m.bitmap_path).add(2, m.color_amount).add(3, m.color_offset).add(4, m.animation).add(5, m.animation_frame_rate).add(6, m.bitmap_scale); s << cs.data(); return s; } inline QDataStream & operator >>(QDataStream & s, Map & m) { ChunkStream cs(s); while (!cs.atEnd()) { switch (cs.read()) { case 1: m.bitmap_path = cs.getData(); break; case 2: m.color_amount = cs.getData(); break; case 3: m.color_offset = cs.getData(); break; case 4: m.animation = cs.getData(); break; case 5: m.animation_frame_rate = cs.getData(); break; case 6: m.bitmap_scale = cs.getData(); break; } } return s; } inline QDataStream & operator <<(QDataStream & s, const Material & m) { ChunkStream cs; cs.add(1, m.name).add(2, m.color_diffuse).add(3, m.color_specular).add(4, m.color_self_illumination) .add(5, m.transparency).add(6, m.reflectivity).add(7, m.glass).add(8, m.map_diffuse).add(9, m.map_normal) .add(10, m.map_relief).add(11, m.map_specular).add(12, m.map_specularity).add(13, m.map_self_illumination); s << qCompress(cs.data()); return s; } inline QDataStream & operator >>(QDataStream & s, Material & m) { QByteArray ba; s >> ba; ba = qUncompress(ba); ChunkStream cs(ba); while (!cs.atEnd()) { switch (cs.read()) { case 1: m.name = cs.getData(); break; case 2: m.color_diffuse = cs.getData(); break; case 3: m.color_specular = cs.getData(); break; case 4: m.color_self_illumination = cs.getData(); break; case 5: m.transparency = cs.getData(); break; case 6: m.reflectivity = cs.getData(); break; case 7: m.glass = cs.getData(); break; case 8: m.map_diffuse = cs.getData(); break; case 9: m.map_normal = cs.getData(); break; case 10: m.map_relief = cs.getData(); break; case 11: m.map_specular = cs.getData(); break; case 12: m.map_specularity = cs.getData(); break; case 13: m.map_self_illumination = cs.getData(); break; } } return s; } #endif // GLMATERIAL_H