/* GLObjectBase & Light 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 GLOBJECT_H #define GLOBJECT_H #include "glvbo.h" #include "glframebuffer.h" #include "glmaterial.h" class Camera; class QGLView; class GLObjectBase { friend class QGLView; friend class GLRendererBase; friend QDataStream & operator <<(QDataStream & s, const GLObjectBase * p); friend QDataStream & operator >>(QDataStream & s, GLObjectBase *& p); friend GLObjectBase * loadFromQGLFile(const QString & filepath); public: enum Type {glMesh, glLight, glCamera, glParticlesSystem}; enum Pass {Solid, Transparent, Reflection, User}; enum GeomPrimitives {Triangles = GL_TRIANGLES, Quads = GL_QUADS}; enum RenderMode {View = 0, Point = GL_POINT, Line = GL_LINE, Fill = GL_FILL}; explicit GLObjectBase(); virtual ~GLObjectBase(); virtual GLObjectBase * clone(bool withChildren = true); QString name() const {return name_;} void setName(const QString & name) {name_ = name;} //virtual GLuint hList() {return list;} virtual void init(); virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false); virtual void update() {} bool isInit() const {return is_init;} bool isTexturesLoaded() const {return is_tex_loaded;} Type type() const {return type_;} RenderMode renderMode() const {return render_mode;} void setRenderMode(RenderMode mode) {render_mode = mode;} float lineWidth() const {return line_width;} void setLineWidth(const float & width) {line_width = width;} GLObjectBase * parent() {return parent_;} void setParent(GLObjectBase * o) {parent_ = o;} bool hasParent() const {return parent_ != nullptr;} bool hasChildren() const {return children_.size() != 0;} void setView(QGLView * v); void addChild(GLObjectBase * o); void removeChild(GLObjectBase * o); void removeChild(int index); void clearChildren(bool deleteAll = false); int childCount() const {return children_.size();} GLObjectBase * child(int index); GLObjectBase * child(const QString & name); const GLObjectBase * child(int index) const; const GLObjectBase * child(const QString & name) const; QList children(bool all_ = false); bool isVisible() const {return visible_;} bool isHidden() const {return !visible_;} void setVisible(bool v) {visible_ = v;} void setHidden(bool v) {visible_ = !v;} void show() {visible_ = true;} void hide() {visible_ = false;} bool isReceiveShadows() const {return rec_shadow;} bool isCastShadows() const {return cast_shadow;} void setReceiveShadows(bool on) {rec_shadow = on;} void setCastShadows(bool on) {cast_shadow = on;} void move(const QVector3D & dv) {pos_ += dv; buildTransform();} void moveTo(const QVector3D & dv) {pos_ = dv; buildTransform();} void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {move(QVector3D(dx, dy, dz)); buildTransform();} void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {moveTo(QVector3D(dx, dy, dz)); buildTransform();} void moveX(GLfloat o) {pos_.setX(pos_.x() + o); buildTransform();} void moveY(GLfloat o) {pos_.setY(pos_.y() + o); buildTransform();} void moveZ(GLfloat o) {pos_.setZ(pos_.z() + o); buildTransform();} void setPosX(GLfloat o) {pos_.setX(o); buildTransform();} void setPosY(GLfloat o) {pos_.setY(o); buildTransform();} void setPosZ(GLfloat o) {pos_.setZ(o); buildTransform();} void setPos(GLfloat x, GLfloat y, GLfloat z) {pos_ = QVector3D(x, y, z); buildTransform();} void setPos(const QVector3D & p) {pos_ = p; buildTransform();} void resetPos() {pos_ = QVector3D(0., 0., 0.); buildTransform();} QVector3D pos() const {return pos_;} float posX() const {return pos_.x();} float posY() const {return pos_.y();} float posZ() const {return pos_.z();} QVector3D worldPos() const {return (itransform_ * QVector4D(0, 0, 0, 1.)).toVector3D();} QMatrix4x4 worldTransform() const {return itransform_;} QVector3D rotation() const {return angles_;} float rotationX() const {return angles_.x();} float rotationY() const {return angles_.y();} float rotationZ() const {return angles_.z();} void rotateX(GLfloat a); void rotateY(GLfloat a); void rotateZ(GLfloat a); void setRotationX(GLfloat a); void setRotationY(GLfloat a); void setRotationZ(GLfloat a); void setRotation(const QVector3D & a); void resetRotation(); QVector3D scale() {return scale_;} float scaleX() {return scale_.x();} float scaleY() {return scale_.y();} float scaleZ() {return scale_.z();} void scale(const QVector3D & sv) {raw_matrix = false; scale_ *= sv; buildTransform();} void scale(GLfloat sx, GLfloat sy, GLfloat sz) {raw_matrix = false; scale(QVector3D(sx, sy, sz)); buildTransform();} void scale(GLfloat sx, GLfloat sy) {raw_matrix = false; scale(QVector3D(sx, sy, sy)); buildTransform();} void scale(GLfloat sx) {raw_matrix = false; scale(QVector3D(sx, sx, sx)); buildTransform();} void scaleX(GLfloat a) {raw_matrix = false; scale_.setX(scale_.x() + a); buildTransform();} void scaleY(GLfloat a) {raw_matrix = false; scale_.setY(scale_.y() + a); buildTransform();} void scaleZ(GLfloat a) {raw_matrix = false; scale_.setZ(scale_.z() + a); buildTransform();} void setScale(const QVector3D & a) {raw_matrix = false; scale_ = a; buildTransform();} void setScale(GLfloat a) {raw_matrix = false; scale_ = QVector3D(a, a, a); buildTransform();} void setScaleX(GLfloat a) {raw_matrix = false; scale_.setX(a); buildTransform();} void setScaleY(GLfloat a) {raw_matrix = false; scale_.setY(a); buildTransform();} void setScaleZ(GLfloat a) {raw_matrix = false; scale_.setZ(a); buildTransform();} void resetScale() {raw_matrix = false; scale_ = QVector3D(1., 1., 1.); buildTransform();} QMatrix4x4 transform() {return mat_;} void setTransform(const QMatrix4x4 & t); bool isRawMatrix() {return raw_matrix;} bool isAcceptLight() const {return accept_light;} void setAcceptLight(bool yes) {accept_light = yes;} bool isAcceptFog() const {return accept_fog;} void setAcceptFog(bool yes) {accept_fog = yes;} bool isSelected() const {return selected_;} void setSelected(bool yes) {selected_ = yes;} void select(); void deselect() {selected_ = false;} bool isSelectable() const {return select_;} void setSelectable(bool yes) {select_ = yes;} /* bool isWriteDepth() const {return write_depth_;} void setWriteDepth(bool yes) {write_depth_ = yes;}*/ QColor color() const {return material_.color_diffuse;} void setColor(const QColor & c) {material_.color_diffuse = c; checkPass();} GLenum srcAlpha() const {return blend_src;} GLenum destAlpha() const {return blend_dest;} void setSrcAlpha(GLenum mode) {blend_src = mode;} void setDestAlpha(GLenum mode) {blend_dest = mode;} void setMaterial(const Material & m, bool with_children = false); Material & material() {return material_;} const Box3D & boundingBox(bool withChildren = true) const {return bound;} GLVBO & VBO() {return vbo;} void calculateBoundingBox(); void setProperty(const QString & pn, const QVariant & v); QVariant property(const QString & pn, bool * exists = 0) const; bool hasProperty(const QString & pn) const; void removeProperty(const QString & pn); QVector3D pos_h; QVector points, puvws; QVector faces, uvws, norms; QVector normals; //QVector d_vertices, d_normals, d_uvs; protected: void addChildren(QList & list, GLObjectBase * where); void loadTextures(bool with_children = false); //void deleteTextures() {foreach (GLuint i, textures) currentQGLView->deleteTexture(i); textures.clear();} void buildTransform(); void initInternal(); void render(int * id = nullptr, QMap * ids = nullptr, int sh_id_loc = 0); void checkPass(); virtual void localTransform(QMatrix4x4 & m); QMatrix4x4 worldMatrix(QMatrix4x4 parent) const; int pass_; // Pass bool is_init, is_tex_loaded, accept_light, accept_fog, /*write_depth_,*/ visible_, cast_shadow, rec_shadow, select_, selected_, raw_matrix; bool is_root; float line_width; Type type_; GeomPrimitives geom_prim; RenderMode render_mode; Material material_; Box3D bound; QVector3D pos_, angles_, scale_; QList children_; QList textures; QMatrix4x4 itransform_, mat_; //QColor color_; QString name_; GLenum blend_src, blend_dest; GLObjectBase * parent_; QGLViewBase * view_; GLVBO vbo; QVariantMap meta; }; inline bool operator <(const GLObjectBase & f, const GLObjectBase & s) {return f.pos_h.z() < s.pos_h.z();} class Light: public GLObjectBase { friend class QGLView; friend class GLRendererBase; public: enum Type {Omni, Directional, Cone}; Light(); Light(const QVector3D & p, const QColor & c = Qt::white, float i = 1.); virtual GLObjectBase * clone(bool withChildren = true); virtual void init() {shadow_map.resize(512, 512); is_init = true;} virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false); QVector3D direction, dir0, dir1; float angle_start; float angle_end; float intensity; float decay_const; float decay_linear; float decay_quadratic; float decay_start; float decay_end; Type light_type; GLFramebuffer shadow_map; QMatrix4x4 shadow_matrix; protected: }; template inline T globject_cast(GLObjectBase * object) {return reinterpret_cast(object);} template inline T globject_cast(const GLObjectBase * object) {return reinterpret_cast(object);} QDataStream & operator <<(QDataStream & s, const GLObjectBase * p); QDataStream & operator >>(QDataStream & s, GLObjectBase *& p); #endif // GLOBJECT_H