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libs/qglview/gltypes.cpp
Бычков Андрей ba8bc27298 1
git-svn-id: svn://db.shs.com.ru/libs@1 a8b55f48-bf90-11e4-a774-851b48703e85
2015-02-28 21:28:53 +00:00

747 lines
26 KiB
C++

/*
QGLView
Copyright (C) 2012 Ivan Pelipenko peri4ko@gmail.com
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gltypes.h"
#include "qglview.h"
QGLWidget * currentQGLView;
GLTextureManager * currentGLTextureManager;
Camera * currentCamera;
QMatrix4x4 globCameraMatrix;
QMutex globMutex;
QString readCharsUntilNull(QDataStream & s) {
QString str;
char ch;
s.readRawData(&ch, 1);
while (ch != '\0') {
str += ch;
s.readRawData(&ch, 1);
}
return str;
}
void glDrawQuad(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
glResetAllTransforms();
glSetPolygonMode(GL_FILL);
glBegin(GL_QUADS);
glColor3f(1.f, 1.f, 1.f);
glTexCoord2f(0.f, 0.f); glVertex2f(x, y);
glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y);
glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h);
glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h);
glEnd();
}
QMatrix4x4 getGLMatrix(GLenum matrix) {
GLfloat gm[16];
glGetFloatv(matrix, gm);
qreal qm[16];
for (int i = 0; i < 16; ++i)
qm[i] = gm[i];
return QMatrix4x4(qm, 4, 4).transposed();
}
void createGLTexture(GLuint & tex, int width, int height, const GLenum & format, const GLenum & target) {
glClearError();
if (tex == 0) {
glGenTextures(1, &tex);
glBindTexture(target, tex);
}
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT24 || format == GL_DEPTH_COMPONENT32)
glTexImage2D(target, 0, format, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
else
glTexImage2D(target, 0, format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
//qDebug() << QString::number(glGetError(), 16);
}
void createGLTexture(GLuint & tex, const QImage & image, const GLenum & format, const GLenum & target) {
if (tex == 0) {
glGenTextures(1, &tex);
glBindTexture(target, tex);
}
QImage im = QGLWidget::convertToGLFormat(image);
//const QImage & cim(im);
//glClearError();
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (target == GL_TEXTURE_1D || target == GL_TEXTURE_2D || target == GL_TEXTURE_3D) {
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
glTexImage2D(target, 0, format, im.width(), im.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, im.bits());
//qDebug() << tex << im.width() << im.height() << im.bits() << glGetError();
}
bool loadShaders(QGLShaderProgram * prog, const QString & name, const QString & dir) {
prog->removeAllShaders();
QDir d(dir);
QFileInfoList sl = d.entryInfoList(QStringList(name + ".geom"), QDir::Files | QDir::NoDotAndDotDot);
#if QT_VERSION >= 0x040700
foreach (const QFileInfo & i, sl)
prog->addShaderFromSourceFile(QGLShader::Geometry, i.absoluteFilePath());
#endif
sl = d.entryInfoList(QStringList(name + ".vert"), QDir::Files | QDir::NoDotAndDotDot);
foreach (const QFileInfo & i, sl)
prog->addShaderFromSourceFile(QGLShader::Vertex, i.absoluteFilePath());
sl = d.entryInfoList(QStringList(name + ".frag"), QDir::Files | QDir::NoDotAndDotDot);
foreach (const QFileInfo & i, sl)
prog->addShaderFromSourceFile(QGLShader::Fragment, i.absoluteFilePath());
if (!prog->link()) {
qDebug() << "[QGLView] Shader \"" + name + "\" link error: " + prog->log();
return false;
}
return true;
}
QImage rotateQImageLeft(const QImage & im) {
QImage ri(im.height(), im.width(), im.format());
QPainter p(&ri);
p.rotate(90);
p.drawImage(0, -im.height(), im);
p.end();
return ri;
}
QImage rotateQImageRight(const QImage & im) {
QImage ri(im.height(), im.width(), im.format());
QPainter p(&ri);
p.rotate(-90);
p.drawImage(-im.width(), 0, im);
p.end();
return ri;
}
bool GLCubeTexture::create() {
//qDebug("create");
destroy();
glGenTextures(1, &id_);
glBindTexture(GL_TEXTURE_CUBE_MAP, id_);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR/*_MIPMAP_LINEAR*/);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
//glClearError();
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
//qDebug() << glGetError();
changed_ = false;
return id_ > 0;
}
void GLCubeTexture::load() {
if (isEmpty()) return;
create();
if (!path(0).isEmpty()) loadFront(path(0));
if (!path(1).isEmpty()) loadBack(path(1));
if (!path(2).isEmpty()) loadLeft(path(2));
if (!path(3).isEmpty()) loadRight(path(3));
if (!path(4).isEmpty()) loadTop(path(4));
if (!path(5).isEmpty()) loadBottom(path(5));
}
void GLCubeTexture::loadFromDirectory(const QString & dir) {
QDir d(dir); QFileInfoList sl;
sl = d.entryInfoList(QStringList("front.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) loadFront(sl[0].absoluteFilePath());
sl = d.entryInfoList(QStringList("back.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) loadBack(sl[0].absoluteFilePath());
sl = d.entryInfoList(QStringList("left.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) loadLeft(sl[0].absoluteFilePath());
sl = d.entryInfoList(QStringList("right.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) loadRight(sl[0].absoluteFilePath());
sl = d.entryInfoList(QStringList("top.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) loadTop(sl[0].absoluteFilePath());
sl = d.entryInfoList(QStringList("bottom.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) loadBottom(sl[0].absoluteFilePath());
}
void GLCubeTexture::loadPathesFromDirectory(const QString & dir) {
QDir d(dir); QFileInfoList sl;
sl = d.entryInfoList(QStringList("front.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) pathes[0] = sl[0].absoluteFilePath();
sl = d.entryInfoList(QStringList("back.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) pathes[1] = sl[0].absoluteFilePath();
sl = d.entryInfoList(QStringList("left.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) pathes[2] = sl[0].absoluteFilePath();
sl = d.entryInfoList(QStringList("right.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) pathes[3] = sl[0].absoluteFilePath();
sl = d.entryInfoList(QStringList("top.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) pathes[4] = sl[0].absoluteFilePath();
sl = d.entryInfoList(QStringList("bottom.*"), QDir::Files | QDir::NoDotAndDotDot); if (!sl.isEmpty()) pathes[5] = sl[0].absoluteFilePath();
}
GLuint GLTextureManagerBase::loadTexture(const QString & path, bool ownership) {
int tid = ((GLTextureManagerBase*)currentGLTextureManager)->textureID(path);
if (tid > 0) {
//qDebug() << "[TextureManager] Found" << path << "as" << tid;
return tid;
}
tid = currentQGLView->bindTexture(QImage(path), GL_TEXTURE_2D/*, GL_RGBA, QGLContext::MipmapBindOption*/);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << path;
return tid;
}
qDebug() << "[TextureManager] Loaded" << path << "as" << tid;
if (ownership) ((GLTextureManagerBase*)currentGLTextureManager)->tex_ids.insert(path, tid);
/*GLenum err(0);
im = currentQGLView->convertToGLFormat(im);
glClearError();
glGenTextures(1, &tid);
err = glGetError();
if (err != GL_NO_ERROR) {
qDebug() << "can`t generate texture," << err;
return false;
}
//glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
glClearError();
glBindTexture(GL_TEXTURE_2D, tid);
qDebug() << "load" << im.width() << "x" << im.height();
glClearError();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, im.width(), im.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, im.bits());
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glBindTexture(GL_TEXTURE_2D, 0);
err = glGetError();
if (err != GL_NO_ERROR) {
glDeleteTextures(1, &tid);
qDebug() << "can`t load" << path << "," << err;
return false;
}
currentGLTextureManager->tex_ids << tid;
qDebug() << "loaded" << path << "as" << tid;*/
return tid;
}
GLuint GLTextureManagerBase::loadTexture(const QImage & image, bool ownership) {
GLuint tid = currentQGLView->bindTexture(image);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load image";
return tid;
}
//qDebug() << "[TextureManager] Loaded image as" << tid;
if (ownership) ((GLTextureManagerBase*)currentGLTextureManager)->tex_ids.insert(QString(), tid);
return tid;
}
void Camera::anglesFromPoints() {
QVector3D dv = aim_ - pos_, tv;
tv = QVector3D(dv.x(), dv.y(), 0.);
angle_z = atan2(tv.x(), tv.y()) * rad2deg;
angle_xy = piClamp<GLdouble>(atan2(tv.length(), dv.z()) * rad2deg + 180., angle_limit_lower_xy, angle_limit_upper_xy);
}
void Camera::apply(const GLdouble & aspect) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (aspect <= 1.)
glScaled(aspect, aspect, 1.);
gluPerspective(fov_, aspect, depth_start, depth_end);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslated(0., 0., -distance());
glRotated(angle_xy, 1., 0., 0.);
glRotated(angle_roll, 0., -1., 0.);
glRotated(angle_z, 0., 0., 1.);
//glTranslated(pos_.x(), pos_.y(), pos_.z());
//if (mirror_y) glScalef(1,-1,-1);
//if (mirror_x) glScalef(-1,1,-1);
//glScalef(-1,-1,1);
glTranslated(-aim_.x(), -aim_.y(), -aim_.z());
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
//qDebug() << "viewport" << viewport[0] << viewport[1] << viewport[2] << viewport[3];
}
void Camera::panZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z += a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
}
void Camera::panXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy += a;
angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
aim_ = pos_ + dv;
}
void Camera::rotateZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z += a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
}
void Camera::rotateXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy += a;
angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
aim_ = pos_ + dv;
}
void Camera::orbitZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z += a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
pos_ = aim_ - dv;
}
void Camera::orbitXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy += a;
angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
pos_ = aim_ - dv;
}
void Camera::setAngleZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z = a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
}
void Camera::setAngleXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy = a;
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
//pos_ = aim_ - dv;
aim_ = pos_ + dv;
//anglesFromPoints();
}
void Camera::moveForward(const double & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tc, cos(angle_z * deg2rad) * tc, 0.);
if (withZ) dv.setZ(-cos(angle_xy * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
}
void Camera::moveLeft(const double & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad - M_PI_2) * tc, cos(angle_z * deg2rad - M_PI_2) * tc, 0.);
if (withZ) dv.setZ(-sin(angle_roll * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
}
void Camera::moveUp(const double & x, bool onlyZ) {
QVector3D dv;
if (onlyZ)
dv = QVector3D(0., 0., x);
else {
double tc = cos(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tc, cos(angle_z * deg2rad) * tc, -sin(angle_xy * deg2rad));
dv.normalize();
dv *= x;
}
pos_ += dv;
aim_ += dv;
}
void Camera::flyCloser(const double & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() / (1. + s), tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
pos_ = aim_ - dv;
}
void Camera::flyFarer(const double & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() * (1. + s), tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
pos_ = aim_ - dv;
}
void Camera::flyToDistance(const double & d) {
QVector3D dv = aim_ - pos_;
double tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * d * tc, cos(angle_z * deg2rad) * d * tc, -cos(angle_xy * deg2rad) * d);
pos_ = aim_ - dv;
}
QVector3D Camera::pointFromViewport(int x_, int y_, double z_) {
GLsizei mx = x_, my = viewport[3] - y_, mz = z_;
GLdouble x,y,z;
gluUnProject(mx, my, mz, modelview, projection, viewport, &x, &y, &z);
return QVector3D(x,y,z);
}
Material::Material(): reflection(512) {
color_diffuse = color_specular = Qt::white;
color_self_illumination = Qt::black;
glass = false;
transparency = reflectivity = 0.f;
bump_scale = relief_scale = iof = 1.f;
dispersion = 0.05f;
shine = shine_strength = 0.f;
light_model = Phong;
}
void Material::apply() {
GLfloat mat_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat mat_specular[4] = {0.9f, 0.9f, 0.9f, 1.0f};
GLfloat mat_emission[4] = {0.f, 0.f, 0.f, 1.0f};
mat_diffuse[0] = color_diffuse.redF();
mat_diffuse[1] = color_diffuse.greenF();
mat_diffuse[2] = color_diffuse.blueF();
mat_diffuse[3] = color_diffuse.alphaF() * (1.f - transparency);
mat_specular[0] = shine_strength * color_specular.redF();
mat_specular[1] = shine_strength * color_specular.greenF();
mat_specular[2] = shine_strength * color_specular.blueF();
mat_emission[0] = color_self_illumination.redF();
mat_emission[1] = color_self_illumination.greenF();
mat_emission[2] = color_self_illumination.blueF();
glColor4f(mat_diffuse[0], mat_diffuse[1], mat_diffuse[2], mat_diffuse[3]);
//qDebug() << color_diffuse.alphaF() * (1.f - transparency);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, shine);
glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_diffuse);
}
void Material::loadTextures(GLTextureManagerBase * tm) {
if (tm == 0) tm = (GLTextureManagerBase*)currentGLTextureManager;
if (!diffuse.bitmap_path.isEmpty()) diffuse.bitmap_id = tm->loadTexture(diffuse.bitmap_path);
if (!bump.bitmap_path.isEmpty()) bump.bitmap_id = tm->loadTexture(bump.bitmap_path);
if (!relief.bitmap_path.isEmpty()) relief.bitmap_id = tm->loadTexture(relief.bitmap_path);
if (!diffuse_2.bitmap_path.isEmpty()) diffuse_2.bitmap_id = tm->loadTexture(diffuse_2.bitmap_path);
//qDebug() << "load" << reflection.path(0);
reflection.load();
}
QColor colorFromString(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
double r, g, b;
r = s.left(i).toFloat(); s = s.right(s.length() - i - 1); i = s.indexOf("\t");
g = s.left(i).toFloat(); s = s.right(s.length() - i - 1);
b = s.toFloat();
return QColor(r * 255., g * 255., b * 255.);
}
QVector3D orthToVector(const QVector3D & v, const double & scale) {
if (v.isNull()) return QVector3D();
QVector3D rv, fn, sn;
if (v.x() != 0) rv.setZ(1.);
else if (v.y() != 0) rv.setX(1.);
else rv.setY(1.);
fn = QVector3D::crossProduct(v, rv).normalized();
sn = QVector3D::crossProduct(v, fn).normalized();
return fn * urand(scale) + sn * urand(scale);
}
QVector3D rotateVector(const QVector3D & v, const QVector3D & a) {
QMatrix4x4 m;
m.rotate(a.z(), 0., 0., 1.);
m.rotate(a.y(), 0., 1., 0.);
m.rotate(a.x(), 1., 0., 0.);
return m * v;
}
void setVectorLength(QVector3D & v, const double & l) {
double vl = v.length();
if (vl == 0.) return;
double c = l / vl;
v *= c;
}
void lengthenVector(QVector3D & v, const double & l) {
double vl = v.length();
if (l == 0. || vl == 0.) return;
double c = 1. + l / vl;
v *= c;
}
Vector3d::Vector3d(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
x = s.left(i).toFloat(); s = s.right(s.length() - i - 1); i = s.indexOf("\t");
y = s.left(i).toFloat(); s = s.right(s.length() - i - 1);
z = s.toFloat();
}
Vector3i::Vector3i(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
p0 = s.left(i).toInt(); s = s.right(s.length() - i - 1); i = s.indexOf("\t");
p1 = s.left(i).toInt(); s = s.right(s.length() - i - 1);
p2 = s.toInt();
}
void GLRendererBase::setupLight(const Light & l, int inpass_index, int gl_index) {
QVector3D lp = l.worldPos(), ld = (l.itransform_ * QVector4D(l.direction, 0.)).toVector3D().normalized();
GLfloat pos[] = {0.f, 0.f, 0.f, 0.f};
GLfloat dir[] = {0.f, 0.f, 0.f};
GLfloat col[] = {0.f, 0.f, 0.f};
pos[0] = l.light_type == Light::Directional ? -l.direction.x() : lp.x();
pos[1] = l.light_type == Light::Directional ? -l.direction.y() : lp.y();
pos[2] = l.light_type == Light::Directional ? -l.direction.z() : lp.z();
pos[3] = l.light_type == Light::Directional ? 0. : 1.;
dir[0] = ld.x();
dir[1] = ld.y();
dir[2] = ld.z();
col[0] = l.visible_ ? l.color().redF() * l.intensity : 0.;
col[1] = l.visible_ ? l.color().greenF() * l.intensity : 0.;
col[2] = l.visible_ ? l.color().blueF() * l.intensity : 0.;
glEnable(gl_index);
//glLightfv(gl_index, GL_AMBIENT, ambient);
glLightfv(gl_index, GL_DIFFUSE, col);
glLightfv(gl_index, GL_SPECULAR, col);
glLightfv(gl_index, GL_POSITION, pos);
glLightf(gl_index, GL_CONSTANT_ATTENUATION, l.decay_const);
glLightf(gl_index, GL_LINEAR_ATTENUATION, l.decay_linear);
glLightf(gl_index, GL_QUADRATIC_ATTENUATION, l.decay_quadratic);
if (l.light_type == Light::Cone) {
glLightfv(gl_index, GL_SPOT_DIRECTION, dir);
glLightf(gl_index, GL_SPOT_CUTOFF, l.angle_spread);
glLightf(gl_index, GL_SPOT_EXPONENT, l.angle_decay_exp);
} else {
glLightf(gl_index, GL_SPOT_CUTOFF, 180.);
}
}
void GLRendererBase::setupAmbientLight(const QColor & a, bool first_pass) {
GLfloat ambient[] = {0.0f, 0.0f, 0.0f, 1.f};
if (first_pass) {
ambient[0] = view.ambientColor_.redF();
ambient[1] = view.ambientColor_.greenF();
ambient[2] = view.ambientColor_.blueF();
}
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
}
void GLRendererBase::setupShadersLights(int lights_count) {
/*foreach (QGLShaderProgram * i, view.shaders_ppl) {
i->bind();
i->setUniformValue("lightsCount", lights_count);
i->setUniformValue("acc_light", lights_count > 0);
//i->setUniformValue("mat", mvm);
}*/
}
void GLRendererBase::setupTextures(GLObjectBase & o, GLRendererBase::RenderingParameters & rp, bool first_object) {
if (first_object) {
glReleaseTextures();
return;
}
setupShadersTextures(o, rp);
Material & mat(o.material_);
if (rp.light) {
if (o.accept_light) {if (!rp.prev_light) {glSetLightEnabled(true); rp.prev_light = true;}}
else {if (rp.prev_light) {glSetLightEnabled(false); rp.prev_light = false;}}
}
if (rp.fog) {
if (o.accept_fog) {if (!rp.prev_fog) {glSetFogEnabled(true); rp.prev_fog = true;}}
else {if (rp.prev_fog) {glSetFogEnabled(false); rp.prev_fog = false;}}
}
if (rp.textures) {
if (rp.prev_tex[0] != mat.diffuse.bitmap_id) {
rp.prev_tex[0] = mat.diffuse.bitmap_id;
glActiveTextureChannel(0); glBindTexture(GL_TEXTURE_2D, mat.diffuse.bitmap_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view.anisotropicLevel_);
}
if (rp.prev_tex[1] != mat.bump.bitmap_id) {
rp.prev_tex[1] = mat.bump.bitmap_id;
glActiveTextureChannel(1); glBindTexture(GL_TEXTURE_2D, mat.bump.bitmap_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view.anisotropicLevel_);
}
if (rp.prev_tex[2] != mat.relief.bitmap_id) {
rp.prev_tex[2] = mat.relief.bitmap_id;
glActiveTextureChannel(2); glBindTexture(GL_TEXTURE_2D, mat.relief.bitmap_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view.anisotropicLevel_);
}
glActiveTextureChannel(0);
}
}
void GLRendererBase::setupLights(int pass, int lights_per_pass) {
int light_start, light_end, lmax;
light_start = pass * lights_per_pass;
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights_.size());
setupAmbientLight(view.ambientColor_, pass == 0);
if (!view.lights_.isEmpty()) {
setupShadersLights(light_end - light_start);
for (int i = light_start; i < light_end; ++i)
setupLight(*view.lights_[i], i - light_start, GL_LIGHT0 + i - light_start);
lmax = light_start + 8;
for (int i = light_end; i < lmax; ++i)
glDisable(GL_LIGHT0 + i - light_start);
} else {
setupShadersLights(0);
for (int i = 0; i < 8; ++i)
glDisable(GL_LIGHT0 + i);
}
}
void GLRendererBase::applyFilteringParameters() {
if (view.linearFiltering_) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view.anisotropicLevel_);
}
void GLRendererBase::renderObjects(int pass, int light_pass, void * shaders, bool textures, bool light, bool fog) {
RenderingParameters rp;
rp.pass = pass;
rp.light_pass = light_pass;
rp.shaders = shaders;
rp.textures = textures;
rp.light = rp.prev_light = light;
rp.fog = rp.prev_fog = fog;
for (int i = 0; i < 32; ++i) rp.prev_tex[i] = 0;
rp.prev_light_model = Material::Phong;
setupTextures(view.objects_, rp, true);
glSetLightEnabled(rp.prev_light);
glSetFogEnabled(rp.prev_fog);
glSetCapEnabled(GL_TEXTURE_2D, rp.textures);
glSetCapEnabled(GL_BLEND, pass == GLObjectBase::Transparent);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_CUBE_MAP);
renderSingleObject(view.objects_, rp);
}
void GLRendererBase::renderSingleObject(GLObjectBase & o, RenderingParameters & rp) {
if (!o.isInit())
o.init();
if (!o.isTexturesLoaded())
o.loadTextures();
if (!o.visible_) return;
Material & mat(o.material_);
glPushMatrix();
if (o.pos_.x() != 0. || o.pos_.y() != 0. || o.pos_.z() != 0.) qglTranslate(o.pos_);
if (o.angles_.z() != 0.) glRotated(o.angles_.z(), 0., 0., 1.);
if (o.angles_.y() != 0.) glRotated(o.angles_.y(), 0., 1., 0.);
if (o.angles_.x() != 0.) glRotated(o.angles_.x(), 1., 0., 0.);
if (o.scale_.x() != 1. || o.scale_.y() != 1. || o.scale_.z() != 1.) qglScale(o.scale_);
if (rp.pass == o.pass_) {
setupTextures(o, rp, false);
mat.apply();
glSetPolygonMode(o.render_mode != GLObjectBase::View ? o.render_mode : (view.rmode != GLObjectBase::View ? view.rmode : GL_FILL));
glLineWidth(o.line_width > 0. ? o.line_width : view.lineWidth_);
glPointSize(o.line_width > 0. ? o.line_width : view.lineWidth_);
o.update();
if (o.pass_ == GLObjectBase::Transparent) {
glActiveTextureChannel(3);
if (mat.reflectivity > 0.) {
glEnable(GL_TEXTURE_CUBE_MAP);
if (!mat.reflection.isEmpty()) mat.reflection.bind();
else glDisable(GL_TEXTURE_CUBE_MAP);
} else glDisable(GL_TEXTURE_CUBE_MAP);
if (rp.light_pass > 0) glDisable(GL_TEXTURE_CUBE_MAP);
GLfloat gm[16], bc[4] = {mat.reflectivity, mat.reflectivity, mat.reflectivity, mat.reflectivity};
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, bc);
glGetFloatv(GL_MODELVIEW_MATRIX, gm);
glMatrixMode(GL_TEXTURE);
glLoadTransposeMatrixf(gm);
glScalef(-1., -1., -1.);
glMatrixMode(GL_MODELVIEW);
glActiveTextureChannel(0);
}
o.draw();
}
foreach (GLObjectBase * i, o.children_)
renderSingleObject(*i, rp);
glPopMatrix();
}