moved to shstk

This commit is contained in:
2020-08-25 22:24:02 +03:00
parent d4f1c78a6e
commit b92a1fa558
904 changed files with 2448 additions and 36452 deletions

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find_package(OpenGL REQUIRED)
_qt_project(qglview FALSE "QAD" "Gui;OpenGL;Xml" "qad_widgets;qad_utils;${OPENGL_LIBRARIES}")
_qt_install(qglview FALSE "qad" "out_HDR" "out_QM")
qt_sources(test_SRC DIR "qglview_test")
qt_wrap(${test_SRC} CPPS test_CPP)
qt_add_executable(qglview_test test_CPP)
qt_target_link_libraries(qglview_test qglview)

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libs/qglview/LICENSE.txt Normal file
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GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
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General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
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290
libs/qglview/glcamera.cpp Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "gltypes.h"
#include "qglview.h"
Camera::Camera() {
type_ = glCamera;
fov_ = 60.;
angle_limit_lower_xy = 0.f;
angle_limit_upper_xy = 360.f;
angles_.setY(270.f);
depth_start = 0.1f;
depth_end = 1000.f;
mirror_x = mirror_y = false;
}
void Camera::anglesFromPoints() {
QVector3D dv = aim_ - pos_, tv;
tv = QVector3D(dv.x(), dv.y(), 0.);
angles_.setZ(atan2f(tv.x(), tv.y()) * rad2deg);
angles_.setY(piClamp<GLfloat>(atan2f(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy) + 180.f);
}
void Camera::apply(const GLfloat & aspect) {
glMatrixMode(GL_PROJECTION);
if (aspect <= 1.f)
glScalef(aspect, aspect, 1.f);
QMatrix4x4 pm = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
//pm.perspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm;// << glMatrixPerspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm;
setGLMatrix(pm);
glMatrixMode(GL_MODELVIEW);
pm.setToIdentity();
pm.translate(0., 0., -distance());
pm.rotate(angles_.y(), 1., 0., 0.);
pm.rotate(angles_.x(), 0., 1., 0.);
pm.rotate(angles_.z(), 0., 0., 1.);
//pm.translate(-aim_);
if (parent_) {
QMatrix4x4 pmat = parent_->worldTransform();
offset_ = pmat.column(3).toVector3D();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
pmat.translate(aim_);
pm *= pmat.inverted();
//qDebug() << pmat;
}
setGLMatrix(pm);
//qDebug() << angles_;
}
QMatrix4x4 Camera::offsetMatrix() const {
QMatrix4x4 ret;
ret.translate(parent_ ? -offset_ : -aim_);
return ret;
}
/*
void Camera::localTransform(QMatrix4x4 & m) {
return;
if (parent_)
m *= parent_->worldTransform();
QMatrix4x4 ret;
//qDebug() << "local camera";
ret.translate(0., 0., -distance());
ret.rotate(angles_.y(), 1., 0., 0.);
ret.rotate(angles_.x(), 0., 1., 0.);
ret.rotate(angles_.z(), 0., 0., 1.);
//m *= ret.inverted();
}
*/
void Camera::assign(const Camera & c) {
pos_ = c.pos_;
aim_ = c.aim_;
fov_ = c.fov_;
angles_ = c.angles_;
angle_limit_lower_xy = c.angle_limit_lower_xy;
angle_limit_upper_xy = c.angle_limit_upper_xy;
mirror_x = c.mirror_x;
mirror_y = c.mirror_y;
depth_start = c.depth_start;
depth_end = c.depth_end;
buildTransform();
}
GLObjectBase * Camera::clone(bool withChildren) {
Camera * o = new Camera(*this);
//GLObjectBase::clone(withChildren);
o->is_init = false;
o->name_ = name_ + "_copy";
o->view_ = nullptr;
o->children_.clear();
if (withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
o->pos_ = pos_;
o->aim_ = aim_;
o->fov_ = fov_;
o->angles_ = angles_;
o->angle_limit_lower_xy = angle_limit_lower_xy;
o->angle_limit_upper_xy = angle_limit_upper_xy;
o->mirror_x = mirror_x;
o->mirror_y = mirror_y;
o->depth_start = depth_start;
o->depth_end = depth_end;
o->meta = meta;
return o;
}
void Camera::panZ(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::panXY(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
aim_ = pos_ + dv * tl;
buildTransform();
}
void Camera::rotateZ(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::rotateXY(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
aim_ = pos_ + dv * tl;
buildTransform();
}
void Camera::orbitZ(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
pos_ = aim_ - dv;
buildTransform();
}
void Camera::orbitXY(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
}
void Camera::setAngleZ(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::setAngleXY(const float & a) {
QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(a);
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
//pos_ = aim_ - dv;
aim_ = pos_ + dv * tl;
buildTransform();
//anglesFromPoints();
}
void Camera::moveForward(const float & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
float tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, 0.);
if (withZ) dv.setZ(-cosf(angles_.y() * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
buildTransform();
}
void Camera::moveLeft(const float & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
float tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad - float(M_PI_2)) * tc, cosf(angles_.z() * deg2rad - float(M_PI_2)) * tc, 0.f);
if (withZ) dv.setZ(-sinf(angles_.x() * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
buildTransform();
}
void Camera::moveUp(const float & x, bool onlyZ) {
QVector3D dv;
if (onlyZ)
dv = QVector3D(0., 0., x);
else {
float tc = cosf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -sinf(angles_.y() * deg2rad));
dv.normalize();
dv *= x;
}
pos_ += dv;
aim_ += dv;
buildTransform();
}
void Camera::flyCloser(const float & s) {
QVector3D dv = aim_ - pos_;
float tl = dv.length() / (1.f + s), tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
}
void Camera::flyFarer(const float & s) {
QVector3D dv = aim_ - pos_;
float tl = dv.length() * (1.f + s), tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
}
void Camera::flyToDistance(const float & d) {
QVector3D dv = aim_ - pos_;
float tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
pos_ = aim_ - dv * d;
buildTransform();
}

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libs/qglview/glcamera.h Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLCAMERA_H
#define GLCAMERA_H
#include "globject.h"
class Camera;
//extern QMatrix4x4 globCameraMatrix;
//extern Camera * currentCamera;
class Camera: public GLObjectBase
{
friend class QGLView;
friend class GLParticlesSystem;
friend QDataStream & operator <<(QDataStream & s, const GLObjectBase * p);
friend QDataStream & operator >>(QDataStream & s, GLObjectBase *& p);
public:
Camera();
void setPos(const QVector3D & p) {pos_ = p; anglesFromPoints(); buildTransform();}
void setAim(const QVector3D & p) {aim_ = p; anglesFromPoints(); buildTransform();}
void move(const QVector3D & p) {pos_ += p; aim_ += p; buildTransform();}
void move(const float & x, const float & y = 0., const float & z = 0.) {pos_ += QVector3D(x, y, z); aim_ += QVector3D(x, y, z); buildTransform();}
void moveForward(const float & x, bool withZ = true);
void moveBackward(const float & x, bool withZ = true) {moveForward(-x, withZ);}
void moveLeft(const float & x, bool withZ = true);
void moveRight(const float & x, bool withZ = true) {moveLeft(-x, withZ);}
void moveUp(const float & x, bool onlyZ = false);
void moveDown(const float & x, bool onlyZ = false) {moveUp(-x, onlyZ);}
void rotateZ(const float & a);
void rotateXY(const float & a);
void rotateRoll(const float & a) {angles_.setX(angles_.x() + a); buildTransform();}
void orbitZ(const float & a);
void orbitXY(const float & a);
void panZ(const float & a);
void panXY(const float & a);
void setFOV(const float & f) {fov_ = f;}
void setAngles(const QVector3D & a) {setRotation(a);}
void setAngleZ(const float & a);
void setAngleXY(const float & a);
void setAngleRoll(const float & a) {angles_.setX(a); buildTransform();}
void setAngleLowerLimitXY(const float & a) {angle_limit_lower_xy = a; buildTransform();}
void setAngleUpperLimitXY(const float & a) {angle_limit_upper_xy = a; buildTransform();}
void setAngleLimitsXY(const float & lower, const float & upper) {angle_limit_lower_xy = lower; angle_limit_upper_xy = upper; buildTransform();}
void setDepthStart(const float & d) {depth_start = d;}
void setDepthEnd(const float & d) {depth_end = d;}
void setMirrorX(bool yes) {mirror_x = yes;}
void setMirrorY(bool yes) {mirror_y = yes;}
void flyCloser(const float & s);
void flyFarer(const float & s);
void flyToDistance(const float & d);
QVector3D aim() const {return aim_;}
QVector3D angles() const {return rotation();}
QVector3D direction() const {return (aim_ - pos_).normalized();}
QVector3D directionXY() const {QVector3D tv = aim_ - pos_; return QVector3D(tv.x(), tv.y(), 0.).normalized();}
float FOV() const {return fov_;}
float distance() const {return (pos_ - aim_).length();}
float angleZ() const {return angles_.z();}
float angleXY() const {return angles_.y();}
float angleRoll() const {return angles_.x();}
float angleLowerLimitXY() const {return angle_limit_lower_xy;}
float angleUpperLimitXY() const {return angle_limit_upper_xy;}
float depthStart() const {return depth_start;}
float depthEnd() const {return depth_end;}
bool isMirrorX() const {return mirror_x;}
bool isMirrorY() const {return mirror_y;}
void anglesFromPoints();
void apply(const GLfloat & aspect = 1.);
void assign(const Camera & c);
virtual GLObjectBase * clone(bool withChildren = true);
QMatrix4x4 offsetMatrix() const;
private:
QVector3D aim_, offset_;
GLfloat fov_;
GLfloat depth_start;
GLfloat depth_end;
GLfloat angle_limit_lower_xy;
GLfloat angle_limit_upper_xy;
bool mirror_x;
bool mirror_y;
};
#endif // GLCAMERA_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glframebuffer.h"
GLFramebuffer::GLFramebuffer(int colorAttachments_, bool withDepth, GLenum colorFormat_, GLenum target__) {
is_depth = withDepth;
color_format = colorFormat_;
target_ = target__;
colors.fill(0, colorAttachments_);
fbo = drbo = 0;
tex_d = 0;
wid = hei = 0;
is_changed = false;
}
GLFramebuffer::~GLFramebuffer() {
deleteGLFramebuffer(fbo);
deleteGLRenderbuffer(drbo);
for (int i = 0; i < colors.size(); ++i)
deleteGLTexture(colors[i]);
deleteGLTexture(tex_d);
}
void GLFramebuffer::resize(int width, int height, bool force) {
if ((wid == width) && (hei == height) && !force) return;
initializeOpenGLFunctions();
wid = width;
hei = height;
deleteGLFramebuffer(fbo);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (int i = 0; i < colors.size(); ++i) {
deleteGLTexture(colors[i]);
createGLTexture(colors[i], width, height, color_format, target_);
glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, 4);
glTexParameteri(target_, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, target_, colors[i], 0);
}
if (is_depth) {
deleteGLTexture(tex_d);
deleteGLRenderbuffer(drbo);
glGenRenderbuffers(1, &drbo);
glBindRenderbuffer(GL_RENDERBUFFER, drbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, drbo);
createGLTexture(tex_d, width, height, GL_DEPTH_COMPONENT);
glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target_, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target_, tex_d, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
is_changed = false;
}
QImage GLFramebuffer::grab() const {
//glReadPixels(0, 0, wid, hei, GL_RGBA, );
//QImage ret();
return QImage();
}
void GLFramebuffer::bind() {
if (is_changed) resize(wid, hei);
if (fbo == 0) return;
initializeOpenGLFunctions();
//glFlush();
glGetIntegerv(GL_VIEWPORT, prev_view);
//glClearError();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
//qDebug() << QString::number(glGetError(), 16);
QVector<GLenum> buffers;
for (int i = 0; i < colors.size(); ++i)
buffers << GL_COLOR_ATTACHMENT0 + i;
glDrawBuffers(buffers.size(), buffers.constData());
glReadBuffer(GL_COLOR_ATTACHMENT0);
//glDrawBuffer(GL_COLOR_ATTACHMENT0);
glViewport(0, 0, wid, hei);
}
void GLFramebuffer::release() {
is_changed = false;
if (fbo == 0) return;
//glFlush();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(prev_view[0], prev_view[1], prev_view[2], prev_view[3]);
}
void GLFramebuffer::setWriteBuffer(int index) {
//QVector<GLenum> buffers; buffers << GL_COLOR_ATTACHMENT0 + index;
GLenum e = GL_COLOR_ATTACHMENT0 + index;
glDrawBuffer(e);
//glDrawBuffers(1, &e);
}
void GLFramebuffer::setWriteBuffers(int * indeces, int count) {
QVector<GLenum> buffers;
for (int i = 0; i < count; ++i)
buffers << GL_COLOR_ATTACHMENT0 + indeces[i];
glDrawBuffers(buffers.size(), buffers.constData());
}
void GLFramebuffer::bindColorTextures() {
for (int i = colors.size() - 1; i >= 0; --i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, colors[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
void GLFramebuffer::bindDepthTexture(int channel) {
glActiveTexture(GL_TEXTURE0 + channel);
glBindTexture(GL_TEXTURE_2D, tex_d);
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLFRAMEBUFFER_H
#define GLFRAMEBUFFER_H
#include <QOpenGLExtraFunctions>
#include "gltypes.h"
class GLFramebuffer : protected QOpenGLExtraFunctions
{
public:
GLFramebuffer(int colorAttachments = 1, bool withDepth = true, GLenum colorFormat = GL_RGBA8, GLenum target = GL_TEXTURE_2D);
virtual ~GLFramebuffer();
GLuint id() const {return fbo;}
GLuint colorTexture(int index = 0) const {return colors[index];}
GLenum colorFormat() const {return color_format;}
GLuint depthTexture() const {return tex_d;}
GLenum target() const {return target_;}
int width() const {return wid;}
int height() const {return hei;}
QSize size() const {return QSize(wid, hei);}
QImage grab() const;
void resize(int width, int height, bool force = false);
void bind();
void release();
void setReadBuffer(int index) {glReadBuffer(GL_COLOR_ATTACHMENT0 + index);}
void setWriteBuffer(int index);
void setWriteBuffers(int * indeces, int count);
void setColorFormat(GLenum format) {color_format = format; is_changed = true;}
void copyDepthFrom(GLuint tex) {;}
void bindColorTextures();
void bindDepthTexture(int channel);
private:
void deleteGLRenderbuffer(GLuint & drbo) {if (drbo != 0) glDeleteRenderbuffers(1, &drbo); drbo = 0;}
void deleteGLFramebuffer(GLuint & fbo) {if (fbo != 0) glDeleteFramebuffers(1, &fbo); fbo = 0;}
bool is_depth, is_changed;
QVector<GLuint> colors;
GLenum color_format, target_;
GLuint fbo, drbo, tex_d;
GLint prev_view[4], wid, hei;
};
#endif // GLFRAMEBUFFER_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "gltypes.h"
#include "qglview.h"
QStringList GLTextureManagerBase::search_pathes(".");
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, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, format_, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
//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();
}
QString GLTextureManagerBase::findFile(const QString & path) {
return ::findFile(path, search_pathes);
}
GLuint GLTextureManagerBase::loadTexture(const QString & path, bool ownership, bool bump) {
QString p = findFile(path);
if (p.isEmpty()) return 0;
int tid = textureID(p, bump);
if (tid > 0) {
//qDebug() << "[TextureManager] Found" << path << "as" << tid;
return tid;
}
QImage image(p);
if (bump) convertToNormal(image);
//qDebug() << p << image.width() << image.height() << image.format() << bump;
///tid = currentQGLView->bindTexture(image, GL_TEXTURE_2D/*, GL_RGBA, __GLContext__::MipmapBindOption*/);
//GLuint tid = 0;
GLuint _tid = tid;
createGLTexture(_tid, image);///currentQGLView->bindTexture(image, GL_TEXTURE_2D);
tid = _tid;
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << p;
return tid;
}
qDebug() << "[TextureManager] Loaded" << p << "as" << tid;
if (ownership) tex_ids[bump ? 1 : 0].insert(p, tid);
return tid;
}
GLuint GLTextureManagerBase::loadTexture(const QImage & im, bool ownership, bool bump) {
if (im.isNull()) return 0;
QImage image(im);
if (bump) convertToNormal(image);
GLuint tid = 0;
createGLTexture(tid, im);///currentQGLView->bindTexture(image, GL_TEXTURE_2D);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load image";
return tid;
}
//qDebug() << "[TextureManager] Loaded image as" << tid;
if (ownership) tex_ids[bump ? 1 : 0].insert(QString(), tid);
return tid;
}
void GLTextureManagerBase::reloadTexture(GLuint tid, const QString & path) {
QString p = findFile(path);
if (p.isEmpty() || (tid == 0)) return;
QImage image(p);
createGLTexture(tid, image);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << p;
return;
}
qDebug() << "[TextureManager] Reloaded" << p << "as" << tid;
}
void GLTextureManagerBase::reloadTexture(GLuint tid, const QImage & im) {
if (im.isNull() || (tid == 0)) return;
QImage image(im);
createGLTexture(tid, image);
qDebug() << "[TextureManager] Reloaded" << tid;
}
Vector3d colorVector(QRgb c) {
return Vector3d(((uchar*)(&c))[0] / 255., ((uchar*)(&c))[1] / 255., ((uchar*)(&c))[2] / 255.);
}
void GLTextureManagerBase::convertToNormal(QImage & im) {
if (im.isNull()) return;
QImage sim = im.convertToFormat(QImage::Format_ARGB32);
float sum[3] = {0., 0., 0.};
llong a = 0;
const uchar * sd = sim.constBits();
for (int i = 0; i < sim.height(); i++) {
for (int j = 0; j < sim.width(); j++) {
sum[2] += sd[a] / 255.f - 0.5f; ++a;
sum[1] += sd[a] / 255.f - 0.5f; ++a;
sum[0] += sd[a] / 255.f - 0.5f; ++a;
++a;
}
}
float wh = sim.width() * sim.height();
sum[0] /= wh;
sum[1] /= wh;
sum[2] /= wh;
qDebug() << sum[0] << sum[1] << sum[2];
if ((qAbs(sum[0]) <= 0.05f) && (qAbs(sum[1]) <= 0.05f) && (sum[2] >= 0.25f)) /// already normal
return;
qDebug() << "convert to bump";
QImage dim = QImage(sim.width(), sim.height(), QImage::Format_ARGB32);
int tx, ty, w = sim.width(), h = sim.height();
a = 0;
uchar * dd = dim.bits();
for (int i = 0; i < sim.height(); i++) {
for (int j = 0; j < sim.width(); j++) {
tx = j - 1;
tx = tx < 0 ? w + tx : tx % w;
ty = i - 1;
ty = ty < 0 ? h + ty : ty % h;
Vector3d p[3], res;
p[0] = colorVector(sim.pixel(j, i));
p[1] = colorVector(sim.pixel(j, ty));
p[2] = colorVector(sim.pixel(tx, i));
res.y = piClamp(0.5f + (p[0].length() - p[1].length()) / 2.f, 0.f, 1.f);
res.x = piClamp(0.5f + (p[0].length() - p[2].length()) / 2.f, 0.f, 1.f);
tx = (j + 1) % w;
ty = (i + 1) % h;
p[1] = colorVector(sim.pixel(j, ty));
p[2] = colorVector(sim.pixel(tx, i));
res.y = piClamp(0.5f + (p[0].length() - p[1].length()) / 2.f, 0.f, 1.f);
res.x = piClamp(0.5f + (p[0].length() - p[2].length()) / 2.f, 0.f, 1.f);
res.z = 1.;
dd[a] = res.z * 255; ++a;
dd[a] = res.x * 255; ++a;
dd[a] = res.y * 255; ++a;
dd[a] = 255; ++a;
}
}
im = dim;
//im.save("_bump.png");
}
Material::Material(): map_reflection(512) {
color_diffuse = color_specular = Qt::white;
color_self_illumination = Qt::black;
glass = false;
transparency = reflectivity = 0.f;
map_specularity.color_amount = 0.5f;
map_specular.color_amount = 1.f;
iof = 1.f;
dispersion = 0.05f;
}
void Material::apply(QOpenGLShaderProgram * prog) {
if (prog) {
setUniformMaterial(prog, *this);
} else {
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] = map_diffuse.color_amount * color_diffuse.redF();
mat_diffuse[1] = map_diffuse.color_amount * color_diffuse.greenF();
mat_diffuse[2] = map_diffuse.color_amount * color_diffuse.blueF();
mat_diffuse[3] = map_diffuse.color_amount * color_diffuse.alphaF() * (1.f - transparency);
mat_specular[0] = map_specular.color_amount * color_specular.redF();
mat_specular[1] = map_specular.color_amount * color_specular.greenF();
mat_specular[2] = map_specular.color_amount * color_specular.blueF();
mat_emission[0] = map_self_illumination.color_amount * color_self_illumination.redF();
mat_emission[1] = map_self_illumination.color_amount * color_self_illumination.greenF();
mat_emission[2] = map_self_illumination.color_amount * color_self_illumination.blueF();
glColor4f(mat_diffuse[0], mat_diffuse[1], mat_diffuse[2], mat_diffuse[3]);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
//qDebug() << (map_specularity.color_amount)*128.;
glMaterialf(GL_FRONT, GL_SHININESS, (map_specularity.color_amount)*128.f);
glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_diffuse);
}
}
void Material::loadTextures(GLTextureManagerBase * tm) {
//qDebug() << "load textures";
if (!tm) return;
if (!map_diffuse.bitmap_path.isEmpty()) map_diffuse.bitmap_id = tm->loadTexture(map_diffuse.bitmap_path);
if (!map_normal.bitmap_path.isEmpty()) map_normal.bitmap_id = tm->loadTexture(map_normal.bitmap_path, true, true);
if (!map_relief.bitmap_path.isEmpty()) map_relief.bitmap_id = tm->loadTexture(map_relief.bitmap_path);
if (!map_specularity.bitmap_path.isEmpty()) map_specularity.bitmap_id = tm->loadTexture(map_specularity.bitmap_path);
if (!map_specular.bitmap_path.isEmpty()) map_specular.bitmap_id = tm->loadTexture(map_specular.bitmap_path);
if (!map_self_illumination.bitmap_path.isEmpty()) map_self_illumination.bitmap_id = tm->loadTexture(map_self_illumination.bitmap_path);
//if (!map_diffuse_2.bitmap_path.isEmpty()) map_diffuse_2.bitmap_id = tm->loadTexture(map_diffuse_2.bitmap_path);
map_reflection.load();
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#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<QString> 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<QString, GLuint> 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<QString>(); break;
case 2: m.color_amount = cs.getData<float>(); break;
case 3: m.color_offset = cs.getData<float>(); break;
case 4: m.animation = cs.getData<QString>(); break;
case 5: m.animation_frame_rate = cs.getData<float>(); break;
case 6: m.bitmap_scale = cs.getData<QPointF>(); 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<QString>(); break;
case 2: m.color_diffuse = cs.getData<QColor>(); break;
case 3: m.color_specular = cs.getData<QColor>(); break;
case 4: m.color_self_illumination = cs.getData<QColor>(); break;
case 5: m.transparency = cs.getData<float>(); break;
case 6: m.reflectivity = cs.getData<float>(); break;
case 7: m.glass = cs.getData<bool>(); break;
case 8: m.map_diffuse = cs.getData<Map>(); break;
case 9: m.map_normal = cs.getData<Map>(); break;
case 10: m.map_relief = cs.getData<Map>(); break;
case 11: m.map_specular = cs.getData<Map>(); break;
case 12: m.map_specularity = cs.getData<Map>(); break;
case 13: m.map_self_illumination = cs.getData<Map>(); break;
}
}
return s;
}
#endif // GLMATERIAL_H

603
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "globject.h"
#include "glcamera.h"
#include "qglview.h"
GLObjectBase::GLObjectBase() {
type_ = glMesh;
render_mode = View;
pass_ = Solid;
geom_prim = Triangles;
scale_ = QVector3D(1., 1., 1.);
parent_ = nullptr;
is_root = is_init = is_tex_loaded = selected_ = false;
visible_ = accept_fog = accept_light = cast_shadow = rec_shadow = select_ = true;
line_width = -1.;
blend_src = GL_SRC_ALPHA;
blend_dest = GL_ONE_MINUS_SRC_ALPHA;
type_ = glMesh;
raw_matrix = false;
mat_.setToIdentity();
view_ = nullptr;
}
GLObjectBase::~GLObjectBase() {
//qDebug() << "del" << name() << view_;
if (parent_) parent_->children_.removeAll(this);
if (view_) ((QGLView*)view_)->objectDeleted(this);
foreach (GLObjectBase * c, children_) {
c->parent_ = nullptr;
delete c;
}
}
GLObjectBase * GLObjectBase::clone(bool withChildren) {
GLObjectBase * o = new GLObjectBase();
o->pass_ = pass_;
o->is_init = false;
o->accept_light = accept_light;
o->accept_fog = accept_fog;
o->visible_ = visible_;
o->type_ = type_;
o->raw_matrix = raw_matrix;
o->mat_ = mat_;
o->pos_ = pos_;
o->angles_ = angles_;
o->scale_ = scale_;
o->itransform_ = itransform_;
o->bound = bound;
o->name_ = name_ + "_copy";
o->blend_src = blend_src;
o->blend_dest = blend_dest;
o->material_ = material_;
o->pos_h = pos_h;
o->points = points;
o->puvws = puvws;
o->faces = faces;
o->uvws = uvws;
o->norms = norms;
o->normals = normals;
o->vbo.vertices_ = vbo.vertices_;
o->vbo.normals_ = vbo.normals_;
o->vbo.texcoords_ = vbo.texcoords_;
o->vbo.colors_ = vbo.colors_;
o->meta = meta;
o->view_ = nullptr;
o->children_.clear();
if (withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
return o;
}
void GLObjectBase::init() {
calculateBoundingBox();
vbo.init();
vbo.rebuffer();
//material_.reflection.create();
//qDebug() << "init" << vbo.buffer_;
is_init = true;
}
void GLObjectBase::draw(QOpenGLShaderProgram * prog, bool simplest) {
vbo.draw(geom_prim, prog, simplest);
/*if (!d_vertices.isEmpty()) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexPointer(3, GL_FLOAT, 0, d_vertices.constData());
glTexCoordPointer(2, GL_FLOAT, 0, d_uvs.constData());
//glColorPointer(4, GL_FLOAT, 0, d_colors.constData());
glNormalPointer(GL_FLOAT, 0, d_normals.constData());
glDrawArrays(geom_prim, 0, d_vertices.size() / 3);*/
/*if (pass_ == Reflection) {
glActiveTexture(GL_TEXTURE1);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
}*/
//}
}
void GLObjectBase::setView(QGLView * v) {
view_ = v;
foreach (GLObjectBase * c, children_)
c->setView(v);
}
void GLObjectBase::addChild(GLObjectBase * o) {
if (o == this) return;
if (o->parent_)
o->parent_->children_.removeAll(o);
children_ << o;
o->parent_ = this;
o->setView((QGLView*)view_);
o->buildTransform();
if (view_) {
view_->collectLights();
QList<GLObjectBase*> cl = o->children(true);
cl << o;
foreach (GLObjectBase * i, cl) {
emit ((QGLView*)view_)->objectAdded(i);
}
}
}
void GLObjectBase::removeChild(GLObjectBase * o) {
if (o == this) return;
children_.removeAll(o);
o->parent_ = nullptr;
o->buildTransform();
if (view_ != nullptr) view_->collectLights();
}
void GLObjectBase::removeChild(int index) {
children_[index]->parent_ = nullptr;
children_[index]->buildTransform();
children_.removeAt(index);
if (view_ != nullptr) view_->collectLights();
}
void GLObjectBase::clearChildren(bool deleteAll) {
foreach (GLObjectBase * i, children_) {
i->view_ = nullptr;
i->parent_ = nullptr;
i->clearChildren(deleteAll);
if (deleteAll) {
delete i;
} else {
i->buildTransform();
}
}
children_.clear();
if (view_) view_->collectLights();
}
GLObjectBase * GLObjectBase::child(int index) {
if (index < 0 || index >= children_.size()) return nullptr;
return children_[index];
}
GLObjectBase * GLObjectBase::child(const QString & name) {
foreach (GLObjectBase * i, children_)
if (i->name_ == name) return i;
return nullptr;
}
const GLObjectBase * GLObjectBase::child(int index) const {
if (index < 0 || index >= children_.size()) return nullptr;
return children_[index];
}
const GLObjectBase * GLObjectBase::child(const QString & name) const {
foreach (GLObjectBase * i, children_)
if (i->name_ == name) return i;
return nullptr;
}
QList<GLObjectBase * > GLObjectBase::children(bool all_) {
if (!all_) return children_;
QList<GLObjectBase * > cl;
addChildren(cl, this);
return cl;
}
void GLObjectBase::rotateX(GLfloat a) {
raw_matrix = false;
angles_.setX(angles_.x() + a);
buildTransform();
}
void GLObjectBase::rotateY(GLfloat a) {
raw_matrix = false;
angles_.setY(angles_.y() + a);
buildTransform();
}
void GLObjectBase::rotateZ(GLfloat a) {
raw_matrix = false;
angles_.setZ(angles_.z() + a);
while (angles_.z() < -360.f) angles_.setZ(angles_.z() + 360.f);
while (angles_.z() > 360.f) angles_.setZ(angles_.z() - 360.f);
buildTransform();
}
void GLObjectBase::setRotationX(GLfloat a) {
raw_matrix = false;
angles_.setX(a);
buildTransform();
}
void GLObjectBase::setRotationY(GLfloat a) {
raw_matrix = false;
angles_.setY(a);
buildTransform();
}
void GLObjectBase::setRotationZ(GLfloat a) {
raw_matrix = false;
angles_.setZ(a);
while (angles_.z() < -360.f) angles_.setZ(angles_.z() + 360.f);
while (angles_.z() > 360.f) angles_.setZ(angles_.z() - 360.f);
buildTransform();
}
void GLObjectBase::setRotation(const QVector3D & a) {
raw_matrix = false;
angles_= a;
buildTransform();
}
void GLObjectBase::resetRotation() {
raw_matrix = false;
angles_ = QVector3D(0., 0., 0.);
buildTransform();
}
void GLObjectBase::addChildren(QList<GLObjectBase * > & list, GLObjectBase * where) {
foreach (GLObjectBase * i, where->children_) {
list << i;
addChildren(list, i);
}
}
void GLObjectBase::loadTextures(bool with_children) {
material_.loadTextures(view_->textureManager());
if (with_children)
foreach (GLObjectBase * i, children_) i->loadTextures();
is_tex_loaded = true;
checkPass();
}
void GLObjectBase::calculateBoundingBox() {
bound = vbo.boundingBox();
QVector<QVector3D> c = bound.corners(), tc;
//QMatrix4x4 mat = itransform_.inverted();
//qDebug() << itransform_ << mat_ << mat;
foreach (QVector3D p, c)
tc << (itransform_ * QVector4D(p, 1)).toVector3D();
bound = Box3D(tc);
foreach (GLObjectBase * i, children_) {
i->calculateBoundingBox();
bound |= i->boundingBox();
}
}
void GLObjectBase::setProperty(const QString & pn, const QVariant & v) {
meta[pn] = v;
}
QVariant GLObjectBase::property(const QString & pn, bool * exists) const {
if (exists) *exists = meta.contains(pn);
return meta.value(pn);
}
bool GLObjectBase::hasProperty(const QString & pn) const {
return meta.contains(pn);
}
void GLObjectBase::removeProperty(const QString & pn) {
meta.remove(pn);
}
void GLObjectBase::setTransform(const QMatrix4x4 & t) {
raw_matrix = true;
mat_ = t;
pos_ = mat_.column(3).toVector3D();
mat_.setColumn(3, QVector4D(0., 0., 0., 1.));
buildTransform();
}
void GLObjectBase::select() {
//qDebug() << "select" << name() << view_;
selected_ = true;
if (view_)
((QGLView*)view_)->selectObject(this);
}
void GLObjectBase::setMaterial(const Material & m, bool with_children) {
material_ = m;
if (with_children)
foreach (GLObjectBase * i, children_) i->setMaterial(m, true);
checkPass();
is_tex_loaded = false;
}
void GLObjectBase::buildTransform() {
itransform_.setToIdentity();
GLObjectBase * p = parent_;
if (p)
itransform_ = p->itransform_;
if (raw_matrix) {
itransform_.translate(pos_);
itransform_ *= mat_;
//qDebug() << "raw_matrix" << itransform_;
} else
localTransform(itransform_);
//qDebug() << name_ << itransform_;
foreach (GLObjectBase * i, children_)
i->buildTransform();
}
void GLObjectBase::initInternal() {
init();
loadTextures();
foreach (GLObjectBase * i, children_) i->initInternal();
}
void GLObjectBase::localTransform(QMatrix4x4 & m) {
m.translate(pos_);
m.rotate(angles_.z(), 0., 0., 1.);
m.rotate(angles_.y(), 0., 1., 0.);
m.rotate(angles_.x(), 1., 0., 0.);
m.scale(scale_);
}
void GLObjectBase::checkPass() {
if (float(material_.color_diffuse.alphaF()) * (1.f - material_.transparency) < 1.f) pass_ = Transparent;
else pass_ = Solid;
}
QMatrix4x4 GLObjectBase::worldMatrix(QMatrix4x4 parent) const {
QMatrix4x4 mat;
mat.translate(pos_);
if (raw_matrix) {
mat *= mat_;
} else {
if (angles_.z() != 0.f) mat.rotate(angles_.z(), 0., 0., 1.);
if (angles_.y() != 0.f) mat.rotate(angles_.y(), 0., 1., 0.);
if (angles_.x() != 0.f) mat.rotate(angles_.x(), 1., 0., 0.);
mat.scale(scale_);
}
return parent * mat;
}
void GLObjectBase::render(int * id, QMap<int, GLObjectBase * > * ids, int sh_id_loc) {
if (!visible_) return;
//glPushMatrix();
///qglMultMatrix TODO
material_.apply(nullptr);
if (id != nullptr) {
++(*id);
ids->insert(*id, this);
//glVertexAttrib1f(sh_id_loc, (*id) / 255.f);
//qDebug() << "assign to" << sh_id_loc << (*id) / 255.f;
}
draw(nullptr);
foreach (GLObjectBase * i, children_)
i->render(id, ids, sh_id_loc);
//glPopMatrix();
}
Light::Light(): GLObjectBase(), shadow_map(0, true, GL_R16F) {
type_ = glLight;
light_type = Omni;
intensity = 1.;
angle_start = angle_end = 180.;
decay_linear = decay_quadratic = decay_start = 0.;
decay_const = decay_end = 1.;
direction.setZ(1.);
}
Light::Light(const QVector3D & p, const QColor & c, float i): GLObjectBase(), shadow_map(0, true, GL_R16F) {
type_ = glLight;
light_type = Omni;
pos_ = p;
intensity = i;
/*color_ = c;*/
angle_start = angle_end = 180.;
decay_linear = decay_quadratic = decay_start = 0.;
decay_const = decay_end = 1.;
direction.setZ(1.);
}
GLObjectBase * Light::clone(bool withChildren) {
Light * o = new Light(*this);
//GLObjectBase::clone(withChildren);
o->is_init = false;
o->name_ = name_ + "_copy";
o->view_ = nullptr;
o->children_.clear();
if (withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
o->light_type = light_type;
o->direction = direction;
o->angle_start = angle_start;
o->angle_end = angle_end;
o->intensity = intensity;
o->decay_const = decay_const;
o->decay_linear = decay_linear;
o->decay_quadratic = decay_quadratic;
o->meta = meta;
return o;
}
void Light::draw(QOpenGLShaderProgram * prog, bool simplest) {
bool l = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
glPointSize(8.);
glColor3f(0., 0., 0.);
glBegin(GL_POINTS);
glVertex3f(0., 0., 0.);
glEnd();
float s = 10;
if (light_type != Omni) {
glBegin(GL_LINES);
QVector4D dir = QVector4D(direction);
if (raw_matrix)
dir = transform().inverted() * dir;
glVertex3f(0., 0., 0.);
glVertex3f(dir.x() * s, dir.y() * s, dir.z() * s);
glEnd();
}
if (l) glEnable(GL_LIGHTING);
}
QDataStream & operator <<(QDataStream & s, const GLObjectBase * p) {
ChunkStream cs;
//qDebug() << "place" << p->name() << "...";
cs << cs.chunk(1, int(p->type_)) << cs.chunk(2, p->accept_light) << cs.chunk(3, p->accept_fog) << cs.chunk(4, p->visible_)
<< cs.chunk(5, p->cast_shadow) << cs.chunk(6, p->rec_shadow) << cs.chunk(7, p->raw_matrix) << cs.chunk(8, p->line_width)
<< cs.chunk(9, int(p->render_mode)) << cs.chunk(10, p->material_) << cs.chunk(11, p->pos_) << cs.chunk(12, p->angles_)
<< cs.chunk(13, p->scale_) << cs.chunk(14, p->mat_) << cs.chunk(15, p->vbo) << cs.chunk(16, p->children_.size())
<< cs.chunk(17, p->name_) << cs.chunk(18, p->meta);
//qDebug() << "place self done";
if (p->type_ == GLObjectBase::glLight) {
//qDebug() << "place light ...";
const Light * l = (const Light*)p;
cs << cs.chunk(100, l->direction) << cs.chunk(101, l->angle_start) << cs.chunk(102, l->angle_end) << cs.chunk(103, l->intensity)
<< cs.chunk(104, l->decay_const) << cs.chunk(105, l->decay_linear) << cs.chunk(106, l->decay_quadratic)
<< cs.chunk(107, l->decay_start) << cs.chunk(108, l->decay_end) << cs.chunk(109, int(l->light_type));
}
if (p->type_ == GLObjectBase::glCamera) {
//qDebug() << "place camera ...";
const Camera * c = (const Camera*)p;
cs << cs.chunk(200, c->aim_) << cs.chunk(201, c->fov_) << cs.chunk(202, c->depth_start) << cs.chunk(203, c->depth_end)
<< cs.chunk(204, c->angle_limit_lower_xy) << cs.chunk(205, c->angle_limit_upper_xy)
<< cs.chunk(206, c->mirror_x) << cs.chunk(207, c->mirror_y);
}
//qDebug() << "place" << p->name() << cs.data().size() << s.device()->size();
s << cs.data();
foreach (const GLObjectBase * c, p->children_)
s << c;
return s;
}
QDataStream & operator >>(QDataStream & s, GLObjectBase *& p) {
ChunkStream cs(s);
p = nullptr;
int ccnt = 0;
Light * l = nullptr;
Camera * c = nullptr;
QVector3D cam_angles;
//qDebug() << "read obj ...";
while (!cs.atEnd()) {
switch (cs.read()) {
case 1:
{
GLObjectBase::Type type = (GLObjectBase::Type)cs.getData<int>();
switch (type) {
case GLObjectBase::glMesh: p = new GLObjectBase(); break;
case GLObjectBase::glLight: p = new Light(); l = (Light*)p; break;
case GLObjectBase::glCamera: p = new Camera(); c = (Camera*)p; break;
default : break;
}
if (p) p->type_ = type;
}
break;
case 2: if (p) p->accept_light = cs.getData<bool>(); break;
case 3: if (p) p->accept_fog = cs.getData<bool>(); break;
case 4: if (p) p->visible_ = cs.getData<bool>(); break;
case 5: if (p) p->cast_shadow = cs.getData<bool>(); break;
case 6: if (p) p->rec_shadow = cs.getData<bool>(); break;
case 7: if (p) p->raw_matrix = cs.getData<bool>(); break;
case 8: if (p) p->line_width = cs.getData<float>(); break;
case 9: if (p) p->render_mode = (GLObjectBase::RenderMode)cs.getData<int>(); break;
case 10: if (p) p->material_ = cs.getData<Material>(); break;
case 11: if (p) p->pos_ = cs.getData<QVector3D>(); break;
case 12:
if (p) p->angles_ = cs.getData<QVector3D>();
if (c) {
c->setAngles(cs.getData<QVector3D>());
cam_angles = c->angles();
}
break;
case 13: if (p) p->scale_ = cs.getData<QVector3D>(); break;
case 14: if (p) p->mat_ = cs.getData<QMatrix4x4>(); break;
case 15: if (p) p->vbo = cs.getData<GLVBO>(); break;
case 16: if (p) ccnt = cs.getData<int>(); break;
case 17: if (p) p->name_ = cs.getData<QString>(); break;
case 18: if (p) p->meta = cs.getData<QVariantMap>(); break;
case 100: if (l) l->direction = cs.getData<QVector3D>(); break;
case 101: if (l) l->angle_start = cs.getData<GLfloat>(); break;
case 102: if (l) l->angle_end = cs.getData<GLfloat>(); break;
case 103: if (l) l->intensity = cs.getData<GLfloat>(); break;
case 104: if (l) l->decay_const = cs.getData<GLfloat>(); break;
case 105: if (l) l->decay_linear = cs.getData<GLfloat>(); break;
case 106: if (l) l->decay_quadratic = cs.getData<GLfloat>(); break;
case 107: if (l) l->decay_start = cs.getData<GLfloat>(); break;
case 108: if (l) l->decay_end = cs.getData<GLfloat>(); break;
case 109: if (l) l->light_type = (Light::Type)cs.getData<int>(); break;
case 200: if (c) c->setAim(cs.getData<QVector3D>()); break;
case 201: if (c) c->setFOV(cs.getData<GLfloat>()); break;
case 202: if (c) c->setDepthStart(cs.getData<GLfloat>()); break;
case 203: if (c) c->setDepthEnd(cs.getData<GLfloat>()); break;
case 204: if (c) c->setAngleLowerLimitXY(cs.getData<GLfloat>()); break;
case 205: if (c) c->setAngleUpperLimitXY(cs.getData<GLfloat>()); break;
case 206: if (c) c->mirror_x = cs.getData<bool>(); break;
case 207: if (c) c->mirror_y = cs.getData<bool>(); break;
}
}
if (c) c->setAngles(cam_angles);
//qDebug() << p->name() << ccnt;
for (int i = 0; i < ccnt; ++i) {
GLObjectBase * c = nullptr;
s >> c;
if (!c) continue;
c->parent_ = p;
p->children_ << c;
}
return s;
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#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<GLObjectBase * > 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<Vector3d> points, puvws;
QVector<Vector3i> faces, uvws, norms;
QVector<Vector3d> normals;
//QVector<GLfloat> d_vertices, d_normals, d_uvs;
protected:
void addChildren(QList<GLObjectBase * > & 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<int, GLObjectBase * > * 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<GLObjectBase * > children_;
QList<GLuint> 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 <class T>
inline T globject_cast(GLObjectBase * object) {return reinterpret_cast<T>(object);}
template <class T>
inline T globject_cast(const GLObjectBase * object) {return reinterpret_cast<T>(object);}
QDataStream & operator <<(QDataStream & s, const GLObjectBase * p);
QDataStream & operator >>(QDataStream & s, GLObjectBase *& p);
#endif // GLOBJECT_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "globject_editor.h"
#include "ui_globject_editor.h"
#include "glcamera.h"
GLObjectEditor::GLObjectEditor(QWidget * parent): QWidget(parent) {
ui = new Ui::GLObjectEditor();
ui->setupUi(this);
active = true;
object = 0;
rmodes << GLObjectBase::View << GLObjectBase::Point << GLObjectBase::Line << GLObjectBase::Fill;
ui->groupLight->setEnabled(false);
ui->groupLight->setVisible(false);
ui->groupCamera->setEnabled(false);
ui->groupCamera->setVisible(false);
}
void GLObjectEditor::changeEvent(QEvent * e) {
QWidget::changeEvent(e);
switch (e->type()) {
case QEvent::LanguageChange:
ui->retranslateUi(this);
break;
default:
break;
}
}
void GLObjectEditor::setObject(GLObjectBase * o) {
object = o;
if (object == 0) {
ui->groupLight->setEnabled(false);
ui->groupLight->setVisible(false);
ui->groupCamera->setEnabled(false);
ui->groupCamera->setVisible(false);
return;
}
ui->buttonDiscardRawMatrix->setEnabled(o->isRawMatrix());
active = false;
ui->spinPosX->setValue(object->posX());
ui->spinPosY->setValue(object->posY());
ui->spinPosZ->setValue(object->posZ());
ui->spinRotationX->setValue(object->rotationX());
ui->spinRotationY->setValue(object->rotationY());
ui->spinRotationZ->setValue(object->rotationZ());
ui->spinScaleX->setValue(object->scaleX());
ui->spinScaleY->setValue(object->scaleY());
ui->spinScaleZ->setValue(object->scaleZ());
ui->spinLineWidth->setValue(object->lineWidth());
ui->checkVisible->setChecked(object->isVisible());
ui->checkAcceptLight->setChecked(object->isAcceptLight());
ui->checkAcceptFog->setChecked(object->isAcceptFog());
ui->checkCastShadows->setChecked(object->isCastShadows());
ui->checkReceiveShadows->setChecked(object->isReceiveShadows());
ui->comboRenderMode->setCurrentIndex(rmodes.indexOf(object->renderMode()));
ui->groupLight->setEnabled(object->type() == GLObjectBase::glLight);
ui->groupLight->setVisible(object->type() == GLObjectBase::glLight);
if (object->type() == GLObjectBase::glLight) {
Light * l = globject_cast<Light * >(object);
//bool is_dir = l->light_type == Light::Directional, is_cone = l->light_type == Light::Cone;
ui->buttonLightColor->setColor(l->color());
ui->comboLightType->setCurrentIndex(l->light_type);
ui->spinLightIntensity->setValue(l->intensity);
ui->spinLightDecayConst->setValue(l->decay_const);
ui->spinLightDecayLinear->setValue(l->decay_linear);
ui->spinLightDecayQuadratic->setValue(l->decay_quadratic);
ui->spinLightAngleStart->setValue(l->angle_start);
ui->spinLightAngleEnd->setValue(l->angle_end);
ui->spinLightDirectionX->setValue(l->direction.x());
ui->spinLightDirectionY->setValue(l->direction.y());
ui->spinLightDirectionZ->setValue(l->direction.z());
}
ui->groupCamera->setEnabled(object->type() == GLObjectBase::glCamera);
ui->groupCamera->setVisible(object->type() == GLObjectBase::glCamera);
if (object->type() == GLObjectBase::glCamera) {
Camera * c = globject_cast<Camera * >(object);
ui->checkCameraMirrorX->setChecked(c->isMirrorX());
ui->checkCameraMirrorY->setChecked(c->isMirrorY());
ui->spinCameraFOV->setValue(c->FOV());
ui->spinCameraDepthStart->setValue(c->depthStart());
ui->spinCameraDepthEnd->setValue(c->depthEnd());
}
active = true;
}
void GLObjectEditor::objectChanged() {
if (!active || object == 0) return;
if (!object->isRawMatrix()) {
object->setPosX(ui->spinPosX->value());
object->setPosY(ui->spinPosY->value());
object->setPosZ(ui->spinPosZ->value());
object->setRotationX(ui->spinRotationX->value());
object->setRotationY(ui->spinRotationY->value());
object->setRotationZ(ui->spinRotationZ->value());
object->setScaleX(ui->spinScaleX->value());
object->setScaleY(ui->spinScaleY->value());
object->setScaleZ(ui->spinScaleZ->value());
}
object->setLineWidth(ui->spinLineWidth->value());
object->setVisible(ui->checkVisible->isChecked());
object->setAcceptLight(ui->checkAcceptLight->isChecked());
object->setAcceptFog(ui->checkAcceptFog->isChecked());
object->setCastShadows(ui->checkCastShadows->isChecked());
object->setReceiveShadows(ui->checkReceiveShadows->isChecked());
object->setRenderMode((GLObjectBase::RenderMode)rmodes[ui->comboRenderMode->currentIndex()]);
if (object->type() == GLObjectBase::glLight) {
Light * l = globject_cast<Light * >(object);
//bool is_dir = l->light_type == Light::Directional, is_cone = l->light_type == Light::Cone;
l->setColor(ui->buttonLightColor->color());
l->light_type = (Light::Type)ui->comboLightType->currentIndex();
l->intensity = ui->spinLightIntensity->value();
l->decay_const = ui->spinLightDecayConst->value();
l->decay_linear = ui->spinLightDecayLinear->value();
l->decay_quadratic = ui->spinLightDecayQuadratic->value();
l->angle_start = ui->spinLightAngleStart->value();
l->angle_end = ui->spinLightAngleEnd->value();
l->direction = QVector3D(ui->spinLightDirectionX->value(), ui->spinLightDirectionY->value(), ui->spinLightDirectionZ->value()).normalized();
}
if (object->type() == GLObjectBase::glCamera) {
Camera * c = globject_cast<Camera * >(object);
c->setMirrorX(ui->checkCameraMirrorX->isChecked());
c->setMirrorY(ui->checkCameraMirrorY->isChecked());
c->setFOV(ui->spinCameraFOV->value());
c->setDepthStart(ui->spinCameraDepthStart->value());
c->setDepthEnd(ui->spinCameraDepthEnd->value());
}
emit changed();
}
void GLObjectEditor::on_spinLightAngleStart_valueChanged(double v) {
if (ui->spinLightAngleEnd->value() < v)
ui->spinLightAngleEnd->setValue(v);
}
void GLObjectEditor::on_spinLightAngleEnd_valueChanged(double v) {
if (ui->spinLightAngleStart->value() > v)
ui->spinLightAngleStart->setValue(v);
}
void GLObjectEditor::on_buttonDiscardRawMatrix_clicked() {
if (!active || !object) return;
object->setPosX(ui->spinPosX->value());
object->setPosY(ui->spinPosY->value());
object->setPosZ(ui->spinPosZ->value());
object->setRotationX(ui->spinRotationX->value());
object->setRotationY(ui->spinRotationY->value());
object->setRotationZ(ui->spinRotationZ->value());
object->setScaleX(ui->spinScaleX->value());
object->setScaleY(ui->spinScaleY->value());
object->setScaleZ(ui->spinScaleZ->value());
ui->buttonDiscardRawMatrix->setEnabled(false);
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLOBJECT_EDITOR_H
#define GLOBJECT_EDITOR_H
#include "globject.h"
namespace Ui {
class GLObjectEditor;
};
class GLObjectEditor: public QWidget
{
Q_OBJECT
public:
explicit GLObjectEditor(QWidget * parent = 0);
void setObject(GLObjectBase * o);
GLObjectBase * getObject() {return object;}
protected:
void changeEvent(QEvent * e);
Ui::GLObjectEditor * ui;
bool active;
GLObjectBase * object;
QList<GLenum> rmodes;
private slots:
void objectChanged();
void on_spinLightAngleStart_valueChanged(double v);
void on_spinLightAngleEnd_valueChanged(double v);
void on_buttonDiscardRawMatrix_clicked();
signals:
void changed();
};
#endif // GLOBJECT_EDITOR_H

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>GLObjectEditor</class>
<widget class="QWidget" name="GLObjectEditor">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>329</width>
<height>891</height>
</rect>
</property>
<layout class="QFormLayout" name="formLayout">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="formAlignment">
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop</set>
</property>
<property name="horizontalSpacing">
<number>2</number>
</property>
<property name="verticalSpacing">
<number>2</number>
</property>
<item row="0" column="0" colspan="2">
<widget class="QPushButton" name="buttonDiscardRawMatrix">
<property name="enabled">
<bool>false</bool>
</property>
<property name="text">
<string>Discard raw transform</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Position X</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QDoubleSpinBox" name="spinPosX">
<property name="minimum">
<double>-99999.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Position Y</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="spinPosY">
<property name="minimum">
<double>-99999.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Position Z</string>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QDoubleSpinBox" name="spinPosZ">
<property name="minimum">
<double>-99999.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Rotation X</string>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="SpinSlider" name="spinRotationX">
<property name="minimum">
<double>-360.000000000000000</double>
</property>
<property name="maximum">
<double>360.000000000000000</double>
</property>
<property name="suffix">
<string>°</string>
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QLabel" name="label_5">
<property name="text">
<string>Rotation Y</string>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="SpinSlider" name="spinRotationY">
<property name="minimum">
<double>-360.000000000000000</double>
</property>
<property name="maximum">
<double>360.000000000000000</double>
</property>
<property name="suffix">
<string>°</string>
</property>
</widget>
</item>
<item row="6" column="0">
<widget class="QLabel" name="label_6">
<property name="text">
<string>Rotation Z</string>
</property>
</widget>
</item>
<item row="6" column="1">
<widget class="SpinSlider" name="spinRotationZ">
<property name="minimum">
<double>-360.000000000000000</double>
</property>
<property name="maximum">
<double>360.000000000000000</double>
</property>
<property name="suffix">
<string>°</string>
</property>
</widget>
</item>
<item row="7" column="0">
<widget class="QLabel" name="label_7">
<property name="text">
<string>Scale X</string>
</property>
</widget>
</item>
<item row="7" column="1">
<widget class="QDoubleSpinBox" name="spinScaleX">
<property name="decimals">
<number>4</number>
</property>
<property name="minimum">
<double>-99999.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="8" column="0">
<widget class="QLabel" name="label_8">
<property name="text">
<string>Scale Y</string>
</property>
</widget>
</item>
<item row="8" column="1">
<widget class="QDoubleSpinBox" name="spinScaleY">
<property name="decimals">
<number>4</number>
</property>
<property name="minimum">
<double>-99999.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="9" column="0">
<widget class="QLabel" name="label_9">
<property name="text">
<string>Scale Z</string>
</property>
</widget>
</item>
<item row="9" column="1">
<widget class="QDoubleSpinBox" name="spinScaleZ">
<property name="decimals">
<number>4</number>
</property>
<property name="minimum">
<double>-99999.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="10" column="0">
<widget class="QLabel" name="label_10">
<property name="text">
<string>Render mode</string>
</property>
</widget>
</item>
<item row="10" column="1">
<widget class="QComboBox" name="comboRenderMode">
<item>
<property name="text">
<string>View</string>
</property>
</item>
<item>
<property name="text">
<string>Point</string>
</property>
</item>
<item>
<property name="text">
<string>Line</string>
</property>
</item>
<item>
<property name="text">
<string>Fill</string>
</property>
</item>
</widget>
</item>
<item row="11" column="1">
<widget class="QCheckBox" name="checkVisible">
<property name="text">
<string>Visible</string>
</property>
</widget>
</item>
<item row="12" column="1">
<widget class="QCheckBox" name="checkAcceptLight">
<property name="text">
<string>Accept light</string>
</property>
</widget>
</item>
<item row="13" column="1">
<widget class="QCheckBox" name="checkAcceptFog">
<property name="text">
<string>Accept fog</string>
</property>
</widget>
</item>
<item row="14" column="1">
<widget class="QCheckBox" name="checkCastShadows">
<property name="text">
<string>Cast shadows</string>
</property>
</widget>
</item>
<item row="15" column="1">
<widget class="QCheckBox" name="checkReceiveShadows">
<property name="text">
<string>Receive shadows</string>
</property>
</widget>
</item>
<item row="16" column="0">
<widget class="QLabel" name="label_11">
<property name="text">
<string>Line width</string>
</property>
</widget>
</item>
<item row="16" column="1">
<widget class="QDoubleSpinBox" name="spinLineWidth">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="17" column="0" colspan="2">
<widget class="QGroupBox" name="groupLight">
<property name="title">
<string>Light</string>
</property>
<layout class="QFormLayout" name="formLayout_2">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="formAlignment">
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop</set>
</property>
<property name="horizontalSpacing">
<number>2</number>
</property>
<property name="verticalSpacing">
<number>0</number>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label_12">
<property name="text">
<string>Color</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="ColorButton" name="buttonLightColor"/>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_13">
<property name="text">
<string>Type</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QComboBox" name="comboLightType">
<item>
<property name="text">
<string>Omni</string>
</property>
</item>
<item>
<property name="text">
<string>Directional</string>
</property>
</item>
<item>
<property name="text">
<string>Cone</string>
</property>
</item>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_14">
<property name="text">
<string>Intensity</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="SpinSlider" name="spinLightIntensity">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>128.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_15">
<property name="text">
<string>Decay const</string>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="SpinSlider" name="spinLightDecayConst">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>64.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_16">
<property name="text">
<string>Decay linear</string>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="SpinSlider" name="spinLightDecayLinear">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>64.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QLabel" name="label_17">
<property name="text">
<string>Decay quadratic</string>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="SpinSlider" name="spinLightDecayQuadratic">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>64.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="6" column="0">
<widget class="QLabel" name="label_18">
<property name="text">
<string>Angle Start</string>
</property>
</widget>
</item>
<item row="6" column="1">
<widget class="SpinSlider" name="spinLightAngleStart">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>180.000000000000000</double>
</property>
<property name="decimals">
<number>1</number>
</property>
<property name="singleStep">
<double>5.000000000000000</double>
</property>
<property name="pageStep">
<double>30.000000000000000</double>
</property>
<property name="suffix">
<string>°</string>
</property>
</widget>
</item>
<item row="7" column="0">
<widget class="QLabel" name="label_19">
<property name="text">
<string>Angle End</string>
</property>
</widget>
</item>
<item row="7" column="1">
<widget class="SpinSlider" name="spinLightAngleEnd">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>180.000000000000000</double>
</property>
<property name="decimals">
<number>1</number>
</property>
<property name="singleStep">
<double>5.000000000000000</double>
</property>
<property name="pageStep">
<double>30.000000000000000</double>
</property>
<property name="suffix">
<string>°</string>
</property>
</widget>
</item>
<item row="8" column="0">
<widget class="QLabel" name="label_20">
<property name="text">
<string>Direcion X</string>
</property>
</widget>
</item>
<item row="8" column="1">
<widget class="SpinSlider" name="spinLightDirectionX">
<property name="minimum">
<double>-1.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="9" column="0">
<widget class="QLabel" name="label_21">
<property name="text">
<string>Direcion Y</string>
</property>
</widget>
</item>
<item row="10" column="0">
<widget class="QLabel" name="label_22">
<property name="text">
<string>Direcion Z</string>
</property>
</widget>
</item>
<item row="9" column="1">
<widget class="SpinSlider" name="spinLightDirectionY">
<property name="minimum">
<double>-1.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="10" column="1">
<widget class="SpinSlider" name="spinLightDirectionZ">
<property name="minimum">
<double>-1.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="18" column="0" colspan="2">
<widget class="QGroupBox" name="groupCamera">
<property name="title">
<string>Camera</string>
</property>
<layout class="QFormLayout" name="formLayout_5">
<item row="0" column="0">
<widget class="QLabel" name="label_46">
<property name="text">
<string>Depth</string>
</property>
</widget>
</item>
<item row="0" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_2">
<property name="spacing">
<number>0</number>
</property>
<item>
<widget class="QDoubleSpinBox" name="spinCameraDepthStart">
<property name="decimals">
<number>5</number>
</property>
<property name="maximum">
<double>999999999.000000000000000</double>
</property>
<property name="value">
<double>0.100000000000000</double>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label_47">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="text">
<string> - </string>
</property>
</widget>
</item>
<item>
<widget class="QDoubleSpinBox" name="spinCameraDepthEnd">
<property name="decimals">
<number>5</number>
</property>
<property name="maximum">
<double>999999999.000000000000000</double>
</property>
<property name="value">
<double>1000.000000000000000</double>
</property>
</widget>
</item>
</layout>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_45">
<property name="text">
<string>FOV</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinCameraFOV">
<property name="minimum">
<double>1.000000000000000</double>
</property>
<property name="maximum">
<double>179.000000000000000</double>
</property>
<property name="value">
<double>60.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>5.000000000000000</double>
</property>
<property name="pageStep">
<double>30.000000000000000</double>
</property>
<property name="suffix">
<string>°</string>
</property>
</widget>
</item>
<item row="2" column="1">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QCheckBox" name="checkCameraMirrorY">
<property name="text">
<string>Mirror Y</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="checkCameraMirrorX">
<property name="text">
<string>Mirror X</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>SpinSlider</class>
<extends>QWidget</extends>
<header>spinslider.h</header>
</customwidget>
<customwidget>
<class>ColorButton</class>
<extends>QPushButton</extends>
<header>colorbutton.h</header>
</customwidget>
</customwidgets>
<resources/>
<connections>
<connection>
<sender>spinPosX</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>43</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>5</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinPosY</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>75</y>
</hint>
<hint type="destinationlabel">
<x>320</x>
<y>36</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinPosZ</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>97</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>61</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinRotationX</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>172</x>
<y>121</y>
</hint>
<hint type="destinationlabel">
<x>82</x>
<y>73</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinRotationY</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>145</y>
</hint>
<hint type="destinationlabel">
<x>320</x>
<y>96</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinRotationZ</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>169</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>125</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinScaleX</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>191</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>150</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinScaleY</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>213</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>175</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinScaleZ</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>235</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>200</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkVisible</sender>
<signal>toggled(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>185</x>
<y>268</y>
</hint>
<hint type="destinationlabel">
<x>76</x>
<y>242</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkAcceptLight</sender>
<signal>toggled(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>179</x>
<y>295</y>
</hint>
<hint type="destinationlabel">
<x>61</x>
<y>261</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkAcceptFog</sender>
<signal>toggled(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>210</x>
<y>314</y>
</hint>
<hint type="destinationlabel">
<x>79</x>
<y>288</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkCastShadows</sender>
<signal>toggled(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>283</x>
<y>333</y>
</hint>
<hint type="destinationlabel">
<x>55</x>
<y>310</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkReceiveShadows</sender>
<signal>toggled(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>287</x>
<y>352</y>
</hint>
<hint type="destinationlabel">
<x>78</x>
<y>334</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLineWidth</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>303</x>
<y>366</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>359</y>
</hint>
</hints>
</connection>
<connection>
<sender>comboRenderMode</sender>
<signal>currentIndexChanged(int)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>319</x>
<y>257</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>228</y>
</hint>
</hints>
</connection>
<connection>
<sender>buttonLightColor</sender>
<signal>colorChanged(QColor)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>422</y>
</hint>
<hint type="destinationlabel">
<x>320</x>
<y>393</y>
</hint>
</hints>
</connection>
<connection>
<sender>comboLightType</sender>
<signal>currentIndexChanged(int)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>442</y>
</hint>
<hint type="destinationlabel">
<x>320</x>
<y>429</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightIntensity</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>464</y>
</hint>
<hint type="destinationlabel">
<x>318</x>
<y>463</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightDecayConst</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>486</y>
</hint>
<hint type="destinationlabel">
<x>320</x>
<y>489</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightDecayLinear</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>508</y>
</hint>
<hint type="destinationlabel">
<x>318</x>
<y>517</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightDecayQuadratic</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>530</y>
</hint>
<hint type="destinationlabel">
<x>325</x>
<y>543</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightAngleStart</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>552</y>
</hint>
<hint type="destinationlabel">
<x>321</x>
<y>569</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightAngleEnd</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>574</y>
</hint>
<hint type="destinationlabel">
<x>320</x>
<y>595</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightDirectionX</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>596</y>
</hint>
<hint type="destinationlabel">
<x>332</x>
<y>607</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightDirectionY</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>618</y>
</hint>
<hint type="destinationlabel">
<x>330</x>
<y>633</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinLightDirectionZ</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>309</x>
<y>640</y>
</hint>
<hint type="destinationlabel">
<x>326</x>
<y>659</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinCameraDepthStart</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>85</x>
<y>691</y>
</hint>
<hint type="destinationlabel">
<x>171</x>
<y>652</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinCameraDepthEnd</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>259</x>
<y>693</y>
</hint>
<hint type="destinationlabel">
<x>277</x>
<y>652</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinCameraFOV</sender>
<signal>valueChanged(double)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>145</x>
<y>719</y>
</hint>
<hint type="destinationlabel">
<x>324</x>
<y>696</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkCameraMirrorX</sender>
<signal>clicked(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>129</x>
<y>753</y>
</hint>
<hint type="destinationlabel">
<x>323</x>
<y>758</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkCameraMirrorY</sender>
<signal>clicked(bool)</signal>
<receiver>GLObjectEditor</receiver>
<slot>objectChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>194</x>
<y>782</y>
</hint>
<hint type="destinationlabel">
<x>328</x>
<y>785</y>
</hint>
</hints>
</connection>
</connections>
<slots>
<slot>objectChanged()</slot>
</slots>
</ui>

View File

@@ -0,0 +1,215 @@
/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glparticles_system.h"
GLParticlesSystem::GLParticlesSystem(const QVector3D & pos): GLObjectBase() {
pass_ = GLObjectBase::Transparent;
freq = 40.f;
birthRate_ = 10.f;
lifeDuration_ = 2.f;
fade_time = 0.5f;
size_ = 1.f;
additionalSpeed = 0.f;
initialSpeed_ = 1.f;
need_birth = -1.f;
tex_rect.setRect(0., 0., 1., 1.);
tex_scale = QSizeF();
emitterPosition_ = pos;
emitterDirection_.setZ(1.);
speedDirection_.setZ(1.);
speedDecay_ = initialAngle_ = enlargeSpeed_ = enlargeSpeedJitter_ = baseAngle_ = 0.f;
lifeDurationJitter_ = speedJitter_ = speedDirectionJitter_ = sizeJitter_ = angleJitter_ = 0.f;
active_ = birthEnabled_ = true;
is_diffuse_anim = add_vert_face = false;
emitterType_ = Cone;
tick_life = 1.f / freq;
tick_birth = birthRate_ / freq;
}
void GLParticlesSystem::update() {
//qDebug() << "update" << need_birth << tick_birth;
if (!active_) return;
//QMutexLocker locker(&mutex);
Particle cp(lifeDuration_);
if (birthEnabled_) need_birth += tick_birth;
qDebug() << "update" << particles.size();
if (need_birth >= 1.f) {
cp.pos = emitterPosition_;
//qDebug() << "speed" << cp.speed;
cp.speedDecay = 1.f + speedDecay_;
for (int i = 0; i < floor(need_birth); ++i) {
cp.lifeDuration = lifeDuration_ + urand(lifeDurationJitter_);
switch (emitterType_) {
case Omni:
cp.speed = QVector3D(urand(), urand(), urand()).normalized() * initialSpeed_ * (1.f + urand(speedJitter_));
break;
case Cone: case Box:
cp.speed = emitterDirection_ * initialSpeed_ * (1.f + urand(speedJitter_));
cp.speed += orthToVector(cp.speed, speedDirectionJitter_);
break;
}
if (emitterType_ == Box)
cp.pos = emitterRect_.randomPoint();
//qDebug() << "before" << cp.speed.length();
lengthenVector(cp.speed, additionalSpeed);
//qDebug() << "after" << cp.speed.length();
cp.size = size_ + urand(sizeJitter_);
cp.angle = initialAngle_ + urand(angleJitter_);
cp.enlargeSpeed = (enlargeSpeed_ + urand(enlargeSpeedJitter_)) * tick_life;
/*if (is_diffuse_anim) {
if (material_.diffuse.animation_frame_rate < 0 && animation->bitmaps.size() > 0)
cp.animationFrameRate = animation->bitmaps.size() / cp.lifeDuration;
else
cp.animationFrameRate = material_.diffuse.animation_frame_rate;
}*/
if (tex_scale.isEmpty()) cp.tex_rect.setSize(tex_rect.size());
else cp.tex_rect.setSize(tex_rect.size() * tex_scale);
cp.tex_rect.moveTopLeft(tex_rect.topLeft() + QPointF(uprand(tex_rect.width() - cp.tex_rect.width()), uprand(tex_rect.height() - cp.tex_rect.height())));
//cp.tex_rect = tex_rect;
particles.push_back(cp);
}
need_birth -= floor(need_birth);
}
for (int i = 0; i < particles.size(); ++i) {
Particle & c(particles[i]);
foreach (const QVector3D & f, forces)
c.speed += f;
c.lifeCurrent += tick_life;
//qDebug() << "life" << c.lifeCurrent << c.lifeDuration;
if (c.lifeCurrent > c.lifeDuration) {
//qDebug() << "remove" << i;
particles.remove(i);
i--;
continue;
}
c.pos += c.speed * tick_life;
c.speed /= c.speedDecay;
c.size += c.enlargeSpeed;
//if (c.lifeCurrent > 1.) c.angle += urand(5.);
}
}
void GLParticlesSystem::draw(QOpenGLShaderProgram * prog, bool) {
if (particles.isEmpty()) return;
if (view_ == nullptr) return;
pass_ = GLObjectBase::Transparent;
Camera * camera(view_->camera());
QVector3D apos = camera->pos(), dir = camera->direction();
//qDebug() << dir;
//qDebug() << camera.angles();
//qDebug() << camera.angle_xy;
GLfloat cxyc, czs, czc;
GLfloat dx, dy, cdx, cdy, cdz, a, tr_r = material_.color_diffuse.redF(),
tr_g = material_.color_diffuse.greenF(),
tr_b = material_.color_diffuse.blueF(),
tr_a = material_.color_diffuse.alphaF() * (1.f - material_.transparency);
//cxys = sin(camera.angle_xy * deg2rad);
cxyc = cosf(camera->angles_.y() * deg2rad);
czs = sinf(camera->angles_.z() * deg2rad);
czc = cosf(camera->angles_.z() * deg2rad);
dx = -czc;
dy = czs;
vertices.clear();
texcoords.clear();
colors.clear();
for (int i = 0; i < particles.size(); ++i)
//particles[i].pos_h.setZ((particles[i].pos - apos).lengthSquared());
particles[i].pos_h.setZ(particles[i].pos.distanceToPlane(apos, dir));
qSort(particles.begin(), particles.end());
glBegin(GL_POINTS);
foreach (const Particle & i, particles) {
//glVertex3f(i.pos.x(), i.pos.y(), i.pos.z());
a = (i.lifeDuration - i.lifeCurrent) / fade_time;
if (a > 1.f) a = 1.f;
a *= tr_a;
cdx = dx * i.size;
cdy = dy * i.size;
cdz = i.size;
vertices << i.pos.x() - cdx << i.pos.y() - cdy << i.pos.z() - cdz;
vertices << i.pos.x() - cdx << i.pos.y() - cdy << i.pos.z() + cdz;
vertices << i.pos.x() + cdx << i.pos.y() + cdy << i.pos.z() + cdz;
vertices << i.pos.x() + cdx << i.pos.y() + cdy << i.pos.z() - cdz;
cdx = i.size;
cdy = i.size;
texcoords << i.tex_rect.right() << i.tex_rect.top();
texcoords << i.tex_rect.right() << i.tex_rect.bottom();
texcoords << i.tex_rect.left() << i.tex_rect.bottom();
texcoords << i.tex_rect.left() << i.tex_rect.top();
colors << tr_r << tr_g << tr_b << a;
colors << tr_r << tr_g << tr_b << a;
colors << tr_r << tr_g << tr_b << a;
colors << tr_r << tr_g << tr_b << a;
if (add_vert_face) {
if (cxyc > 0.f) {
vertices << i.pos.x() - cdx << i.pos.y() - cdy << i.pos.z();
vertices << i.pos.x() + cdx << i.pos.y() - cdy << i.pos.z();
vertices << i.pos.x() + cdx << i.pos.y() + cdy << i.pos.z();
vertices << i.pos.x() - cdx << i.pos.y() + cdy << i.pos.z();
} else {
vertices << i.pos.x() - cdx << i.pos.y() - cdy << i.pos.z();
vertices << i.pos.x() - cdx << i.pos.y() + cdy << i.pos.z();
vertices << i.pos.x() + cdx << i.pos.y() + cdy << i.pos.z();
vertices << i.pos.x() + cdx << i.pos.y() - cdy << i.pos.z();
}
texcoords << i.tex_rect.right() << i.tex_rect.top();
texcoords << i.tex_rect.right() << i.tex_rect.bottom();
texcoords << i.tex_rect.left() << i.tex_rect.bottom();
texcoords << i.tex_rect.left() << i.tex_rect.top();
colors << tr_r << tr_g << tr_b << a;
colors << tr_r << tr_g << tr_b << a;
colors << tr_r << tr_g << tr_b << a;
colors << tr_r << tr_g << tr_b << a;
}
}
glEnd();
//bool cae = glIsEnabled(GL_COLOR_ARRAY), nae = glIsEnabled(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glNormal3f(vn.x(), vn.y(), vn.z());
glNormal3f(0., 0., 1.);
glDepthMask(false);
glEnable(GL_COLOR_ARRAY);
glDisable(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glTexCoordPointer(2, GL_FLOAT, 0, texcoords.constData());
glColorPointer(4, GL_FLOAT, 0, colors.constData());
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc();
glDrawArrays(GL_QUADS, 0, vertices.size() / 3);
glDepthMask(true);
//glDisable(GL_ALPHA_TEST);
//if (!cae) glDisable(GL_COLOR_ARRAY);
//if (nae) glEnable(GL_NORMAL_ARRAY);
}
GLParticlesSystem::Particle::Particle(float life_dur) {
size = 1.;
angle = lifeCurrent = 0.;
speedDecay = 0.;
lifeDuration = life_dur;
tex_rect = QRectF(0, 0, 1, 1);
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLPARTICLES_SYSTEM_H
#define GLPARTICLES_SYSTEM_H
#include <QMutex>
#include "gltexture_manager.h"
#include "globject.h"
#include "glcamera.h"
class GLParticlesSystem: public QObject, public GLObjectBase, protected QOpenGLFunctions
{
Q_OBJECT
Q_PROPERTY(float birthRate READ birthRate WRITE setBirthRate)
Q_PROPERTY(float lifeDuration READ lifeDuration WRITE setLifeDuration)
Q_PROPERTY(float size READ size WRITE setSize)
Q_PROPERTY(float enlargeSpeed READ enlargeSpeed WRITE setEnlargeSpeed)
Q_PROPERTY(float initialAngle READ initialAngle WRITE setInitialAngle)
Q_PROPERTY(float initialSpeed READ initialSpeed WRITE setInitialSpeed)
Q_PROPERTY(float speedDecay READ speedDecay WRITE setSpeedDecay)
Q_PROPERTY(float baseAngle READ baseAngle WRITE setBaseAngle)
Q_PROPERTY(QVector3D speedDirection READ speedDirection WRITE setSpeedDirection)
Q_PROPERTY(QVector3D emitterPosition READ emitterPosition WRITE setEmitterPosition)
Q_PROPERTY(QVector3D emitterDirection READ emitterDirection WRITE setEmitterDirection)
Q_PROPERTY(float lifeDurationJitter READ lifeDurationJitter WRITE setLifeDurationJitter)
Q_PROPERTY(float speedJitter READ speedJitter WRITE setSpeedJitter)
Q_PROPERTY(float speedDirectionJitter READ speedDirectionJitter WRITE setSpeedDirectionJitter)
Q_PROPERTY(float sizeJitter READ sizeJitter WRITE setSizeJitter)
Q_PROPERTY(float enlargeSpeedJitter READ enlargeSpeedJitter WRITE setEnlargeSpeedJitter)
Q_PROPERTY(float angleJitter READ angleJitter WRITE setAngleJitter)
Q_PROPERTY(bool active READ isActive WRITE setActive)
Q_PROPERTY(bool birthEnabled READ isBirthEnabled WRITE setBirthEnabled)
Q_PROPERTY(float fadeTime READ fadeTime WRITE setFadeTime)
public:
GLParticlesSystem(const QVector3D & pos = QVector3D());
~GLParticlesSystem() {;}
enum Type {Cone, Omni, Box};
struct Particle {
Particle(float life_dur = 40.);
QVector3D pos;
QVector3D pos_h;
QVector3D speed;
QRectF tex_rect;
float speedDecay;
float size;
float angle;
float enlargeSpeed;
float lifeDuration;
float lifeCurrent;
float animationFrameRate;
};
void update();
void draw(QOpenGLShaderProgram * prog, bool);
float birthRate() const {return birthRate_;}
float lifeDuration() const {return lifeDuration_;}
float size() const {return size_;}
float enlargeSpeed() const {return enlargeSpeed_;}
float initialAngle() const {return initialAngle_;}
float initialSpeed() const {return initialSpeed_;}
float speedDecay() const {return speedDecay_;}
float baseAngle() const {return baseAngle_;}
QVector3D speedDirection() const {return speedDirection_;}
QVector3D emitterPosition() const {return emitterPosition_;}
QVector3D emitterDirection() const {return emitterDirection_;}
Box3D emitterRect() const {return emitterRect_;}
float lifeDurationJitter() const {return lifeDurationJitter_;}
float speedJitter() const {return speedJitter_;}
float speedDirectionJitter() const {return speedDirectionJitter_;}
float sizeJitter() const {return sizeJitter_;}
float enlargeSpeedJitter() const {return enlargeSpeedJitter_;}
float angleJitter() const {return angleJitter_;}
bool isActive() const {return active_;}
bool isBirthEnabled() const {return birthEnabled_;}
GLParticlesSystem::Type emitterType() const {return emitterType_;}
float fadeTime() const {return fade_time;}
bool isAddVerticalFaceEnabled() const {return add_vert_face;}
void setBirthRate(const float & arg) {birthRate_ = arg; tick_birth = birthRate_ / freq;}
void setLifeDuration(const float & arg) {lifeDuration_ = arg;}
void setSize(const float & arg) {size_ = arg;}
void setEnlargeSpeed(const float & arg) {enlargeSpeed_ = arg;}
void setInitialAngle(const float & arg) {initialAngle_ = arg;}
void setInitialSpeed(const float & arg) {initialSpeed_ = arg;}
void setBaseAngle(const float & arg) {baseAngle_ = arg;}
void setSpeedDecay(const float & arg) {speedDecay_ = arg;}
void setSpeedDirection(const QVector3D & arg) {speedDirection_ = arg;}
void setEmitterPosition(const QVector3D & arg) {emitterPosition_ = arg;}
void setEmitterDirection(const QVector3D & arg) {emitterDirection_ = arg.normalized();}
void setEmitterRect(const Box3D & arg) {emitterRect_ = arg;}
void setLifeDurationJitter(const float & arg) {lifeDurationJitter_ = arg;}
void setSpeedJitter(const float & arg) {speedJitter_ = arg;}
void setSpeedDirectionJitter(const float & arg) {speedDirectionJitter_ = arg;}
void setSizeJitter(const float & arg) {sizeJitter_ = arg;}
void setEnlargeSpeedJitter(const float & arg) {enlargeSpeedJitter_ = arg;}
void setActive(const bool & arg) {active_ = arg;}
void setAngleJitter(const float & arg) {angleJitter_ = arg;}
void setBirthEnabled(const bool & arg) {birthEnabled_ = arg;}
void setEmitterType(const GLParticlesSystem::Type & arg) {emitterType_ = arg;}
void setFadeTime(const float & arg) {fade_time = arg;}
void setAddVerticalFaceEnabled(const bool & arg) {add_vert_face = arg;}
void setTextureRect(const QRectF & arg) {tex_rect = arg;}
void setTextureScale(const float & x, const float & y) {tex_scale = QSizeF(x, y);}
void setTextureScale(const QSizeF & arg) {tex_scale = arg;}
void addForce(const QVector3D & f) {forces << f;}
void birthParticles(int count) {need_birth += count;}
float frequency() const {return freq;}
void setFrequency(const float & f) {freq = f;}
float additionalSpeed;
private:
QVector3D speedDirection_, emitterPosition_, emitterDirection_;
QRectF tex_rect;
QSizeF tex_scale;
Box3D emitterRect_;
QMutex mutex;
GLParticlesSystem::Type emitterType_;
GLTextureManager::Animation * animation;
QVector<GLfloat> vertices, texcoords, colors;
QVector<Particle> particles;
QVector<QVector3D> forces;
float birthRate_, initialSpeed_, speedDecay_, lifeDuration_, size_, freq, need_birth, tick_birth, tick_life, fade_time;
float lifeDurationJitter_, speedJitter_, speedDirectionJitter_, sizeJitter_, angleJitter_, initialAngle_;
float enlargeSpeed_, enlargeSpeedJitter_, baseAngle_;
bool active_, birthEnabled_, is_diffuse_anim, add_vert_face;
};
inline bool operator <(const GLParticlesSystem::Particle & f, const GLParticlesSystem::Particle & s) {return f.pos_h.z() > s.pos_h.z();}
#endif // GLPARTICLES_SYSTEM_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glprimitives.h"
void GLPrimitivePoint::draw(QOpenGLShaderProgram * prog, bool simplest) {
glPointSize(sz);
glColor3f(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF());
glBegin(GL_POINTS);
glVertex3d(0., 0., 0.);
glEnd();
}
void GLPrimitiveLine::draw(QOpenGLShaderProgram * prog, bool simplest) {
glColor3f(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF());
glBegin(GL_LINES);
glVertex3f(p0.x(), p0.y(), p0.z());
glVertex3f(p1.x(), p1.y(), p1.z());
glEnd();
}
GLPrimitiveCube::GLPrimitiveCube(float width, float length, float height, QVector3D pos): GLObjectBase() {
geom_prim = Quads;
w = width;
l = length;
h = height;
moveTo(pos);
//init();
}
void GLPrimitiveCube::init() {
float hw = w / 2.f, hl = l / 2.f, hh = h / 2.f;
//list = glGenLists(1);
//glNewList(list, GL_COMPILE);
//glColor4d(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF(), material_.color_diffuse.alphaF());
vbo.init();
QVector<GLfloat> & d_vertices(vbo.vertices()), & d_normals(vbo.normals()), & d_uvs(vbo.texcoords());
d_vertices.clear();
d_normals.clear();
d_uvs.clear();
for (int i = 0; i < 4; ++i)
d_normals << 0. << -1. << 0.;
d_vertices << -hw << -hl << -hh;
d_vertices << hw << -hl << -hh;
d_vertices << hw << -hl << hh;
d_vertices << -hw << -hl << hh;
d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
for (int i = 0; i < 4; ++i)
d_normals << 0. << 1. << 0.;
d_vertices << -hw << hl << -hh;
d_vertices << -hw << hl << hh;
d_vertices << hw << hl << hh;
d_vertices << hw << hl << -hh;
d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
for (int i = 0; i < 4; ++i)
d_normals << -1. << 0. << 0.;
d_vertices << -hw << -hl << -hh;
d_vertices << -hw << -hl << hh;
d_vertices << -hw << hl << hh;
d_vertices << -hw << hl << -hh;
d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
for (int i = 0; i < 4; ++i)
d_normals << 1. << 0. << 0.;
d_vertices << hw << -hl << -hh;
d_vertices << hw << hl << -hh;
d_vertices << hw << hl << hh;
d_vertices << hw << -hl << hh;
d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
for (int i = 0; i < 4; ++i)
d_normals << 0. << 0. << -1.;
d_vertices << -hw << -hl << -hh;
d_vertices << -hw << hl << -hh;
d_vertices << hw << hl << -hh;
d_vertices << hw << -hl << -hh;
d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
for (int i = 0; i < 4; ++i)
d_normals << 0. << 0. << 1.;
d_vertices << -hw << -hl << hh;
d_vertices << hw << -hl << hh;
d_vertices << hw << hl << hh;
d_vertices << -hw << hl << hh;
d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
is_init = true;
vbo.rebuffer();
}
GLPrimitiveEllipsoid::GLPrimitiveEllipsoid(float width, float length, float height, int seg_wl, int seg_h, QVector3D pos) {
geom_prim = GLObjectBase::Triangles;
w = width;
l = length;
h = height;
swl = seg_wl;
sh = seg_h;
moveTo(pos);
//init();
}
void GLPrimitiveEllipsoid::putTriangle(const QVector3D & v0, const QVector3D & v1, const QVector3D & v2) {
vbo.vertices() << v0.x() << v0.y() << v0.z() << v1.x() << v1.y() << v1.z() << v2.x() << v2.y() << v2.z();
QVector3D n = QVector3D::normal(v1 - v0, v2 - v0);
for (int i = 0; i < 3; ++i)
vbo.normals() << n.x() << n.y() << n.z();
return;
QVector3D s(w, l, h);
n = (v0 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z();
n = (v1 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z();
n = (v2 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z();
}
void GLPrimitiveEllipsoid::init() {
QVector<QVector3D> points;
vbo.clear();
vbo.init();
int ret = 0;
int hseg = sh + 1, wlseg = swl + 1;
float crw, crl, a, ch, twl;
QVector3D cp(0., 0., -h / 2.f);
points << cp;
for (int i = 1; i < hseg; i++) {
ch = -cosf((float)i / hseg * float(M_PI));
cp.setZ(ch * h / 2.f);
twl = sqrtf(1.f - ch * ch) / 2.f;
crw = twl * w;
crl = twl * l;
for (int j = 0; j < wlseg * 2; j++) {
a = (float)j / wlseg * float(M_PI);
cp.setY(crw * sinf(a));
cp.setX(crl * cosf(a));
points << cp;
ret = points.size() - 1;
if (i == 1)
if (j > 0) putTriangle(points[0], points[ret], points[ret - 1]);
if (j > 0) {
if (i > 1) {
putTriangle(points[ret - wlseg * 2 - 1], points[ret], points[ret - 1]);
putTriangle(points[ret - wlseg * 2], points[ret], points[ret - wlseg * 2 - 1]);
}
}
}
if (i == 1) putTriangle(points[0], points[ret - wlseg * 2 + 1], points[ret]);
else {
putTriangle(points[ret - wlseg * 2 + 1], points[ret], points[ret - wlseg * 2]);
putTriangle(points[ret - wlseg * 2 + 1], points[ret - wlseg * 2], points[ret - wlseg * 4 + 1]);
}
}
points << QVector3D(0., 0., h / 2.f);
ret = points.size() - 1;
putTriangle(points[ret - 1], points[ret - wlseg * 2], points[ret]);
for (int j = 1; j < wlseg * 2; j++)
if (j > 0) putTriangle(points[ret - wlseg * 2 + j - 1], points[ret - wlseg * 2 + j], points[ret]);
is_init = true;
vbo.rebuffer();
}
void GLPrimitiveAxis::draw(QOpenGLShaderProgram * prog, bool simplest) {
float bs = 1.f;
float as = 0.1f;
float aw = 0.07f;
float cr_x = 0.8f, cg_y = 0.75f, cb_z = 0.8f;
glBegin(GL_LINES);
glColor3f(cr_x, 0, 0);
glVertex3f(-bs, 0, 0);
glVertex3f(bs, 0, 0);
glVertex3f(bs, 0, 0);
glVertex3f(bs-as, aw, 0);
glVertex3f(bs, 0, 0);
glVertex3f(bs-as, -aw, 0);
glVertex3f(bs, 0, 0);
glVertex3f(bs-as, 0, aw);
glVertex3f(bs, 0, 0);
glVertex3f(bs-as, 0, -aw);
glColor3f(0, cg_y, 0);
glVertex3f(0, -bs, 0);
glVertex3f(0, bs, 0);
glVertex3f(0, bs, 0);
glVertex3f(0, bs-as, aw);
glVertex3f(0, bs, 0);
glVertex3f(0, bs-as, -aw);
glVertex3f(0, bs, 0);
glVertex3f(aw, bs-as, 0);
glVertex3f(0, bs, 0);
glVertex3f(-aw, bs-as, 0);
glColor3f(0, 0, cb_z);
glVertex3f(0, 0, -bs);
glVertex3f(0, 0, bs);
glVertex3f(0, 0, bs);
glVertex3f(aw, 0, bs-as);
glVertex3f(0, 0, bs);
glVertex3f(-aw, 0, bs-as);
glVertex3f(0, 0, bs);
glVertex3f(0, aw, bs-as);
glVertex3f(0, 0, bs);
glVertex3f(0, -aw, bs-as);
glEnd();
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLPRIMITIVE_CUBE_H
#define GLPRIMITIVE_CUBE_H
#include "globject.h"
class GLPrimitivePoint: public GLObjectBase
{
public:
GLPrimitivePoint(double size = 1., QVector3D pos = QVector3D()) {sz = 8.;}
virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
private:
double sz;
};
class GLPrimitiveLine: public GLObjectBase
{
public:
GLPrimitiveLine(QVector3D p0_ = QVector3D(), QVector3D p1_ = QVector3D()) {p0 = p0_; p1 = p1_;}
virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
QVector3D point0() const {return p0;}
QVector3D point1() const {return p1;}
void setPoint0(const QVector3D & p) {p0 = p;}
void setPoint1(const QVector3D & p) {p1 = p;}
private:
QVector3D p0, p1;
};
class GLPrimitiveCube: public GLObjectBase
{
public:
GLPrimitiveCube(float width = 1., float length = 1., float height = 1., QVector3D pos = QVector3D());
virtual void init();
private:
float w, l, h;
};
class GLPrimitiveEllipsoid: public GLObjectBase
{
public:
GLPrimitiveEllipsoid(float width = 1., float length = 1., float height = 1., int seg_wl = 10, int seg_h = 10, QVector3D pos = QVector3D());
virtual void init();
private:
void putTriangle(const QVector3D & v0, const QVector3D & v1, const QVector3D & v2);
float w, l, h;
int swl, sh;
};
class GLPrimitiveAxis: public GLObjectBase
{
public:
GLPrimitiveAxis() {accept_fog = accept_light = cast_shadow = rec_shadow = select_ = false;}
virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
};
#endif // GLPRIMITIVE_CUBE_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glrendererbase.h"
#include "globject.h"
#include "qglview.h"
GLRendererBase::GLRendererBase(QGLView * view_): view(*view_) {
white_image = QImage(1, 1, QImage::Format_ARGB32);
white_image.fill(0xFFFFFFFF);
white_image_id = 0;
violent_image = QImage(1, 1, QImage::Format_ARGB32);
violent_image.fill(QColor(127, 127, 255));
violent_image_id = 0;
}
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.f;
col[1] = l.visible_ ? l.color().greenF() * l.intensity : 0.f;
col[2] = l.visible_ ? l.color().blueF() * l.intensity : 0.f;
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_end / 2.f);
glLightf(gl_index, GL_SPOT_EXPONENT, (1.f - piClamp<float>((l.angle_end - l.angle_start) / (l.angle_end + 0.001f), 0., 1.f)) * 128.f);
} 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 (QOpenGLShaderProgram * i, view.shaders_ppl) {
i->bind();
i->setUniformValue("lightsCount", lights_count);
i->setUniformValue("acc_light", lights_count > 0);
//i->setUniformValue("mat", mvm);
}*/
}
#define BIND_TEXTURE(ch, map) if (rp.prev_tex[ch] != mat.map.bitmap_id) { \
rp.prev_tex[ch] = mat.map.bitmap_id; \
glActiveTexture(GL_TEXTURE0 + ch); glBindTexture(GL_TEXTURE_2D, mat.map.bitmap_id); \
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view.feature(QGLView::qglAnisotropicLevel).toInt());}
void GLRendererBase::setupTextures(GLObjectBase & o, GLRendererBase::RenderingParameters & rp, bool first_object) {
if (first_object) {
view.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) {
BIND_TEXTURE(0, map_diffuse)
BIND_TEXTURE(1, map_normal)
BIND_TEXTURE(2, map_relief)
BIND_TEXTURE(3, map_self_illumination)
BIND_TEXTURE(4, map_specularity)
BIND_TEXTURE(5, map_specular)
glActiveTexture(GL_TEXTURE0);
}
}
#undef BIND_TEXTURE
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.isFeatureEnabled(QGLView::qglLinearFiltering)) {
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.feature(QGLView::qglAnisotropicLevel).toInt());
}
void GLRendererBase::renderObjects(int pass, int light_pass, void * shaders, bool textures, bool light, bool fog) {
RenderingParameters rpl;
rpl.pass = pass;
rpl.light_pass = light_pass;
rpl.shaders = shaders;
rpl.textures = textures;
rpl.light = rpl.prev_light = light;
rpl.fog = rpl.prev_fog = fog;
rpl.view_matrix = rp.view_matrix;
rpl.prev_view_matrix = rp.prev_view_matrix;
rpl.proj_matrix = rp.proj_matrix;
rpl.prev_proj_matrix = rp.prev_proj_matrix;
rpl.cam_offset_matrix = view.camera()->offsetMatrix();
//qDebug() << "view:" << rp.view_matrix;
for (int i = 0; i < 32; ++i) rpl.prev_tex[i] = 0;
setupTextures(view.objects_, rpl, true);
glSetLightEnabled(rpl.prev_light);
glSetFogEnabled(rpl.prev_fog);
glSetCapEnabled(GL_TEXTURE_2D, rpl.textures);
glSetCapEnabled(GL_BLEND, pass == GLObjectBase::Transparent);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_CUBE_MAP);
glPushMatrix();
renderSingleObject(view.objects_, rpl);
glPopMatrix();
}
void GLRendererBase::renderSingleObject(GLObjectBase & o, RenderingParameters & rpl) {
if (!o.isInit())
o.init();
if (!o.isTexturesLoaded())
o.loadTextures();
if (!o.visible_) return;
if (rpl.pass == o.pass_) {
Material & mat(o.material_);
QMatrix4x4 curview = rpl.view_matrix * rpl.cam_offset_matrix * o.itransform_, prevview = rpl.prev_view_matrix * rpl.cam_offset_matrix * o.itransform_;
setupTextures(o, rpl, false);
mat.apply((QOpenGLShaderProgram*)rpl.shaders);
glSetPolygonMode(o.render_mode != GLObjectBase::View ? o.render_mode : (view.rmode != GLObjectBase::View ? view.rmode : GL_FILL));
glLineWidth(o.line_width > 0.f ? o.line_width : view.lineWidth_);
glPointSize(o.line_width > 0.f ? o.line_width : view.lineWidth_);
o.update();
if (o.pass_ == GLObjectBase::Transparent) {
glActiveTexture(GL_TEXTURE0 + 3);
if (mat.reflectivity > 0.f) {
glEnable(GL_TEXTURE_CUBE_MAP);
if (!mat.map_reflection.isEmpty()) mat.map_reflection.bind();
else glDisable(GL_TEXTURE_CUBE_MAP);
} else glDisable(GL_TEXTURE_CUBE_MAP);
if (rpl.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);
glActiveTexture(GL_TEXTURE0);
}
if (rpl.shaders) {
//qDebug() << o.name() << curview << curview.determinant();
setUniformMatrices((QOpenGLShaderProgram*)rpl.shaders, rpl.proj_matrix, curview, rpl.prev_proj_matrix, prevview);
} else {
glMatrixMode(GL_MODELVIEW);
setGLMatrix(curview);
}
o.draw((QOpenGLShaderProgram*)rpl.shaders);
}
foreach (GLObjectBase * i, o.children_)
renderSingleObject(*i, rpl);
}
void GLRendererBase::renderShadow(Light * l, QOpenGLShaderProgram * prog, QMatrix4x4 mat) {
Camera cam;
QVector3D wp = l->worldPos();
cam.setPos(wp);
cam.setAim(wp + (l->worldTransform() * QVector4D(l->direction)).toVector3D());
cam.setDepthStart(view.camera()->depthStart());
cam.setDepthEnd(view.camera()->depthEnd());
cam.setFOV(l->angle_end);
cam.apply(1.);
/*cam.rotateXY(l->angle_end);
QVector3D rdir = l->direction * cos(l->angle_end / 2. * deg2rad);
l->dir0 = cam.direction() - rdir;
cam.rotateXY(-l->angle_end);
cam.rotateZ(l->angle_end);
l->dir1 = cam.direction() - rdir;*/
//qDebug() << rdir << l->dir0 << l->dir1;
RenderingParameters rpl;
rpl.pass = GLObjectBase::Solid;
rpl.shaders = prog;
rpl.textures = rpl.light = rpl.fog = false;
rpl.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
rpl.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
rpl.cam_offset_matrix = cam.offsetMatrix();
QMatrix4x4 mbias;
mbias.scale(0.5, 0.5, 0.5);
mbias.translate(1., 1., 1.);
l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix*rpl.cam_offset_matrix*mat;//;// * mbias;
//qDebug() << mbias;
//glPushMatrix();
renderSingleShadow(view.objects_, rpl);
//glPopMatrix();
}
void GLRendererBase::renderSingleShadow(GLObjectBase & o, RenderingParameters & rpl) {
if (!o.isInit())
o.init();
if (!o.visible_) return;
if (rpl.shaders) {
//qDebug() << o.name() << curview << curview.determinant();
setUniformMatrices((QOpenGLShaderProgram*)rpl.shaders, rpl.proj_matrix, rpl.view_matrix * rpl.cam_offset_matrix * o.itransform_);
} else {
glMatrixMode(GL_MODELVIEW);
setGLMatrix(rpl.view_matrix * rpl.cam_offset_matrix * o.itransform_);
}
glPolygonMode(GL_FRONT_AND_BACK, o.render_mode != GLObjectBase::View ? o.render_mode : (view.rmode != GLObjectBase::View ? view.rmode : GL_FILL));
glLineWidth(o.line_width > 0.f ? o.line_width : view.lineWidth_);
glPointSize(o.line_width > 0.f ? o.line_width : view.lineWidth_);
o.draw((QOpenGLShaderProgram*)rpl.shaders, true);
foreach (GLObjectBase * i, o.children_)
renderSingleShadow(*i, rpl);
}
GLRendererBase::RenderingParameters::RenderingParameters() {
shaders = nullptr;
cur_shader = nullptr;
}
void GLRendererBase::RenderingParameters::prepare() {
proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
viewproj_matrix = proj_matrix * view_matrix;
normal_matrix = view_matrix.normalMatrix();
proj_matrix_i = proj_matrix.inverted();
view_matrix_i = view_matrix.inverted();
viewproj_matrix_i = viewproj_matrix.inverted();
}
void GLRendererBase::RenderingParameters::setUniform(QOpenGLShaderProgram * prog) {
if (!prog) return;
prog->setUniformValue("qgl_ModelViewMatrix", view_matrix);
prog->setUniformValue("qgl_ProjectionMatrix", proj_matrix);
prog->setUniformValue("qgl_ModelViewProjectionMatrix", viewproj_matrix);
prog->setUniformValue("qgl_NormalMatrix", normal_matrix);
prog->setUniformValue("qgl_ModelViewMatrixInverse", view_matrix_i);
prog->setUniformValue("qgl_ProjectionMatrixInverse", proj_matrix_i);
prog->setUniformValue("qgl_ModelViewProjectionMatrixInverse", viewproj_matrix_i);
prog->setUniformValue("qgl_ModelViewMatrixTranspose", view_matrix.transposed());
prog->setUniformValue("qgl_ProjectionMatrixTranspose", proj_matrix.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", viewproj_matrix.transposed());
prog->setUniformValue("qgl_ModelViewMatrixInverseTranspose", view_matrix_i.transposed());
prog->setUniformValue("qgl_ProjectionMatrixInverseTranspose", proj_matrix_i.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixInverseTranspose", viewproj_matrix_i.transposed());
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLRENDERERBASE_H
#define GLRENDERERBASE_H
#include "glcamera.h"
#include "glshaders.h"
class GLRendererBase: public QObject , protected QOpenGLExtraFunctions
{
friend class QGLView;
Q_OBJECT
public:
GLRendererBase(QGLView * view_);
virtual void prepareScene() {;}
virtual void renderScene() = 0;
struct RenderingParameters {
RenderingParameters();
void prepare();
void setUniform(QOpenGLShaderProgram * prog);
int pass;
int light_pass;
bool light;
bool fog;
bool textures;
bool prev_light;
bool prev_fog;
GLuint prev_tex[32];
void * shaders;
QMatrix4x4 view_matrix, view_matrix_i, prev_view_matrix;
QMatrix4x4 proj_matrix, proj_matrix_i, prev_proj_matrix;
QMatrix4x4 viewproj_matrix, viewproj_matrix_i;
QMatrix3x3 normal_matrix;
QMatrix4x4 cam_offset_matrix;
QOpenGLShaderProgram * cur_shader;
};
RenderingParameters rp;
protected:
virtual void setupLight(const Light & l, int inpass_index, int gl_index);
virtual void setupAmbientLight(const QColor & a, bool first_pass);
virtual void setupShadersLights(int lights_count);
virtual void setupTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp, bool first_object = false);
virtual void setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) {}
virtual void reloadShaders() {}
virtual void init(int width, int height) {}
virtual void resize(int width, int height) {}
void setupLights(int pass, int lights_per_pass);
inline void applyFilteringParameters();
void renderObjects(int pass, int light_pass, void * shaders = 0, bool textures = true, bool light = true, bool fog = true);
void renderSingleObject(GLObjectBase & o, RenderingParameters & rpl);
void renderShadow(Light * l, QOpenGLShaderProgram * prog = 0, QMatrix4x4 mat = QMatrix4x4());
void renderSingleShadow(GLObjectBase & o, RenderingParameters & rpl);
QGLView & view;
QImage white_image, violent_image;
GLuint white_image_id, violent_image_id;
};
#endif // GLRENDERERBASE_H

256
libs/qglview/glshaders.cpp Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "gltypes.h"
#include "qglview.h"
const char qgl_vertex_head[] =
//"in vec3 _qgl_Vertex;\n"
"in vec3 qgl_Normal;\n"
"in vec3 qgl_Tangent;\n"
"in vec3 qgl_Bitangent;\n"
"in vec2 qgl_Texture;\n"
"in vec4 qgl_Color;\n"
"out vec2 qgl_FragTexture;\n"
"out vec4 qgl_FragColor;\n"
//"vec4 qgl_Vertex = vec4(_qgl_Vertex, 1);\n"
"in vec3 qgl_Vertex;\n"
"vec4 qgl_ftransform() {return qgl_ModelViewProjectionMatrix * vec4(qgl_Vertex, 1);}\n";
const char qgl_fragment_head[] =
"in vec2 qgl_FragTexture;\n"
"in vec4 qgl_FragColor;\n"
"out vec4 qgl_FragData[gl_MaxDrawBuffers];\n";
const char qgl_uniform[] =
"uniform mat4 qgl_ModelViewMatrix;\n"
"uniform mat4 qgl_ProjectionMatrix;\n"
"uniform mat4 qgl_ModelViewProjectionMatrix;\n"
"uniform mat3 qgl_NormalMatrix;\n"
"uniform mat4 qgl_ModelViewMatrixInverse;\n"
"uniform mat4 qgl_ProjectionMatrixInverse;\n"
"uniform mat4 qgl_ModelViewProjectionMatrixInverse;\n"
"uniform mat4 qgl_ModelViewMatrixTranspose;\n"
"uniform mat4 qgl_ProjectionMatrixTranspose;\n"
"uniform mat4 qgl_ModelViewProjectionMatrixTranspose;\n"
"uniform mat4 qgl_ModelViewMatrixInverseTranspose;\n"
"uniform mat4 qgl_ProjectionMatrixInverseTranspose;\n"
"uniform mat4 qgl_ModelViewProjectionMatrixInverseTranspose;\n";
const char qgl_structs[] =
"const int qgl_MaxLights = 8;\n"
"struct QGLLight {\n"
" vec4 color;\n"
" vec4 position;\n"
" vec4 direction;\n"
" float intensity;\n"
" float startAngle;\n"
" float startAngleCos;\n"
" float endAngle;\n"
" float endAngleCos;\n"
" float constantAttenuation;\n"
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n"
//" sampler2D shadowColor\n"
" mat4 shadowMatrix;\n"
//" vec4 shadowDir0;\n"
//" vec4 shadowDir1;\n"
"};\n"
"struct QGLMap {\n"
" float offset;\n"
" float amount;\n"
" vec2 scale;\n"
" sampler2D map;\n"
"};\n"
"struct QGLMaterial {\n"
" float transparency;\n"
" float reflectivity;\n"
" float iof;\n"
" float dispersion;\n"
" vec4 color_diffuse;\n"
" vec4 color_specular;\n"
" vec4 color_self_illumination;\n"
" QGLMap map_diffuse;\n"
" QGLMap map_normal;\n"
" QGLMap map_relief;\n"
" QGLMap map_self_illumination;\n"
" QGLMap map_specularity;\n"
" QGLMap map_specular;\n"
"};\n"
"uniform QGLLight qgl_AmbientLight;\n"
"uniform QGLLight qgl_Light[qgl_MaxLights];\n"
"uniform QGLMaterial qgl_Material;\n";
QString loadShaderFile(QOpenGLShaderProgram * prog, QOpenGLShader::ShaderType type, const QString & file) {
QFile f(file);
if (!f.open(QIODevice::ReadOnly)) return "";
QString all = QString::fromUtf8(f.readAll());
int i = all.indexOf("#version");
QString version = all.mid(i + 8, all.indexOf("\n", i) - i - 8).trimmed();
if (version.toInt() >= 150) {
int ip = all.indexOf("\n", i);
if (ip < 0) return all;
if (type == QOpenGLShader::Vertex) {
all.insert(ip + 1, qgl_vertex_head);
}
if (type == QOpenGLShader::Fragment) {
all.insert(ip + 1, qgl_fragment_head);
}
all.insert(ip + 1, qgl_structs);
all.insert(ip + 1, qgl_uniform);
}
prog->addShaderFromSourceCode(type, all);
//qDebug() << "********" << all;
return all;
}
bool loadShaders(QOpenGLShaderProgram * prog, const QString & name, const QString & dir) {
prog->removeAllShaders();
QDir d(dir);
QFileInfoList sl;
//qDebug() << "[QGLView] Shader \"" + name + "\" load shaders from" << d.absolutePath();
sl = d.entryInfoList(QStringList(name + ".geom"), QDir::Files | QDir::NoDotAndDotDot);
foreach (const QFileInfo & i, sl) {
//qDebug() << "[QGLView] Shader \"" + name + "\" add geometry shader:" << i.fileName();
loadShaderFile(prog, QOpenGLShader::Geometry, i.absoluteFilePath());
}
sl = d.entryInfoList(QStringList(name + ".vert"), QDir::Files | QDir::NoDotAndDotDot);
foreach (const QFileInfo & i, sl) {
//qDebug() << "[QGLView] Shader \"" + name + "\" add vertex shader:" << i.fileName();
loadShaderFile(prog, QOpenGLShader::Vertex, i.absoluteFilePath());
}
sl = d.entryInfoList(QStringList(name + ".frag"), QDir::Files | QDir::NoDotAndDotDot);
foreach (const QFileInfo & i, sl) {
//qDebug() << "[QGLView] Shader \"" + name + "\" add fragment shader:" << i.fileName();
loadShaderFile(prog, QOpenGLShader::Fragment, i.absoluteFilePath());
}
if (!prog->link()) {
qDebug() << "[QGLView] Shader \"" + name + "\" link error: " + prog->log();
return false;
}
return true;
}
void setUniformMatrices(QOpenGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj, QMatrix4x4 prevview) {
if (!prog) return;
if (!prog->isLinked()) return;
QMatrix4x4 mvpm = proj * view;
QMatrix4x4 pmvpm = prevproj * prevview;
QMatrix3x3 nm = view.normalMatrix();
//nm.in;
prog->setUniformValue("qgl_ModelViewMatrix", view);
prog->setUniformValue("qgl_ProjectionMatrix", proj);
prog->setUniformValue("prev_ModelViewProjectioMatrix", pmvpm);
prog->setUniformValue("prev_ModelViewMatrix", prevview);
prog->setUniformValue("qgl_ModelViewProjectionMatrix", mvpm);
prog->setUniformValue("qgl_NormalMatrix", nm);
//prog->setUniformValue("qgl_BumpMatrix", nm.);
prog->setUniformValue("qgl_ModelViewMatrixTranspose", view.transposed());
prog->setUniformValue("qgl_ProjectionMatrixTranspose", proj.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", mvpm.transposed());
}
void setUniformMap(QOpenGLShaderProgram * prog, QString map_name, const Map & map, int channel, int def_channel) {
if (!prog) return;
if (!prog->isLinked()) return;
prog->setUniformValue(("qgl_Material." + map_name + ".offset").toLatin1().constData(), map.color_offset);
prog->setUniformValue(("qgl_Material." + map_name + ".amount").toLatin1().constData(), map.color_amount);
prog->setUniformValue(("qgl_Material." + map_name + ".scale").toLatin1().constData(), map.bitmap_scale);
prog->setUniformValue(("qgl_Material." + map_name + ".map").toLatin1().constData(), map.bitmap_id > 0 ? channel : def_channel);
}
void setUniformMaterial(QOpenGLShaderProgram * prog, const Material & mat) {
if (!prog) return;
if (!prog->isLinked()) return;
QOpenGLFunctions *glFuncs = QOpenGLContext::currentContext()->functions();
GLfloat mat_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
mat_diffuse[0] = mat.color_diffuse.redF();
mat_diffuse[1] = mat.color_diffuse.greenF();
mat_diffuse[2] = mat.color_diffuse.blueF();
mat_diffuse[3] = mat.color_diffuse.alphaF() * (1.f - mat.transparency);
glFuncs->glVertexAttrib4f(prog->attributeLocation("qgl_Color"), mat_diffuse[0], mat_diffuse[1], mat_diffuse[2], mat_diffuse[3]);
prog->setUniformValue("qgl_Material.transparency", mat.transparency);
prog->setUniformValue("qgl_Material.reflectivity", mat.reflectivity);
prog->setUniformValue("qgl_Material.iof", mat.iof);
prog->setUniformValue("qgl_Material.dispersion", mat.dispersion);
prog->setUniformValue("qgl_Material.color_diffuse", mat.color_diffuse);
prog->setUniformValue("qgl_Material.color_self_illumination", mat.color_self_illumination);
prog->setUniformValue("qgl_Material.color_specular", mat.color_specular);
setUniformMap(prog, "map_diffuse", mat.map_diffuse, 0, 6);
setUniformMap(prog, "map_normal", mat.map_normal, 1, 7);
setUniformMap(prog, "map_relief", mat.map_relief, 2, 6);
setUniformMap(prog, "map_self_illumination", mat.map_self_illumination, 3, 6);
setUniformMap(prog, "map_specularity", mat.map_specularity, 4, 6);
setUniformMap(prog, "map_specular", mat.map_specular, 5, 6);
}
void setUniformLights(QOpenGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start) {
for (int i = 0; i < lights.size(); ++i)
setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, shadow_start + i);
}
/*
" vec3 position;\n"
" vec3 direction;\n"
" vec4 color;\n"
" float intensity;\n"
" float startAngle;\n"
" float endAngle;\n"
" float constantAttenuation;\n"
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n"
" mat4 shadowMatrix;\n"
*/
void setUniformLight(QOpenGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
if (!prog) return;
if (!prog->isLinked()) return;
QMatrix4x4 m = mat * light->worldTransform();
QVector4D pos(0, 0, 0, 1.), dir(light->direction, 1);//, dir0(light->dir0), dir1(light->dir1);
pos = m * pos;
dir = ((m * dir) - pos).normalized();
float ang_start = light->angle_start / 2.f, ang_end = light->angle_end / 2.f;
if (light->light_type == Light::Omni)
ang_start = ang_end = 180.;
//qDebug() << "light" << light->name() << ulightn << pos;
prog->setUniformValue((ulightn + ".position").toLatin1().constData(), pos);
prog->setUniformValue((ulightn + ".direction").toLatin1().constData(), dir);
prog->setUniformValue((ulightn + ".intensity").toLatin1().constData(), GLfloat(light->intensity));
prog->setUniformValue((ulightn + ".startAngle").toLatin1().constData(), GLfloat(ang_start));
prog->setUniformValue((ulightn + ".startAngleCos").toLatin1().constData(), GLfloat(cosf(ang_start * deg2rad)));
prog->setUniformValue((ulightn + ".endAngle").toLatin1().constData(), GLfloat(ang_end));
prog->setUniformValue((ulightn + ".endAngleCos").toLatin1().constData(), GLfloat(cosf(ang_end * deg2rad)));
prog->setUniformValue((ulightn + ".color").toLatin1().constData(), light->color());
prog->setUniformValue((ulightn + ".constantAttenuation").toLatin1().constData(), GLfloat(light->decay_const));
prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
//qDebug() << light->shadow_matrix;
//prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0));
//prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1));
//qDebug() << light->direction << light->dir0 << light->dir1;
}

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libs/qglview/glshaders.h Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLSHADERS_H
#define GLSHADERS_H
#include "gltypes.h"
class Map;
class Material;
class Light;
QString loadShaderFile(QOpenGLShaderProgram * prog, QOpenGLShader::ShaderType type, const QString & file);
bool loadShaders(QOpenGLShaderProgram * prog, const QString & name, const QString & dir = QString());
void setUniformMatrices(QOpenGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj = QMatrix4x4(), QMatrix4x4 prevview = QMatrix4x4());
void setUniformMap(QOpenGLShaderProgram * prog, const Map & map, int channel, int def_channel);
void setUniformMaterial(QOpenGLShaderProgram * prog, const Material & mat);
void setUniformLights(QOpenGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start);
void setUniformLight(QOpenGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), int shadow = 0);
#endif // GLSHADERS_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "gltexture_manager.h"
bool GLTextureManager::loadTextures() {
//glGenTextures();
QFileInfoList fil;
Animation anim;
for (int i = 0; i < anim_pathes.size(); ++i) {
anim.path = anim_pathes[i].second;
anim.bitmaps.clear();
fil = QDir(anim_pathes[i].first).entryInfoList(QDir::Files, QDir::Name);
foreach (const QFileInfo & fi, fil) {
if (fi.baseName().indexOf(anim_pathes[i].second) < 0) continue;
anim.bitmaps << loadTexture(fi.filePath(), false);
}
qDebug() << "[TextureManager] Loaded" << anim.bitmaps.size() << "frames";
anim_ids << QPair<QString, Animation>(anim_pathes[i].second, anim);
}
anim_pathes.clear();
foreach (const QString & i, tex_pathes)
loadTexture(i, true);
tex_pathes.clear();
return true;
}
void GLTextureManager::deleteTextures() {
for (int i = 0; i < 2; ++i) {
QList<GLuint> texs = tex_ids[i].values();
qDebug() << "[TextureManager] Delete" << texs.size() << "textures";
if (!texs.isEmpty()) glDeleteTextures(texs.size(), &texs[0]);
tex_ids[i].clear();
}
qDebug() << "[TextureManager] Delete" << anim_ids.size() << "animations";
for (int i = 0; i < anim_ids.size(); ++i)
glDeleteTextures(anim_ids[i].second.bitmaps.size(), anim_ids[i].second.bitmaps.data());
anim_ids.clear();
}
void GLTextureManager::deleteTexture(const QString & name) {
for (int i = 0; i < 2; ++i) {
if (tex_ids[i].contains(name)) {
GLuint id = tex_ids[i][name];
glDeleteTextures(1, &id);
tex_ids[i].remove(name);
}
}
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLTEXTUREMANAGER_H
#define GLTEXTUREMANAGER_H
#include "glmaterial.h"
#include <QDir>
#include <QFileInfo>
class GLTextureManager: public GLTextureManagerBase
{
public:
GLTextureManager() {;}
~GLTextureManager() {deleteTextures();}
struct Animation {
QString path;
QVector<GLuint> bitmaps;
GLuint bitmapID(const int frame) {if (frame < 0 || frame >= bitmaps.size()) return 0; return bitmaps[frame];}
};
void addTexture(const QString & path) {tex_pathes << path;}
void addAnimation(const QString & dir, const QString & name) {anim_pathes << QPair<QString, QString>(dir, name);}
bool loadTextures();
void deleteTextures();
void deleteTexture(const QString & name);
Animation * findAnimation(const QString & name) {for (int i = 0; i < anim_ids.size(); ++i) if (anim_ids[i].first == name) return &(anim_ids[i].second); return 0;}
QVector<QPair<QString, Animation> > anim_ids;
private:
QStringList tex_pathes;
QList<QPair<QString, QString> > anim_pathes;
};
#endif // GLTEXTUREMANAGER_H

382
libs/qglview/gltypes.cpp Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glcamera.h"
#include "qglview.h"
#include <QPainter>
//__GLWidget__ * currentQGLView;
//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;
}
QString findFile(const QString & file, const QStringList & pathes) {
QFileInfo fi(QString(file).replace("\\", "/"));
//qDebug() << "search" << file << "in" << pathes;
if (fi.exists()) return fi.absoluteFilePath();
QString fn = fi.fileName();
if (fn.contains("/")) fn = fn.mid(fn.lastIndexOf("/"));
foreach (QString p, pathes) {
QFileInfoList fil = QDir(p).entryInfoList(QStringList(fn), QDir::Files | QDir::NoDotAndDotDot);
//qDebug() << "findFile" << fn << "in" << p << "->" << fil.size();
if (!fil.isEmpty())
return fil[0].absoluteFilePath();
}
return QString();
}
void glDrawQuad(QOpenGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
glResetAllTransforms();
glSetPolygonMode(GL_FILL);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
int loc = prog ? prog->attributeLocation("qgl_Color") : -1,
locv = prog ? prog->attributeLocation("qgl_Vertex") : -1,
loct = prog ? prog->attributeLocation("qgl_Texture") : -1,
locc = prog ? prog->attributeLocation("view_corner") : -1;
//if (prog) {qDebug() << locv << loct << locc;}
QOpenGLFunctions * glFuncs = QOpenGLContext::currentContext()->functions();
if (prog) {
static const GLfloat cols [] = {1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f};
static const GLfloat verts[] = {x, y, x+w, y, x, y+h, x+w, y+h};
static const GLfloat texs [] = {0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 1.f, 1.f};
GLfloat vcs[] = {0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f};
if (corner_dirs) {
vcs[0] = corner_dirs[0].x(); vcs[1] = corner_dirs[0].y(); vcs[2] = corner_dirs[0].z();
vcs[3] = corner_dirs[1].x(); vcs[4] = corner_dirs[1].y(); vcs[5] = corner_dirs[1].z();
vcs[6] = corner_dirs[2].x(); vcs[7] = corner_dirs[2].y(); vcs[8] = corner_dirs[2].z();
vcs[9] = corner_dirs[3].x(); vcs[10] = corner_dirs[3].y(); vcs[11] = corner_dirs[3].z();
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glFuncs->glBindBuffer(GL_ARRAY_BUFFER, 0);
glFuncs->glEnableVertexAttribArray(loc);
glFuncs->glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, cols);
glFuncs->glEnableVertexAttribArray(locv);
glFuncs->glVertexAttribPointer(locv, 2, GL_FLOAT, 0, 0, verts);
glFuncs->glEnableVertexAttribArray(loct);
glFuncs->glVertexAttribPointer(loct, 2, GL_FLOAT, 0, 0, texs);
glFuncs->glEnableVertexAttribArray(locc);
glFuncs->glVertexAttribPointer(locc, 3, GL_FLOAT, 0, 0, vcs);
glFuncs->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFuncs->glDisableVertexAttribArray(loc);
glFuncs->glDisableVertexAttribArray(locv);
glFuncs->glDisableVertexAttribArray(loct);
glFuncs->glDisableVertexAttribArray(locc);
} else {
glBegin(GL_TRIANGLE_STRIP);
glColor4f(1.f, 1.f, 1.f, 1.f);
glTexCoord2f(0.f, 0.f); glVertex2f(x, y);
glTexCoord2f(1.f, 0.f); glVertex2f(x+w, y);
glTexCoord2f(0.f, 1.f); glVertex2f(x, y+h);
glTexCoord2f(1.f, 1.f); glVertex2f(x+w, y+h);
glEnd();
}
}
QMatrix4x4 getGLMatrix(GLenum matrix) {
GLfloat gm[16];
glGetFloatv(matrix, gm);
float qm[16];
for (int i = 0; i < 16; ++i)
qm[i] = gm[i];
return QMatrix4x4(qm).transposed();
}
void setGLMatrix(QMatrix4x4 matrix) {
GLfloat gm[16];
float qm[16];
matrix.transposed().copyDataTo(qm);
for (int i = 0; i < 16; ++i)
gm[i] = qm[i];
glLoadMatrixf(gm);
}
void qglMultMatrix(const QMatrix4x4 & m) {
GLfloat gm[16];
float qm[16];
m.transposed().copyDataTo(qm);
for (int i = 0; i < 16; ++i)
gm[i] = qm[i];
glMultMatrixf(gm);
}
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, nullptr);
else {
int t = GL_UNSIGNED_BYTE;
int f = GL_RGBA;
if (format == GL_RGB32F || format == GL_RGB16F || format == GL_RGBA32F || format == GL_RGBA16F)
t = GL_FLOAT;
if (format == GL_RGB32F || format == GL_RGB16F || format == GL_RGB8 || format == GL_RGB)
f = GL_RGB;
glTexImage2D(target, 0, format, width, height, 0, f, t, nullptr);
//glGenerateMipmap(target);
//qDebug() << "glTexImage2D" << width << height << QString::number(t, 16);
}
//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 = image.mirrored(false, true).convertToFormat(QImage::Format_ARGB32, Qt::ColorOnly);
//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_BGRA, GL_UNSIGNED_BYTE, im.bits());
//qDebug() << tex << im.width() << im.height() << im.bits() << glGetError();
}
QMatrix4x4 glMatrixPerspective(float angle, float aspect, float near_, float far_) {
QMatrix4x4 ret;
float t = 1.f / (tanf(angle * deg2rad / 2.f)), e = 2.4e-7f;
ret(0, 0) = t / aspect;
ret(1, 1) = t;
ret(2, 2) = e - 1.f;//far_ / (far_ - near_) - 1.;
ret(2, 3) = (e - 2.f) * near_;//2. * far_ * near_ / (far_ - near_);
ret(3, 2) = -1.f;
ret(3, 3) = 0.f;
return ret;
}
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;
}
QColor colorFromString(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
float 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.f, g * 255.f, b * 255.f);
}
QVector3D orthToVector(const QVector3D & v, const float & scale) {
if (v.isNull()) return QVector3D();
QVector3D rv, fn, sn;
if (v.x() != 0.f) rv.setZ(1.);
else if (v.y() != 0.f) 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 float & l) {
float vl = v.length();
if (vl == 0.f) return;
float c = l / vl;
v *= c;
}
void lengthenVector(QVector3D & v, const float & l) {
float vl = v.length();
if (l == 0.f || vl == 0.f) return;
float c = 1.f + 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 glEnableDepth() {
glEnable(GL_DEPTH_TEST);
//glDepthFunc(GL_GREATER);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
}
void glDisableDepth() {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
void glClearFramebuffer(const QColor & color, bool depth) {
glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF());
//glClearDepth(0.);
if (depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
}
QGLViewBase::QGLViewBase() {
camera_ = new Camera();
textures_manager = new GLTextureManager();
}
QGLViewBase::~QGLViewBase() {
delete textures_manager;
}
Camera * QGLViewBase::camera() {
return camera_;
}
const Camera * QGLViewBase::camera() const {
return camera_;
}
void QGLViewBase::setCamera(Camera * camera) {
camera_ = camera;
}
GLTextureManagerBase * QGLViewBase::textureManager() {
return textures_manager;
}
Box3D::Box3D(const QVector<QVector3D> & points) {
x = y = z = width = length = height = angle_z = angle_xy = angle_roll = 0.f;
if (points.isEmpty()) return;
float ix, iy, iz, ax, ay, az;
ix = ax = points[0].x();
iy = ay = points[0].y();
iz = az = points[0].z();
for (int i = 1; i < points.size(); ++i) {
ix = qMin<float>(ix, points[i].x()); ax = qMax<float>(ax, points[i].x());
iy = qMin<float>(iy, points[i].y()); ay = qMax<float>(ay, points[i].y());
iz = qMin<float>(iz, points[i].z()); az = qMax<float>(az, points[i].z());
}
x = ix;
y = iy;
z = iz;
length = ax - ix;
width = ay - iy;
height = az - iz;
}
QVector<QVector3D> Box3D::corners() const {
QVector<QVector3D> ret;
ret << QVector3D(x, y, z) << QVector3D(x, y + width, z) << QVector3D(x, y, z + height) << QVector3D(x, y + width, z + height)
<< QVector3D(x + length, y, z) << QVector3D(x + length, y + width, z)
<< QVector3D(x + length, y, z + height) << QVector3D(x + length, y + width, z + height);
return ret;
}
Box3D & Box3D::operator |=(const Box3D & o) {
if (isEmpty()) *this = o;
else {
GLfloat mx = x + length, my = y + width, mz = z + height;
GLfloat omx = o.x + o.length, omy = o.y + o.width, omz = o.z + o.height;
x = qMin(x, o.x); y = qMin(y, o.y); z = qMin(z, o.z);
mx = qMax(mx, omx); my = qMax(my, omy); mz = qMax(mz, omz);
length = mx - x; width = my - y; height = mz - z;
}
return *this;
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLTYPES_H
#define GLTYPES_H
#if WIN32 || WIN64 || _WIN32 || _WIN64 || __WIN32__ || __WIN64__
# define WINDOWS
#endif
#if __QNX__ || __QNXNTO__
# define QNX
#endif
#ifdef __APPLE__
# define MAC
#endif
#ifndef WINDOWS
# ifndef QNX
# ifndef MAC
# define LINUX
# endif
# endif
#endif
#if __GNUC__
# define CC_GCC
#elif _MSC_VER
# define CC_VC
#endif
#include <QObject>
#ifndef WINDOWS
# ifdef MAC
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
# include <GLUT/glut.h>
# else
# include <GL/gl.h>
# include <GL/glext.h>
# include <GL/glu.h>
# endif
#endif
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <cmath>
#include <float.h>
#include <QMatrix4x4>
#include <QDebug>
#include <QDataStream>
#include <QColor>
#include <QVector2D>
#include <QVector3D>
#include <QImage>
#include <QMutex>
#include <QFile>
#include <QDir>
#ifndef QNX
# include <cmath>
# include <complex>
#else
# include <math.h>
# include <complex.h>
#endif
#include <iostream>
#ifdef WINDOWS
# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#ifndef M_PI
# define M_PI 3.14159265358979323846
#endif
#ifndef M_2PI
# define M_2PI 6.28318530717958647692
#endif
#ifndef M_PI_3
# define M_PI_3 1.04719755119659774615
#endif
#ifndef GL_RGBA16F
# define GL_RGBA16F GL_RGBA16F_ARB
#endif
using std::complex;
#ifndef PIP_VERSION
typedef long long llong;
typedef unsigned char uchar;
typedef unsigned short int ushort;
typedef unsigned int uint;
typedef unsigned long ulong;
typedef unsigned long long ullong;
typedef long double ldouble;
const float deg2rad = atanf(1.f) / 45.f;
const float rad2deg = 45.f / atanf(1.f);
# ifdef WINDOWS
inline int random() {return rand();}
# endif
#else
#define random randomi
#endif
#ifdef CC_VC
inline float round(const float & v) {return floor(v + 0.5);}
#endif
inline float randomu() {return float(random()) / RAND_MAX;}
inline const QSizeF operator *(const QSizeF & f, const QSizeF & s) {return QSizeF(f.width() * s.width(), f.height() * s.height());}
#ifndef PIP_VERSION
template<typename T> inline void piSwap(T & f, T & s) {T t(f); f = s; s = t;}
template<typename Type> inline Type piMin(const Type & f, const Type & s) {return (f > s) ? s : f;}
template<typename Type> inline Type piMin(const Type & f, const Type & s, const Type & t) {return (f < s && f < t) ? f : ((s < t) ? s : t);}
template<typename Type> inline Type piMax(const Type & f, const Type & s) {return (f < s) ? s : f;}
template<typename Type> inline Type piMax(const Type & f, const Type & s, const Type & t) {return (f > s && f > t) ? f : ((s > t) ? s : t);}
template<typename Type> inline Type piClamp(const Type & v, const Type & min, const Type & max) {return (v > max ? max : (v < min ? min : v));}
inline ushort letobe_s(ushort v) {return (v << 8) | (v >> 8);}
#endif
// return [-1, 1]
inline float urand(const float & scale = 1.) {return ((float)rand() / RAND_MAX - .5f) * (scale + scale);}
// return [0, 1]
inline float uprand(const float & scale = 1.) {return ((float)rand() / RAND_MAX) * scale;}
QString readCharsUntilNull(QDataStream & s);
QString findFile(const QString & file, const QStringList & pathes);
inline QColor operator *(const QColor & c, float v) {return QColor(piClamp<int>(c.red() * v, 0, 255), piClamp<int>(c.green() * v, 0, 255), piClamp<int>(c.blue() * v, 0, 255), piClamp<int>(c.alpha() * v, 0, 255));}
inline QColor operator /(const QColor & c, float v) {return QColor(piClamp<int>(c.red() / v, 0, 255), piClamp<int>(c.green() / v, 0, 255), piClamp<int>(c.blue() / v, 0, 255), piClamp<int>(c.alpha() / v, 0, 255));}
//extern __GLWidget__ * currentQGLView;
inline void qglColor(const QColor & c) {glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF());}
void qglMultMatrix(const QMatrix4x4 & m);
void glEnableDepth();
void glDisableDepth();
inline void glResetAllTransforms() {glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity();}
inline void glClearError() {int c = 100; while (glGetError() != GL_NO_ERROR && --c > 0) glGetError();}
inline void glClearAccumulation(const QColor & color = Qt::black) {glClearAccum(color.redF(), color.greenF(), color.blueF(), color.alphaF()); glClear(GL_ACCUM_BUFFER_BIT);}
void glClearFramebuffer(const QColor & color = Qt::black, bool depth = true);
inline void glSetCapEnabled(GLenum cap, bool on = true) {if (on) glEnable(cap); else glDisable(cap);}
inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);}
inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);}
inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);}
void glDrawQuad(QOpenGLShaderProgram * prog = 0, QVector4D * corner_dirs = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f);
QMatrix4x4 getGLMatrix(GLenum matrix);
void setGLMatrix(QMatrix4x4 matrix);
inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;}
//# define QGLCI if (!QOpenGLContext::currentContext()) return; QOpenGLFunctions gf(QOpenGLContext::currentContext());
//# define QGLC gf.
//inline void glActiveTextureChannel(int channel) {QGLCI gf.glActiveTexture(GL_TEXTURE0 + channel);}
//inline void glDisableTextures(int channels = 8) {QGLCI for (int i = channels - 1; i >= 0; --i) {glActiveTextureChannel(i); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_CUBE_MAP);}}
//inline void glReleaseTextures(int channels = 8) {QGLCI for (int i = channels - 1; i >= 0; --i) {glActiveTextureChannel(i); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, 0);}}
//inline void glReleaseFramebuffer() {QGLCI gf.glBindFramebuffer(GL_FRAMEBUFFER, 0);}
//inline void glReleaseShaders() {QGLCI gf.glUseProgram(0);}
//inline void deleteGLFramebuffer(GLuint & fbo) {QGLCI if (fbo != 0) gf.glDeleteFramebuffers(1, &fbo); fbo = 0;}
//inline void deleteGLRenderbuffer(GLuint & drbo) {QGLCI if (drbo != 0) gf.glDeleteRenderbuffers(1, &drbo); drbo = 0;}
//inline void deleteGLBuffer(GLuint & bo) {QGLCI if (bo != 0) gf.glDeleteBuffers(1, &bo); bo = 0;}
//inline void deleteGLVertexArray(GLuint & va) {QGLCI if (va != 0) gf.glDeleteVertexArrays(1, &va); va = 0;}
void createGLTexture(GLuint & tex, int width, int height, const GLenum & format = GL_RGBA8, const GLenum & target = GL_TEXTURE_2D);
void createGLTexture(GLuint & tex, const QImage & image, const GLenum & format = GL_RGBA8, const GLenum & target = GL_TEXTURE_2D);
inline void qglTranslate(const QVector3D & v) {glTranslatef(v.x(), v.y(), v.z());}
inline void qglScale(const QVector3D & v) {glScalef(v.x(), v.y(), v.z());}
QMatrix4x4 glMatrixPerspective(float angle, float aspect, float near_, float far_);
QImage rotateQImageLeft(const QImage & im);
QImage rotateQImageRight(const QImage & im);
inline QImage rotateQImage180(const QImage & im) {return im.mirrored(true, true);}
//const double deg2rad = atan(1.) / 45.;
//const double rad2deg = 45. / atan(1.);
struct Box3D {
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat width;
GLfloat length;
GLfloat height;
GLfloat angle_z;
GLfloat angle_xy;
GLfloat angle_roll;
Box3D() {x = y = z = width = length = height = angle_z = angle_xy = angle_roll = 0.f;}
Box3D(const QVector3D & center, GLfloat hwid, GLfloat hlen, GLfloat hhei) {x = center.x() - hwid; y = center.y() - hlen; z = center.z() - hhei; width = 2 * hwid; length = 2 * hlen; height = 2 * hhei; angle_z = angle_xy = angle_roll = 0.f;}
Box3D(const QVector<QVector3D> & points);
bool isEmpty() const {return (qAbs(width) < 1E-6f) || (qAbs(length) < 1E-6f) || (qAbs(height) < 1E-6f);}
QVector3D randomPoint() const {return QVector3D(uprand(length) + x, uprand(width) + y, uprand(height) + z);}
QVector3D pos() const {return QVector3D(x, y, z);}
QVector3D size() const {return QVector3D(length, width, height);}
QVector3D center() const {return QVector3D(length / 2.f + x, width / 2.f + y, height / 2.f + z);}
QVector3D angles() const {return QVector3D(angle_xy, angle_roll, angle_z);}
QVector<QVector3D> corners() const;
void setPos(const QVector3D & p) {x = p.x(); y = p.y(); z = p.z();}
void setAngles(const QVector3D & a) {angle_xy = a.x(); angle_roll = a.y(); angle_z = a.z();}
void setSize(const QVector3D & s) {length = s.x(); width = s.y(); height = s.z();}
Box3D & moveTo(const QVector3D & v) {x = v.x(); y = v.y(); z = v.z(); return *this;}
Box3D & move(const QVector3D & v) {x += v.x(); y += v.y(); z += v.z(); return *this;}
Box3D movedTo(const QVector3D & v) const {Box3D t(*this); t.x = v.x(); t.y = v.y(); t.z = v.z(); return t;}
Box3D moved(const QVector3D & v) const {Box3D t(*this); t.x += v.x(); t.y += v.y(); t.z += v.z(); return t;}
Box3D & operator |=(const Box3D & o);
};
inline QDebug operator <<(QDebug d, const Box3D & v) {d << "Box3D {start (" << v.x << "," << v.y << "," << v.z << "), size (" << v.length << "," << v.width << "," << v.height << ")}"; return d;}
struct Vector3d;
GLfloat dot(const Vector3d & v0, const Vector3d & v1);
struct Vector3d {
GLfloat x;
GLfloat y;
GLfloat z;
Vector3d(GLfloat x_ = 0., GLfloat y_ = 0., GLfloat z_ = 0.) {x = x_; y = y_; z = z_;}
Vector3d(const QVector3D & v) {x = v.x(); y = v.y(); z = v.z();}
Vector3d(const QString & str);
inline void clear() {x = y = z = 0.;}
inline GLfloat length() const {return sqrtf(x*x + y*y + z*z);}
inline GLfloat lengthSquared() const {return x*x + y*y + z*z;}
Vector3d & normalize() {
GLfloat l = length();
if (l == 0.f) return *this;
x /= l; y /= l; z /= l;
return *this;
}
Vector3d normalized() {return Vector3d(*this).normalize();}
Vector3d projectTo(Vector3d dir) {dir.normalize(); return dir * dot(dir, *this);}
Vector3d operator *(const GLfloat v) {return Vector3d(x*v, y*v, z*v);}
Vector3d operator /(const GLfloat v) {return Vector3d(x/v, y/v, z/v);}
Vector3d operator +(const GLfloat v) {return Vector3d(x+v, y+v, z+v);}
Vector3d operator -(const GLfloat v) {return Vector3d(x-v, y-v, z-v);}
Vector3d operator +(const Vector3d & v) {return Vector3d(x + v.x, y + v.y, z + v.z);}
Vector3d operator -(const Vector3d & v) {return Vector3d(x - v.x, y - v.y, z - v.z);}
Vector3d operator -() {return Vector3d(-x, -y, -z);}
Vector3d & operator *=(const GLfloat & v) {x *= v; y *= v; z *= v; return *this;}
Vector3d & operator /=(const GLfloat & v) {x /= v; y /= v; z /= v; return *this;}
Vector3d & operator +=(const GLfloat & v) {x += v; y += v; z += v; return *this;}
Vector3d & operator -=(const GLfloat & v) {x -= v; y -= v; z -= v; return *this;}
Vector3d & operator +=(const Vector3d & v) {x += v.x; y += v.y; z += v.z; return *this;}
Vector3d & operator -=(const Vector3d & v) {x -= v.x; y -= v.y; z -= v.z; return *this;}
bool operator ==(const Vector3d & v) {return x == v.x && y == v.y && z == v.z;}
QVector3D toQVector3D() const {return QVector3D(x, y, z);}
};
inline Vector3d operator *(const Vector3d & v0, const Vector3d & v1) {
return Vector3d(v0.y * v1.z - v1.y * v0.z, v1.x * v0.z - v0.x * v1.z, v0.x * v1.y - v1.x * v0.y);
}
inline GLfloat dot(const Vector3d & v0, const Vector3d & v1) {return v0.x*v1.x + v0.y*v1.y + v0.z*v1.z;}
struct Vector2d {
GLfloat x;
GLfloat y;
Vector2d(GLfloat x_ = 0., GLfloat y_ = 0.) {x = x_; y = y_;}
Vector2d(const Vector3d & v3) {x = v3.x; y = v3.y;}
Vector2d operator *(const GLfloat v) {return Vector2d(x*v, y*v);}
Vector2d operator /(const GLfloat v) {return Vector2d(x/v, y/v);}
Vector2d operator +(const GLfloat v) {return Vector2d(x+v, y+v);}
Vector2d operator -(const GLfloat v) {return Vector2d(x-v, y-v);}
Vector2d operator +(const Vector3d & v) {return Vector3d(x + v.x, y + v.y);}
Vector2d operator -(const Vector3d & v) {return Vector3d(x - v.x, y - v.y);}
Vector2d operator +(const Vector2d & v) {return Vector2d(x + v.x, y + v.y);}
Vector2d operator -(const Vector2d & v) {return Vector2d(x - v.x, y - v.y);}
Vector2d & operator *=(const GLfloat & v) {x *= v; y *= v; return *this;}
Vector2d & operator /=(const GLfloat & v) {x /= v; y /= v; return *this;}
Vector2d & operator +=(const GLfloat & v) {x += v; y += v; return *this;}
Vector2d & operator -=(const GLfloat & v) {x -= v; y -= v; return *this;}
Vector2d & operator +=(const Vector3d & v) {x += v.x; y += v.y;; return *this;}
Vector2d & operator -=(const Vector3d & v) {x -= v.x; y -= v.y;; return *this;}
};
struct Vector3i {
Vector3i(int p0_ = 0, int p1_ = 0, int p2_ = 0) {p0 = p0_; p1 = p1_; p2 = p2_;}
Vector3i(const QString & str);
Vector3i movedX(const int & o) {return Vector3i(p0 + o, p1, p2);}
Vector3i movedY(const int & o) {return Vector3i(p0, p1 + o, p2);}
Vector3i movedZ(const int & o) {return Vector3i(p0, p1, p2 + o);}
Vector3i moved(const int & x, const int & y, const int & z) {return Vector3i(p0 + x, p1 + y, p2 + z);}
int p0;
int p1;
int p2;
bool operator ==(const Vector3i & o) const {return p0 == o.p0 && p1 == o.p1 && p2 == o.p2;}
bool operator !=(const Vector3i & o) const {return p0 != o.p0 || p1 != o.p1 || p2 != o.p2;}
QVector3D toQVector3D() const {return QVector3D(p0, p1, p2);}
};
inline Vector3i operator +(const Vector3i & f, const Vector3i & s) {return Vector3i(f.p0 + s.p0, f.p1 + s.p1, f.p2 + s.p2);}
inline Vector3i operator -(const Vector3i & f, const Vector3i & s) {return Vector3i(f.p0 - s.p0, f.p1 - s.p1, f.p2 - s.p2);}
inline Vector3i operator /(const Vector3i & f, const int & s) {return Vector3i(f.p0 / s, f.p1 / s, f.p2 / s);}
inline uint qHash(const Vector3i & v) {return v.p0 + v.p1 * 1024 + v.p2 * 1024 * 1024;}
inline QDebug operator <<(QDebug d, const Vector3d& v) {d.nospace() << "{" << v.x << ", " << v.y << ", " << v.z << "}"; return d.space();}
inline QDebug operator <<(QDebug d, const Vector3i & v) {d.nospace() << "{" << v.p0 << ", " << v.p1 << ", " << v.p2 << "}"; return d.space();}
inline QDataStream & operator <<(QDataStream & s, const Vector3d & v) {s << v.x << v.y << v.z; return s;}
inline QDataStream & operator >>(QDataStream & s, Vector3d & v) {s >> v.x >> v.y >> v.z; return s;}
inline QDataStream & operator <<(QDataStream & s, const Vector3i & v) {s << v.p0 << v.p1 << v.p2; return s;}
inline QDataStream & operator >>(QDataStream & s, Vector3i & v) {s >> v.p0 >> v.p1 >> v.p2; return s;}
QColor colorFromString(const QString & str);
inline float cosABV(const QVector3D & v0, const QVector3D & v1) {
float l = v0.length() * v1.length();
if (l == 0.f) return 0.;
return (QVector3D::dotProduct(v0, v1)) / l;
}
inline QVector3D projection(const QVector3D & v, const QVector3D & to) {return to.normalized() * v.length() * cosABV(v, to);}
QVector3D orthToVector(const QVector3D & v, const float & scale = 1.);
QVector3D rotateVector(const QVector3D & v, const QVector3D & a);
void setVectorLength(QVector3D & v, const float & l);
void lengthenVector(QVector3D & v, const float & l);
inline float squareLength(const QVector3D & from, const QVector3D & to) {return (to.x() - from.x())*(to.x() - from.x()) + (to.y() - from.y())*(to.y() - from.y()) + (to.z() - from.z())*(to.z() - from.z());}
inline QVector3D directionFromAngles(const QVector3D & a) {return rotateVector(QVector3D(1., 0., 0.), a);}
inline float frac(const float & x, const float & b) {return x - int(x / b) * b;}
class GLObjectBase;
class QGLView;
class Light;
class Camera;
class GLTextureManagerBase;
class QGLViewBase
{
friend class GLObjectBase;
public:
QGLViewBase();
virtual ~QGLViewBase();
Camera * camera();
const Camera * camera() const;
void setCamera(Camera * camera);
GLTextureManagerBase * textureManager();
protected:
virtual void collectLights() = 0;
Camera * camera_;
GLTextureManagerBase * textures_manager;
};
#endif // GLTYPES_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glvbo.h"
GLVBO::GLVBO(GLenum usage_) {
buffer_ = 0;
va_ = 0;
usage = usage_;
changed = true;
}
GLVBO::~GLVBO() {
//destroy();
}
void GLVBO::init() {
initializeOpenGLFunctions();
if (!isInit()) {
//glGenVertexArrays(1, &va_);
glGenBuffers(1, &buffer_);
}
changed = true;
}
void GLVBO::destroy() {
if (buffer_ != 0) glDeleteFramebuffers(1, &buffer_);
buffer_ = 0;
// if (va_ != 0) glDeleteVertexArrays(1, &va_);
// va_ = 0;
}
void GLVBO::calculateBinormals() {
tangents_.clear();
bitangents_.clear();
if (vertices_.isEmpty() || texcoords_.isEmpty()) return;
int vcnt = vertices_.size() / 3;
if (texcoords_.size() != vcnt * 2) return;
int tcnt = vcnt / 3;
//qDebug() << "calculateBinormals" << vcnt << tcnt << vertices_.size() << texcoords_.size() << "...";
for (int t = 0; t < tcnt; ++t) {
int vi = t*9, ti = t*6;
Vector3d v0(vertices_[vi + 0], vertices_[vi + 1], vertices_[vi + 2]);
Vector3d v1(vertices_[vi + 3], vertices_[vi + 4], vertices_[vi + 5]);
Vector3d v2(vertices_[vi + 6], vertices_[vi + 7], vertices_[vi + 8]);
Vector2d t0(texcoords_[ti + 0], texcoords_[ti + 1]);
Vector2d t1(texcoords_[ti + 2], texcoords_[ti + 3]);
Vector2d t2(texcoords_[ti + 4], texcoords_[ti + 5]);
Vector3d dv1 = v1 - v0, dv2 = v2 - v0;
Vector2d dt1 = t1 - t0, dt2 = t2 - t0;
Vector3d tan;
Vector3d bitan;
tan = (dv1 * dt2.y - dv2 * dt1.y).normalize();
bitan = (dv2 * dt1.x - dv1 * dt2.x).normalize();
for (int i = 0; i < 3; ++i) {
tangents_ << tan.x << tan.y << tan.z;
bitangents_ << bitan.x << bitan.y << bitan.z;
}
//qDebug() << " t" << t << vi << ti << dv1.toQVector3D() << "...";
}
//qDebug() << "calculateBinormals" << vcnt << tcnt << tangents_.size();
}
bool GLVBO::rebuffer(bool clear_) {
initializeOpenGLFunctions();
QVector<GLfloat> data;
//data.clear();
calculateBinormals();
data << vertices_;
if (!normals_.isEmpty()) {
data << normals_;
has_normals = true;
} else has_normals = false;
if (!texcoords_.isEmpty()) {
data << texcoords_;
has_texcoords = true;
} else has_texcoords = false;
if (!colors_.isEmpty()) {
data << colors_;
has_colors = true;
} else has_colors = false;
if (!tangents_.isEmpty()) {
data << tangents_ << bitangents_;
has_binormals = true;
} else has_binormals = false;
//glBindVertexArray(va_);
//qDebug() << "load buffer" << data.size() << buffer_;
glBindBuffer(GL_ARRAY_BUFFER, buffer_);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(GLfloat), data.constData(), usage);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindVertexArray(0);
vert_count = vertices_.size() / 3;
changed = false;
//qDebug() << "rebuff" << buffer_ << vert_count;
if (clear_) clear();
return !isEmpty();
}
void GLVBO::draw(GLenum type, QOpenGLShaderProgram * prog, bool simplest) {
if (buffer_ == 0 || vert_count == 0) return;
if (changed) rebuffer();
//qDebug() << "draw" << vert_count;
void * offset = (void*)(vert_count * 3 * sizeof(GLfloat));
//glBindVertexArray(va_);
void * offsets[5] = {0, 0, 0, 0, 0};
if (!simplest) {
if (has_normals) {
offsets[0] = offset;
offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
}
if (has_texcoords) {
offsets[1] = offset;
offset = (void*)(llong(offset) + vert_count * 2 * sizeof(GLfloat));
}
if (has_colors) {
offsets[2] = offset;
offset = (void*)(llong(offset) + vert_count * 4 * sizeof(GLfloat));
}
if (has_binormals) {
offsets[3] = offset;
offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
offsets[4] = offset;
}
}
glBindBuffer(GL_ARRAY_BUFFER, buffer_);
if (prog) {
locs.clear();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
int loc = prog->attributeLocation("qgl_Vertex");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, 0);
locs << loc;
if (!simplest) {
loc = prog->attributeLocation("qgl_Normal");
if (has_normals) {
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[0]);
locs << loc;
} else
glDisableVertexAttribArray(loc);
loc = prog->attributeLocation("qgl_Texture");
if (has_texcoords) {
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 2, GL_FLOAT, 0, 0, offsets[1]);
locs << loc;
} else
glDisableVertexAttribArray(loc);
loc = prog->attributeLocation("qgl_Color");
if (has_colors) {
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 4, GL_FLOAT, 0, 0, offsets[2]);
locs << loc;
} else
glDisableVertexAttribArray(loc);
loc = prog->attributeLocation("qgl_Tangent");
int loc2 = prog->attributeLocation("qgl_Bitangent");
if (has_binormals) {
glEnableVertexAttribArray(loc);
glEnableVertexAttribArray(loc2);
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[3]);
glVertexAttribPointer(loc2, 3, GL_FLOAT, 0, 0, offsets[4]);
locs << loc << loc2;
} else {
glDisableVertexAttribArray(loc);
glDisableVertexAttribArray(loc2);
}
}
} else {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, 0);
if (!simplest) {
if (has_normals) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, offsets[0]);
} else glDisableClientState(GL_NORMAL_ARRAY);
if (has_texcoords) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, offsets[1]);
} else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (has_colors) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, offsets[2]);
} else glDisableClientState(GL_COLOR_ARRAY);
}
}
//qDebug() << "draw" << vert_count << buffer_ << offsets[0] << offsets[1] << offsets[3];
glDrawArrays(type, 0, vert_count);
//qDebug() << "draw" << vert_count << buffer_ << "done";
glBindBuffer(GL_ARRAY_BUFFER, 0);
foreach (int l, locs)
glDisableVertexAttribArray(l);
}
void GLVBO::clear() {
vertices_.clear();
normals_.clear();
texcoords_.clear();
colors_.clear();
}
void GLVBO::translatePoints(const QVector3D & dp) {
if (vertices_.isEmpty()) return;
int vcnt = vertices_.size() / 3;
for (int i = 0; i < vcnt; ++i) {
int vi = i * 3;
vertices_[vi + 0] += dp.x();
vertices_[vi + 1] += dp.y();
vertices_[vi + 2] += dp.z();
}
changed = true;
}
void GLVBO::scalePoints(const QVector3D & dp) {
if (vertices_.isEmpty()) return;
int vcnt = vertices_.size() / 3;
for (int i = 0; i < vcnt; ++i) {
int vi = i * 3;
vertices_[vi + 0] *= dp.x();
vertices_[vi + 1] *= dp.y();
vertices_[vi + 2] *= dp.z();
}
changed = true;
}
bool GLVBO::saveToFile(const QString & filename) {
if (filename.isEmpty()) return false;
QFile f(filename);
QByteArray ba;
if (f.open(QFile::WriteOnly)) {
QDataStream out(&ba, QFile::WriteOnly);
out << vertices_ << normals_ << texcoords_ << colors_;
ba = qCompress(ba);
f.resize(0);
f.write(ba);
f.close();
return true;
}
return false;
}
bool GLVBO::loadFromFile(const QString & filename) {
if (filename.isEmpty()) return false;
QFile f(filename);
QByteArray ba;
if (f.open(QFile::ReadOnly)) {
ba = f.readAll();
if (ba.isEmpty()) return false;
ba = qUncompress(ba);
QDataStream in(ba);
in >> vertices_ >> normals_ >> texcoords_ >> colors_;
changed = true;
f.close();
return !isEmpty();
}
return false;
}
Box3D GLVBO::boundingBox() const {
if (vertices_.size() < 3) return Box3D();
int vcnt = vertices_.size() / 3;
//qDebug() << "calculateBinormals" << vcnt << tcnt << vertices_.size() << texcoords_.size() << "...";
GLfloat mix, miy, miz, max, may, maz;
Vector3d v0(vertices_[0], vertices_[1], vertices_[2]);
mix = max = v0.x;
miy = may = v0.y;
miz = maz = v0.z;
Box3D bound;
for (int t = 1; t < vcnt; ++t) {
int vi = t*3;
Vector3d v(vertices_[vi + 0], vertices_[vi + 1], vertices_[vi + 2]);
if (mix > v.x) mix = v.x;
if (max < v.x) max = v.x;
if (miy > v.y) miy = v.y;
if (may < v.y) may = v.y;
if (miz > v.z) miz = v.z;
if (maz < v.z) maz = v.z;
}
bound.x = mix;
bound.y = miy;
bound.z = miz;
bound.length = max - mix;
bound.width = may - miy;
bound.height = maz - miz;
return bound;
}

98
libs/qglview/glvbo.h Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef GLVBO_H
#define GLVBO_H
#include "gltypes.h"
#include "chunkstream.h"
class GLVBO : protected QOpenGLFunctions
{
friend class GLObjectBase;
friend QDataStream & operator <<(QDataStream & s, const GLVBO & m);
friend QDataStream & operator >>(QDataStream & s, GLVBO & m);
public:
GLVBO(GLenum usage = GL_DYNAMIC_DRAW);
~GLVBO();
//GLVBO & operator =(const GLVBO & o) {return *this;}
void init();
void destroy();
bool rebuffer(bool clear_ = false);
void draw(GLenum type, QOpenGLShaderProgram * prog, bool simplest = false);
void clear();
GLuint buffer() const {return buffer_;}
int verticesCount() const {return vertices_.size() / 3;}
bool isInit() const {return buffer_ != 0;}
bool isEmpty() const {return vertices_.size() < 3;}
QVector<GLfloat> & vertices() {changed = true; return vertices_;}
QVector<GLfloat> & normals() {changed = true; return normals_;}
QVector<GLfloat> & texcoords() {changed = true; return texcoords_;}
QVector<GLfloat> & colors() {changed = true; return colors_;}
void translatePoints(const QVector3D & dp);
void scalePoints(const QVector3D & dp);
bool saveToFile(const QString & filename);
bool loadFromFile(const QString & filename);
Box3D boundingBox() const;
private:
void calculateBinormals();
QVector<GLfloat> vertices_, normals_, texcoords_, colors_, tangents_, bitangents_;
QVector<int> locs;
GLenum usage;
GLuint buffer_, va_;
int vert_count;
bool changed, has_normals, has_texcoords, has_colors, has_binormals;
};
inline QDataStream & operator <<(QDataStream & s, const GLVBO & m) {
ChunkStream cs;
//qDebug() << "place VBO" << m.vertices_.size() << m.normals_.size() << m.texcoords_.size() << m.colors_.size() << "...";
cs << cs.chunk(1, m.vertices_) << cs.chunk(2, m.normals_) << cs.chunk(3, m.texcoords_) << cs.chunk(4, m.colors_) << cs.chunk(5, m.usage);
//qDebug() << "place VBO done" << cs.data().size() << "...";
s << qCompress(cs.data()); return s;
}
inline QDataStream & operator >>(QDataStream & s, GLVBO & m) {
QByteArray ba;
s >> ba;
ba = qUncompress(ba);
ChunkStream cs(ba);
while (!cs.atEnd()) {
switch (cs.read()) {
case 1: m.vertices_ = cs.getData<QVector<GLfloat> >(); break;
case 2: m.normals_ = cs.getData<QVector<GLfloat> >(); break;
case 3: m.texcoords_ = cs.getData<QVector<GLfloat> >(); break;
case 4: m.colors_ = cs.getData<QVector<GLfloat> >(); break;
case 5: m.usage = cs.getData<GLenum>(); break;
}
}
m.changed = true;
return s;
}
#endif // GLVBO_H

236
libs/qglview/glwidget.cpp Normal file
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#include "glwidget.h"
#include "renderer_simple.h"
#include "renderer_deferred_shading.h"
#include <QVBoxLayout>
GLWidget::GLWidget(QWidget *parent) : QWidget(parent) {
view_ = new QGLView();
view_->setFlags(windowFlags() | Qt::FramelessWindowHint);
container = QWidget::createWindowContainer(view_, this);
lay = new QVBoxLayout(this);
lay->addWidget(container);
lay->setContentsMargins(0, 0, 0, 0);
lay->setSpacing(0);
setMouseTracking(true);
setWindowIcon(QIcon("://icons/qglview.png"));
connect(view_, &QGLView::doubleClick, this, &GLWidget::viewDoubleClicked);
}
QColor GLWidget::backColor() const {
return view_->backColor();
}
qreal GLWidget::lineWidth() const {
return view_->lineWidth();
}
qreal GLWidget::FOV() const {
return view_->FOV();
}
qreal GLWidget::depthStart() const {
return view_->depthStart();
}
qreal GLWidget::depthEnd() const {
return view_->depthEnd();
}
QColor GLWidget::ambientColor() const {
return view_->ambientColor();
}
bool GLWidget::isLightEnabled() const {
return view_->isLightEnabled();
}
bool GLWidget::isGrabMouseEnabled() const {
return view_->isGrabMouseEnabled();
}
bool GLWidget::isMouseRotateEnabled() const {
return view_->isMouseRotateEnabled();
}
bool GLWidget::isMouseSelectionEnabled() const {
return view_->isMouseSelectionEnabled();
}
bool GLWidget::isCameraOrbit() const
{
return view_->isCameraOrbit();
}
bool GLWidget::isHoverHaloEnabled() const {
return view_->isHoverHaloEnabled();
}
QColor GLWidget::hoverHaloColor() const {
return view_->hoverHaloColor();
}
qreal GLWidget::hoverHaloFillAlpha() const {
return view_->hoverHaloFillAlpha();
}
bool GLWidget::isSelectionHaloEnabled() const {
return view_->isSelectionHaloEnabled();
}
QColor GLWidget::selectionHaloColor() const {
return view_->selectionHaloColor();
}
qreal GLWidget::selectionHaloFillAlpha() const {
return view_->selectionHaloFillAlpha();
}
void GLWidget::addObject(GLObjectBase * o) {
view_->addObject(o);
}
QByteArray GLWidget::saveCamera() {
return view_->saveCamera();
}
void GLWidget::restoreCamera(const QByteArray &ba) {
view_->restoreCamera(ba);
}
void GLWidget::stop() {
view_->stop();
}
void GLWidget::start(float freq, GLRendererBase * r) {
if (r == nullptr) r = new RendererSimple(view_);
GLRendererBase * pr = nullptr;
view_->setRenderer(r, &pr);
if (pr != nullptr && pr != r) delete pr;
view_->start(freq);
}
void GLWidget::setBackColor(const QColor & c) {
view_->setBackColor(c);
}
void GLWidget::setLineWidth(const qreal & arg) {
view_->setLineWidth(arg);
}
void GLWidget::setFOV(const qreal & arg) {
view_->setFOV(arg);
}
void GLWidget::setDepthStart(const qreal & arg) {
view_->setDepthStart(arg);
}
void GLWidget::setDepthEnd(const qreal & arg) {
view_->setDepthEnd(arg);
}
void GLWidget::setAmbientColor(const QColor & arg) {
view_->setAmbientColor(arg);
}
void GLWidget::setLightEnabled(const bool & arg) {
view_->setLightEnabled(arg);
}
void GLWidget::setGrabMouseEnabled(const bool & arg) {
view_->setGrabMouseEnabled(arg);
}
void GLWidget::setMouseRotateEnabled(const bool & arg) {
view_->setMouseRotateEnabled(arg);
}
void GLWidget::setMouseSelectionEnabled(const bool & arg) {
view_->setMouseSelectionEnabled(arg);
}
void GLWidget::setCameraOrbit(const bool & arg) {
view_->setCameraOrbit(arg);
}
void GLWidget::setHoverHaloEnabled(const bool & arg) {
view_->setHoverHaloEnabled(arg);
}
void GLWidget::setHoverHaloColor(const QColor & arg) {
view_->setHoverHaloColor(arg);
}
void GLWidget::setHoverHaloFillAlpha(const qreal & arg) {
view_->setHoverHaloFillAlpha(arg);
}
void GLWidget::setSelectionHaloEnabled(const bool & arg) {
view_->setSelectionHaloEnabled(arg);
}
void GLWidget::setSelectionHaloColor(const QColor & arg) {
view_->setSelectionHaloColor(arg);
}
void GLWidget::setSelectionHaloFillAlpha(const qreal & arg) {
view_->setSelectionHaloFillAlpha(arg);
}
void GLWidget::viewDoubleClicked() {
// qDebug() << "click widget!!";
if (view_->windowState() == Qt::WindowFullScreen) {
// view_->hide();
container = QWidget::createWindowContainer(view_, this);
lay->addWidget(container);
container->show();
// show();
} else {
// hide();
view_->setParent(nullptr);
view_->showFullScreen();
lay->removeWidget(container);
}
// qDebug() << "click widge done!";
}

88
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#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QWidget>
class QGLView;
class GLRendererBase;
class GLObjectBase;
class GLWidget : public QWidget
{
Q_OBJECT
Q_PROPERTY (QColor backColor READ backColor WRITE setBackColor)
Q_PROPERTY (qreal lineWidth READ lineWidth WRITE setLineWidth)
Q_PROPERTY (qreal FOV READ FOV WRITE setFOV)
Q_PROPERTY (qreal depthStart READ depthStart WRITE setDepthStart)
Q_PROPERTY (qreal depthEnd READ depthEnd WRITE setDepthEnd)
Q_PROPERTY (QColor ambientColor READ ambientColor WRITE setAmbientColor)
Q_PROPERTY (bool grabMouse READ isGrabMouseEnabled WRITE setGrabMouseEnabled)
Q_PROPERTY (bool mouseRotate READ isMouseRotateEnabled WRITE setMouseRotateEnabled)
Q_PROPERTY (bool mouseSelection READ isMouseSelectionEnabled WRITE setMouseSelectionEnabled)
Q_PROPERTY (bool cameraOrbit READ isCameraOrbit WRITE setCameraOrbit)
Q_PROPERTY (bool hoverHalo READ isHoverHaloEnabled WRITE setHoverHaloEnabled)
Q_PROPERTY (QColor hoverHaloColor READ hoverHaloColor WRITE setHoverHaloColor)
Q_PROPERTY (qreal hoverHaloFillAlpha READ hoverHaloFillAlpha WRITE setHoverHaloFillAlpha)
Q_PROPERTY (bool selectionHalo READ isSelectionHaloEnabled WRITE setSelectionHaloEnabled)
Q_PROPERTY (QColor selectionHaloColor READ selectionHaloColor WRITE setSelectionHaloColor)
Q_PROPERTY (qreal selectionHaloFillAlpha READ selectionHaloFillAlpha WRITE setSelectionHaloFillAlpha)
public:
explicit GLWidget(QWidget *parent = nullptr);
QGLView * view() {return view_;}
QColor backColor() const;
qreal lineWidth() const;
qreal FOV() const;
qreal depthStart() const;
qreal depthEnd() const;
QColor ambientColor() const;
bool isLightEnabled() const;
bool isGrabMouseEnabled() const;
bool isMouseRotateEnabled() const;
bool isMouseSelectionEnabled() const;
bool isCameraOrbit() const;
bool isHoverHaloEnabled() const;
QColor hoverHaloColor() const;
qreal hoverHaloFillAlpha() const;
bool isSelectionHaloEnabled() const;
QColor selectionHaloColor() const;
qreal selectionHaloFillAlpha() const;
void addObject(GLObjectBase * o);
QByteArray saveCamera();
void restoreCamera(const QByteArray & ba);
public slots:
void stop();
void start(float freq = 60.0, GLRendererBase * r = nullptr);
void setBackColor(const QColor & c);
void setLineWidth(const qreal & arg);
void setFOV(const qreal & arg);
void setDepthStart(const qreal & arg);
void setDepthEnd(const qreal & arg);
void setAmbientColor(const QColor & arg);
void setLightEnabled(const bool & arg);
void setGrabMouseEnabled(const bool & arg);
void setMouseRotateEnabled(const bool & arg);
void setMouseSelectionEnabled(const bool & arg);
void setCameraOrbit(const bool & arg);
void setHoverHaloEnabled(const bool & arg);
void setHoverHaloColor(const QColor & arg);
void setHoverHaloFillAlpha(const qreal & arg);
void setSelectionHaloEnabled(const bool & arg);
void setSelectionHaloColor(const QColor & arg);
void setSelectionHaloFillAlpha(const qreal & arg);
private slots:
void viewDoubleClicked();
private:
QWidget * container;
QGLView * view_;
QLayout * lay;
signals:
};
#endif // GLWIDGET_H

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348
libs/qglview/loader_3ds.cpp Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "loader_3ds.h"
void Loader3DS::init3DSMesh(GLObjectBase * o, const QVector<uint> & smooth) {
QVector<GLfloat> & vertices(o->VBO().vertices()), & normals(o->VBO().normals()), & uvs(o->VBO().texcoords());
QVector<Vector3d> & points(o->points), & puvws(o->puvws), fnormals;
QVector<Vector3i> & faces(o->faces);
Vector3d pos = Vector3d(o->pos());
bool has_uv = !puvws.isEmpty();
Vector3i cf;
Vector3d v0, v1, v2, cn0, cn1, cn2;
fnormals.resize(faces.size());
for (int i = 0; i < points.size(); ++i)
points[i] -= pos;
for (int i = 0; i < fnormals.size(); ++i) {
cf = faces[i];
v0 = points[cf.p0];
v1 = points[cf.p1];
v2 = points[cf.p2];
fnormals[i] = ((v1 - v0) * (v2 - v0)).normalized();
}
int fcnt = faces.size() * 3;
vertices.resize(fcnt * 3);
normals.resize(vertices.size());
if (has_uv) uvs.resize(fcnt * 2);
int ind = 0, induv = 0, ncnt0, ncnt1, ncnt2, csg;
//qDebug() << faces.size();
if (smooth.isEmpty()) {
for (int i = 0; i < faces.size(); ++i) {
cf = faces[i];
cn0 = fnormals[i];
v0 = points[cf.p0];
v1 = points[cf.p1];
v2 = points[cf.p2];
vertices[ind] = v0.x; normals[ind] = cn0.x; ++ind;
vertices[ind] = v0.y; normals[ind] = cn0.y; ++ind;
vertices[ind] = v0.z; normals[ind] = cn0.z; ++ind;
vertices[ind] = v1.x; normals[ind] = cn0.x; ++ind;
vertices[ind] = v1.y; normals[ind] = cn0.y; ++ind;
vertices[ind] = v1.z; normals[ind] = cn0.z; ++ind;
vertices[ind] = v2.x; normals[ind] = cn0.x; ++ind;
vertices[ind] = v2.y; normals[ind] = cn0.y; ++ind;
vertices[ind] = v2.z; normals[ind] = cn0.z; ++ind;
if (has_uv) {
uvs[induv] = puvws[cf.p0].x; ++induv;
uvs[induv] = puvws[cf.p0].y; ++induv;
uvs[induv] = puvws[cf.p1].x; ++induv;
uvs[induv] = puvws[cf.p1].y; ++induv;
uvs[induv] = puvws[cf.p2].x; ++induv;
uvs[induv] = puvws[cf.p2].y; ++induv;
}
}
} else {
for (int i = 0; i < faces.size(); ++i) {
cf = faces[i];
csg = smooth[i];
v0 = points[cf.p0];
v1 = points[cf.p1];
v2 = points[cf.p2];
cn0 = cn1 = cn2 = fnormals[i];
ncnt0 = ncnt1 = ncnt2 = 1;
for (int j = 0; j < faces.size(); ++j) {
if (csg != smooth[j] || j == i) continue;
if (faces[j].p0 == cf.p0 || faces[j].p1 == cf.p0 || faces[j].p2 == cf.p0 ||
points[faces[j].p0] == v0 || points[faces[j].p1] == v0 || points[faces[j].p2] == v0) {
cn0 += fnormals[j];
++ncnt0;
}
if (faces[j].p0 == cf.p1 || faces[j].p1 == cf.p1 || faces[j].p2 == cf.p1 ||
points[faces[j].p0] == v1 || points[faces[j].p1] == v1 || points[faces[j].p2] == v1) {
cn1 += fnormals[j];
++ncnt1;
}
if (faces[j].p0 == cf.p2 || faces[j].p1 == cf.p2 || faces[j].p2 == cf.p2 ||
points[faces[j].p0] == v2 || points[faces[j].p1] == v2 || points[faces[j].p2] == v2) {
cn2 += fnormals[j];
++ncnt2;
}
}
cn0 /= ncnt0;
cn1 /= ncnt1;
cn2 /= ncnt2;
vertices[ind] = v0.x; normals[ind] = cn0.x; ++ind;
vertices[ind] = v0.y; normals[ind] = cn0.y; ++ind;
vertices[ind] = v0.z; normals[ind] = cn0.z; ++ind;
vertices[ind] = v1.x; normals[ind] = cn1.x; ++ind;
vertices[ind] = v1.y; normals[ind] = cn1.y; ++ind;
vertices[ind] = v1.z; normals[ind] = cn1.z; ++ind;
vertices[ind] = v2.x; normals[ind] = cn2.x; ++ind;
vertices[ind] = v2.y; normals[ind] = cn2.y; ++ind;
vertices[ind] = v2.z; normals[ind] = cn2.z; ++ind;
if (has_uv) {
uvs[induv] = puvws[cf.p0].x; ++induv;
uvs[induv] = puvws[cf.p0].y; ++induv;
uvs[induv] = puvws[cf.p1].x; ++induv;
uvs[induv] = puvws[cf.p1].y; ++induv;
uvs[induv] = puvws[cf.p2].x; ++induv;
uvs[induv] = puvws[cf.p2].y; ++induv;
}
}
}
}
Material Loader3DS::materialByName(const QVector<Material> & materials, const QString & name) {
foreach (const Material & m, materials)
if (m.name == name)
return m;
return Material();
}
GLObjectBase * loadFrom3DSFile(const QString & filepath, float scale) {
QFile f(filepath);
if (!f.exists()) {
qDebug() << "[Loader 3DS] Error: can`t open \"" + filepath + "\"";
return nullptr;
}
f.open(QIODevice::ReadOnly);
QDataStream stream(&f);
QVector<Material> materials;
QVector<uint> smooth;
QVector<ushort> face_mats;
GLObjectBase * root = new GLObjectBase(), * co = nullptr;
Material mat;
Loader3DS::Chunk cc;
Loader3DS::Face face;
Vector3d pos;
QString str;
ushort cnt;
QString name;
QByteArray ba;
int cur_map = 0;
float fl, fl1, matrix[3][3];
uint col;
root->setName(QFileInfo(f).baseName());
while (!stream.atEnd()) {
stream.readRawData((char * )&cc, sizeof(cc));
switch (cc.id) {
case LOADER_3DS_CHUNK_MAIN: /*qDebug() << "main" << cc.size;*/ break;
case LOADER_3DS_CHUNK_OBJECTS: /*qDebug() << " objects" << cc.size;*/ break;
case LOADER_3DS_CHUNK_OBJECT:
if (co != nullptr) {
Loader3DS::init3DSMesh(co, smooth);
root->addChild(co);
}
co = new GLObjectBase();
co->setName(readCharsUntilNull(stream));
smooth.clear();
//qDebug() << " object" << co->name();
break;
case LOADER_3DS_CHUNK_MESH: /*qDebug() << " mesh" << cc.size;*/ break;
case LOADER_3DS_CHUNK_VERTLIST:
stream.readRawData((char * )&cnt, sizeof(ushort));
co->points.resize(cnt);
//qDebug() << " vertices" << cnt;
for (int i = 0; i < cnt; ++i) {
stream.readRawData((char * )&co->points[i].x, sizeof(float));
stream.readRawData((char * )&co->points[i].y, sizeof(float));
stream.readRawData((char * )&co->points[i].z, sizeof(float));
co->points[i] *= scale;
}
break;
case LOADER_3DS_CHUNK_FACELIST:
stream.readRawData((char * )&cnt, sizeof(ushort));
co->faces.resize(cnt);
//qDebug() << " faces" << cnt;
for (int i = 0; i < cnt; ++i) {
stream.readRawData((char * )&face, sizeof(Loader3DS::Face));
co->faces[i].p0 = face.v0;
co->faces[i].p1 = face.v1;
co->faces[i].p2 = face.v2;
}
break;
case LOADER_3DS_CHUNK_FACEMAT:
name = readCharsUntilNull(stream);
stream.readRawData((char * )&cnt, sizeof(ushort));
face_mats.resize(cnt);
for (int i = 0; i < cnt; ++i)
stream.readRawData((char * )&(face_mats[i]), sizeof(ushort));
//qDebug() << " facemat name" << name << cnt;
co->material().name = name;
break;
case LOADER_3DS_CHUNK_MAPLIST:
stream.readRawData((char * )&cnt, sizeof(ushort));
co->puvws.resize(cnt);
//qDebug() << " texcoords" << cnt;
for (int i = 0; i < cnt; ++i) {
stream.readRawData((char * )&co->puvws[i].x, sizeof(float));
stream.readRawData((char * )&co->puvws[i].y, sizeof(float));
}
break;
case LOADER_3DS_CHUNK_SMOOTH:
cnt = co->faces.size();
smooth.resize(cnt);
//qDebug() << " smooth" << cnt;
for (int i = 0; i < cnt; ++i)
stream.readRawData((char * )&smooth[i], sizeof(uint));
break;
case LOADER_3DS_CHUNK_TRMATRIX:
//qDebug() << co->name();
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j)
stream.readRawData((char * )&(matrix[i][j]), sizeof(float));
//qDebug() << matrix[i][0] << matrix[i][1] << matrix[i][2];
}
stream.readRawData((char * )&pos, sizeof(Vector3d));
pos *= scale;
//qDebug() << "pos =" << pos;
co->setPos(pos.toQVector3D());
break;
case LOADER_3DS_CHUNK_LIGHT:
//qDebug() << " light" << cc.size;
str = co->name();
delete co;
co = new Light();
co->setName(str);
stream.readRawData((char * )&pos, sizeof(Vector3d));
pos *= scale;
co->setPos(pos.toQVector3D());
break;
case LOADER_3DS_CHUNK_SPOTLIGHT:
stream.readRawData((char * )&pos, sizeof(Vector3d));
pos *= scale;
globject_cast<Light * >(co)->light_type = Light::Cone;
globject_cast<Light * >(co)->direction = (pos.toQVector3D() - co->pos()).normalized();
stream.readRawData((char * )&fl1, sizeof(float));
stream.readRawData((char * )&fl, sizeof(float));
globject_cast<Light * >(co)->angle_start = fl1;
globject_cast<Light * >(co)->angle_end = fl;
//qDebug() << "spotlight" << globject_cast<Light * >(co)->direction << globject_cast<Light * >(co)->angle_spread;
break;
case LOADER_3DS_CHUNK_LIGHT_OFF:
stream.skipRawData(cc.size - 6);
co->hide();
break;
case LOADER_3DS_CHUNK_ATTENUATION_ON:
stream.skipRawData(cc.size - 6);
fl = globject_cast<Light * >(co)->decay_end;
//fl1 = globject_cast<Light * >(co)->decay_start;
globject_cast<Light * >(co)->decay_quadratic = 4.f / fl;
//qDebug() << "decay" << globject_cast<Light * >(co)->decay_quadratic;
break;
case LOADER_3DS_CHUNK_COLOR_F:
stream.readRawData((char * )&pos, sizeof(Vector3d));
co->setColor(QColor::fromRgbF(pos.x, pos.y, pos.z));
//qDebug() << " color_f" << co->color();
break;
case LOADER_3DS_CHUNK_COLOR_B:
stream.readRawData((char * )&col, 3);
co->setColor(QColor::fromRgb(((uchar * )&col)[0], ((uchar * )&col)[1], ((uchar * )&col)[2]));
//qDebug() << " color_b" << co->color();
break;
case LOADER_3DS_CHUNK_MULTIPLIER:
stream.readRawData((char * )&fl, sizeof(float));
globject_cast<Light * >(co)->intensity = fl;
//qDebug() << " multiplier" << fl;
break;
case LOADER_3DS_CHUNK_RANGE_START:
stream.readRawData((char * )&fl, sizeof(float));
globject_cast<Light * >(co)->decay_start = fl;
//qDebug() << " range start" << fl;
break;
case LOADER_3DS_CHUNK_RANGE_END:
stream.readRawData((char * )&fl, sizeof(float));
globject_cast<Light * >(co)->decay_end = fl;
//qDebug() << " range end" << fl;
break;
case LOADER_3DS_CHUNK_MATERIAL:
//stream.skipRawData(cc.size - 6);
if (!mat.name.isEmpty())
materials << mat;
mat = Material();
break;
case LOADER_3DS_CHUNK_MATERIAL_NAME:
mat.name = readCharsUntilNull(stream);
//qDebug() << "matname" << mat.name;
break;
case LOADER_3DS_CHUNK_AMBIENT_COLOR:
stream.skipRawData(cc.size - 9);
stream.readRawData((char * )&col, 3);
mat.color_self_illumination = QColor::fromRgb(((uchar * )&col)[0], ((uchar * )&col)[1], ((uchar * )&col)[2]);
//qDebug() << "mat diffuse" << mat.color_diffuse;
break;
case LOADER_3DS_CHUNK_DIFFUSE_COLOR:
stream.skipRawData(cc.size - 9);
stream.readRawData((char * )&col, 3);
mat.color_diffuse = QColor::fromRgb(((uchar * )&col)[0], ((uchar * )&col)[1], ((uchar * )&col)[2]);
//qDebug() << "mat diffuse" << mat.color_diffuse;
break;
case LOADER_3DS_CHUNK_SPECULAR_COLOR:
stream.skipRawData(cc.size - 9);
stream.readRawData((char * )&col, 3);
mat.color_specular = QColor::fromRgb(((uchar * )&col)[0], ((uchar * )&col)[1], ((uchar * )&col)[2]);
//qDebug() << "mat diffuse" << mat.color_diffuse;
break;
case LOADER_3DS_CHUNK_TEXTURE_MAP:
cur_map = LOADER_3DS_CHUNK_TEXTURE_MAP;
break;
case LOADER_3DS_CHUNK_BUMP_MAP:
cur_map = LOADER_3DS_CHUNK_BUMP_MAP;
break;
case LOADER_3DS_CHUNK_REFLECTION_MAP:
cur_map = LOADER_3DS_CHUNK_REFLECTION_MAP;
break;
case LOADER_3DS_CHUNK_MAP_FILENAME:
name = readCharsUntilNull(stream);
//qDebug() << " mat map" << QString::number(cur_map, 16) << name;
switch (cur_map) {
case LOADER_3DS_CHUNK_TEXTURE_MAP: mat.map_diffuse.bitmap_path = name; break;
case LOADER_3DS_CHUNK_BUMP_MAP: mat.map_normal.bitmap_path = name; break;
}
break;
default: /*qDebug() << "???" << QString::number(cc.id, 16).rightJustified(4, '0') << cc.size;*/ stream.skipRawData(cc.size - 6);
}
}
if (!mat.name.isEmpty())
materials << mat;
foreach (const Material & m, materials)
qDebug() << m.name;
if (co != nullptr) {
Loader3DS::init3DSMesh(co, smooth);
root->addChild(co);
}
for (int i = 0; i < root->childCount(); ++i)
root->child(i)->material() = Loader3DS::materialByName(materials, root->child(i)->material().name);
qDebug() << "[Loader 3DS] Loaded" << root->childCount() << "objects from" << filepath;
return root;
}

77
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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef LOADER_3DS_H
#define LOADER_3DS_H
#include "gltexture_manager.h"
#include "globject.h"
#include <QFileInfo>
#include <QDateTime>
#define LOADER_3DS_CHUNK_MAIN 0x4D4D // [-] сцена
#define LOADER_3DS_CHUNK_COLOR_F 0x0010 // [+] цвет во float
#define LOADER_3DS_CHUNK_COLOR_B 0x0011 // [+] цвет в byte
#define LOADER_3DS_CHUNK_OBJECTS 0x3D3D // [-] всяческие объекты
#define LOADER_3DS_CHUNK_OBJECT 0x4000 // [+] объект
#define LOADER_3DS_CHUNK_MESH 0x4100 // [-] mesh-объект
#define LOADER_3DS_CHUNK_VERTLIST 0x4110 // [+] список вершин
#define LOADER_3DS_CHUNK_FACELIST 0x4120 // [+] список граней
#define LOADER_3DS_CHUNK_FACEMAT 0x4130 // [+] материалы граней
#define LOADER_3DS_CHUNK_MAPLIST 0x4140 // [+] текстурные координаты
#define LOADER_3DS_CHUNK_SMOOTH 0x4150 // [+] группы сглаживания
#define LOADER_3DS_CHUNK_TRMATRIX 0x4160 // [+] матрица перевода
#define LOADER_3DS_CHUNK_LIGHT 0x4600 // [+] источник света
#define LOADER_3DS_CHUNK_SPOTLIGHT 0x4610 // [+]
#define LOADER_3DS_CHUNK_LIGHT_OFF 0x4620 // [+]
#define LOADER_3DS_CHUNK_ATTENUATION_ON 0x4625 // [+]
#define LOADER_3DS_CHUNK_RANGE_START 0x4659 // [+]
#define LOADER_3DS_CHUNK_RANGE_END 0x465A // [+]
#define LOADER_3DS_CHUNK_MULTIPLIER 0x465B // [+]
#define LOADER_3DS_CHUNK_CAMERA 0x4700 // [+] объект-камера
#define LOADER_3DS_CHUNK_MATERIAL 0xAFFF // [-] материал
#define LOADER_3DS_CHUNK_MATERIAL_NAME 0xA000
#define LOADER_3DS_CHUNK_AMBIENT_COLOR 0xA010
#define LOADER_3DS_CHUNK_DIFFUSE_COLOR 0xA020
#define LOADER_3DS_CHUNK_SPECULAR_COLOR 0xA030
#define LOADER_3DS_CHUNK_TEXTURE_MAP 0xA200
#define LOADER_3DS_CHUNK_BUMP_MAP 0xA230
#define LOADER_3DS_CHUNK_REFLECTION_MAP 0xA220
#define LOADER_3DS_CHUNK_MAP_FILENAME 0xA300
#define LOADER_3DS_CHUNK_MAP_PARAMETERS 0xA351
namespace Loader3DS {
#pragma pack(push, 1)
struct Chunk {
ushort id;
uint size;
};
struct Face {
ushort v0;
ushort v1;
ushort v2;
ushort flags;
};
#pragma pack(pop)
void init3DSMesh(GLObjectBase * o, const QVector<uint> & smooth);
Material materialByName(const QVector<Material> & materials, const QString & name);
}
GLObjectBase * loadFrom3DSFile(const QString & filepath, float scale = 1.0);
#endif // LOADER_3DS_H

386
libs/qglview/loader_ase.cpp Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "loader_ase.h"
void LoaderASE::initASEMesh(GLObjectBase * o) {
QVector<GLfloat> & vertices(o->VBO().vertices()), & normals(o->VBO().normals()), & uvs(o->VBO().texcoords());
QVector<Vector3d> & points(o->points), & puvws(o->puvws), & fnormals(o->normals);
QVector<Vector3i> & faces(o->faces);
Vector3d pos = Vector3d(o->pos());
bool has_uv = !puvws.isEmpty(), has_norms = !fnormals.isEmpty();
Vector3i cf;
Vector3d v0, v1, v2, cn0, cn1, cn2;
int ni = 0;
for (int i = 0; i < points.size(); ++i)
points[i] -= pos;
if (!has_norms) {
fnormals.resize(faces.size() * 3);
for (int i = 0; i < faces.size(); ++i) {
cf = faces[i];
v0 = points[cf.p0];
v1 = points[cf.p1];
v2 = points[cf.p2];
cn0 = ((v1 - v0) * (v2 - v0)).normalized();
fnormals[ni] = cn0; ++ni;
fnormals[ni] = cn0; ++ni;
fnormals[ni] = cn0; ++ni;
}
}
int fcnt = faces.size() * 3;
vertices.resize(fcnt * 3);
normals.resize(vertices.size());
if (has_uv) uvs.resize(fcnt * 2);
int ind = 0, induv = 0;
qDebug() << "init ase" << faces.size() << "faces";
ni = 0;
for (int i = 0; i < faces.size(); ++i) {
cf = faces[i];
v0 = points[cf.p0];
v1 = points[cf.p1];
v2 = points[cf.p2];
cn0 = fnormals[ni]; ++ni;
cn1 = fnormals[ni]; ++ni;
cn2 = fnormals[ni]; ++ni;
vertices[ind] = v0.x; normals[ind] = cn0.x; ++ind;
vertices[ind] = v0.y; normals[ind] = cn0.y; ++ind;
vertices[ind] = v0.z; normals[ind] = cn0.z; ++ind;
vertices[ind] = v1.x; normals[ind] = cn1.x; ++ind;
vertices[ind] = v1.y; normals[ind] = cn1.y; ++ind;
vertices[ind] = v1.z; normals[ind] = cn1.z; ++ind;
vertices[ind] = v2.x; normals[ind] = cn2.x; ++ind;
vertices[ind] = v2.y; normals[ind] = cn2.y; ++ind;
vertices[ind] = v2.z; normals[ind] = cn2.z; ++ind;
if (has_uv) {
uvs[induv] = puvws[cf.p0].x; ++induv;
uvs[induv] = puvws[cf.p0].y; ++induv;
uvs[induv] = puvws[cf.p1].x; ++induv;
uvs[induv] = puvws[cf.p1].y; ++induv;
uvs[induv] = puvws[cf.p2].x; ++induv;
uvs[induv] = puvws[cf.p2].y; ++induv;
}
}
}
GLObjectBase * loadFromASEFile(const QString & filepath, float scale) {
QFile f(filepath);
if (!f.exists()) {
qDebug() << "[Loader ASE] Error: can`t open" << filepath;
return nullptr;
}
f.open(QIODevice::ReadOnly);
//QVector<Material> materials;
GLObjectBase * root = new GLObjectBase(), * co = nullptr;
root->setName(QFileInfo(f).baseName());
QTextStream stream(&f);
QVector<Material> materials;
QVector<Vector3d> points, puvws;
QVector<Vector3i> faces, uvws;
QVector<Vector3d> normals;
Vector3d cv;
int mst = -1;//, mat_ind;
qint64 pst;
QString line, cname;
/// Parse materials
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MATERIAL_LIST {");
}
line = stream.readLine().trimmed();
mst = line.indexOf("MATERIAL_COUNT");
materials.resize(line.right(line.length() - mst - 14).toInt());
//qDebug() << materials.size() << "materials";
for (int i = 0; i < materials.size(); ++i) {
materials[i].map_diffuse.bitmap_id = 0;
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MATERIAL " + QString::number(i) + " {");
}
/// Parse material i
while (line != "}" && !stream.atEnd()) {
line = stream.readLine().trimmed();
if (line.left(17) == "*MATERIAL_DIFFUSE") {materials[i].color_diffuse = colorFromString(line.right(line.length() - 18)); continue;} //qDebug() << "diffuse " << i << " = " << colorFromString(line.right(line.length() - 18));
if (line.left(18) == "*MATERIAL_SPECULAR") {materials[i].color_specular = colorFromString(line.right(line.length() - 19)); continue;} //qDebug() << "specular " << i << " = " << colorFromString(line.right(line.length() - 19));
if (line.left(23) == "*MATERIAL_SHINESTRENGTH") {materials[i].map_specular.color_amount = line.right(line.length() - 24).toFloat(); continue;}
if (line.left(15) == "*MATERIAL_SHINE") {materials[i].map_specularity.color_amount = 2.f / expf(line.right(line.length() - 16).toFloat()); continue;}
if (line.left(22) == "*MATERIAL_TRANSPARENCY") {materials[i].transparency = line.right(line.length() - 23).toFloat(); continue;}
if (line.left(12) == "*MAP_DIFFUSE") {
line = stream.readLine().trimmed();
while (line.left(11) != "*MAP_AMOUNT" && !stream.atEnd()) line = stream.readLine().trimmed();
materials[i].map_normal.color_amount = line.right(line.length() - 12).toFloat();
while (line.left(7) != "*BITMAP" && !stream.atEnd()) line = stream.readLine().trimmed();
materials[i].map_diffuse.bitmap_path = line.mid(9, line.length() - 10);
/*if (!materials[i].diffuse.bitmap_path.isEmpty()) {
materials[i].diffuse.bitmap_id = currentQGLView->bindTexture(QImage(materials[i].diffuse.bitmap_path));
parent->textures << materials[i].diffuse.bitmap_id;
}
qDebug() << materials[i].diffuse.bitmap_path << ", bind to" << materials[i].diffuse.bitmap_id;*/
while (line != "}" && !stream.atEnd()) line = stream.readLine().trimmed();
line = "";
continue;
}
if (line.left(9) == "*MAP_BUMP") {
line = stream.readLine().trimmed();
while (line.left(11) != "*MAP_AMOUNT" && !stream.atEnd()) line = stream.readLine().trimmed();
materials[i].map_normal.color_amount = line.right(line.length() - 12).toFloat();
//qDebug() << "bump amount" << materials[i].bump.color_amount;
while (line.left(7) != "*BITMAP" && !stream.atEnd()) line = stream.readLine().trimmed();
materials[i].map_normal.bitmap_path = line.mid(9, line.length() - 10);
/*if (!materials[i].bump.bitmap_path.isEmpty()) {
materials[i].bump.bitmap_id = currentQGLView->bindTexture(QImage(materials[i].bump.bitmap_path));
parent->textures << materials[i].bump.bitmap_id;
}
qDebug() << materials[i].bump.bitmap_path << ", bind to" << materials[i].bump.bitmap_id;*/
while (line != "}" && !stream.atEnd()) line = stream.readLine().trimmed();
line = "";
continue;
}
}
}
//bs << materials;
/// Geometry objects
int cotype = 0;
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
if (line.indexOf("GEOMOBJECT {") >= 0 || line.indexOf("LIGHTOBJECT {") >= 0) {
if (line.indexOf("GEOMOBJECT {") >= 0) cotype = 0;
if (line.indexOf("LIGHTOBJECT {") >= 0) cotype = 1;
mst = -1;
if (co != nullptr) {
co->points = points;
co->faces = faces;
co->normals = normals;
co->uvws = uvws;
LoaderASE::initASEMesh(co);
root->addChild(co);
}
co = new GLObjectBase();
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("NODE_NAME");
}
cname = line.right(line.length() - mst - 10);
co->setName(cname.mid(1, cname.length() - 2));
qDebug() << co->name();
}
mst = -1;
switch (cotype) {
case 0:
//qDebug() << "object";
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH {");
}
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_NUMVERTEX ");
}
points.resize(line.right(line.length() - mst - 15).toInt());
//qDebug() << points.size() << "vertices";
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_NUMFACES ");
}
faces.resize(line.right(line.length() - mst - 14).toInt());
normals.resize(faces.size() * 3);
//qDebug() << faces.size() << "faces";
//uvws.resize(faces.size());
/// Points
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_VERTEX_LIST {");
}
for (int i = 0; i < points.size(); ++i) {
line = stream.readLine().trimmed();
mst = line.indexOf("MESH_VERTEX");
points[i] = Vector3d(line.right(line.length() - mst - 17)) * scale;
//qDebug() << points[i];
}
/// Faces
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_FACE_LIST {");
}
for (int i = 0; i < faces.size(); ++i) {
line = stream.readLine().trimmed();
mst = line.indexOf("MESH_FACE");
line = line.right(line.length() - mst - 15);
mst = line.indexOf("A:"); line = line.right(line.length() - mst - 2);
mst = line.indexOf("B:");
faces[i].p0 = line.left(mst).toInt(); line = line.right(line.length() - mst - 2);
mst = line.indexOf("C:");
faces[i].p1 = line.left(mst).toInt(); line = line.right(line.length() - mst - 2);
mst = line.indexOf("AB");
faces[i].p2 = line.left(mst).toInt();
//qDebug() << faces[i];
}
/// Texture coordinates
mst = -1;
pst = stream.pos();
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_NUMTVERTEX ");
}
if (mst >= 0) {
puvws.resize(line.right(line.length() - mst - 16).toInt());
//qDebug() << puvws.size() << "tvertices";
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_TVERTLIST {");
}
for (int i = 0; i < puvws.size(); ++i) {
line = stream.readLine().trimmed();
mst = line.indexOf("MESH_TVERT"); line = line.right(line.length() - mst - 10);
mst = line.indexOf("\t"); line = line.right(line.length() - mst - 1);
puvws[i] = Vector3d(line);
}
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_NUMTVFACES ");
}
uvws.resize(line.right(line.length() - mst - 16).toInt());
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_TFACELIST {");
}
for (int i = 0; i < uvws.size(); ++i) {
line = stream.readLine().trimmed();
mst = line.indexOf("MESH_TFACE"); line = line.right(line.length() - mst - 10);
mst = line.indexOf("\t"); line = line.right(line.length() - mst - 1);
uvws[i] = Vector3i(line);
}
} else {
uvws.clear();
uvws.resize(faces.size());
stream.seek(pst);
}
if (puvws.size() <= 0) puvws.resize(1);
/// Normals
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_NORMALS {");
}
for (int i = 0; i < faces.size(); ++i) {
line = stream.readLine();
line = stream.readLine().trimmed(); mst = line.indexOf(" ");
line = line.right(line.length() - mst - 1); normals[i * 3] = Vector3d(line);
line = stream.readLine().trimmed(); mst = line.indexOf(" ");
line = line.right(line.length() - mst - 1); normals[i * 3 + 1] = Vector3d(line);
line = stream.readLine().trimmed(); mst = line.indexOf(" ");
line = line.right(line.length() - mst - 1); normals[i * 3 + 2] = Vector3d(line);
//qDebug() << normals[i][0] << normals[i][1] << normals[i][2];
}
/// Material index
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MATERIAL_REF ");
}
//mat_ind = line.right(line.length() - mst - 13).toInt();
//qDebug() << mat_ind.back();
if (points.size() == 0 || faces.size() == 0) {
mst = -1;
continue;
}
/// Compiling into GLList
/*glNewList(model, GL_COMPILE);
if (mat_ind < 0 || mat_ind >= materials.size()) {
mat_diffuse[0] = cfr;
mat_diffuse[1] = cfg;
mat_diffuse[2] = cfb;
glColor3f(cfr, cfg, cfb);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_none);
glMaterialf(GL_FRONT, GL_SHININESS, 0.);
} else {
materials[mat_ind].apply();
//parent->material_ = materials[mat_ind];
}
glBegin(GL_TRIANGLES);
if (normals_) {
for (int i = 0; i < faces.size(); ++i) {
glNormal3d(normals[i][0].x, normals[i][0].y, normals[i][0].z);
glTexCoord3d(puvws[uvws[i].p0].x, puvws[uvws[i].p0].y, puvws[uvws[i].p0].z);
cv = points[faces[i].p0] * scale; glVertex3d(cv.x, cv.y, cv.z);
glNormal3d(normals[i][1].x, normals[i][1].y, normals[i][1].z);
glTexCoord3d(puvws[uvws[i].p1].x, puvws[uvws[i].p1].y, puvws[uvws[i].p1].z);
cv = points[faces[i].p1] * scale; glVertex3d(cv.x, cv.y, cv.z);
glNormal3d(normals[i][2].x, normals[i][2].y, normals[i][2].z);
glTexCoord3d(puvws[uvws[i].p2].x, puvws[uvws[i].p2].y, puvws[uvws[i].p2].z);
cv = points[faces[i].p2] * scale; glVertex3d(cv.x, cv.y, cv.z);
}
} else {
for (int i = 0; i < faces.size(); ++i) {
glTexCoord3d(puvws[uvws[i].p0].x, puvws[uvws[i].p0].y, puvws[uvws[i].p0].z);
cv = points[faces[i].p0] * scale; glVertex3d(cv.x, cv.y, cv.z);
glTexCoord3d(puvws[uvws[i].p1].x, puvws[uvws[i].p1].y, puvws[uvws[i].p1].z);
cv = points[faces[i].p1] * scale; glVertex3d(cv.x, cv.y, cv.z);
glTexCoord3d(puvws[uvws[i].p2].x, puvws[uvws[i].p2].y, puvws[uvws[i].p2].z);
cv = points[faces[i].p2] * scale; glVertex3d(cv.x, cv.y, cv.z);
}
}
glEnd();*/
///// Save binary
//bs << mat_ind << points << faces << puvws << uvws << normals;
break;
case 1:
qDebug() << "light";
mst = -1;
while (mst < 0 && !stream.atEnd()) {
line = stream.readLine();
mst = line.indexOf("MESH_NORMALS {");
}
break;
}
/// Continue
mst = -1;
}
f.close();
if (co != nullptr) {
co->points = points;
co->faces = faces;
co->normals = normals;
co->uvws = uvws;
LoaderASE::initASEMesh(co);
root->addChild(co);
}
/*parent->points = points;
parent->puvws = puvws;
parent->faces = faces;
parent->uvws = uvws;
parent->normals = normals;
return model;*/
return root;
}

32
libs/qglview/loader_ase.h Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef LOADER_ASE_H
#define LOADER_ASE_H
#include "globject.h"
#include <QFileInfo>
#include <QDateTime>
namespace LoaderASE {
void initASEMesh(GLObjectBase * o);
}
GLObjectBase * loadFromASEFile(const QString & filepath, float scale = 1.0);
#endif // LOADER_ASE_H

426
libs/qglview/loader_dae.cpp Normal file
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "loader_dae.h"
#include <QDomDocument>
#include <QUrl>
Material LoaderDAE::materialByName(const QVector<Material> & materials, const QString & name) {
foreach (const Material & m, materials) {
//qDebug() << m.name << " ??? " << name;
if (m.name == name)
return m;
}
return Material();
}
QColor readXMLColor(QDomElement n) {
QStringList sl(n.firstChildElement("color").firstChild().nodeValue().trimmed().split(" "));
sl.removeAll("");
sl.removeAll(" ");
if (sl.size() >= 3)
return QColor::fromRgbF(sl[0].toDouble(), sl[1].toDouble(), sl[2].toDouble(), sl.size() >= 4 ? sl[3].toDouble() : 1.);
return QColor();
}
QVector4D readXMLVector(QDomElement n) {
QStringList sl(n.firstChild().nodeValue().trimmed().split(" "));
sl.removeAll("");
sl.removeAll(" ");
if (sl.size() == 3) return QVector4D(sl[0].toFloat(), sl[1].toFloat(), sl[2].toFloat(), 0.);
if (sl.size() == 4) return QVector4D(sl[0].toFloat(), sl[1].toFloat(), sl[2].toFloat(), sl[3].toFloat());
return QVector4D();
}
QMatrix4x4 readXMLMatrix(QDomElement n) {
QStringList sl(n.firstChild().nodeValue().trimmed().split(" "));
sl.removeAll("");
sl.removeAll(" ");
if (sl.size() != 16) return QMatrix4x4();
QMatrix4x4 m;
int ind = -1;
for (int r = 0; r < 4; ++r)
for (int c = 0; c < 4; ++c)
m(r, c) = sl[++ind].toFloat();
return m;
}
float readXMLFloat(QDomElement n) {
return n.firstChildElement("float").firstChild().nodeValue().toFloat();
}
QString readXMLTexture(QDomElement n, QDomElement prof, QDomElement li) {
QString tex = n.firstChildElement("texture").attribute("texture");
if (tex.isEmpty()) return QString();
QString tag;
QDomNodeList elist = prof.elementsByTagName("newparam");
if (elist.isEmpty()) {
tag = tex;
} else {
bool found = false;
int cnt = 0;
while (!tex.isEmpty() && !found && cnt < 10) {
found = false;
cnt++;
for (int i = 0; i < elist.count(); ++i) {
QDomNode dn = elist.at(i);
if (dn.attributes().namedItem("sid").nodeValue() == tex) {
//qDebug() << "found!";
if (dn.firstChild().nodeName() == "sampler2D") {
tex = dn.firstChildElement("sampler2D").firstChildElement("source").firstChild().nodeValue();
break;
}
if (dn.firstChild().nodeName() == "surface") {
tag = dn.firstChildElement("surface").firstChildElement("init_from").firstChild().nodeValue();
//qDebug() << tex << "->" << tag;
tex.clear();
found = true;
break;
}
}
}
}
if (cnt == 10) return QString();
}
//qDebug() << tag;
if (tag.isEmpty()) return QString();
elist = li.elementsByTagName("image");
for (int i = 0; i < elist.count(); ++i) {
QDomElement dn = elist.at(i).toElement();
if (dn.attribute("id") == tag) {
tex = dn.firstChildElement("init_from").firstChild().nodeValue();
tex.replace("\\", "/");
if (tex.startsWith("file:") && tex.mid(5, 3) != "///") tex.insert(6, "/");
//qDebug() << "found" << tex << QUrl(tex).toLocalFile();
tex = QUrl(tex).toLocalFile();
if (tex == "/") tex.clear();
return tex;
}
}
return QString();
}
QVector<Material> LoaderDAE::readMaterials(QDomElement le, QDomElement li, bool fbx) {
QVector<Material> ret;
QDomNodeList elist = le.elementsByTagName("effect");
for (int i = 0; i < elist.count(); ++i) {
QDomNode dn = elist.at(i);
Material mat;
mat.name = dn.attributes().namedItem("id").nodeValue();
QDomElement prof = dn.firstChildElement("profile_COMMON");
QDomNode pn = prof.firstChildElement("technique").firstChild();
QColor col;
QString text;
col = readXMLColor(pn.firstChildElement("emission"));
if (col.isValid()) mat.color_self_illumination = col;
col = readXMLColor(pn.firstChildElement("diffuse"));
if (col.isValid()) mat.color_diffuse = col;
col = readXMLColor(pn.firstChildElement("specular"));
if (col.isValid()) mat.color_specular = col;
mat.map_specularity.color_amount = 2.f / expf(readXMLFloat(pn.firstChildElement("shininess")));
mat.transparency = readXMLFloat(pn.firstChildElement("transparency"));
if (!fbx) mat.transparency = 1.f - mat.transparency;
text = readXMLTexture(pn.firstChildElement("diffuse"), prof, li);
if (!text.isEmpty()) mat.map_diffuse.bitmap_path = text;
text = readXMLTexture(pn.firstChildElement("diffuse"), prof, li);
if (!text.isEmpty()) mat.map_diffuse.bitmap_path = text;
pn = prof.firstChildElement("technique").firstChildElement("extra").firstChild();
text = readXMLTexture(pn.firstChildElement("bump"), prof, li);
if (!text.isEmpty()) mat.map_normal.bitmap_path = text;
ret << mat;
qDebug() << "** Material" << mat.name;
qDebug() << " emission" << mat.color_self_illumination;
qDebug() << " diffuse" << mat.color_diffuse;
qDebug() << " specular" << mat.color_specular;
qDebug() << " transparency" << mat.transparency;
}
return ret;
}
QMatrix4x4 readXMLTransformations(QDomElement n) {
QMatrix4x4 tm;
QDomNodeList trl = n.childNodes();
for (int i = 0; i < trl.count(); ++i) {
QDomElement dt = trl.at(i).toElement();
}
return tm;
}
void readScene(QDomElement n, QMatrix4x4 cm, QVector<QPair<QPair<QString, QString>, QMatrix4x4> > & ret, QString last_name = QString()) {
QDomNodeList evsl = n.childNodes();
if (n.hasAttribute("name")) last_name = n.attribute("name");
for (int i = 0; i < evsl.count(); ++i) {
QDomElement dt = evsl.at(i).toElement();
QVector4D v;
//qDebug() << dt.nodeName();
if (dt.nodeName() == "translate") {
v = readXMLVector(dt);
cm.translate(v.toVector3D());
continue;
}
if (dt.nodeName() == "rotate") {
v = readXMLVector(dt);
cm.rotate(v.w(), v.toVector3D());
continue;
}
if (dt.nodeName() == "scale") {
v = readXMLVector(dt);
cm.scale(v.toVector3D());
continue;
}
if (dt.nodeName() == "matrix") {
QMatrix4x4 m = readXMLMatrix(dt);
cm *= m;
continue;
}
if (dt.nodeName() == "node") {
readScene(dt, cm, ret, last_name);
continue;
}
if (dt.nodeName() == "instance_geometry" || dt.nodeName() == "instance_light") {
QString gid = dt.attribute("url");
if (gid.startsWith("#")) gid.remove(0, 1);
//qDebug() << "matrix" << gid << cm;
ret << QPair<QPair<QString, QString>, QMatrix4x4>(QPair<QString, QString>(gid, last_name), cm);
continue;
}
//qDebug() << name << m;
}
ret << QPair<QPair<QString, QString>, QMatrix4x4>(QPair<QString, QString>("", last_name), cm);
}
GLObjectBase * loadFromDAEFile(const QString & filepath, float scale) {
QFile f(filepath);
if (!f.exists()) {
qDebug() << "[Loader DAE] Error: can`t open \"" + filepath + "\"";
return nullptr;
}
QTime tm;
tm.restart();
QDomDocument dom(filepath);
if (!dom.setContent(&f)) {
qDebug() << "[Loader DAE] Error: can`t parse \"" + filepath + "\"";
return nullptr;
}
//qDebug() << "parse" << tm.elapsed();
tm.restart();
QDomElement maine = dom.firstChildElement("COLLADA");
bool fbx = maine.firstChildElement("asset").firstChildElement("contributor").firstChildElement("authoring_tool").firstChild().nodeValue().startsWith("FBX");
QVector<Material> materials = LoaderDAE::readMaterials(maine.firstChildElement("library_effects"),
maine.firstChildElement("library_images"), fbx);
GLObjectBase * root = new GLObjectBase(), * co = nullptr;
QMap<QString, QVector<GLObjectBase * > > objects;
QMap<QString, QString> mat_names;
QDomElement mvse = maine.firstChildElement("library_visual_scenes").firstChildElement("visual_scene");
QDomNodeList evsl = mvse.elementsByTagName("instance_material");
QDomNodeList matl = maine.firstChildElement("library_materials").elementsByTagName("material");
for (int i = 0; i < evsl.count(); ++i) {
QDomElement dn = evsl.at(i).toElement();
QString tn = dn.attribute("target");
if (tn.startsWith("#")) tn.remove(0, 1);
for (int j = 0; j < matl.count(); ++j) {
QDomElement dm = matl.at(j).toElement();
if (dm.attribute("id") == tn) {
QString en = dm.firstChildElement("instance_effect").attribute("url");
if (en.startsWith("#")) en.remove(0, 1);
mat_names[dn.attribute("symbol")] = en;
//qDebug() << dn.attribute("symbol") << "->" << en;
}
}
}
QDomNodeList elist = maine.firstChildElement("library_geometries").elementsByTagName("geometry");
for (int i = 0; i < elist.count(); ++i) {
QDomNode dn = elist.at(i);
QString name = dn.attributes().namedItem("name").nodeValue();
QString gid = dn.attributes().namedItem("id").nodeValue();
if (name.isEmpty()) continue;
dn = dn.firstChildElement("mesh");
QMap<QString, QString> source_names;
QMap<QString, QVector<Vector3d> > source_data;
QDomNodeList esrc = dn.toElement().elementsByTagName("source");
for (int j = 0; j < esrc.count(); ++j) {
QDomNode ds = esrc.at(j);
QString id = ds.attributes().namedItem("id").nodeValue();
QDomNodeList evert = dn.toElement().elementsByTagName("vertices");
for (int k = 0; k < evert.count(); ++k) {
QDomNode dv = evert.at(k);
QString vid = dv.attributes().namedItem("id").nodeValue();
if (dv.firstChildElement("input").attribute("source") == ("#" + id))
source_names[vid] = id;
//qDebug() << " found source sin" << vid;
}
QVector<Vector3d> & sd(source_data[id]);
int stride = ds.firstChildElement("technique_common").firstChildElement("accessor").attribute("stride").toInt();
QString astr = ds.firstChildElement("float_array").firstChild().nodeValue().trimmed();
astr.replace("\n", " ");
astr.remove("\r");
QStringList sl = astr.split(" ");
sl.removeAll("");
sl.removeAll(" ");
for (int c = 0; c < sl.size(); c += stride) {
Vector3d v;
if (stride >= 1) v.x = sl[c].toFloat();
if (stride >= 2) v.y = sl[c + 1].toFloat();
if (stride >= 3) v.z = sl[c + 2].toFloat();
sd << v;
}
//qDebug() << " found source" << id << "stride =" << stride << ":" << sd;
//qDebug() << " readed" << sd.size();
}
QDomNodeList etr = dn.toElement().elementsByTagName("triangles");
//QMatrix4x4 m = matrices.value(gid);
//qDebug() << "found geom" << name;
QVector<GLObjectBase * > ol;
for (int j = 0; j < etr.count(); ++j) {
QDomElement ds = etr.at(j).toElement();
QString matname = mat_names[ds.attribute("material")];
QVector<int> p;
QStringList psl = ds.firstChildElement("p").firstChild().nodeValue().trimmed().split(" ");
foreach (const QString & s, psl)
p << s.toInt();
QDomNodeList einp = ds.elementsByTagName("input");
int pbv = einp.count();//, tc = qMin(ds.attribute("count").toInt(), p.size() / pbv);
co = new GLObjectBase();
co->setName(name + "_" + QString::number(j));
//co->setTransform(m);
co->material() = LoaderDAE::materialByName(materials, matname);
qDebug() << " tri" << co->material().name << matname;
QVector<GLfloat> & vertices(co->VBO().vertices()), & normals(co->VBO().normals()), & uvs(co->VBO().texcoords());
for (int k = 0; k < einp.count(); ++k) {
QDomElement di = einp.at(k).toElement();
QString src = di.attribute("source"), sem = di.attribute("semantic").toLower();
int offset = di.attribute("offset").toInt();
QVector<GLfloat> * curv = nullptr;
int pccnt = 0;
if (sem == "vertex") {curv = &vertices; pccnt = 3;}
if (sem == "normal") {curv = &normals; pccnt = 3;}
if (sem == "texcoord") {curv = &uvs; pccnt = 2;}
if (curv == nullptr) continue;
if (src.startsWith("#")) src.remove(0, 1);
QVector<Vector3d> & data(source_data[source_names.value(src, src)]);
for (int ii = offset; ii < p.size(); ii += pbv) {
if ((p[ii] >= 0) && (p[ii] < data.size())) {
Vector3d v = data[p[ii]];
(*curv) << v.x << v.y;
if (pccnt == 3) (*curv) << v.z;
}
}
//qDebug() << " input" << sem << "from" << data.size() << "->" << (*curv) << pbv;
}
//qDebug() << "geom" << gid << co;
ol << co;
}
objects[gid] = ol;
}
elist = maine.firstChildElement("library_lights").elementsByTagName("light");
for (int i = 0; i < elist.count(); ++i) {
QDomElement dn = elist.at(i).toElement();
QString name = dn.attributes().namedItem("name").nodeValue();
QString gid = dn.attributes().namedItem("id").nodeValue();
if (name.isEmpty() || name == "EnvironmentAmbientLight") continue;
QDomElement dl = dn.firstChildElement("technique_common").firstChild().toElement();
Light * lo = new Light();
if (dl.nodeName() == "point") lo->light_type = Light::Omni;
else if (dl.nodeName() == "spot") lo->light_type = Light::Cone;
else {
delete lo;
continue;
}
lo->setColor(readXMLColor(dl));
QDomNodeList ml = dn.elementsByTagName("multiplier");
if (!ml.isEmpty()) lo->intensity = ml.at(0).firstChild().nodeValue().toFloat();
ml = dn.elementsByTagName("intensity");
if (!ml.isEmpty()) lo->intensity = ml.at(0).firstChild().nodeValue().toFloat();
lo->setColor(lo->color() / lo->intensity);
QString sv;
sv = dl.firstChildElement("constant_attenuation").firstChild().nodeValue(); if (!sv.isEmpty()) lo->decay_const = sv.toFloat();
sv = dl.firstChildElement("linear_attenuation").firstChild().nodeValue(); if (!sv.isEmpty()) lo->decay_linear = sv.toFloat();
sv = dl.firstChildElement("quadratic_attenuation").firstChild().nodeValue(); if (!sv.isEmpty()) lo->decay_quadratic = sv.toFloat();
///lo->setTransform(matrices.value(name));
if (lo->light_type == Light::Cone) {
ml = dn.elementsByTagName("decay_falloff"); if (!ml.isEmpty()) lo->angle_end = ml.at(0).firstChild().nodeValue().toFloat();
ml = dn.elementsByTagName("hotspot_beam"); if (!ml.isEmpty()) lo->angle_start = ml.at(0).firstChild().nodeValue().toFloat();
}
QVector<GLObjectBase*> ol;
ol << lo;
objects[gid] = ol;
//qDebug() << "light" << name;
}
//qDebug() << "readed" << objects.size();
QVector<QPair<QPair<QString, QString>, QMatrix4x4> > scene;
readScene(mvse, QMatrix4x4(), scene);
for (int i = 0; i < scene.size(); ++i) {
QPair<QPair<QString, QString>, QMatrix4x4> so = scene[i];
if (so.first.first.isEmpty()) continue;
QVector<GLObjectBase * > ol = objects.value(so.first.first);
foreach (GLObjectBase * o, ol) {
o = o->clone();
o->setName(so.first.second);
o->setTransform(so.second);
root->addChild(o);
//qDebug() << " add" << so.first.second << o->name();
}
//qDebug() << "add" << so.first << ol.size();
}
for (int i = 0; i < root->childCount(); ++i) {
GLObjectBase * o = root->child(i);
if (o->type() == GLObjectBase::glLight) {
Light * l = (Light*)o;
if (l->light_type == Light::Directional || l->light_type == Light::Cone) {
QString tn = l->name() + ".Target";
//qDebug() << "search target" << tn;
for (int s = 0; s < scene.size(); ++s) {
QPair<QPair<QString, QString>, QMatrix4x4> so = scene[s];
if (so.first.second == tn) {
//qDebug() << "found target" << tn;
QVector3D tp = so.second.column(3).toVector3D();
l->direction = (tp - l->pos()).normalized();
//qDebug() << "dir" << l->direction;
}
}
}
}
}
QList<QVector<GLObjectBase * > > dol = objects.values();
for (int i = 0; i < dol.size(); ++i)
for (int j = 0; j < dol[i].size(); ++j)
delete dol[i][j];
root->setScale(0.001f);
qDebug() << "[Loader DAE] Loaded" << root->childCount() << "objects from" << filepath;
return root;
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef LOADER_DAE_H
#define LOADER_DAE_H
#include "gltexture_manager.h"
#include "globject.h"
#include <QFileInfo>
#include <QDateTime>
#include <QDomElement>
namespace LoaderDAE {
Material materialByName(const QVector<Material> & materials, const QString & name);
QVector<Material> readMaterials(QDomElement le, QDomElement li, bool fbx);
}
GLObjectBase * loadFromDAEFile(const QString & filepath, float scale = 1.0);
#endif // LOADER_DAE_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "loader_obj.h"
void LoaderOBJ::initOBJMesh(GLObjectBase * o, const QVector<Vector3d> & src_vertices, const QVector<Vector3d> & src_normals, const QVector<Vector3d> & src_texcoords) {
QVector<GLfloat> & vertices(o->VBO().vertices()), & normals(o->VBO().normals()), & uvs(o->VBO().texcoords());
QVector<Vector3i> & faces(o->faces), & uvws(o->uvws), & norms(o->norms);
//Vector3d pos = Vector3d(o->pos());
bool has_uv = !uvws.isEmpty();
Vector3i cf, ct, cn;
Vector3d v[3], t[3], n[3];
//for (int i = 0; i < points.size(); ++i)
// points[i] -= pos;
int fcnt = faces.size() * 3;
vertices.resize(fcnt * 3);
normals.resize(vertices.size());
if (has_uv) uvs.resize(fcnt * 2);
int ind = 0, induv = 0;
//qDebug() << "initOBJMesh" << faces.size();
for (int i = 0; i < faces.size(); ++i) {
cf = faces[i];
ct = uvws[i];
cn = norms[i];
v[0] = src_vertices[cf.p0];
v[1] = src_vertices[cf.p1];
v[2] = src_vertices[cf.p2];
n[0] = src_normals[cn.p0];
n[1] = src_normals[cn.p1];
n[2] = src_normals[cn.p2];
vertices[ind] = v[0].x; normals[ind] = n[0].x; ++ind;
vertices[ind] = v[0].y; normals[ind] = n[0].y; ++ind;
vertices[ind] = v[0].z; normals[ind] = n[0].z; ++ind;
vertices[ind] = v[1].x; normals[ind] = n[1].x; ++ind;
vertices[ind] = v[1].y; normals[ind] = n[1].y; ++ind;
vertices[ind] = v[1].z; normals[ind] = n[1].z; ++ind;
vertices[ind] = v[2].x; normals[ind] = n[2].x; ++ind;
vertices[ind] = v[2].y; normals[ind] = n[2].y; ++ind;
vertices[ind] = v[2].z; normals[ind] = n[2].z; ++ind;
if (has_uv) {
if ((ct.p0 >= 0) && (ct.p1 >= 0) && (ct.p2 >= 0)) {
t[0] = src_texcoords[ct.p0];
t[1] = src_texcoords[ct.p1];
t[2] = src_texcoords[ct.p2];
uvs[induv] = t[0].x; ++induv;
uvs[induv] = t[0].y; ++induv;
uvs[induv] = t[1].x; ++induv;
uvs[induv] = t[1].y; ++induv;
uvs[induv] = t[2].x; ++induv;
uvs[induv] = t[2].y; ++induv;
}
}
}
}
Vector3d readVector3d(QString s) {
Vector3d ret;
QStringList sl(s.trimmed().split(" "));
sl.removeAll(""); sl.removeAll(" ");
if (sl.size() > 0) ret.x = sl[0].toFloat();
if (sl.size() > 1) ret.y = sl[1].toFloat();
if (sl.size() > 2) ret.z = sl[2].toFloat();
return ret;
}
Vector2d readVector2d(QString s) {
Vector2d ret;
QStringList sl(s.trimmed().split(" "));
sl.removeAll(""); sl.removeAll(" ");
if (sl.size() > 0) ret.x = sl[0].toFloat();
if (sl.size() > 1) ret.y = sl[1].toFloat();
return ret;
}
QColor readColor(QString s) {
Vector3d c = readVector3d(s);
return QColor::fromRgbF(c.x, c.y, c.z);
}
void readFaces(QString s, GLObjectBase * co) {
QStringList sl(s.trimmed().split(" "));
sl.removeAll(""); sl.removeAll(" ");
static Vector3i inds[4];
for (int i = 0; i < sl.size(); ++i) {
inds[i].p0 = inds[i].p1 = inds[i].p2 = 0;
QStringList sl2(sl[i].split("/"));
if (sl2.size() > 4) continue;
inds[i].p0 = sl2[0].toInt();
inds[i].p1 = sl2[1].toInt();
inds[i].p2 = sl2[2].toInt();
}
if (sl.size() == 3) {
co->faces << Vector3i(inds[0].p0 - 1, inds[1].p0 - 1, inds[2].p0 - 1);
co->uvws << Vector3i(inds[0].p1 - 1, inds[1].p1 - 1, inds[2].p1 - 1);
co->norms << Vector3i(inds[0].p2 - 1, inds[1].p2 - 1, inds[2].p2 - 1);
}
if (sl.size() == 4) {
co->faces << Vector3i(inds[0].p0 - 1, inds[1].p0 - 1, inds[2].p0 - 1);
co->uvws << Vector3i(inds[0].p1 - 1, inds[1].p1 - 1, inds[2].p1 - 1);
co->norms << Vector3i(inds[0].p2 - 1, inds[1].p2 - 1, inds[2].p2 - 1);
co->faces << Vector3i(inds[0].p0 - 1, inds[2].p0 - 1, inds[3].p0 - 1);
co->uvws << Vector3i(inds[0].p1 - 1, inds[2].p1 - 1, inds[3].p1 - 1);
co->norms << Vector3i(inds[0].p2 - 1, inds[2].p2 - 1, inds[3].p2 - 1);
}
}
QVector<Material> readMTL(QString obj_path, QString path) {
QVector<Material> ret;
QStringList sp = GLTextureManagerBase::searchPathes();
sp.prepend(QFileInfo(obj_path).absoluteDir().path());
QFile f(findFile(path, sp));
if (!f.open(QIODevice::ReadOnly)) {
qDebug() << "[Loader OBJ] Warning: can`t open \"" + path + "\"";
return ret;
}
QTextStream stream(&f);
QString name;
Material mat;
while (!stream.atEnd()) {
QString line = stream.readLine().trimmed();
if (line.startsWith("newmtl")) {
if (!mat.name.isEmpty())
ret << mat;
mat = Material();
mat.name = line.mid(6).trimmed();
continue;
}
if (line.startsWith("Kd")) {
mat.color_diffuse = readColor(line.mid(2).trimmed());
continue;
}
if (line.startsWith("Ke")) {
mat.color_self_illumination = readColor(line.mid(2).trimmed());
continue;
}
if (line.startsWith("Ks")) {
Vector3d v = readVector3d(line.mid(2).trimmed());
mat.map_specular.color_amount = v.length();
float mc = qMax(v.x, qMax(v.y, v.z));
if (mc > 0.f) v /= mc;
mat.color_specular = QColor::fromRgbF(v.x, v.y, v.z);
//qDebug() << mat.shine_strength << mat.color_specular;
continue;
}
if (line.startsWith("Ns")) {
mat.map_specularity.color_amount = 2.f / expf(line.mid(2).trimmed().toFloat());
continue;
}
if (line.startsWith("d")) {
mat.transparency = 1.f - line.mid(1).trimmed().toFloat();
continue;
}
if (line.startsWith("map_Kd")) {
mat.map_diffuse.bitmap_path = findFile(line.mid(6).trimmed(), sp);
continue;
}
if (line.startsWith("map_bump")) {
line = line.mid(8).trimmed();
if (line.startsWith("-bm")) {
line = line.mid(3).trimmed();
QString sv = line.left(line.indexOf(" "));
line = line.mid(sv.size()).trimmed();
mat.map_normal.color_amount = sv.toFloat();
}
mat.map_normal.bitmap_path = findFile(line, sp);
//qDebug() << "BUMP" << mat.name << mat.bump_scale << mat.bump.bitmap_path;
continue;
}
}
if (!mat.name.isEmpty())
ret << mat;
qDebug() << "load from MTL" << f.fileName() << ret.size() << "materials";
return ret;
}
Material LoaderOBJ::materialByName(const QVector<Material> & materials, const QString & name) {
foreach (const Material & m, materials)
if (m.name == name)
return m;
return Material();
}
GLObjectBase * loadFromOBJFile(const QString & filepath, float scale) {
QFile f(filepath);
if (!f.exists()) {
qDebug() << "[Loader OBJ] Error: can`t open \"" + filepath + "\"";
return nullptr;
}
f.open(QIODevice::ReadOnly);
QTextStream stream(&f);
QVector<Vector3d> vertices, normals, texcoords;
QVector<Material> materials;
GLObjectBase * root = new GLObjectBase(), * co = nullptr;
QString name, line, pline;
root->setName(QFileInfo(f).baseName());
int cnt = 0;
while (!stream.atEnd()) {
pline = line;
line = stream.readLine().trimmed();
if (line.startsWith("mtllib")) {
materials = readMTL(filepath, line.mid(6).trimmed());
continue;
}
if (line.startsWith("v ")) {
vertices << readVector3d(line.mid(1));
continue;
}
if (line.startsWith("vt ")) {
texcoords << readVector3d(line.mid(2));
continue;
}
if (line.startsWith("vn ")) {
normals << readVector3d(line.mid(2));
continue;
}
if (line.startsWith("g ") || line.startsWith("o ")) {
if (pline.mid(1) == line.mid(1)) continue;
name = line.mid(1).trimmed();
if (co != nullptr) {
LoaderOBJ::initOBJMesh(co, vertices, normals, texcoords);
root->addChild(co);
}
co = new GLObjectBase();
co->setName(name);
//qDebug() << "new object" << co->name();
continue;
}
if (line.startsWith("f ")) {
readFaces(line.mid(2), co);
continue;
}
if (line.startsWith("usemtl")) {
if (!co->faces.isEmpty()) {
LoaderOBJ::initOBJMesh(co, vertices, normals, texcoords);
root->addChild(co);
co = new GLObjectBase();
co->setName(name + "_" + QString::number(cnt++));
}
co->material() = LoaderOBJ::materialByName(materials, line.mid(6).trimmed());
continue;
}
}
if (co != nullptr) {
LoaderOBJ::initOBJMesh(co, vertices, normals, texcoords);
root->addChild(co);
}
qDebug() << "[Loader OBJ] Loaded" << root->childCount() << "objects from" << filepath;
return root;
}

42
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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef LOADER_OBJ_H
#define LOADER_OBJ_H
#include "gltexture_manager.h"
#include "globject.h"
#include <QFileInfo>
#include <QDateTime>
namespace LoaderOBJ {
#pragma pack(push, 1)
struct Face {
ushort v0;
ushort v1;
ushort v2;
ushort flags;
};
#pragma pack(pop)
void initOBJMesh(GLObjectBase * o, const QVector<Vector3d> & vertices, const QVector<Vector3d> & normals, const QVector<Vector3d> & texcoords);
Material materialByName(const QVector<Material> & materials, const QString & name);
}
GLObjectBase * loadFromOBJFile(const QString & filepath, float scale = 1.0);
#endif // LOADER_3DS_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "loader_qgl.h"
#include "chunkstream.h"
GLObjectBase * loadFromQGLFile(const QString & filepath) {
QFile f(filepath);
if (!f.exists()) {
qDebug() << "[Loader QGL] Error: can`t open \"" + filepath + "\"";
return 0;
}
f.open(QIODevice::ReadOnly);
QDataStream s(&f);
s.setVersion(QDataStream::Qt_4_8);
char sign[4];
s.readRawData(sign, 4);
if ((sign[0] != 'Q') || (sign[1] != 'G') || (sign[2] != 'L') || (sign[3] != 'F')) {
qDebug() << "[Loader QGL] Error: \"" + filepath + "\" is not valid QGL file!";
return 0;
}
GLObjectBase * root = 0;
ushort version = 0xFFFF;
f.peek((char*)&version, 2);
if (version == 1) {
s.skipRawData(2);
s >> root;
} else {
qDebug() << "[Loader QGL] Error: \"" + filepath + "\" unsupported version!";
return 0;
}
root->buildTransform();
if (root->name().isEmpty())
root->setName(QFileInfo(f).baseName());
qDebug() << "[Loader QGL] Loaded" << root->childCount() << "objects from" << filepath;
return root;
}
bool saveToQGLFile(const QString & filepath, const GLObjectBase * o) {
QFile f(filepath);
if (!f.open(QIODevice::ReadWrite))
return false;
f.resize(0);
QDataStream s(&f);
s.setVersion(QDataStream::Qt_4_8);
char sign[4] = {'Q', 'G', 'L', 'F'};
ushort version = 1;
s.writeRawData(sign, 4);
s.writeRawData((char*)&version, 2);
s << o;
return true;
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef LOADER_QGL_H
#define LOADER_QGL_H
#include "globject.h"
#include <QFileInfo>
namespace LoaderQGL {
}
GLObjectBase * loadFromQGLFile(const QString & filepath);
bool saveToQGLFile(const QString & filepath, const GLObjectBase * o);
#endif // LOADER_QGL_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "material_editor.h"
#include "ui_material_editor.h"
MaterialEditor::MaterialEditor(QWidget * parent): QWidget(parent) {
ui = new Ui::MaterialEditor();
ui->setupUi(this);
ui->frameReflection->hide();
active = true;
}
void MaterialEditor::changeEvent(QEvent * e) {
QWidget::changeEvent(e);
switch (e->type()) {
case QEvent::LanguageChange:
ui->retranslateUi(this);
break;
default:
break;
}
}
void MaterialEditor::setMaterial(const Material & m) {
active = false;
ui->colorDiffuse->setColor(m.color_diffuse);
ui->colorSpecular->setColor(m.color_specular);
ui->colorSelfIllum->setColor(m.color_self_illumination);
ui->checkGlass->setChecked(m.glass);
ui->spinTransparent->setValue(m.transparency);
ui->spinReflect->setValue(m.reflectivity);
ui->spinIOF->setValue(m.iof);
ui->spinDispersion->setValue(m.dispersion);
ui->mapDiffuse->setMap(m.map_diffuse);
ui->mapSpecular->setMap(m.map_specular);
ui->mapSelfIllum->setMap(m.map_self_illumination);
ui->mapSpecularity->setMap(m.map_specularity);
ui->mapBump->setMap(m.map_normal);
ui->mapRelief->setMap(m.map_relief);
ui->lineReflFront->setProperty("GLpath", m.map_reflection.path(0)); ui->lineReflFront->setText(QFileInfo(m.map_reflection.path(0)).fileName());
ui->lineReflBack->setProperty("GLpath", m.map_reflection.path(1)); ui->lineReflBack->setText(QFileInfo(m.map_reflection.path(1)).fileName());
ui->lineReflLeft->setProperty("GLpath", m.map_reflection.path(2)); ui->lineReflLeft->setText(QFileInfo(m.map_reflection.path(2)).fileName());
ui->lineReflRight->setProperty("GLpath", m.map_reflection.path(3)); ui->lineReflRight->setText(QFileInfo(m.map_reflection.path(3)).fileName());
ui->lineReflTop->setProperty("GLpath", m.map_reflection.path(4)); ui->lineReflTop->setText(QFileInfo(m.map_reflection.path(4)).fileName());
ui->lineReflBottom->setProperty("GLpath", m.map_reflection.path(5)); ui->lineReflBottom->setText(QFileInfo(m.map_reflection.path(5)).fileName());
active = true;
}
Material MaterialEditor::material() {
Material m;
m.color_diffuse = ui->colorDiffuse->color();
m.color_specular = ui->colorSpecular->color();
m.color_self_illumination = ui->colorSelfIllum->color();
m.glass = ui->checkGlass->isChecked();
m.transparency = ui->spinTransparent->value();
m.reflectivity = ui->spinReflect->value();
m.iof = ui->spinIOF->value();
m.dispersion = ui->spinDispersion->value();
m.map_diffuse = ui->mapDiffuse->map();
m.map_specular = ui->mapSpecular->map();
m.map_self_illumination = ui->mapSelfIllum->map();
m.map_specularity = ui->mapSpecularity->map();
m.map_normal = ui->mapBump->map();
m.map_relief = ui->mapRelief->map();
m.map_reflection.setPath(0, ui->lineReflFront->property("GLpath").toString());
m.map_reflection.setPath(1, ui->lineReflBack->property("GLpath").toString());
m.map_reflection.setPath(2, ui->lineReflLeft->property("GLpath").toString());
m.map_reflection.setPath(3, ui->lineReflRight->property("GLpath").toString());
m.map_reflection.setPath(4, ui->lineReflTop->property("GLpath").toString());
m.map_reflection.setPath(5, ui->lineReflBottom->property("GLpath").toString());
return m;
}
void MaterialEditor::on_buttonReflFrontSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->lineReflFront->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->lineReflFront->setProperty("GLpath", str);
ui->lineReflFront->setText(QFileInfo(str).fileName());
materialChanged();
}
void MaterialEditor::on_buttonReflBackSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->lineReflBack->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->lineReflBack->setProperty("GLpath", str);
ui->lineReflBack->setText(QFileInfo(str).fileName());
materialChanged();
}
void MaterialEditor::on_buttonReflLeftSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->lineReflLeft->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->lineReflLeft->setProperty("GLpath", str);
ui->lineReflLeft->setText(QFileInfo(str).fileName());
materialChanged();
}
void MaterialEditor::on_buttonReflRightSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->lineReflRight->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->lineReflRight->setProperty("GLpath", str);
ui->lineReflRight->setText(QFileInfo(str).fileName());
materialChanged();
}
void MaterialEditor::on_buttonReflTopSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->lineReflTop->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->lineReflTop->setProperty("GLpath", str);
ui->lineReflTop->setText(QFileInfo(str).fileName());
materialChanged();
}
void MaterialEditor::on_buttonReflBottomSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->lineReflBottom->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->lineReflBottom->setProperty("GLpath", str);
ui->lineReflBottom->setText(QFileInfo(str).fileName());
materialChanged();
}
void MaterialEditor::on_buttonReflFrontClear_clicked() {
ui->lineReflFront->setText("");
ui->lineReflFront->setProperty("GLpath", "");
materialChanged();
}
void MaterialEditor::on_buttonReflBackClear_clicked() {
ui->lineReflBack->setText("");
ui->lineReflBack->setProperty("GLpath", "");
materialChanged();
}
void MaterialEditor::on_buttonReflLeftClear_clicked() {
ui->lineReflLeft->setText("");
ui->lineReflLeft->setProperty("GLpath", "");
materialChanged();
}
void MaterialEditor::on_buttonReflRightClear_clicked() {
ui->lineReflRight->setText("");
ui->lineReflRight->setProperty("GLpath", "");
materialChanged();
}
void MaterialEditor::on_buttonReflTopClear_clicked() {
ui->lineReflTop->setText("");
ui->lineReflTop->setProperty("GLpath", "");
materialChanged();
}
void MaterialEditor::on_buttonReflBottomClear_clicked() {
ui->lineReflBottom->setText("");
ui->lineReflBottom->setProperty("GLpath", "");
materialChanged();
}
void MaterialEditor::on_buttonLoadCubeDir_clicked() {
QString dir = QFileDialog::getExistingDirectory(this, "Select directory", ui->lineReflFront->property("GLpath").toString());
if (dir.isEmpty()) return;
GLCubeTexture cb(0);
cb.loadPathesFromDirectory(dir);
active = false;
ui->lineReflFront->setProperty("GLpath", cb.path(0)); ui->lineReflFront->setText(QFileInfo(cb.path(0)).fileName());
ui->lineReflBack->setProperty("GLpath", cb.path(1)); ui->lineReflBack->setText(QFileInfo(cb.path(1)).fileName());
ui->lineReflLeft->setProperty("GLpath", cb.path(2)); ui->lineReflLeft->setText(QFileInfo(cb.path(2)).fileName());
ui->lineReflRight->setProperty("GLpath", cb.path(3)); ui->lineReflRight->setText(QFileInfo(cb.path(3)).fileName());
ui->lineReflTop->setProperty("GLpath", cb.path(4)); ui->lineReflTop->setText(QFileInfo(cb.path(4)).fileName());
ui->lineReflBottom->setProperty("GLpath", cb.path(5)); ui->lineReflBottom->setText(QFileInfo(cb.path(5)).fileName());
active = true;
materialChanged();
}

View File

@@ -0,0 +1,65 @@
/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef MATERIAL_EDITOR_H
#define MATERIAL_EDITOR_H
#include <QFileDialog>
#include "glmaterial.h"
namespace Ui {
class MaterialEditor;
};
class MaterialEditor: public QWidget
{
Q_OBJECT
public:
explicit MaterialEditor(QWidget * parent = 0);
void setMaterial(const Material & m);
Material material();
protected:
void changeEvent(QEvent * e);
bool active;
Ui::MaterialEditor * ui;
private slots:
void materialChanged() {if (active) emit changed();}
void on_buttonReflFrontSelect_clicked();
void on_buttonReflFrontClear_clicked();
void on_buttonReflBackSelect_clicked();
void on_buttonReflBackClear_clicked();
void on_buttonReflLeftSelect_clicked();
void on_buttonReflLeftClear_clicked();
void on_buttonReflRightSelect_clicked();
void on_buttonReflRightClear_clicked();
void on_buttonReflTopSelect_clicked();
void on_buttonReflTopClear_clicked();
void on_buttonReflBottomSelect_clicked();
void on_buttonReflBottomClear_clicked();
void on_buttonLoadCubeDir_clicked();
signals:
void changed();
};
#endif // MATERIAL_EDITOR_H

View File

@@ -0,0 +1,779 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>MaterialEditor</class>
<widget class="QWidget" name="MaterialEditor">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>470</width>
<height>791</height>
</rect>
</property>
<layout class="QFormLayout" name="formLayout">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="horizontalSpacing">
<number>2</number>
</property>
<property name="verticalSpacing">
<number>2</number>
</property>
<item row="0" column="0" colspan="2">
<widget class="QGroupBox" name="groupBox">
<property name="styleSheet">
<string notr="true">font:bold;</string>
</property>
<property name="title">
<string>Diffuse</string>
</property>
<layout class="QFormLayout" name="formLayout_3">
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
<property name="text">
<string>Color:</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="ColorButton" name="colorDiffuse">
<property name="focusPolicy">
<enum>Qt::NoFocus</enum>
</property>
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
<property name="useAlphaChannel">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="MaterialMapEditor" name="mapDiffuse" native="true">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="QGroupBox" name="groupBox_2">
<property name="styleSheet">
<string notr="true">font:bold;</string>
</property>
<property name="title">
<string>Specular</string>
</property>
<layout class="QFormLayout" name="formLayout_4">
<item row="0" column="0">
<widget class="QLabel" name="label_2">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
<property name="text">
<string>Color:</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="ColorButton" name="colorSpecular">
<property name="focusPolicy">
<enum>Qt::NoFocus</enum>
</property>
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
<property name="useAlphaChannel">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="MaterialMapEditor" name="mapSpecular" native="true">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="2" column="0" colspan="2">
<widget class="QGroupBox" name="groupBox_3">
<property name="styleSheet">
<string notr="true">font:bold;</string>
</property>
<property name="title">
<string>Self illumination</string>
</property>
<layout class="QFormLayout" name="formLayout_5">
<item row="0" column="0">
<widget class="QLabel" name="label_12">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
<property name="text">
<string>Color:</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="ColorButton" name="colorSelfIllum">
<property name="focusPolicy">
<enum>Qt::NoFocus</enum>
</property>
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
<property name="useAlphaChannel">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="MaterialMapEditor" name="mapSelfIllum" native="true">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="3" column="0" colspan="2">
<widget class="QGroupBox" name="groupBox_6">
<property name="styleSheet">
<string notr="true">font:bold;</string>
</property>
<property name="title">
<string>Specularity</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_3">
<item>
<widget class="MaterialMapEditor" name="mapSpecularity" native="true">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="4" column="0" colspan="2">
<widget class="QGroupBox" name="groupBox_5">
<property name="styleSheet">
<string notr="true">font:bold;</string>
</property>
<property name="title">
<string>Normal</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="MaterialMapEditor" name="mapBump" native="true">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="5" column="0" colspan="2">
<widget class="QGroupBox" name="groupBox_4">
<property name="styleSheet">
<string notr="true">font:bold;</string>
</property>
<property name="title">
<string>Relief</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="MaterialMapEditor" name="mapRelief" native="true">
<property name="styleSheet">
<string notr="true">font:normal;</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="6" column="1">
<widget class="QCheckBox" name="checkGlass">
<property name="text">
<string>Glass</string>
</property>
</widget>
</item>
<item row="7" column="0">
<widget class="QLabel" name="label_6">
<property name="text">
<string>Transparency</string>
</property>
</widget>
</item>
<item row="7" column="1">
<widget class="SpinSlider" name="spinTransparent">
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
</widget>
</item>
<item row="8" column="0">
<widget class="QLabel" name="label_7">
<property name="text">
<string>Reflectivity</string>
</property>
</widget>
</item>
<item row="8" column="1">
<widget class="SpinSlider" name="spinReflect">
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
</widget>
</item>
<item row="9" column="0">
<widget class="QLabel" name="label_11">
<property name="text">
<string>IOF</string>
</property>
</widget>
</item>
<item row="9" column="1">
<widget class="SpinSlider" name="spinIOF">
<property name="maximum">
<double>2.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
</widget>
</item>
<item row="10" column="0">
<widget class="QLabel" name="label_15">
<property name="text">
<string>Dispersion</string>
</property>
</widget>
</item>
<item row="10" column="1">
<widget class="SpinSlider" name="spinDispersion">
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.100000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
</widget>
</item>
<item row="11" column="0">
<widget class="QLabel" name="label_13">
<property name="text">
<string>Reflection map</string>
</property>
</widget>
</item>
<item row="11" column="1">
<widget class="QFrame" name="frameReflection">
<property name="frameShape">
<enum>QFrame::StyledPanel</enum>
</property>
<property name="frameShadow">
<enum>QFrame::Sunken</enum>
</property>
<layout class="QFormLayout" name="formLayout_2">
<item row="1" column="0">
<widget class="QLabel" name="label_14">
<property name="text">
<string>Front:</string>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_20">
<property name="text">
<string>Back:</string>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_21">
<property name="text">
<string>Left:</string>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_22">
<property name="text">
<string>Right:</string>
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QLabel" name="label_23">
<property name="text">
<string>Top:</string>
</property>
</widget>
</item>
<item row="6" column="0">
<widget class="QLabel" name="label_24">
<property name="text">
<string>Bottom:</string>
</property>
</widget>
</item>
<item row="3" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_3">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="lineReflLeft"/>
</item>
<item>
<widget class="QToolButton" name="buttonReflLeftClear">
<property name="text">
<string>X</string>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonReflLeftSelect">
<property name="text">
<string>^</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="1" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_9">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="lineReflFront"/>
</item>
<item>
<widget class="QToolButton" name="buttonReflFrontClear">
<property name="text">
<string>X</string>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonReflFrontSelect">
<property name="text">
<string>^</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="2" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_10">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="lineReflBack"/>
</item>
<item>
<widget class="QToolButton" name="buttonReflBackClear">
<property name="text">
<string>X</string>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonReflBackSelect">
<property name="text">
<string>^</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="4" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_11">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="lineReflRight"/>
</item>
<item>
<widget class="QToolButton" name="buttonReflRightClear">
<property name="text">
<string>X</string>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonReflRightSelect">
<property name="text">
<string>^</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="5" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_12">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="lineReflTop"/>
</item>
<item>
<widget class="QToolButton" name="buttonReflTopClear">
<property name="text">
<string>X</string>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonReflTopSelect">
<property name="text">
<string>^</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="6" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_13">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="lineReflBottom"/>
</item>
<item>
<widget class="QToolButton" name="buttonReflBottomClear">
<property name="text">
<string>X</string>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonReflBottomSelect">
<property name="text">
<string>^</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="0" column="0" colspan="2">
<widget class="QPushButton" name="buttonLoadCubeDir">
<property name="text">
<string>load from directory</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>SpinSlider</class>
<extends>QWidget</extends>
<header>spinslider.h</header>
</customwidget>
<customwidget>
<class>ColorButton</class>
<extends>QPushButton</extends>
<header>colorbutton.h</header>
</customwidget>
<customwidget>
<class>MaterialMapEditor</class>
<extends>QWidget</extends>
<header>material_map_editor.h</header>
<container>1</container>
<slots>
<signal>changed()</signal>
</slots>
</customwidget>
</customwidgets>
<resources/>
<connections>
<connection>
<sender>colorDiffuse</sender>
<signal>colorChanged(QColor)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>326</x>
<y>49</y>
</hint>
<hint type="destinationlabel">
<x>282</x>
<y>17</y>
</hint>
</hints>
</connection>
<connection>
<sender>colorSpecular</sender>
<signal>colorChanged(QColor)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>325</x>
<y>128</y>
</hint>
<hint type="destinationlabel">
<x>284</x>
<y>45</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinTransparent</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>443</x>
<y>448</y>
</hint>
<hint type="destinationlabel">
<x>283</x>
<y>149</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinReflect</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>443</x>
<y>470</y>
</hint>
<hint type="destinationlabel">
<x>284</x>
<y>174</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinIOF</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>443</x>
<y>492</y>
</hint>
<hint type="destinationlabel">
<x>284</x>
<y>236</y>
</hint>
</hints>
</connection>
<connection>
<sender>checkGlass</sender>
<signal>toggled(bool)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>443</x>
<y>382</y>
</hint>
<hint type="destinationlabel">
<x>284</x>
<y>84</y>
</hint>
</hints>
</connection>
<connection>
<sender>colorSelfIllum</sender>
<signal>colorChanged(QColor)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>376</x>
<y>202</y>
</hint>
<hint type="destinationlabel">
<x>326</x>
<y>63</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinDispersion</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>460</x>
<y>514</y>
</hint>
<hint type="destinationlabel">
<x>326</x>
<y>288</y>
</hint>
</hints>
</connection>
<connection>
<sender>mapDiffuse</sender>
<signal>changed()</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>445</x>
<y>63</y>
</hint>
<hint type="destinationlabel">
<x>469</x>
<y>63</y>
</hint>
</hints>
</connection>
<connection>
<sender>mapSpecular</sender>
<signal>changed()</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>443</x>
<y>143</y>
</hint>
<hint type="destinationlabel">
<x>467</x>
<y>143</y>
</hint>
</hints>
</connection>
<connection>
<sender>mapSelfIllum</sender>
<signal>changed()</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>447</x>
<y>216</y>
</hint>
<hint type="destinationlabel">
<x>468</x>
<y>216</y>
</hint>
</hints>
</connection>
<connection>
<sender>mapBump</sender>
<signal>changed()</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>450</x>
<y>308</y>
</hint>
<hint type="destinationlabel">
<x>469</x>
<y>260</y>
</hint>
</hints>
</connection>
<connection>
<sender>mapRelief</sender>
<signal>changed()</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>450</x>
<y>353</y>
</hint>
<hint type="destinationlabel">
<x>469</x>
<y>304</y>
</hint>
</hints>
</connection>
<connection>
<sender>mapSpecularity</sender>
<signal>changed()</signal>
<receiver>MaterialEditor</receiver>
<slot>materialChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>442</x>
<y>257</y>
</hint>
<hint type="destinationlabel">
<x>474</x>
<y>250</y>
</hint>
</hints>
</connection>
</connections>
<slots>
<slot>materialChanged()</slot>
</slots>
</ui>

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "material_map_editor.h"
#include "ui_material_map_editor.h"
MaterialMapEditor::MaterialMapEditor(QWidget * parent): QWidget(parent) {
ui = new Ui::MaterialMapEditor();
ui->setupUi(this);
active = true;
}
void MaterialMapEditor::changeEvent(QEvent * e) {
QWidget::changeEvent(e);
switch (e->type()) {
case QEvent::LanguageChange:
ui->retranslateUi(this);
break;
default:
break;
}
}
void MaterialMapEditor::resizeEvent(QResizeEvent * e) {
ui->iconedLabel->setFixedWidth(ui->iconedLabel->height());
ui->iconedLabel->setIconSize(ui->iconedLabel->size());
}
void MaterialMapEditor::updateIcon() {
ui->iconedLabel->setIcon(QIcon(ui->linePath->property("GLpath").toString()));
}
void MaterialMapEditor::setMap(const Map & m) {
active = false;
ui->sliderAmount->setValue(m.color_amount);
ui->sliderOffset->setValue(m.color_offset);
ui->spinScaleX->setValue(m.bitmap_scale.x());
ui->spinScaleY->setValue(m.bitmap_scale.y());
ui->linePath->setProperty("GLpath", m.bitmap_path); ui->linePath->setText(QFileInfo(m.bitmap_path).fileName());
updateIcon();
active = true;
}
Map MaterialMapEditor::map() {
Map m;
m.color_amount = ui->sliderAmount->value();
m.color_offset = ui->sliderOffset->value();
m.bitmap_scale.setX(ui->spinScaleX->value());
m.bitmap_scale.setY(ui->spinScaleY->value());
m.bitmap_path = ui->linePath->property("GLpath").toString();
return m;
}
void MaterialMapEditor::on_buttonSelect_clicked() {
QString str = QFileDialog::getOpenFileName(this, "Select image", ui->linePath->property("GLpath").toString(), "Images(*.bmp *.jpg *.jpeg *.png *.tif *.tiff *.tga);;All files(*)");
if (str.isEmpty()) return;
ui->linePath->setProperty("GLpath", str);
ui->linePath->setText(QFileInfo(str).fileName());
updateIcon();
mapChanged();
}
void MaterialMapEditor::on_buttonClear_clicked() {
ui->linePath->setText("");
ui->linePath->setProperty("GLpath", "");
updateIcon();
mapChanged();
}

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@@ -0,0 +1,56 @@
/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef MATERIAL_MAP_EDITOR_H
#define MATERIAL_MAP_EDITOR_H
#include <QFileDialog>
#include "glmaterial.h"
namespace Ui {
class MaterialMapEditor;
};
class MaterialMapEditor: public QWidget
{
Q_OBJECT
public:
explicit MaterialMapEditor(QWidget * parent = 0);
void setMap(const Map & m);
Map map();
protected:
void changeEvent(QEvent * e);
void resizeEvent(QResizeEvent * e);
void updateIcon();
bool active;
Ui::MaterialMapEditor * ui;
private slots:
void mapChanged() {if (active) emit changed();}
void on_buttonSelect_clicked();
void on_buttonClear_clicked();
signals:
void changed();
};
#endif // MATERIAL_MAP_EDITOR_H

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>MaterialMapEditor</class>
<widget class="QWidget" name="MaterialMapEditor">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>587</width>
<height>138</height>
</rect>
</property>
<layout class="QHBoxLayout" name="horizontalLayout">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="IconedLabel" name="iconedLabel">
<property name="direction">
<enum>IconedLabel::RightToLeft</enum>
</property>
</widget>
</item>
<item>
<layout class="QFormLayout" name="formLayout">
<item row="0" column="0" colspan="2">
<layout class="QHBoxLayout" name="horizontalLayout_2">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="linePath"/>
</item>
<item>
<widget class="QToolButton" name="buttonClear">
<property name="icon">
<iconset resource="../qad/utils/qad_utils.qrc">
<normaloff>:/icons/edit-delete.png</normaloff>:/icons/edit-delete.png</iconset>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="buttonSelect">
<property name="icon">
<iconset resource="../qad/application/qad_application.qrc">
<normaloff>:/icons/document-open.png</normaloff>:/icons/document-open.png</iconset>
</property>
</widget>
</item>
</layout>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Amount:</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="sliderAmount">
<property name="minimum">
<double>-1.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.050000000000000</double>
</property>
<property name="pageStep">
<double>0.200000000000000</double>
</property>
<property name="spinMinimum">
<double>-99.000000000000000</double>
</property>
<property name="spinMaximum">
<double>99.000000000000000</double>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Offset:</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="SpinSlider" name="sliderOffset">
<property name="minimum">
<double>-1.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.050000000000000</double>
</property>
<property name="pageStep">
<double>0.200000000000000</double>
</property>
<property name="spinMinimum">
<double>-99.000000000000000</double>
</property>
<property name="spinMaximum">
<double>99.000000000000000</double>
</property>
</widget>
</item>
<item row="3" column="0" colspan="2">
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="QLabel" name="label_3">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="text">
<string>Scale X:</string>
</property>
</widget>
</item>
<item>
<widget class="QDoubleSpinBox" name="spinScaleX">
<property name="maximum">
<double>9999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item>
<spacer name="horizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Preferred</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
<item>
<widget class="QLabel" name="label_4">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="text">
<string>Scale Y:</string>
</property>
</widget>
</item>
<item>
<widget class="QDoubleSpinBox" name="spinScaleY">
<property name="maximum">
<double>9999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item>
<spacer name="horizontalSpacer_2">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Expanding</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>1</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
</layout>
</item>
</layout>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>SpinSlider</class>
<extends>QWidget</extends>
<header>spinslider.h</header>
</customwidget>
<customwidget>
<class>IconedLabel</class>
<extends>QFrame</extends>
<header>iconedlabel.h</header>
</customwidget>
</customwidgets>
<resources>
<include location="../qad/utils/qad_utils.qrc"/>
<include location="../qad/application/qad_application.qrc"/>
</resources>
<connections>
<connection>
<sender>linePath</sender>
<signal>textChanged(QString)</signal>
<receiver>MaterialMapEditor</receiver>
<slot>mapChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>471</x>
<y>22</y>
</hint>
<hint type="destinationlabel">
<x>99</x>
<y>73</y>
</hint>
</hints>
</connection>
<connection>
<sender>sliderAmount</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialMapEditor</receiver>
<slot>mapChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>440</x>
<y>38</y>
</hint>
<hint type="destinationlabel">
<x>512</x>
<y>37</y>
</hint>
</hints>
</connection>
<connection>
<sender>sliderOffset</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialMapEditor</receiver>
<slot>mapChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>497</x>
<y>66</y>
</hint>
<hint type="destinationlabel">
<x>511</x>
<y>65</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinScaleX</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialMapEditor</receiver>
<slot>mapChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>377</x>
<y>104</y>
</hint>
<hint type="destinationlabel">
<x>332</x>
<y>164</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinScaleY</sender>
<signal>valueChanged(double)</signal>
<receiver>MaterialMapEditor</receiver>
<slot>mapChanged()</slot>
<hints>
<hint type="sourcelabel">
<x>519</x>
<y>110</y>
</hint>
<hint type="destinationlabel">
<x>493</x>
<y>164</y>
</hint>
</hints>
</connection>
</connections>
<slots>
<slot>mapChanged()</slot>
</slots>
</ui>

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#include "openglwindow.h"
#include <QCoreApplication>
#include <QOpenGLContext>
#include <QOpenGLPaintDevice>
#include <QPainter>
#include <qopenglext.h>
OpenGLWindow::OpenGLWindow(QWindow *parent)
: QWindow(parent)
, m_context(nullptr)
, m_device(nullptr)
{
setFlags(flags() | Qt::FramelessWindowHint);
setSurfaceType(QWindow::OpenGLSurface);
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
// qDebug() << format;
#ifdef QT_OPENGL_ES_2
format.setRenderableType(QSurfaceFormat::OpenGLES);
#else
if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
format.setVersion(2, 0);
format.setProfile(QSurfaceFormat::NoProfile);
}
#endif
format.setDepthBufferSize(24);
format.setSamples(8);
// format.setStencilBufferSize(8);
setFormat(format);
QSurfaceFormat::setDefaultFormat(format);
}
OpenGLWindow::~OpenGLWindow() {
delete m_device;
}
void OpenGLWindow::render(QPainter *painter) {
}
void OpenGLWindow::initialize() {
}
void OpenGLWindow::render() {
// if (!m_device) m_device = new QOpenGLPaintDevice;
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// m_device->setSize(size() * devicePixelRatio());
// m_device->setDevicePixelRatio(devicePixelRatio());
// QPainter painter(m_device);
// render(&painter);
}
void OpenGLWindow::renderLater() {
requestUpdate();
}
bool OpenGLWindow::event(QEvent *event) {
switch (event->type()) {
case QEvent::UpdateRequest:
renderNow();
return true;
default:
return QWindow::event(event);
}
}
void OpenGLWindow::exposeEvent(QExposeEvent *event) {
if (isExposed()) renderNow();
}
void OpenGLWindow::renderNow() {
if (!isExposed())
return;
bool needsInitialize = false;
if (!m_context) {
m_context = new QOpenGLContext(this);
m_context->setFormat(requestedFormat());
m_context->create();
needsInitialize = true;
}
m_context->makeCurrent(this);
if (needsInitialize) {
initializeOpenGLFunctions();
initialize();
}
render();
m_context->swapBuffers(this);
}

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@@ -0,0 +1,36 @@
#include <QWindow>
#include <QOpenGLFunctions>
class QPainter;
class QOpenGLContext;
class QOpenGLPaintDevice;
class OpenGLWindow : public QWindow, protected QOpenGLFunctions
{
Q_OBJECT
public:
explicit OpenGLWindow(QWindow *parent = nullptr);
~OpenGLWindow();
virtual void render(QPainter *painter);
virtual void render();
virtual void initialize();
QOpenGLContext * context() {return m_context;}
public slots:
void renderLater();
void renderNow();
protected:
bool event(QEvent *event) override;
void exposeEvent(QExposeEvent *event) override;
private:
QOpenGLContext *m_context;
QOpenGLPaintDevice *m_device;
};

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@@ -0,0 +1 @@
_qt_plugin(qglview "Gui;Widgets;OpenGL" "qglview")

View File

@@ -0,0 +1,14 @@
#include "qglview_designerplugin.h"
#include "qglviewplugin.h"
QGLViewDesignerPlugin::QGLViewDesignerPlugin(QObject * parent): QObject(parent)
{
m_widgets.append(new QGLViewPlugin(this));
}
QList<QDesignerCustomWidgetInterface * > QGLViewDesignerPlugin::customWidgets() const {
return m_widgets;
}

View File

@@ -0,0 +1,22 @@
#ifndef QGLVIEW_DESIGNERPLUGIN_H
#define QGLVIEW_DESIGNERPLUGIN_H
#include <QtDesigner/QtDesigner>
#include <QtCore/qplugin.h>
class QGLViewDesignerPlugin: public QObject, public QDesignerCustomWidgetCollectionInterface
{
Q_OBJECT
Q_PLUGIN_METADATA(IID "qad.qglview")
Q_INTERFACES(QDesignerCustomWidgetCollectionInterface)
public:
QGLViewDesignerPlugin(QObject * parent = 0);
virtual QList<QDesignerCustomWidgetInterface * > customWidgets() const;
private:
QList<QDesignerCustomWidgetInterface * > m_widgets;
};
#endif // QGLVIEW_DESIGNERPLUGIN_H

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@@ -0,0 +1,95 @@
#include "glwidget.h"
#include "qglviewplugin.h"
#include <QtCore/QtPlugin>
#include "glprimitives.h"
#include "qglview.h"
QGLViewPlugin::QGLViewPlugin(QObject * parent): QObject(parent) {
m_initialized = false;
}
void QGLViewPlugin::initialize(QDesignerFormEditorInterface * /* core */) {
if (m_initialized)
return;
// Add extension registrations, etc. here
m_initialized = true;
}
bool QGLViewPlugin::isInitialized() const {
return m_initialized;
}
QWidget * QGLViewPlugin::createWidget(QWidget * parent) {
GLWidget * w = new GLWidget(parent);
if (m_initialized) {
auto axis = new GLObjectBase();
GLObjectBase * obj;
float al = 1.;
obj = new GLPrimitiveLine(QVector3D(0, 0, -al), QVector3D(0, 0, al));
obj->material().color_diffuse = Qt::darkBlue; obj->setAcceptLight(false);
obj->setSelectable(false);
axis->addChild(obj);
obj = new GLPrimitiveLine(QVector3D(-al, 0, 0), QVector3D(al, 0, 0));
obj->material().color_diffuse = Qt::darkRed; obj->setAcceptLight(false);
obj->setSelectable(false);
axis->addChild(obj);
obj = new GLPrimitiveLine(QVector3D(0, -al, 0), QVector3D(0, al, 0));
obj->material().color_diffuse = Qt::darkGreen; obj->setAcceptLight(false);
obj->setSelectable(false);
axis->addChild(obj);
w->view()->addObject(axis);
auto cam_light = new Light();
cam_light->intensity = 0.5;
cam_light->setName("Camera_Light");
w->view()->camera()->addChild(cam_light);
w->start();
}
return w;
}
QString QGLViewPlugin::name() const {
return QLatin1String("GLWidget");
}
QString QGLViewPlugin::group() const {
return QLatin1String("Display Widgets");
}
QIcon QGLViewPlugin::icon() const {
return QIcon("://icons/qglview.png");
}
QString QGLViewPlugin::toolTip() const {
return QLatin1String("");
}
QString QGLViewPlugin::whatsThis() const {
return QLatin1String("");
}
bool QGLViewPlugin::isContainer() const {
return false;
}
QString QGLViewPlugin::domXml() const {
return QLatin1String("<widget class=\"GLWidget\" name=\"glview\">\n</widget>\n");
}
QString QGLViewPlugin::includeFile() const {
return QLatin1String("glwidget.h");
}

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@@ -0,0 +1,33 @@
#ifndef QGLVIEWPLUGIN_H
#define QGLVIEWPLUGIN_H
#include <QObject>
#include <QtUiPlugin/QDesignerCustomWidgetInterface>
class QGLViewPlugin: public QObject, public QDesignerCustomWidgetInterface
{
Q_OBJECT
Q_INTERFACES(QDesignerCustomWidgetInterface)
public:
explicit QGLViewPlugin(QObject * parent = 0);
bool isContainer() const;
bool isInitialized() const;
QIcon icon() const;
QString domXml() const;
QString group() const;
QString includeFile() const;
QString name() const;
QString toolTip() const;
QString whatsThis() const;
QWidget * createWidget(QWidget * parent);
void initialize(QDesignerFormEditorInterface * core);
private:
bool m_initialized;
};
#endif //QGLVIEWPLUGIN_H

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@@ -0,0 +1,408 @@
#include "propertyeditor.h"
QWidget * Delegate::widgetForProperty(QWidget * parent, const QModelIndex & index) const {
QWidget * w = 0;
int type = 0;
QVariant value = index.data(Qt::UserRole);
if (index.data(Qt::UserRole + 2).toString() == "__flags") return 0;
if (index.data(Qt::UserRole + 1).toString() == "__flag") {
qulonglong key = index.data(Qt::UserRole).toULongLong();
value = index.parent().data(Qt::UserRole);
//QMetaProperty prop = index.parent().data(Qt::UserRole + 1).value<QMetaProperty>();
w = new QCheckBox(parent); type = 14; ((QCheckBox*)w)->setChecked(((value.toULongLong() & key) == key && key != 0) || (value.toULongLong() == 0 && key == 0));
((QCheckBox*)w)->setText("0x" + QString::number(key, 16).toUpper());
connect((QCheckBox*)w, SIGNAL(clicked(bool)), this, SLOT(changedFlag()));
//qDebug() << prop.enumerator().name();
} else {
if (value.canConvert<PropertyValuePair>()) {
PropertyValuePair prop = value.value<PropertyValuePair>();
if (prop.first.isEnumType()) {
w = new QComboBox(parent); type = 13; ((QComboBox*)w)->setCurrentIndex(value.toInt());
w->setProperty("__prop", QVariant::fromValue<QMetaProperty>(prop.first));
QMetaEnum menum = prop.first.enumerator();
for (int i = 0; i < menum.keyCount(); ++i) {
((QComboBox*)w)->addItem(QString(menum.key(i)) + " (0x" + QString::number(menum.value(i), 16).toUpper() + ")", menum.value(i));
if (menum.value(i) == prop.second.toInt())
((QComboBox*)w)->setCurrentIndex(i);
}
connect((QComboBox*)w, SIGNAL(currentIndexChanged(int)), this, SLOT(changed()));
}
} else {
switch (value.type()) {
case QVariant::Int: w = new QSpinBox(parent); type = 2; ((QSpinBox*)w)->setRange(-0x7FFFFFFF, 0x7FFFFFFF); connect((QSpinBox*)w, SIGNAL(valueChanged(int)), this, SLOT(changed())); break;
case QVariant::UInt: w = new QSpinBox(parent); type = 3; ((QSpinBox*)w)->setRange(0, 0xFFFFFFFF); connect((QSpinBox*)w, SIGNAL(valueChanged(int)), this, SLOT(changed())); break;
case QVariant::LongLong: w = new QSpinBox(parent); type = 4; ((QSpinBox*)w)->setRange(-0x7FFFFFFF, 0x7FFFFFFF); connect((QSpinBox*)w, SIGNAL(valueChanged(int)), this, SLOT(changed())); break;
case QVariant::ULongLong: w = new QSpinBox(parent); type = 5; ((QSpinBox*)w)->setRange(0, 0xFFFFFFFF); connect((QSpinBox*)w, SIGNAL(valueChanged(int)), this, SLOT(changed())); break;
case QVariant::Double: w = new QDoubleSpinBox(parent); type = 6; ((QDoubleSpinBox*)w)->setRange(-999999999, 999999999); ((QDoubleSpinBox*)w)->setDecimals(3); connect((QDoubleSpinBox*)w, SIGNAL(valueChanged(double)), this, SLOT(changed())); break;
case QVariant::Bool: w = new QCheckBox(parent); type = 7; ((QCheckBox*)w)->setChecked(value.toBool()); connect((QCheckBox*)w, SIGNAL(toggled(bool)), this, SLOT(changed())); break;
case QVariant::Color: w = new ColorButton(parent); type = 8; ((ColorButton*)w)->setUseAlphaChannel(true); ((ColorButton*)w)->setColor(value.value<QColor>()); connect((ColorButton*)w, SIGNAL(colorChanged(QColor)), this, SLOT(changed())); break;
case QVariant::Point: w = new QPointEdit(parent); type = 9; ((QPointEdit*)w)->setDecimals(0); ((QPointEdit*)w)->setValue(QPointF(value.toPoint())); connect((QPointEdit*)w, SIGNAL(valueChanged(QPointF)), this, SLOT(changed())); break;
case QVariant::PointF: w = new QPointEdit(parent); type = 10; ((QPointEdit*)w)->setDecimals(3); ((QPointEdit*)w)->setValue(value.toPointF()); connect((QPointEdit*)w, SIGNAL(valueChanged(QPointF)), this, SLOT(changed())); break;
case QVariant::Rect: w = new QRectEdit(parent); type = 11; ((QRectEdit*)w)->setDecimals(0); ((QRectEdit*)w)->setValue(QRectF(value.toRect())); connect((QRectEdit*)w, SIGNAL(valueChanged(QRectF)), this, SLOT(changed())); break;
case QVariant::RectF: w = new QRectEdit(parent); type = 12; ((QRectEdit*)w)->setDecimals(3); ((QRectEdit*)w)->setValue(value.toRectF()); connect((QRectEdit*)w, SIGNAL(valueChanged(QRectF)), this, SLOT(changed())); break;
case QVariant::String: default: w = new CLineEdit(parent); type = 1; ((CLineEdit*)w)->setDefaultText(value.toString()); connect((CLineEdit*)w, SIGNAL(textChanged(QString)), this, SLOT(changed())); break;
}
}
}
if (w == 0) return 0;
/*QPalette pal = w->palette();
pal.setColor(QPalette::Window, Qt::white);
w->setPalette(pal);*/
w->setAutoFillBackground(true);
w->setProperty("__type", type);
return w;
}
void Delegate::setWidgetProperty(QWidget * w, const QVariant & value) const {
if (w == 0) return;
switch (w->property("__type").toInt()) {
case 1: ((CLineEdit*)w)->setText(value.toString()); break;
case 2: case 3: case 4: case 5: ((QSpinBox*)w)->setValue(value.toInt()); break;
case 6: ((QDoubleSpinBox*)w)->setValue(value.toDouble()); break;
case 7: ((QCheckBox*)w)->setChecked(value.toBool()); break;
case 8: ((ColorButton*)w)->setColor(value.value<QColor>()); break;
case 9: ((QPointEdit*)w)->setValue(value.value<QPoint>()); break;
case 10: ((QPointEdit*)w)->setValue(value.value<QPointF>()); break;
case 11: ((QRectEdit*)w)->setValue(value.value<QRect>()); break;
case 12: ((QRectEdit*)w)->setValue(value.value<QRectF>()); break;
}
}
const QVariant Delegate::widgetProperty(QWidget * w) const {
if (w == 0) return QVariant();
switch (w->property("__type").toInt()) {
case 1: return QVariant::fromValue<QString>(((CLineEdit*)w)->text()); break;
case 2: return QVariant::fromValue<int>(((QSpinBox*)w)->value()); break;
case 3: return QVariant::fromValue<uint>(((QSpinBox*)w)->value()); break;
case 4: return QVariant::fromValue<qlonglong>(((QSpinBox*)w)->value()); break;
case 5: return QVariant::fromValue<qulonglong>(((QSpinBox*)w)->value()); break;
case 6: return QVariant::fromValue<double>(((QDoubleSpinBox*)w)->value()); break;
case 7: return QVariant::fromValue<bool>(((QCheckBox*)w)->isChecked()); break;
case 8: return QVariant::fromValue<QColor>(((ColorButton*)w)->color()); break;
case 9: return QVariant::fromValue<QPoint>(((QPointEdit*)w)->value().toPoint()); break;
case 10: return QVariant::fromValue<QPointF>(((QPointEdit*)w)->value()); break;
case 11: return QVariant::fromValue<QRect>(((QRectEdit*)w)->value().toRect()); break;
case 12: return QVariant::fromValue<QRectF>(((QRectEdit*)w)->value()); break;
case 13: return QVariant::fromValue<PropertyValuePair>(PropertyValuePair(w->property("__prop").value<QMetaProperty>(), ((QComboBox*)w)->itemData(((QComboBox*)w)->currentIndex()))); break;
default: return QVariant(); break;
}
return QVariant();
}
void Delegate::setModelData(QWidget * editor, QAbstractItemModel * model, const QModelIndex & index) const {
if (index.data(Qt::UserRole + 1).toString() != "__flag")
model->setData(index, widgetProperty(editor), Qt::UserRole);
}
void Delegate::paint(QPainter * painter, const QStyleOptionViewItem & option, const QModelIndex & index) const {
QStyledItemDelegate::paint(painter, option, index);
QVariant value = index.data(Qt::UserRole);
QStyle * style = QApplication::style();
QStyleOption * so = 0;
QStyleOptionComplex * soc = 0;
QString text;
QRect rect;
QPalette::ColorRole role = (option.state.testFlag(QStyle::State_Selected) && option.state.testFlag(QStyle::State_Active) ? QPalette::HighlightedText : QPalette::WindowText);
if (index.data(Qt::UserRole + 2).toString() == "__flags") {
text = "0x" + QString::number(value.toInt(), 16).toUpper();
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
return;
}
if (index.data(Qt::UserRole + 1) == "__flag") {
qulonglong key = index.data(Qt::UserRole).toULongLong();
value = index.parent().data(Qt::UserRole);
so = new QStyleOptionButton();
so->rect = option.rect;
so->palette = option.palette;
so->fontMetrics = option.fontMetrics;
((QStyleOptionButton*)so)->state = (((value.toULongLong() & key) == key && key != 0) || (value.toULongLong() == 0 && key == 0) ? QStyle::State_On : QStyle::State_Off) | option.state;
((QStyleOptionButton*)so)->text = "0x" + QString::number(key, 16).toUpper();
if (option.state.testFlag(QStyle::State_Selected))
so->palette.setColor(QPalette::WindowText, so->palette.color(QPalette::HighlightedText));
style->drawControl(QStyle::CE_CheckBox, so, painter);
} else {
if (value.canConvert<PropertyValuePair>()) {
PropertyValuePair prop = value.value<PropertyValuePair>();
if (prop.first.isEnumType()) {
QMetaEnum menum = prop.first.enumerator();
for (int i = 0; i < menum.keyCount(); ++i) {
if (menum.value(i) == prop.second.toInt()) {
text = QString(menum.key(i)) + " (0x" + QString::number(menum.value(i), 16).toUpper() + ")";
break;
}
}
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
}
} else {
switch (value.type()) {
case QVariant::Int:
text.setNum(value.toInt());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::UInt:
text.setNum(value.toUInt());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::LongLong:
text.setNum(value.toLongLong());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::ULongLong:
text.setNum(value.toULongLong());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::Double:
text.setNum(value.toDouble(), 'f', 3);
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::Bool:
so = new QStyleOptionButton();
so->rect = option.rect;
so->state = option.state;
so->palette = option.palette;
so->fontMetrics = option.fontMetrics;
((QStyleOptionButton*)so)->state = (value.toBool() ? QStyle::State_On : QStyle::State_Off) | option.state;
style->drawControl(QStyle::CE_CheckBox, so, painter);
break;
case QVariant::Color:
rect = option.rect;//style->subElementRect(QStyle::QStyle::SE_FrameContents, so);
rect.setRect(rect.x() + 3, rect.y() + 3, rect.width() - 6, rect.height() - 6);
painter->fillRect(rect, ab);
painter->fillRect(rect, value.value<QColor>());
break;
case QVariant::Point:
text = pointString(value.toPoint());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::PointF:
text = pointString(value.toPointF());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::Rect:
text = rectString(value.toRect());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::RectF:
text = rectString(value.toRectF());
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, text),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, text, role);
break;
case QVariant::String: default:
style->drawItemText(painter, style->itemTextRect(option.fontMetrics, option.rect, Qt::AlignLeft | Qt::AlignVCenter, true, value.toString()),
Qt::AlignLeft | Qt::AlignVCenter, option.palette, true, value.toString(), role);
break;
}
}
}
/*so = new QStyleOptionFrame();
so->rect = option.rect;
so->state = option.state;
so->palette = option.palette;
so->fontMetrics = option.fontMetrics;
((QStyleOptionFrame*)so)->state = (value.toBool() ? QStyle::State_On : QStyle::State_Off);
style->drawPrimitive(QStyle::PE_PanelLineEdit, so, painter);
style->drawPrimitive(QStyle::PE_FrameLineEdit, so, painter);
break;*/
if (so != 0) delete so;
if (soc != 0) delete soc;
}
void Delegate::changedFlag() {
QAbstractItemModel * model = const_cast<QAbstractItemModel * >(cmi.model());
model->setData(cmi, qobject_cast<QCheckBox * >(sender())->isChecked(), Qt::UserRole + 3);
QModelIndex p = cmi.parent(), mi;
int row = 0;
qulonglong val = 0;
QList<QModelIndex> chldr;
mi = p.child(row, 1);
while (mi.isValid()) {
chldr << mi;
model->setData(mi, !mi.data(Qt::UserRole + 4).toBool(), Qt::UserRole + 4);
mi = p.child(++row, 1);
}
bool cc = cmi.data(Qt::UserRole + 3).toBool();
qulonglong cv = cmi.data(Qt::UserRole).toULongLong();
//qDebug() << "*****";
if (cc && cv == 0) {
val = 0;
//qDebug() << "null" << cv;
} else {
if (!cc && cv != 0) {
//qDebug() << "uncheck" << cv;
for (int i = 0; i < chldr.size(); ++i) {
if (chldr[i] == cmi) continue;
//qDebug() << (chldr[i].data(Qt::UserRole).toULongLong() & cv);
if (chldr[i].data(Qt::UserRole).toULongLong() & cv)
model->setData(chldr[i], false, Qt::UserRole + 3);
}
}
for (int i = 0; i < chldr.size(); ++i) {
//qDebug() << chldr[i].data(Qt::UserRole + 3).toBool();
if (chldr[i].data(Qt::UserRole + 3).toBool())
val |= chldr[i].data(Qt::UserRole).toULongLong();
}
}
for (int i = 0; i < chldr.size(); ++i) {
if (chldr[i] == cmi) continue;
cv = chldr[i].data(Qt::UserRole).toULongLong();
model->setData(chldr[i], ((val & cv) == cv && cv != 0) || (val == 0 && cv == 0), Qt::UserRole + 3);
}
//qDebug() << val;
model->setData(p, val, Qt::UserRole);
model->setData(p.sibling(p.row(), 1), val, Qt::UserRole);
}
PropertyEditor::PropertyEditor(QWidget * parent): QTreeWidget(parent) {
object = 0;
active_ = false;
configTree();
connect(this, SIGNAL(itemClicked(QTreeWidgetItem * , int)), this, SLOT(itemClicked(QTreeWidgetItem * , int)));
connect(this, SIGNAL(itemChanged(QTreeWidgetItem * , int)), this, SLOT(itemChanged(QTreeWidgetItem * , int)));
}
PropertyEditor::~PropertyEditor() {
}
void PropertyEditor::changeEvent(QEvent * e) {
QTreeWidget::changeEvent(e);
if (e->type() == QEvent::LanguageChange) {
configTree();
return;
}
}
void PropertyEditor::configTree() {
setColumnCount(2);
setRootIsDecorated(false);
setColumnWidth(0, 170);
setColumnWidth(1, 10);
header()->setStretchLastSection(true);
QStringList lbls;
lbls << tr("Property") << tr("Value");
setHeaderLabels(lbls);
setAlternatingRowColors(true);
setItemDelegateForColumn(1, new Delegate());
}
void PropertyEditor::itemClicked(QTreeWidgetItem * item, int column) {
if (column == 0)
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
else {
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsEditable);
editItem(item, 1);
}
}
void PropertyEditor::itemChanged(QTreeWidgetItem * item, int column) {
if (!active_) return;
if (column != 1) return;
QVariant value = item->data(1, Qt::UserRole);
if (value.canConvert<PropertyValuePair>()) {
value = value.value<PropertyValuePair>().second;
}
object->setProperty(item->text(0).toLatin1(), value);
}
void PropertyEditor::rebuild() {
clear();
configTree();
if (object == 0) return;
active_ = false;
const QMetaObject * mo = object->metaObject();
QList<const QMetaObject * > mol;
while (mo != 0) {
mol.push_front(mo);
mo = mo->superClass();
}
int ps, pe;
QTreeWidgetItem * ti, * tli, * tfi;
QVariant value;
// QWidget * pw = 0;
int chue = 0;
QColor bc;
font_b = font();
font_b.setBold(true);
foreach (const QMetaObject * o, mol) {
ps = o->propertyOffset();
pe = o->propertyCount();// - ps;
//qDebug() << i->className() << ps << pe;
tli = new QTreeWidgetItem();
tli->setText(0, o->className());
tli->setFont(0, font_b);
setItemBackColor(tli, Qt::darkGray);
setItemForeColor(tli, Qt::white);
addTopLevelItem(tli);
setFirstItemColumnSpanned(tli, true);
tli->setExpanded(true);
for (int i = ps; i < pe; ++i) {
props << o->property(i);
value = o->property(i).read(object);
ti = new QTreeWidgetItem();
ti->setSizeHint(1, QSize(20, 20));
bc.setHsv(chue, 60, 245 + (i % 2) * 20 - 10);
setItemBackColor(ti, bc);
ti->setText(0, o->property(i).name());
if (props.back().isFlagType()) {
QMetaEnum menum = props.back().enumerator();
for (int j = 0; j < menum.keyCount(); ++j) {
tfi = new QTreeWidgetItem();
tfi->setText(0, menum.key(j));
tfi->setData(1, Qt::UserRole, menum.value(j));
tfi->setData(1, Qt::UserRole + 1, "__flag");
tfi->setData(1, Qt::UserRole + 2, value.toULongLong());
tfi->setData(1, Qt::UserRole + 3, (value.toULongLong() & menum.value(j)) > 0);
tfi->setSizeHint(1, QSize(20, 20));
bc.setHsv(chue, 60, 245 + ((i + j + 1) % 2) * 20 - 10);
setItemBackColor(tfi, bc);
ti->addChild(tfi);
}
ti->setData(0, Qt::UserRole, value);
ti->setData(1, Qt::UserRole, value);
ti->setData(1, Qt::UserRole + 2, "__flags");
ti->setData(0, Qt::UserRole + 1, QVariant::fromValue<QMetaProperty>(props.back()));
}
else if (props.back().isEnumType())
value.setValue<PropertyValuePair>(PropertyValuePair(props.back(), value));
//ti->setText(1, value.toString());
ti->setData(1, Qt::UserRole, value);
tli->addChild(ti);
//const_cast<QModelIndex & >(indexFromItem(ti, 1)).;
//if (pw != 0) setItemWidget(ti, 1, pw);
}
chue += 60;
chue %= 360;
}
active_ = true;
}
void PropertyEditor::refresh() {
}

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#ifndef PROPERTYEDITOR_H
#define PROPERTYEDITOR_H
#include <QTreeWidget>
#include <QHeaderView>
#include <QMetaProperty>
#include <QEvent>
#include <QDebug>
#include <QStyledItemDelegate>
#include <qpiconfigwidget.h>
class Delegate: public QStyledItemDelegate {
Q_OBJECT
public:
Delegate(QObject * parent = 0): QStyledItemDelegate() {ab = QBrush(QImage(":/icons/alpha.png"));}
QWidget * createEditor(QWidget * parent, const QStyleOptionViewItem & option, const QModelIndex & index) const {cmi = const_cast<QModelIndex & >(index); return widgetForProperty(parent, index);}
void setEditorData(QWidget * editor, const QModelIndex & index) const {setWidgetProperty(editor, index.data(Qt::UserRole));}
void setModelData(QWidget * editor, QAbstractItemModel * model, const QModelIndex & index) const;
void updateEditorGeometry(QWidget * editor, const QStyleOptionViewItem & option, const QModelIndex & index) const {editor->setGeometry(option.rect);}
void paint(QPainter * painter, const QStyleOptionViewItem & option, const QModelIndex & index) const;
private:
QWidget * widgetForProperty(QWidget * parent, const QModelIndex & index) const;
void setWidgetProperty(QWidget * w, const QVariant & value) const;
const QVariant widgetProperty(QWidget * w) const;
QString pointString(const QPoint & p) const {return QString::number(p.x()) + " x " + QString::number(p.y());}
QString pointString(const QPointF & p) const {return QString::number(p.x()) + " x " + QString::number(p.y());}
QString rectString(const QRect & r) const {return QString::number(r.x()) + " x " + QString::number(r.y()) + " : " +
QString::number(r.width()) + " x " + QString::number(r.height());}
QString rectString(const QRectF & r) const {return QString::number(r.x()) + " x " + QString::number(r.y()) + " : " +
QString::number(r.width()) + " x " + QString::number(r.height());}
QBrush ab;
mutable QModelIndex cmi;
private slots:
void changed() {setModelData((QWidget * )sender(), const_cast<QAbstractItemModel * >(cmi.model()), cmi);}
void changedFlag();
};
typedef QPair<QMetaProperty, QVariant> PropertyValuePair;
Q_DECLARE_METATYPE (PropertyValuePair)
Q_DECLARE_METATYPE (QMetaProperty)
class PropertyEditor: public QTreeWidget {
Q_OBJECT
public:
explicit PropertyEditor(QWidget * parent = 0);
virtual ~PropertyEditor();
void assignObject(QObject * o) {object = o; rebuild();}
protected:
void changeEvent(QEvent * e);
private:
void configTree();
void setItemBackColor(QTreeWidgetItem * i, const QColor & c) {i->setBackgroundColor(0, c); i->setBackgroundColor(1, c);}
void setItemForeColor(QTreeWidgetItem * i, const QColor & c) {i->setForeground(0, c); i->setForeground(1, c);}
void rebuild();
void refresh();
QObject * object;
QFont font_b;
QList<QMetaProperty> props;
bool active_;
private slots:
void itemClicked(QTreeWidgetItem * item, int column);
void itemChanged(QTreeWidgetItem * item, int column);
};
#endif // PROPERTYEDITOR_H

846
libs/qglview/qglview.cpp Normal file
View File

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "qglview.h"
#include <QApplication>
#include <QKeyEvent>
QGLView::QGLView(): OpenGLWindow(), fbo_selection(3) {
// setFrameShape(QFrame::NoFrame);
// setViewportUpdateMode(FullViewportUpdate);
// setCacheMode(CacheNone);
// setMouseTracking(true);
// setFocusPolicy(Qt::WheelFocus);
// setScene(new QGraphicsScene());
// setInteractive(true);
setIcon(QIcon("://icons/qglview.png"));
deleting_ = false;
timer = 0;
need_init_ = is_first_draw = true;
objects_.is_root = true;
objects_.view_ = this;
backColor_ = Qt::darkGray;
hoverHaloColor_ = QColor(195, 140, 255, 96);
selectionHaloColor_ = QColor(175, 255, 140);
ambientColor_ = QColor(10, 10, 10);
lastPos = QPoint(-1, -1);
lineWidth_ = 1.;
max_anisotropic = 1;
max_texture_chanels = 8;
cameraOrbit_ = lightEnabled_ = true;
shaders_supported = selecting_ = customMouseMove_ = false;
sel_button = Qt::LeftButton;
sel_mod = Qt::NoModifier;
renderer_ = nullptr;
fps_cnt = 0;
fps_tm = fps_ = 0.;
sel_obj = hov_obj = nullptr;
fogDensity_ = fogEnd_ = 1.;
fogStart_ = 0.;
fogMode_ = Exp;
hoverHaloFill_ = 0.333f;
selectionHaloFill_ = 0.5f;
//lmode = Simple;
shader_select = shader_halo = nullptr;
setFeature(qglMSAA, false);
setFeature(qglFXAA, false);
setFeature(qglLinearFiltering, true);
setFeature(qglAnisotropicLevel, 8);
setFeature(qglHDR, false);
setFeature(qglEyeAccomodationEnabled, false);
setFeature(qglEyeAccomodationTime, 16.);
setFeature(qglEyeAccomodationMaxSpeed, 0.2);
setFeature(qglBloomEnabled, false);
setFeature(qglBloomThreshold, 0.9);
setFeature(qglBloomFactor, 1.);
setFeature(qglBloomRadius, 8);
setFeature(qglMotionBlurEnabled, false);
setFeature(qglMotionBlurFactor, 1.);
setFeature(qglMotionBlurSteps, 8);
setFeature(qglShadowsEnabled, false);
setFeature(qglShadowsMapSize, 512);
setFeature(qglShadowsSoftEnabled, true);
setFeature(qglReflectionsEnabled, false);
setFeature(qglReflectionsBlur, true);
setFeature(qglSSAOEnabled, false);
setFeature(qglSSAORadius, 5);
setFeature(qglDepthOfFieldEnabled, false);
setFeature(qglDepthOfFieldAutoFocusEnabled, true);
setFeature(qglDepthOfFieldAutoFocusSpeed, 0.1);
setFeature(qglDepthOfFieldFocus, 1.);
setFeature(qglDepthOfFieldDiaphragm, 8.);
mouse_first = mouseSelect_ = hoverHalo_ = selectionHalo_ = true;
mouseRotate_ = true;
fogEnabled_ = is_init = grabMouse_ = shaders_bind = changed_ = false;
rmode = GLObjectBase::Fill;
sel_mode = QGLView::SingleSelection;
// sel_pen = QPen(Qt::black, 1, Qt::DashLine);
// sel_brush = QBrush(QColor(170, 100, 255, 120));
camera()->setAim(QVector3D());
camera()->setPos(QVector3D(2, 2, 2));
camera()->setName("Camera");
addObject(camera());
emit cameraPosChanged(camera()->pos());
//camera().aim_ = camera().pos_;
ktm_.restart();
}
QGLView::~QGLView() {
stop();
if (shader_select) delete shader_select;
if (shader_halo) delete shader_halo;
deleting_ = true;
}
void QGLView::stop() {
if (timer) killTimer(timer);
timer = 0;
}
void QGLView::start(float freq) {
stop();
timer = startTimer(freq <= 0.f ? 0 : int(1000.f / freq));
}
GLRendererBase * QGLView::renderer() {
return renderer_;
}
void QGLView::setRenderer(GLRendererBase * r, GLRendererBase ** prev) {
if (prev != nullptr) *prev = renderer_;
renderer_ = r;
}
void QGLView::addObject(GLObjectBase * o) {
objects_.addChild(o);
o->setView(this);
collectLights();
QList<GLObjectBase*> cl = o->children(true);
cl << o;
foreach (GLObjectBase * i, cl) {
emit objectAdded(i);
}
if (is_init) {
o->init();
}
}
int QGLView::objectsCount(bool all) {
if (!all) return objects_.childCount();
int cnt = 0;
objectsCountInternal(&cnt, &objects_);
return cnt;
}
void QGLView::removeObject(GLObjectBase * o, bool inChildren) {
o->setView(nullptr);
if (inChildren)
removeObjectInternal(o, &objects_);
else
objects_.removeChild(o);
objectDeleted(o);
}
void QGLView::removeObject(GLObjectBase & o, bool inChildren) {
removeObject(&o, inChildren);
}
void QGLView::clearObjects(bool deleteAll) {
removeObject(camera_);
objects_.clearChildren(deleteAll);
addObject(camera());
selectObject(nullptr);
hov_obj = nullptr;
}
QList<GLObjectBase *> QGLView::objects(bool all) {
return objects_.children(all);
}
int QGLView::lightsCount() const {
return lights_.size();
}
void QGLView::removeLight(int index) {
removeObject(lights_.at(index));
lights_.removeAt(index);
}
void QGLView::removeLight(Light * l) {
foreach (Light * i, lights_)
if (i == l) removeObject(i);
lights_.removeAll(l);
}
void QGLView::clearLights(bool deleteAll) {
if (deleteAll)
foreach (Light * i, lights_) delete i;
lights_.clear();
}
void QGLView::addTexture(const QString & path) {
textures_manager->addTexture(path);
}
void QGLView::addAnimation(const QString & dir, const QString & name) {
textures_manager->addAnimation(dir, name);
}
Light * QGLView::light(int index) {
return lights_[index];
}
Light * QGLView::light(const QString & name) {
foreach (Light * i, lights_)
if (i->name_ == name) return i;
return nullptr;
}
void QGLView::selectObject(GLObjectBase * o) {
if (o == sel_obj) return;
GLObjectBase * pso = sel_obj;
sel_obj = o;
emit selectionChanged(sel_obj, pso);
}
void QGLView::resizeEvent(QResizeEvent * e) {
renderLater();
}
void QGLView::timerEvent(QTimerEvent *) {
renderNow();
if (ktm_.elapsed() < QApplication::keyboardInputInterval()) return;
Qt::KeyboardModifiers km = QApplication::keyboardModifiers();
foreach (int i, keys_)
emit keyEvent((Qt::Key)i, km);
}
void QGLView::render() {
if (!isVisible()) return;
resizeGL(width(), height());
QRect g_rect(QPoint(), size());
emit glBeforePaint();
//qDebug() << "paintGL";
//QMutexLocker ml_v(&v_mutex);
glEnable(GL_CULL_FACE);
//glDisable(GL_CULL_FACE);
camera()->apply(aspect);
//objects_.preparePos(camera());
start_rp.cam_offset_matrix = camera()->offsetMatrix();
start_rp.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
//objects_.buildTransform();
/// Selection detect
//glClearFramebuffer(QColor(100, 0, 0, 0));
if (mouseSelect_) {
glReleaseTextures();
glEnableDepth();
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP);
glDisable(GL_MULTISAMPLE);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_RESCALE_NORMAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
fbo_selection.bind();
fbo_selection.setWriteBuffer(0);
glClearFramebuffer(QColor(0, 0, 0, 0));
if (shaders_supported && shader_select->isLinked()) shader_select->bind();
renderSelection();
if (shaders_supported && shader_select->isLinked()) shader_select->release();
uchar cgid[4] = {0, 0, 0, 0};
uint iid = 0;
GLObjectBase * so = nullptr;
if (!g_rect.contains(lastPos)) {
if (hov_obj != nullptr) {
hov_obj = nullptr;
emit hoverChanged(nullptr, hov_obj);
}
} else {
glReadPixels(lastPos.x(), height() - lastPos.y(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, cgid);
iid = uint(cgid[0] << 24) | uint(cgid[1] << 16) | uint(cgid[2] << 8) | cgid[3];
so = ids.value(iid, nullptr);
//qDebug() <<cgid[0]<<cgid[1]<<cgid[2]<<cgid[3]<< iid;
if (so != hov_obj) {
emit hoverChanged(so, hov_obj);
hov_obj = so;
}
//if (so != 0) qDebug() << sel_obj->name() << cgid[3];
}
if (selectionHalo_ && sel_obj) {
fbo_selection.setWriteBuffer(2);
renderHalo(sel_obj, qHash((quint64)sel_obj), selectionHaloColor_, selectionHaloFill_);
}
if (hoverHalo_ && hov_obj) {
fbo_selection.setWriteBuffer(1);
renderHalo(hov_obj, iid, hoverHaloColor_, hoverHaloFill_);
}
fbo_selection.release();
glEnableDepth();
/*glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);*/
}
camera()->apply(aspect);
start_rp.cam_offset_matrix = camera()->offsetMatrix();
cur_mvpm = start_rp.proj_matrix * start_rp.view_matrix * start_rp.cam_offset_matrix;
//objects_.preparePos(camera());
static GLRendererBase * prev_rend = nullptr;
glShadeModel(GL_SMOOTH);
if (prev_rend != renderer_) {
prev_rend = renderer_;
if (renderer_ != nullptr) {
renderer_->init(width(), height());
renderer_->resize(width(), height());
renderer_->reloadShaders();
}
}
emit glBeginPaint();
if (renderer_ != nullptr) {
renderer_->rp.prepare();
renderer_->prepareScene();
renderer_->renderScene();
}
emit glPainting();
glUseProgram(0);
if (selectionHalo_ || hoverHalo_) {
glReleaseTextures();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glClearFramebuffer(Qt::black, false);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_CUBE_MAP);
glDisable(GL_LIGHTING);
glDisableDepth();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if (selectionHalo_ && sel_obj) {
glBindTexture(GL_TEXTURE_2D, fbo_selection.colorTexture(2));
//qDebug() << "draw sel";
glDrawQuad();
}
if (hoverHalo_ && hov_obj) {
glBindTexture(GL_TEXTURE_2D, fbo_selection.colorTexture(1));
//qDebug() << "draw hover";
//glBindTexture(GL_TEXTURE_2D, textures_manager->loadTexture("batt_pn.jpg"));
glDrawQuad();
}
}
glResetAllTransforms();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
//glDisable(GL_BLEND);
//glDisable(GL_LIGHTING);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, textures_manager->loadTexture("batt_pn.jpg"));
//glDrawQuad();
emit glEndPaint();
/*releaseShaders();
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.3, 0.5, 0.8, 0.5);
glResetAllTransforms();
glBegin(GL_QUADS);
glTexCoord2f(0.f, 0.f); glVertex2f(-1.f, -1.f);
glTexCoord2f(1.f, 0.f); glVertex2f(1.f, -1.);
glTexCoord2f(1.f, 1.f); glVertex2f(1.f, 1.f);
glTexCoord2f(0.f, 1.f); glVertex2f(-1.f, 1.f);
glEnd();*/
/*
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo->texture());
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glColor3f(1.f, 1.f, 1.f);
glTexCoord2f(0.f, 0.f); glVertex2f(-1.f, -1.f);
glTexCoord2f(0.f, 1.f); glVertex2f(-1.f, 1.f);
glTexCoord2f(1.f, 1.f); glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 0.f); glVertex2f(1.f, -1.);
glEnd();
glEnable(GL_DEPTH_TEST);*/
fps_tm += time.elapsed();
time.restart();
fps_cnt++;
if (fps_tm < 1000.) return;
fps_ = fps_cnt / fps_tm * 1000.;
fps_tm = 0.;
fps_cnt = 0;
}
void QGLView::initialize() {
//initializeOpenGLFunctions();
glEnable(GL_TEXTURE_MAX_ANISOTROPY_EXT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnableDepth();
glEnable(GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glActiveTexture(GL_TEXTURE0 + 3);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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);
glActiveTexture(GL_TEXTURE0);
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
textures_manager->loadTextures();
objects_.initInternal();
checkCaps();
shader_select = new QOpenGLShaderProgram(context());
shader_halo = new QOpenGLShaderProgram(context());
reloadThisShaders();
is_init = true;
//resizeGL(width(), height());
need_init_ = false;
emit glInitializeDone();
}
void QGLView::renderHalo(const GLObjectBase * obj, const uint iid, const QColor & color, const float & fill) {
if (!shaders_supported) return;
if (!shader_halo) return;
if (!shader_halo->isLinked()) return;
if (obj) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_selection.colorTexture());
shader_halo->bind();
shader_halo->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_halo->setUniformValue("t0", 0);
shader_halo->setUniformValue("dt", QVector2D(1.f / width(), 1.f / height()));
shader_halo->setUniformValue("selected", QVector4D(float((iid >> 24) & 0xFF) / 255.f,
float((iid >> 16) & 0xFF) / 255.f,
float((iid >> 8) & 0xFF) / 255.f,
float( iid & 0xFF) / 255.f));
shader_halo->setUniformValue("color", color);
shader_halo->setUniformValue("fill", GLfloat(fill));
//qDebug() << "render halo" << iid << shader_halo->log() << shader_halo->programId();
glDisableDepth();
//glClearFramebuffer(color);
glDrawQuad(shader_halo);
glDepthMask(GL_TRUE);
//glFlush();
shader_halo->release();
} else {
glClearFramebuffer(Qt::black, false);
}
}
void QGLView::renderSelection() {
// cid = 1;
ids.clear();
if (shaders_supported) {
if (shader_select) {
if (shader_select->isLinked()) {
sh_id_loc = shader_select->uniformLocation("id");
shader_select->setUniformValue("z_far", GLfloat(depthEnd()));
shader_select->setUniformValue("z_near", GLfloat(depthStart()));
}
}
}
//qDebug() << sh_id_loc;
start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
glPushMatrix();
renderSingleSelection(objects_);
glPopMatrix();
}
void QGLView::renderSingleSelection(GLObjectBase & o) {
if (!o.isInit()) {
o.init();
o.loadTextures();
}
if (!o.visible_ || !o.select_) return;
QMatrix4x4 curview = start_rp.view_matrix * start_rp.cam_offset_matrix * o.itransform_;
uint id = qHash((quint64)&o);
ids.insert(id, &o);
glLineWidth(o.line_width > 0.f ? o.line_width : lineWidth_);
glPointSize(o.line_width > 0.f ? o.line_width : lineWidth_);
if (shaders_supported){
if (shader_select) {
if (shader_select->isLinked()) {
setUniformMatrices(shader_select, start_rp.proj_matrix, curview);
shader_select->setUniformValue(sh_id_loc, QVector4D(float((id >> 24) & 0xFF) / 255.f,
float((id >> 16) & 0xFF) / 255.f,
float((id >> 8) & 0xFF) / 255.f,
float(id & 0xFF) / 255.f));
}
}
} else {
setGLMatrix(curview);
glColor4f(float((id >> 24) & 0xFF) / 255.f,
float((id >> 16) & 0xFF) / 255.f,
float((id >> 8) & 0xFF) / 255.f,
float(id & 0xFF) / 255.f);
}
//qDebug() << o.name() << "assign to" << sh_id_loc << cid;
//glColor4f(float((cid >> 24) & 0xFF) / 255.f, float((cid >> 16) & 0xFF) / 255.f, float((cid >> 8) & 0xFF) / 255.f, float(cid & 0xFF) / 255.f);
// ++cid;
o.draw(nullptr, true);
foreach (GLObjectBase * i, o.children_)
renderSingleSelection(*i);
}
void QGLView::collectLights() {
lights_.clear();
collectObjectLights(&objects_);
}
void QGLView::objectDeleted(GLObjectBase * o) {
if (deleting_) return;
//qDebug() << "del" << o;
if (sel_obj == o) selectObject(nullptr);
if (hov_obj == o) hov_obj = nullptr;
collectLights();
}
void QGLView::collectObjectLights(GLObjectBase * o) {
if (o->type_ == GLObjectBase::glLight) {
lights_ << globject_cast<Light * >(o);
o->view_ = this;
}
foreach (GLObjectBase * i, o->children())
collectObjectLights(i);
}
void QGLView::objectsCountInternal(int * cnt, GLObjectBase * where) {
++(*cnt);
foreach (GLObjectBase * i, where->children_)
objectsCountInternal(cnt, i);
}
void QGLView::removeObjectInternal(GLObjectBase * o, GLObjectBase * where) {
foreach (GLObjectBase * i, where->children_) {
if (o == i)
where->removeChild(i);
else
removeObjectInternal(o, i);
objectDeleted(i);
}
}
void QGLView::checkCaps() {
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropic);
//glGetIntegerv(GL_MAX_TEXTURE_UNITS, &max_texture_chanels);
//qDebug() << max_texture_chanels;
//qDebug() << max_texture_chanels;
shaders_supported = QOpenGLShaderProgram::hasOpenGLShaderPrograms();
}
void QGLView::reloadThisShaders() {
if (!shaders_supported) return;
loadShaders(shader_select, "selection", "://shaders");
loadShaders(shader_halo, "selection_halo", "://shaders");
//loadShaders(shader_rope, "rope", "://shaders");
}
void QGLView::glReleaseTextures(int channels) {
for (int i = channels - 1; i >= 0; --i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
}
void QGLView::applyFog() {
GLfloat fog_col[4] = {float(fogColor_.redF()), float(fogColor_.greenF()), float(fogColor_.blueF()), .0f};
if (fogEnabled_) {
glEnable(GL_FOG);
glFogf(GL_FOG_DENSITY, fogDensity_);
glFogf(GL_FOG_START, fogStart_);
glFogf(GL_FOG_END, fogEnd_);
glFogi(GL_FOG_MODE, fogMode_);
fog_col[0] = fogColor_.redF();
fog_col[1] = fogColor_.greenF();
fog_col[2] = fogColor_.blueF();
glFogfv(GL_FOG_COLOR, fog_col);
} else glDisable(GL_FOG);
}
void QGLView::resizeGL(int width, int height) {
if (!is_init) return;
if (width <= 0 || height <= 0) return;
if (prev_size == QSize(width, height)) return;
prev_size = QSize(width, height);
aspect = float(width) / float(height);
if (renderer_) renderer_->resize(width, height);
mouse_first = true;
//qDebug() << "resize" << width << height;
fbo_selection.resize(width, height);
iaspect = (aspect == 0.f) ? 0. : 1 / aspect;
glViewport(0, 0, width, height);
emit glResize(width, height);
}
void QGLView::mouseReleaseEvent(QMouseEvent * e) {
// qDebug() << "mouseReleaseEvent" << e << isActive();
// QGraphicsView::mouseReleaseEvent(e);
//setCursor(QCursor(Qt::ArrowCursor));
selecting_ = false;
if (mouseSelect_ && e->button() == Qt::LeftButton) {
if ((lastPos - downPos).manhattanLength() < 8) {
if (sel_obj != hov_obj)
selectObject(hov_obj);
}
}
emit glMouseReleaseEvent(e);
}
void QGLView::mousePressEvent(QMouseEvent * e) {
// qDebug() << "mousePressEvent" << e << isActive();
// QGraphicsView::mousePressEvent(e);
// mouseThis_ = (scene()->itemAt(mapToScene(e->pos()) , QTransform() ) == 0);
selecting_ = false;
if (!QRect(QPoint(), size()).contains(e->pos())) return;
/// TODO select by rect
//if (e->button() == sel_button && e->modifiers() == sel_mod)
// selecting_ = true;
lastPos = e->pos();
downPos = lastPos;
//qDebug() << mouseThis_;
emit glMousePressEvent(e);
}
void QGLView::mouseMoveEvent(QMouseEvent * e) {
// qDebug() << "mouseMoveEvent" << e << isActive();
// QGraphicsView::mouseMoveEvent(e);
//lastPos = e->pos();
if (selecting_) {
return;
}
// if (!QRect(QPoint(), size()).contains(e->pos())) return;
//if (scene()->itemAt(mapToScene(e->pos())) != 0) return;
///qDebug() << e->x() << e->y();
QRect g_rect(QPoint(), size());
if (mouseRotate_) {
float dx = e->x() - lastPos.x();
float dy = e->y() - lastPos.y();
if (e->buttons() & Qt::LeftButton) {
//camera().angle_z += dx / 4.;
//camera().angle_xy += dy / 4.;
if (cameraOrbit_) {
camera()->orbitZ(dx / 4.f);
camera()->orbitXY(dy / 4.f);
} else {
camera()->rotateZ(dx / 4.f);
camera()->rotateXY(dy / 4.f);
}
emit cameraPosChanged(camera()->pos());
} else if (e->buttons() & Qt::RightButton) {
float ad = camera()->distance();
camera()->moveLeft(dx / 1000.f * ad);
camera()->moveUp(dy / 1000.f * ad);
//camera().pos.setX(camera().pos.x() + camera().pos.z() * dx / 500.);
//camera().pos.setY(camera().pos.y() - camera().pos.z() * dy / 500.);
emit cameraPosChanged(camera()->pos());
}
//lights[0]->pos_ = camera().pos();
}
if (customMouseMove_) emit customMouseMoveEvent(e->pos(), lastPos, e->buttons());
lastPos = e->pos();
if (grabMouse_) {
//if (!isrunning) return;
QCursor::setPos(mapToGlobal(QRect(QPoint(), size()).center()));
static bool mouse_sec = false;
if (mouse_sec) {
mouse_sec = false;
return;
}
if (mouse_first) {
mouse_first = false;
mouse_sec = true;
//qDebug() << "first" << e->pos();
return;
}
lastPos = g_rect.center();
int dx = e->x() - lastPos.x();
int dy = e->y() - lastPos.y();
emit glMouseMoveEvent(new QMouseEvent(QEvent::MouseMove, QPoint(dx, dy), e->button(), e->buttons(), e->modifiers()));
return;
}
emit glMouseMoveEvent(e);
}
void QGLView::wheelEvent(QWheelEvent * e) {
if (mouseRotate_) {
if (e->delta() > 0) camera()->flyCloser(0.1f); //camera().pos.setZ(camera().pos.z() - 0.1 * camera().pos.z());
if (e->delta() < 0) camera()->flyFarer(0.1f); //camera().pos.setZ(camera().pos.z() + 0.1 * camera().pos.z());
emit cameraPosChanged(camera()->pos());
}
emit glWheelEvent(e);
}
void QGLView::leaveEvent(QEvent * ) {
lastPos = QPoint(-1, -1);
//qDebug() << lastPos;
}
void QGLView::keyPressEvent(QKeyEvent * e) {
emit glKeyPressEvent(e);
if (e->key() > 0) keys_.insert(e->key());
if (e->key() == Qt::Key_F11) {
emit doubleClick();
}
}
void QGLView::keyReleaseEvent(QKeyEvent * e) {
emit glKeyReleaseEvent(e);
keys_.remove(e->key());
}
void QGLView::focusOutEvent(QFocusEvent *) {
keys_.clear();
}
void QGLView::mouseDoubleClickEvent(QMouseEvent * e) {
if (e->buttons().testFlag(Qt::MidButton))
emit doubleClick();
}
QByteArray QGLView::saveCamera() {
ChunkStream cs;
const Camera * c = camera();
cs.add(1, c->posX());
cs.add(2, c->posY());
cs.add(3, c->posZ());
cs.add(4, c->aim().x());
cs.add(5, c->aim().y());
cs.add(6, c->aim().z());
cs.add(7, c->angleZ());
cs.add(8, c->angleXY());
cs.add(9, c->angleRoll());
cs.add(10, c->FOV());
return cs.data();
}
void QGLView::restoreCamera(const QByteArray &ba) {
if (ba.isEmpty()) return;
ChunkStream cs(ba);
QVector3D pos, aim, ang;
while (!cs.atEnd()) {
switch (cs.read()) {
case 1: pos.setX(cs.getData<float>()); break;
case 2: pos.setY(cs.getData<float>()); break;
case 3: pos.setZ(cs.getData<float>()); break;
case 4: aim.setX(cs.getData<float>()); break;
case 5: aim.setY(cs.getData<float>()); break;
case 6: aim.setZ(cs.getData<float>()); break;
case 7: ang.setZ(cs.getData<float>()); break;
case 8: ang.setY(cs.getData<float>()); break;
case 9: ang.setX(cs.getData<float>()); break;
case 10: setFOV(cs.getData<float>()); break;
default: break;
}
}
camera()->setPos(pos);
camera()->setAim(aim);
camera()->setAngles(ang);
}
QByteArray QGLView::saveFeatures() {
QByteArray ba;
QDataStream ds(&ba, QIODevice::WriteOnly);
ds << features_;
return ba;
}
void QGLView::restoreFeatures(const QByteArray & ba) {
QHash<int, QVariant> f;
QDataStream ds(ba);
ds >> f;
features_ = f;
}

301
libs/qglview/qglview.h Normal file
View File

@@ -0,0 +1,301 @@
/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef QGLVIEW_H
#define QGLVIEW_H
#include "openglwindow.h"
#include "glframebuffer.h"
#include "glprimitives.h"
#include "glparticles_system.h"
#include "glrendererbase.h"
#include <QTime>
class QGLView: public OpenGLWindow, public QGLViewBase
{
friend class GLRendererBase;
friend class GLObjectBase;
Q_OBJECT
Q_PROPERTY (QColor backColor READ backColor WRITE setBackColor)
Q_PROPERTY (float lineWidth READ lineWidth WRITE setLineWidth)
Q_PROPERTY (float FOV READ FOV WRITE setFOV)
Q_PROPERTY (float depthStart READ depthStart WRITE setDepthStart)
Q_PROPERTY (float depthEnd READ depthEnd WRITE setDepthEnd)
Q_PROPERTY (QColor ambientColor READ ambientColor WRITE setAmbientColor)
Q_PROPERTY (QColor fogColor READ fogColor WRITE setFogColor)
Q_PROPERTY (float fogDensity READ fogDensity WRITE setFogDensity)
Q_PROPERTY (float fogStart READ fogStart WRITE setFogStart)
Q_PROPERTY (float fogEnd READ fogEnd WRITE setFogEnd)
Q_PROPERTY (FogMode fogMode READ fogMode WRITE setFogMode)
Q_PROPERTY (bool fogEnabled READ isFogEnabled WRITE setFogEnabled)
Q_PROPERTY (int renderMode READ renderMode WRITE setRenderMode)
Q_PROPERTY (bool grabMouse READ isGrabMouseEnabled WRITE setGrabMouseEnabled)
Q_PROPERTY (bool mouseRotate READ isMouseRotateEnabled WRITE setMouseRotateEnabled)
Q_PROPERTY (bool mouseSelection READ isMouseSelectionEnabled WRITE setMouseSelectionEnabled)
Q_PROPERTY (bool cameraOrbit READ isCameraOrbit WRITE setCameraOrbit)
Q_PROPERTY (bool hoverHalo READ isHoverHaloEnabled WRITE setHoverHaloEnabled)
Q_PROPERTY (QColor hoverHaloColor READ hoverHaloColor WRITE setHoverHaloColor)
Q_PROPERTY (float hoverHaloFillAlpha READ hoverHaloFillAlpha WRITE setHoverHaloFillAlpha)
Q_PROPERTY (bool selectionHalo READ isSelectionHaloEnabled WRITE setSelectionHaloEnabled)
Q_PROPERTY (QColor selectionHaloColor READ selectionHaloColor WRITE setSelectionHaloColor)
Q_PROPERTY (float selectionHaloFillAlpha READ selectionHaloFillAlpha WRITE setSelectionHaloFillAlpha)
Q_PROPERTY (Qt::MouseButton selectionButton READ selectionButton WRITE setSelectionButton)
Q_PROPERTY (Qt::KeyboardModifier selectionModifier READ selectionModifier WRITE setSelectionModifier)
Q_PROPERTY (SelectionMode selectionMode READ selectionMode WRITE setSelectionMode)
public:
QGLView();
virtual ~QGLView();
enum FogMode {Linear = GL_LINEAR, Exp = GL_EXP, Exp2 = GL_EXP2};
enum SelectionMode {NoSelection, SingleSelection, MultiSelection};
enum Feature {
qglMSAA,
qglFXAA,
qglLinearFiltering,
qglAnisotropicLevel,
qglHDR,
qglEyeAccomodationEnabled,
qglEyeAccomodationTime,
qglEyeAccomodationMaxSpeed,
qglBloomEnabled,
qglBloomThreshold,
qglBloomFactor,
qglBloomRadius,
qglMotionBlurEnabled,
qglMotionBlurFactor,
qglMotionBlurSteps,
qglShadowsEnabled,
qglShadowsMapSize,
qglShadowsSoftEnabled,
qglReflectionsEnabled,
qglReflectionsBlur,
qglSSAOEnabled,
qglSSAORadius,
qglDepthOfFieldEnabled,
qglDepthOfFieldAutoFocusEnabled,
qglDepthOfFieldAutoFocusSpeed,
qglDepthOfFieldFocus,
qglDepthOfFieldDiaphragm
};
Q_ENUMS (FogMode)
Q_ENUMS (SelectionMode)
void stop();
void start(float freq = 60.);
GLRendererBase * renderer();
void setRenderer(GLRendererBase * r, GLRendererBase ** prev = nullptr);
QColor backColor() const {return backColor_;}
float lineWidth() const {return lineWidth_;}
float FOV() const {return camera()->fov_;}
float depthStart() const {return camera()->depth_start;}
float depthEnd() const {return camera()->depth_end;}
float currentFPS() const {return fps_;}
int maxAnisotropicLevel() const {return max_anisotropic;}
QColor ambientColor() const {return ambientColor_;}
QColor fogColor() const {return fogColor_;}
float fogDensity() const {return fogDensity_;}
float fogStart() const {return fogStart_;}
float fogEnd() const {return fogEnd_;}
FogMode fogMode() const {return fogMode_;}
bool isFogEnabled() const {return fogEnabled_;}
bool isLightEnabled() const {return lightEnabled_;}
bool isGrabMouseEnabled() const {return grabMouse_;}
bool isMouseRotateEnabled() const {return mouseRotate_;}
bool isMouseSelectionEnabled() const {return mouseSelect_;}
bool isCameraOrbit() const {return cameraOrbit_;}
bool isHoverHaloEnabled() const {return hoverHalo_;}
QColor hoverHaloColor() const {return hoverHaloColor_;}
float hoverHaloFillAlpha() const {return hoverHaloFill_;}
bool isSelectionHaloEnabled() const {return selectionHalo_;}
QColor selectionHaloColor() const {return selectionHaloColor_;}
float selectionHaloFillAlpha() const {return selectionHaloFill_;}
QVariant feature(Feature f) const {return features_.value(int(f));}
QVariant setFeature(Feature f, const QVariant & value) {QVariant ret = features_.value(int(f)); features_[int(f)] = value; return ret;}
bool isFeatureEnabled(Feature f) const {return features_[int(f)].toBool();}
int renderMode() const {return (int)rmode;}
void setRenderMode(int mode) {rmode = (GLObjectBase::RenderMode)mode;}
void addObject(GLObjectBase * o);
// void addObject(GLObjectBase & o) {addObject(&o);}
int objectsCount(bool all = false);
void removeObject(GLObjectBase * o, bool inChildren = true);
void removeObject(GLObjectBase & o, bool inChildren = true);
void clearObjects(bool deleteAll = false);
QList<GLObjectBase * > objects(bool all = false);
int lightsCount() const;
void removeLight(int index);
void removeLight(Light * l);
void clearLights(bool deleteAll = false);
QList<Light * > lights() {return lights_;}
void addTexture(const QString & path);
void addAnimation(const QString & dir, const QString & name);
const GLObjectBase & rootObject() {return objects_;}
GLObjectBase * object(int index) {return objects_.child(index);}
GLObjectBase * object(const QString & name) {return objects_.child(name);}
Light * light(int index);
Light * light(const QString & name);
SelectionMode selectionMode() const {return sel_mode;}
Qt::MouseButton selectionButton() const {return sel_button;}
Qt::KeyboardModifier selectionModifier() const {return sel_mod;}
void setSelectionMode(SelectionMode v) {sel_mode = v;}
void setSelectionButton(Qt::MouseButton v) {sel_button = v;}
void setSelectionModifier(Qt::KeyboardModifier v) {sel_mod = v;}
void selectObject(GLObjectBase * o);
GLObjectBase * selectedObject() const {return sel_obj;}
void glReleaseTextures(int channels = 8);
QByteArray saveCamera();
void restoreCamera(const QByteArray & ba);
QByteArray saveFeatures();
void restoreFeatures(const QByteArray & ba);
GLfloat aspect, iaspect;
QMatrix4x4 cur_mvpm;
protected:
void render();
void resizeEvent(QResizeEvent * e);
void timerEvent(QTimerEvent * );
void initialize();
void resizeGL(int width, int height);
void mousePressEvent(QMouseEvent * e);
void mouseMoveEvent(QMouseEvent * e);
void mouseReleaseEvent(QMouseEvent * e);
void wheelEvent(QWheelEvent * e);
void leaveEvent(QEvent * );
void mouseDoubleClickEvent(QMouseEvent * e);
void keyPressEvent(QKeyEvent * e);
void keyReleaseEvent(QKeyEvent * e);
void focusOutEvent(QFocusEvent *);
void applyFog();
void renderSelection();
void checkCaps();
void collectLights();
private:
void objectDeleted(GLObjectBase * o);
void collectObjectLights(GLObjectBase * o);
void objectsCountInternal(int * cnt, GLObjectBase * where);
void removeObjectInternal(GLObjectBase * o, GLObjectBase * where);
void renderSingleSelection(GLObjectBase & o);
//void renderSingleShadow(GLObjectBase & o);
void renderHalo(const GLObjectBase * obj, const uint iid, const QColor & color, const float & fill);
void reloadThisShaders();
void processKeys();
bool setupViewport();
QPoint lastPos, downPos;
GLObjectBase objects_;
QList<Light * > lights_;
// uint cid;
QHash<uint, GLObjectBase * > ids;
QSet<int> keys_;
FogMode fogMode_;
QColor backColor_, fogColor_, ambientColor_, hoverHaloColor_, selectionHaloColor_;
QTime time, ktm_;
GLint max_anisotropic, max_texture_chanels;
GLObjectBase::RenderMode rmode;
GLObjectBase * sel_obj, * hov_obj;
GLFramebuffer fbo_selection;
QOpenGLShaderProgram * shader_select, * shader_halo;
GLRendererBase * renderer_;
SelectionMode sel_mode;
Qt::MouseButton sel_button;
Qt::KeyboardModifier sel_mod;
GLRendererBase::RenderingParameters start_rp;
QHash<int, QVariant> features_;
QSize prev_size;
float lineWidth_;
float fogDensity_, fogStart_, fogEnd_, fps_, fps_tm, hoverHaloFill_, selectionHaloFill_, m_motionBlurFactor;
int timer, fps_cnt, sh_id_loc, deleting_;
bool is_first_draw, is_init, fogEnabled_, lightEnabled_, grabMouse_, mouse_first, mouseRotate_, mouseSelect_, customMouseMove_;
bool shaders_supported, changed_, cameraOrbit_, need_init_;
bool hoverHalo_, selectionHalo_, shaders_bind, selecting_;
public slots:
void setBackColor(const QColor & arg) {backColor_ = arg;}
void setLineWidth(const float & arg) {lineWidth_ = arg;}
void setFOV(const float & arg) {camera()->fov_ = arg;}
void setDepthStart(const float & arg) {camera()->depth_start = arg;}
void setDepthEnd(const float & arg) {camera()->depth_end = arg;}
void setAmbientColor(const QColor & arg) {ambientColor_ = arg;}
void setFogColor(const QColor & arg) {fogColor_ = arg;}
void setFogDensity(const float & arg) {fogDensity_ = arg;}
void setFogStart(const float & arg) {fogStart_ = arg;}
void setFogEnd(const float & arg) {fogEnd_ = arg;}
void setFogMode(const FogMode & arg) {fogMode_ = arg;}
void setFogEnabled(const bool & arg) {fogEnabled_ = arg;}
void setLightEnabled(const bool & arg) {lightEnabled_ = arg;}
void setGrabMouseEnabled(const bool & arg) {grabMouse_ = arg; mouse_first = true;}
void setMouseRotateEnabled(const bool & arg) {mouseRotate_ = arg;}
void setMouseSelectionEnabled(const bool & arg) {mouseSelect_ = arg;}
void setCustomMouseMove(const bool & arg) {customMouseMove_ = arg;}
void setCameraOrbit(const bool & arg) {cameraOrbit_ = arg;}
void setHoverHaloEnabled(const bool & arg) {hoverHalo_ = arg;}
void setHoverHaloColor(const QColor & arg) {hoverHaloColor_ = arg;}
void setHoverHaloFillAlpha(const float & arg) {hoverHaloFill_ = arg;}
void setSelectionHaloEnabled(const bool & arg) {selectionHalo_ = arg;}
void setSelectionHaloColor(const QColor & arg) {selectionHaloColor_ = arg;}
void setSelectionHaloFillAlpha(const float & arg) {selectionHaloFill_ = arg;}
void reloadShaders() {if (renderer_ != nullptr) renderer_->reloadShaders(); reloadThisShaders();}
void deselect() {sel_obj = nullptr;}
signals:
void glBeforePaint();
void glBeginPaint();
void glPainting();
void glEndPaint();
void glKeyPressEvent(QKeyEvent * e);
void glKeyReleaseEvent(QKeyEvent * e);
void glMousePressEvent(QMouseEvent * e);
void glMouseMoveEvent(QMouseEvent * e);
void glMouseReleaseEvent(QMouseEvent * e);
void glWheelEvent(QWheelEvent * e);
void glResize(int, int);
void glInitializeDone();
void cameraPosChanged(QVector3D pos);
void keyEvent(Qt::Key key, Qt::KeyboardModifiers mod);
void customMouseMoveEvent(QPoint curpos, QPoint lastpos, Qt::MouseButtons buttons);
void hoverChanged(GLObjectBase * cur, GLObjectBase * prev);
void selectionChanged(GLObjectBase * cur, GLObjectBase * prev);
void objectAdded(GLObjectBase * );
void doubleClick();
};
#endif // QGLVIEW_H

76
libs/qglview/qglview.qrc Normal file
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<RCC>
<qresource prefix="/">
<file>icons/document-save-all.png</file>
<file>icons/document-new.png</file>
<file>icons/document-import.png</file>
<file>icons/dialog-close.png</file>
<file>icons/edit-clear.png</file>
<file>icons/edit-guides.png</file>
<file>icons/type-camera.png</file>
<file>icons/type-geo.png</file>
<file>icons/type-light.png</file>
<file>icons/view-grid.png</file>
<file>icons/zoom-fit-best.png</file>
<file>icons/configure.png</file>
<file>icons/document-save.png</file>
<file>icons/edit-clear-locationbar-rtl.png</file>
<file>icons/edit-find.png</file>
<file>icons/list-add.png</file>
<file>icons/edit-delete.png</file>
<file>icons/item.png</file>
<file>icons/node-add.png</file>
<file>icons/application-exit.png</file>
<file>icons/document-open.png</file>
<file>icons/document-save-.png</file>
<file>icons/node.png</file>
<file>icons/edit-copy.png</file>
<file>icons/edit-paste.png</file>
<file>icons/qglview.png</file>
<file>shaders/bloom_0.frag</file>
<file>shaders/bloom_1.frag</file>
<file>shaders/bloom_pass_0.frag</file>
<file>shaders/bloom_pass_0.vert</file>
<file>shaders/bloom_pass_1.frag</file>
<file>shaders/bloom_pass_1.vert</file>
<file>shaders/downscale.frag</file>
<file>shaders/downscale.vert</file>
<file>shaders/dsl_pass_0.frag</file>
<file>shaders/dsl_pass_0.vert</file>
<file>shaders/dsl_pass_1.frag</file>
<file>shaders/dsl_pass_1.vert</file>
<file>shaders/dsl_pass_2.frag</file>
<file>shaders/dsl_pass_2.vert</file>
<file>shaders/fbo_add.frag</file>
<file>shaders/fbo_add.vert</file>
<file>shaders/FXAA.frag</file>
<file>shaders/FXAA.vert</file>
<file>shaders/hdr.frag</file>
<file>shaders/hdr.vert</file>
<file>shaders/hdr_scale_0.frag</file>
<file>shaders/hdr_scale_1.frag</file>
<file>shaders/light_models.frag</file>
<file>shaders/motion_blur.frag</file>
<file>shaders/motion_blur.vert</file>
<file>shaders/post.frag</file>
<file>shaders/ppl.frag</file>
<file>shaders/ppl.vert</file>
<file>shaders/selection.frag</file>
<file>shaders/selection.vert</file>
<file>shaders/selection_halo.frag</file>
<file>shaders/selection_halo.vert</file>
<file>shaders/shadow.frag</file>
<file>shaders/shadow.vert</file>
<file>shaders/ssao_blur.frag</file>
<file>shaders/ssao_blur.vert</file>
<file>shaders/ssao_merge.frag</file>
<file>shaders/ssao_merge.vert</file>
<file>shaders/ssr.frag</file>
<file>shaders/ssr.vert</file>
<file>shaders/ssr_blur.frag</file>
<file>shaders/ssr_blur.vert</file>
<file>shaders/ssr_merge.frag</file>
<file>shaders/ssr_merge.vert</file>
<file>shaders/dof.frag</file>
<file>shaders/dof.vert</file>
</qresource>
</RCC>

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/*
Stanley Designer
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 <http://www.gnu.org/licenses/>.
*/
#include <QApplication>
#include <QDebug>
#include <QDir>
#include "qglview_window.h"
int main(int argc, char ** argv) {
QApplication a(argc, argv);
a.setAttribute(Qt::AA_UseHighDpiPixmaps, true);
QGLViewWindow w;
w.show();
QStringList al(a.arguments());
al.pop_front();
foreach (QString s, al)
w.loadFile(s);
return a.exec();
}

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/*
Stanley Designer
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 <http://www.gnu.org/licenses/>.
*/
#include "qglview_window.h"
#include "loader_qgl.h"
#include "loader_ase.h"
#include "loader_3ds.h"
#include "loader_obj.h"
#include "loader_dae.h"
#include <QGraphicsRectItem>
#include <QImageReader>
#include <QMessageBox>
QGLViewWindow::QGLViewWindow(QWidget * parent): QMainWindow(parent), Ui::QGLViewWindow() {
setupUi(this);
session.setFile("session_qglview_test.conf");
session.addEntry(this);
icon_geo = QIcon(":/icons/type-geo.png");
icon_camera = QIcon(":/icons/type-camera.png");
icon_light = QIcon(":/icons/type-light.png");
QAction * a = new QAction(QIcon(":/icons/edit-delete.png"), "Remove");
connect(a, SIGNAL(triggered()), this, SLOT(removeObjects()));
treeObjects->addAction(a);
spinViewLineWidth->setValue(lineThickness()*2);
sel_obj = nullptr;
view->view()->camera()->setAim(QVector3D());
view->view()->camera()->setPos(QVector3D(2, 2, 2));
// view->setFrameShape(QFrame::NoFrame);
view->view()->setRenderer(new RendererSimple(view->view()));
view->view()->setMouseRotateEnabled(true);
view->view()->setMouseSelectionEnabled(true);
view->view()->setSelectionHaloEnabled(true);
view->view()->setHoverHaloEnabled(true);
view->view()->setHoverHaloFillAlpha(0.);
view->view()->setSelectionHaloFillAlpha(0.);
view->view()->setBackColor(Qt::lightGray);
view->view()->setDepthStart(0.1);
view->view()->setDepthEnd(100000.);
spinFOV->setValue(view->view()->FOV());
spinDepthStart->setValue(view->view()->depthStart());
spinDepthEnd->setValue(view->view()->depthEnd());
groupHoverHalo->setChecked(view->view()->isHoverHaloEnabled());
groupSelectionHalo->setChecked(view->view()->isSelectionHaloEnabled());
spinHoverHaloFill->setValue(view->view()->hoverHaloFillAlpha());
spinSelectionHaloFill->setValue(view->view()->selectionHaloFillAlpha());
colorHoverHalo->setColor(view->view()->hoverHaloColor());
colorSelectionHalo->setColor(view->view()->selectionHaloColor());
checkFXAA->setChecked(view->view()->isFeatureEnabled(QGLView::qglFXAA));
checkMSAA->setChecked(view->view()->isFeatureEnabled(QGLView::qglMSAA));
colorBack->setColor(view->view()->backColor());
colorAmbient->setColor(view->view()->ambientColor());
checkCameraOrbit->setChecked(view->view()->isCameraOrbit());
groupShadows->setChecked(view->view()->isFeatureEnabled(QGLView::qglShadowsEnabled));
groupEyeAccomodation->setChecked(view->view()->isFeatureEnabled(QGLView::qglEyeAccomodationEnabled));
groupBloom->setChecked(view->view()->isFeatureEnabled(QGLView::qglBloomEnabled));
groupMotionBlur->setChecked(view->view()->isFeatureEnabled(QGLView::qglMotionBlurEnabled));
groupReflections->setChecked(view->view()->isFeatureEnabled(QGLView::qglReflectionsEnabled));
checkSoftShadows->setChecked(view->view()->isFeatureEnabled(QGLView::qglShadowsSoftEnabled));
groupSSAO->setChecked(view->view()->isFeatureEnabled(QGLView::qglSSAOEnabled));
spinAccom->setValue(view->view()->feature(QGLView::qglEyeAccomodationTime).toDouble());
spinAccomMS->setValue(view->view()->feature(QGLView::qglEyeAccomodationMaxSpeed).toDouble());
checkReflectionsBlur->setChecked(view->view()->isFeatureEnabled(QGLView::qglReflectionsBlur));
spinShadowmapSize->setValue(view->view()->feature(QGLView::qglShadowsMapSize).toInt());
spinMotionBlurFactor->setValue(view->view()->feature(QGLView::qglMotionBlurFactor).toDouble());
spinMotionBlurSteps->setValue(view->view()->feature(QGLView::qglMotionBlurSteps).toInt());
spinBloomFactor->setValue(view->view()->feature(QGLView::qglBloomFactor).toDouble());
spinBloomRadius->setValue(view->view()->feature(QGLView::qglBloomRadius).toInt());
spinBloomThreshold->setValue(view->view()->feature(QGLView::qglBloomThreshold).toDouble());
spinSSAORadius->setValue(view->view()->feature(QGLView::qglSSAORadius).toInt());
groupDOF->setChecked(view->view()->isFeatureEnabled(QGLView::qglDepthOfFieldEnabled));
checkDOFAutoFocus->setChecked(view->view()->isFeatureEnabled(QGLView::qglDepthOfFieldAutoFocusEnabled));
spinDOFFocus->setValue(view->view()->feature(QGLView::qglDepthOfFieldFocus).toDouble());
spinDOFDiaphragm->setValue(view->view()->feature(QGLView::qglDepthOfFieldDiaphragm).toDouble());
spinDOFSpeed->setValue(view->view()->feature(QGLView::qglDepthOfFieldAutoFocusSpeed).toDouble());
axis = new GLObjectBase();
GLObjectBase * obj;
float al = 1.;
obj = new GLPrimitiveLine(QVector3D(0, 0, -al), QVector3D(0, 0, al));
obj->material().color_diffuse = Qt::darkBlue; obj->setAcceptLight(false);
axis->addChild(obj);
obj = new GLPrimitiveLine(QVector3D(-al, 0, 0), QVector3D(al, 0, 0));
obj->material().color_diffuse = Qt::darkRed; obj->setAcceptLight(false);
axis->addChild(obj);
obj = new GLPrimitiveLine(QVector3D(0, -al, 0), QVector3D(0, al, 0));
obj->material().color_diffuse = Qt::darkGreen; obj->setAcceptLight(false);
axis->addChild(obj);
view->view()->addObject(axis);
cam_light = new Light();
cam_light->intensity = 0.5;
cam_light->setName("Camera_Light");
view->view()->camera()->addChild(cam_light);
view->view()->start(-1);
startTimer(1000/60);
connect(view->view(), SIGNAL(selectionChanged(GLObjectBase*,GLObjectBase*)), this, SLOT(selectionChanged(GLObjectBase*,GLObjectBase*)));
connect(view->view(), SIGNAL(keyEvent(Qt::Key, Qt::KeyboardModifiers)), this, SLOT(view_keyEvent(Qt::Key, Qt::KeyboardModifiers)));
connect(matEditor, SIGNAL(changed()), this, SLOT(materialChanged()));
//view->view()->addObject(&partsys);
partsys.material().color_diffuse = Qt::red;
treeProps->assignObject(&partsys);
session.load();
}
QGLViewWindow::~QGLViewWindow() {
session.save();
//delete ps;
}
void QGLViewWindow::changeEvent(QEvent * e) {
QMainWindow::changeEvent(e);
if (e->type() == QEvent::LanguageChange) {
retranslateUi(this);
return;
}
}
void QGLViewWindow::timerEvent(QTimerEvent * ) {
//static double t = 0.;
//cam_light->intensity = checkCameraLight->isChecked() ? 0.5 : 0.;
cam_light->setVisible(checkCameraLight->isChecked());
//((RendererSimple*)(view->view()->renderer()))->mpos = view->view()->mapFromGlobal(QCursor::pos());
statusBar()->showMessage(QString("FPS: %1").arg(QString::number(view->view()->currentFPS(), 'f', 2)));
}
void QGLViewWindow::loadFile(const QString & path) {
prev_path = path;
importFile(path);
}
void QGLViewWindow::importFile(const QString & path) {
QApplication::setOverrideCursor(Qt::WaitCursor);
QFileInfo fi(path);
GLObjectBase * o = nullptr;
if (fi.suffix().toLower() == "qgl") o = loadFromQGLFile(path);
if (fi.suffix().toLower() == "ase") o = loadFromASEFile(path);
if (fi.suffix().toLower() == "3ds") o = loadFrom3DSFile(path);
if (fi.suffix().toLower() == "obj") o = loadFromOBJFile(path);
if (fi.suffix().toLower() == "dae") o = loadFromDAEFile(path);
QApplication::restoreOverrideCursor();
if (!o) {
QMessageBox::critical(this, "Import", "Can`t load " + path + "!");
return;
}
o->setName(fi.baseName());
view->view()->addObject(o);
objectsTreeChanged();
}
void QGLViewWindow::makeObjetTree(const GLObjectBase * o, QTreeWidgetItem * ti) {
if (o == axis) return;
for (int i = 0; i < o->childCount(); ++i) {
const GLObjectBase * co = o->child(i);
QTreeWidgetItem * ci = new QTreeWidgetItem(ti);
ci->setText(0, co->name());
ci->setData(0, Qt::UserRole, quintptr(co));
switch (co->type()) {
case GLObjectBase::glMesh: ci->setIcon(0, icon_geo); break;
case GLObjectBase::glLight: ci->setIcon(0, icon_light); break;
case GLObjectBase::glCamera: ci->setIcon(0, icon_camera); break;
default: break;
}
makeObjetTree(co, ci);
}
}
void QGLViewWindow::selectionChanged(GLObjectBase * cur, GLObjectBase *) {
sel_obj = cur;
//qDebug() << "selected" << (cur != 0 ? cur->name() : "0");
labelName->setText(cur != nullptr ? cur->name() : "");
/**if (cur == 0) box->hide();
else {
box->setScale(cur->boundingBox().size());
box->setPos(cur->boundingBox().pos());
Box3D b = cur->boundingBox().movedTo(-cur->boundingBox().center());
b.z = -b.z - b.height;
ps->setEmitterRect(b);
cur->addChild(box);
box->show();
}*/
objectEditor->setObject(sel_obj);
if (sel_obj == nullptr) return;
matEditor->setMaterial(sel_obj->material());
//qDebug() << sel_obj->boundingBox();
}
void QGLViewWindow::materialChanged() {
if (sel_obj == nullptr) return;
sel_obj->setMaterial(matEditor->material());
}
void QGLViewWindow::on_comboRenderer_currentIndexChanged(int val) {
GLRendererBase * pr = nullptr;
switch (val) {
case 0: view->view()->setRenderer(new RendererSimple(view->view()), &pr); break;
case 1: view->view()->setRenderer(new RendererDeferredShading(view->view()), &pr); break;
//case 2: view->view()->setRenderer(new RendererRT(view), &pr); break;
}
if (pr != nullptr) delete pr;
}
void QGLViewWindow::on_actionReset_triggered() {
view->view()->removeObject(axis, false);
view->view()->clearObjects(true);
view->view()->addObject(axis);
objectsTreeChanged();
}
void QGLViewWindow::on_actionImport_triggered() {
QStringList fl = QFileDialog::getOpenFileNames(this, "Select files", prev_path, "Supported types(*.qgl *.ase *.3ds *.obj *.dae);;"
"QGLView(*.qgl);;"
"Ascii Scene Export(*.ase);;"
"3D Studio(*.3ds);;"
"Wavefront OBJ(*.obj);;"
"Collada(*.dae)");
if (fl.isEmpty()) return;
prev_path = fl.back();
foreach (QString f, fl)
importFile(f);
}
void QGLViewWindow::on_actionSave_triggered() {
QString f = QFileDialog::getSaveFileName(this, "Select file", prev_path, "QGLView(*.qgl)");
if (f.isEmpty()) return;
if (f.right(4).toLower() != ".qgl")
f += ".qgl";
prev_path = f;
view->view()->removeObject(axis);
QApplication::setOverrideCursor(Qt::WaitCursor);
saveToQGLFile(f, &(view->view()->rootObject()));
QApplication::restoreOverrideCursor();
view->view()->addObject(axis);
}
void QGLViewWindow::on_actionSaveSelected_triggered() {
if (!sel_obj) return;
QString f = QFileDialog::getSaveFileName(this, "Select file", prev_path, "QGLView(*.qgl)");
if (f.isEmpty()) return;
if (f.right(4).toLower() != ".qgl")
f += ".qgl";
prev_path = f;
QApplication::setOverrideCursor(Qt::WaitCursor);
saveToQGLFile(f, sel_obj);
QApplication::restoreOverrideCursor();
}
void QGLViewWindow::on_actionOpen_triggered() {
QString f = QFileDialog::getOpenFileName(this, "Select file", prev_path, "Supported types(*.qgl *.ase *.3ds *.obj *.dae);;"
"QGLView(*.qgl);;"
"Ascii Scene Export(*.ase);;"
"3D Studio(*.3ds);;"
"Wavefront OBJ(*.obj);;"
"Collada(*.dae)");
if (f.isEmpty()) return;
prev_path = f;
importFile(f);
}
void QGLViewWindow::view_keyEvent(Qt::Key k, Qt::KeyboardModifiers m) {
//qDebug() << k;
double spd = 0.2;
if (m.testFlag(Qt::ShiftModifier))
spd = 0.5;
switch (k) {
case Qt::Key_W: view->view()->camera()->moveForward(spd); break;
case Qt::Key_S: view->view()->camera()->moveBackward(spd); break;
case Qt::Key_A: view->view()->camera()->moveLeft(spd); break;
case Qt::Key_D: view->view()->camera()->moveRight(spd); break;
default: break;
}
}
void QGLViewWindow::on_treeObjects_itemClicked(QTreeWidgetItem * ti, int) {
((GLObjectBase*)(ti->data(0, Qt::UserRole).toULongLong()))->select();
//qDebug() << ((GLObjectBase*)(ti->data(0, Qt::UserRole).toULongLong()))->type();
if (sel_obj->type() == GLObjectBase::glCamera)
view->view()->setCamera((Camera*)sel_obj);
}
void QGLViewWindow::removeObjects() {
QList<QTreeWidgetItem*> sil = treeObjects->selectedItems();
foreach (QTreeWidgetItem * i, sil) {
GLObjectBase * o = (GLObjectBase*)(i->data(0, Qt::UserRole).toULongLong());
delete o;
}
qDeleteAll(sil);
}
void QGLViewWindow::objectsTreeChanged() {
treeObjects->clear();
makeObjetTree(&(view->view()->rootObject()), treeObjects->invisibleRootItem());
treeObjects->expandAll();
}
void QGLViewWindow::on_pushButton_clicked() {
//view->view()->removeLight(view->view()->lightsCount() - 1);
//setWindowTitle(QString::number(view->view()->lightsCount()));
QVector3D wp = view->view()->light(0)->worldPos();
view->view()->camera()->setPos(wp);
view->view()->camera()->setAim(wp + (view->view()->light(0)->worldTransform() * QVector4D(view->view()->light(0)->direction)).toVector3D()*100);
}
void QGLViewWindow::on_pushButton_3_clicked() {
QList<GLObjectBase * > ol = view->view()->objects(true);
qDebug() << ol.size();
foreach (GLObjectBase * i, ol) {
i->VBO().rebuffer();
}
}

View File

@@ -0,0 +1,145 @@
/*
Stanley Designer
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 <http://www.gnu.org/licenses/>.
*/
#ifndef QGLVIEWWINDOW_H
#define QGLVIEWWINDOW_H
#include <QTranslator>
#include <QInputDialog>
#include <QFileDialog>
#include <QColorDialog>
#include <QCloseEvent>
#include <QClipboard>
#include <QRadioButton>
#include <QUrl>
#include <QThread>
#include <QTime>
#include <QSplitter>
#include "ui_qglview_window.h"
#include "loader_3ds.h"
#include "loader_ase.h"
#include "renderer_simple.h"
#include "renderer_deferred_shading.h"
#include "session_manager.h"
//#include "renderer_rt.h"
#include "glparticles_system.h"
#include "qglview.h"
#include "ui_qglview_window.h"
class QGLViewWindow: public QMainWindow, public Ui::QGLViewWindow
{
Q_OBJECT
public:
QGLViewWindow(QWidget * parent = 0);
~QGLViewWindow();
void loadFile(const QString & path);
private:
// Qt`s overloaded
void changeEvent(QEvent * e);
void timerEvent(QTimerEvent * );
void importFile(const QString & path);
void makeObjetTree(const GLObjectBase * o, QTreeWidgetItem * ti);
QTranslator translator;
QIcon icon_geo, icon_camera, icon_light;
QString prev_path;
GLObjectBase * sel_obj, * axis;
Light * cam_light;
GLPrimitiveCube * box;
Material m;
SessionManager session;
bool isChanged;
GLParticlesSystem partsys;
private slots:
void on_spinFOV_valueChanged(double val) {view->view()->setFOV(val);}
void on_spinDepthStart_valueChanged(double val) {view->view()->setDepthStart(val);}
void on_spinDepthEnd_valueChanged(double val) {view->view()->setDepthEnd(val);}
void on_comboRenderer_currentIndexChanged(int val);
void on_comboViewRenderMode_currentIndexChanged(int val) {static int modes[] = {GL_POINT, GL_LINE, GL_FILL}; view->view()->setRenderMode((GLObjectBase::RenderMode)modes[val]);}
void on_groupHoverHalo_clicked(bool val) {view->view()->setHoverHaloEnabled(val);}
void on_groupSelectionHalo_clicked(bool val) {view->view()->setSelectionHaloEnabled(val);}
void on_spinHoverHaloFill_valueChanged(double val) {view->view()->setHoverHaloFillAlpha(val);}
void on_spinSelectionHaloFill_valueChanged(double val) {view->view()->setSelectionHaloFillAlpha(val);}
void on_colorHoverHalo_colorChanged(QColor color) {view->view()->setHoverHaloColor(color);}
void on_colorSelectionHalo_colorChanged(QColor color) {view->view()->setSelectionHaloColor(color);}
void on_checkFXAA_clicked(bool val) {view->view()->setFeature(QGLView::qglFXAA, val);}
void on_checkMSAA_clicked(bool val) {view->view()->setFeature(QGLView::qglMSAA, val);}
void on_colorBack_colorChanged(QColor color) {view->view()->setBackColor(color);}
void on_colorAmbient_colorChanged(QColor color) {view->view()->setAmbientColor(color);}
void on_checkCameraOrbit_clicked(bool val) {view->view()->setCameraOrbit(val);}
void on_spinViewLineWidth_valueChanged(double val) {view->view()->setLineWidth(val);}
void on_groupShadows_clicked(bool val) {view->view()->setFeature(QGLView::qglShadowsEnabled, val);}
void on_groupEyeAccomodation_clicked(bool val) {view->view()->setFeature(QGLView::qglEyeAccomodationEnabled, val);}
void on_groupBloom_clicked(bool val) {view->view()->setFeature(QGLView::qglBloomEnabled, val);}
void on_groupMotionBlur_clicked(bool val) {view->view()->setFeature(QGLView::qglMotionBlurEnabled, val);}
void on_groupReflections_clicked(bool val) {view->view()->setFeature(QGLView::qglReflectionsEnabled, val);}
void on_checkSoftShadows_clicked(bool val) {view->view()->setFeature(QGLView::qglShadowsSoftEnabled, val);}
void on_groupSSAO_clicked(bool val) {view->view()->setFeature(QGLView::qglSSAOEnabled, val);}
void on_groupDOF_clicked(bool val) {view->view()->setFeature(QGLView::qglDepthOfFieldEnabled, val);}
void on_checkDOFAutoFocus_clicked(bool val) {view->view()->setFeature(QGLView::qglDepthOfFieldAutoFocusEnabled, val);}
void on_spinDOFFocus_valueChanged(double val) {view->view()->setFeature(QGLView::qglDepthOfFieldFocus, val);}
void on_spinDOFDiaphragm_valueChanged(double val) {view->view()->setFeature(QGLView::qglDepthOfFieldDiaphragm, val);}
void on_spinDOFSpeed_valueChanged(double val) {view->view()->setFeature(QGLView::qglDepthOfFieldAutoFocusSpeed, val);}
void on_spinAccom_valueChanged(double val) {view->view()->setFeature(QGLView::qglEyeAccomodationTime, val);}
void on_spinAccomMS_valueChanged(double val) {view->view()->setFeature(QGLView::qglEyeAccomodationMaxSpeed, val);}
void on_checkReflectionsBlur_clicked(bool val) {view->view()->setFeature(QGLView::qglReflectionsBlur, val);}
void on_spinShadowmapSize_valueChanged(double val) {view->view()->setFeature(QGLView::qglShadowsMapSize, val);}
void on_spinMotionBlurFactor_valueChanged(double val) {view->view()->setFeature(QGLView::qglMotionBlurFactor, val);}
void on_spinMotionBlurSteps_valueChanged(int val) {view->view()->setFeature(QGLView::qglMotionBlurSteps, val);}
void on_spinBloomFactor_valueChanged(double val) {view->view()->setFeature(QGLView::qglBloomFactor, val);}
void on_spinBloomRadius_valueChanged(int val) {view->view()->setFeature(QGLView::qglBloomRadius, val);}
void on_spinBloomThreshold_valueChanged(double val) {view->view()->setFeature(QGLView::qglBloomThreshold, val);}
void on_spinSSAORadius_valueChanged(int val) {view->view()->setFeature(QGLView::qglSSAORadius, val);}
void on_actionExit_triggered() {close();}
void on_actionReset_triggered();
void on_actionImport_triggered();
void on_actionSave_triggered();
void on_actionSaveSelected_triggered();
void on_actionOpen_triggered();
void view_keyEvent(Qt::Key k, Qt::KeyboardModifiers m);
void on_treeObjects_itemClicked(QTreeWidgetItem * ti, int);
void removeObjects();
void objectsTreeChanged();
void materialChanged();
void selectionChanged(GLObjectBase * cur, GLObjectBase *);
void on_pushButton_clicked();
void on_pushButton_2_clicked() {view->view()->reloadShaders();}
void on_pushButton_3_clicked();
public slots:
signals:
private:
QMatrix4x4 cam_mat;
};
#endif // QGLVIEWWINDOW_H

View File

@@ -0,0 +1,1322 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>QGLViewWindow</class>
<widget class="QMainWindow" name="QGLViewWindow">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1125</width>
<height>1032</height>
</rect>
</property>
<property name="windowTitle">
<string>QGLView converter</string>
</property>
<widget class="QWidget" name="centralwidget">
<layout class="QVBoxLayout" name="verticalLayout_10">
<item>
<widget class="QSplitter" name="splitter">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<widget class="QWidget" name="widget_2" native="true">
<layout class="QVBoxLayout" name="verticalLayout">
<property name="spacing">
<number>2</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="labelName">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string/>
</property>
<property name="alignment">
<set>Qt::AlignCenter</set>
</property>
</widget>
</item>
<item>
<widget class="QTabWidget" name="tabWidget">
<property name="currentIndex">
<number>0</number>
</property>
<widget class="QWidget" name="tab">
<attribute name="title">
<string>View</string>
</attribute>
<layout class="QVBoxLayout" name="verticalLayout_3">
<item>
<widget class="QTabWidget" name="tabWidget_2">
<property name="currentIndex">
<number>0</number>
</property>
<widget class="QWidget" name="tab_5">
<attribute name="title">
<string>Common</string>
</attribute>
<layout class="QFormLayout" name="formLayout_9">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>FOV</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="SpinSlider" name="spinFOV">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>179.900000000000006</double>
</property>
<property name="value">
<double>60.000000000000000</double>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_5">
<property name="text">
<string>Depth</string>
</property>
</widget>
</item>
<item row="1" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_2">
<property name="spacing">
<number>0</number>
</property>
<item>
<widget class="QDoubleSpinBox" name="spinDepthStart">
<property name="decimals">
<number>3</number>
</property>
<property name="maximum">
<double>999999999.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label_6">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="text">
<string> - </string>
</property>
</widget>
</item>
<item>
<widget class="QDoubleSpinBox" name="spinDepthEnd">
<property name="decimals">
<number>3</number>
</property>
<property name="maximum">
<double>999999999.000000000000000</double>
</property>
</widget>
</item>
</layout>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Renderer</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QComboBox" name="comboRenderer">
<property name="currentIndex">
<number>0</number>
</property>
<item>
<property name="text">
<string>Simple</string>
</property>
</item>
<item>
<property name="text">
<string>Deferred shading</string>
</property>
</item>
<item>
<property name="text">
<string>RT</string>
</property>
</item>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Draw mode</string>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QComboBox" name="comboViewRenderMode">
<property name="currentIndex">
<number>2</number>
</property>
<item>
<property name="text">
<string>Point</string>
</property>
</item>
<item>
<property name="text">
<string>Wireframe</string>
</property>
</item>
<item>
<property name="text">
<string>Solid</string>
</property>
</item>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_8">
<property name="text">
<string>Back color</string>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="ColorButton" name="colorBack">
<property name="color">
<color>
<red>10</red>
<green>10</green>
<blue>10</blue>
</color>
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QLabel" name="label_7">
<property name="text">
<string>Ambient</string>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="ColorButton" name="colorAmbient">
<property name="color">
<color>
<red>10</red>
<green>10</green>
<blue>10</blue>
</color>
</property>
</widget>
</item>
<item row="7" column="0" colspan="2">
<widget class="QCheckBox" name="checkMSAA">
<property name="text">
<string>MSAA</string>
</property>
</widget>
</item>
<item row="8" column="0" colspan="2">
<widget class="QCheckBox" name="checkFXAA">
<property name="text">
<string>FXAA</string>
</property>
</widget>
</item>
<item row="9" column="0" colspan="2">
<widget class="QGroupBox" name="groupHoverHalo">
<property name="title">
<string>Hover halo</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout">
<item row="0" column="0" colspan="2">
<widget class="ColorButton" name="colorHoverHalo">
<property name="color">
<color>
<red>10</red>
<green>10</green>
<blue>10</blue>
</color>
</property>
<property name="useAlphaChannel">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_11">
<property name="text">
<string>Fill</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinHoverHaloFill">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.300000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.050000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="10" column="0" colspan="2">
<widget class="QGroupBox" name="groupSelectionHalo">
<property name="title">
<string>Selection halo</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_8">
<item row="0" column="0" colspan="2">
<widget class="ColorButton" name="colorSelectionHalo">
<property name="color">
<color>
<red>10</red>
<green>10</green>
<blue>10</blue>
</color>
</property>
<property name="useAlphaChannel">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_20">
<property name="text">
<string>Fill</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinSelectionHaloFill">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.300000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.050000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="11" column="0" colspan="2">
<widget class="QGroupBox" name="groupCamera">
<property name="title">
<string>Camera</string>
</property>
<layout class="QFormLayout" name="formLayout_10">
<item row="0" column="0" colspan="2">
<widget class="QCheckBox" name="checkCameraOrbit">
<property name="text">
<string>Orbit</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="QCheckBox" name="checkCameraLight">
<property name="text">
<string>Camera Light</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="6" column="1">
<widget class="QDoubleSpinBox" name="spinViewLineWidth">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>99999.000000000000000</double>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="6" column="0">
<widget class="QLabel" name="label_22">
<property name="text">
<string>Line width</string>
</property>
</widget>
</item>
</layout>
</widget>
<widget class="QWidget" name="tab_6">
<attribute name="title">
<string>Features</string>
</attribute>
<layout class="QVBoxLayout" name="verticalLayout_7">
<item>
<widget class="QScrollArea" name="scrollArea_2">
<property name="frameShape">
<enum>QFrame::NoFrame</enum>
</property>
<property name="widgetResizable">
<bool>true</bool>
</property>
<widget class="QWidget" name="scrollAreaWidgetContents_2">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>358</width>
<height>737</height>
</rect>
</property>
<layout class="QVBoxLayout" name="verticalLayout_9">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QGroupBox" name="groupShadows">
<property name="title">
<string>Shadows</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_3">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="1" column="0">
<widget class="QLabel" name="label_10">
<property name="text">
<string>Shadowmap size</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinShadowmapSize">
<property name="minimum">
<double>16.000000000000000</double>
</property>
<property name="maximum">
<double>2048.000000000000000</double>
</property>
<property name="value">
<double>512.000000000000000</double>
</property>
<property name="decimals">
<number>0</number>
</property>
<property name="singleStep">
<double>16.000000000000000</double>
</property>
<property name="pageStep">
<double>512.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="0" column="0" colspan="2">
<widget class="QCheckBox" name="checkSoftShadows">
<property name="text">
<string>Soft</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupBloom">
<property name="title">
<string>Bloom</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_5">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label_18">
<property name="text">
<string>Factror</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="SpinSlider" name="spinBloomFactor">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>100.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>1</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>false</bool>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="SpinSlider" name="spinBloomRadius">
<property name="minimum">
<double>1.000000000000000</double>
</property>
<property name="maximum">
<double>128.000000000000000</double>
</property>
<property name="value">
<double>8.000000000000000</double>
</property>
<property name="decimals">
<number>0</number>
</property>
<property name="singleStep">
<double>1.000000000000000</double>
</property>
<property name="pageStep">
<double>4.000000000000000</double>
</property>
<property name="squareScale">
<bool>false</bool>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_17">
<property name="text">
<string>Radius</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_19">
<property name="text">
<string>Threshold</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinBloomThreshold">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.900000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.050000000000000</double>
</property>
<property name="pageStep">
<double>0.100000000000000</double>
</property>
<property name="squareScale">
<bool>false</bool>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupMotionBlur">
<property name="title">
<string>Motion blur</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_2">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label_12">
<property name="text">
<string>Factror</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_13">
<property name="text">
<string>Steps</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="SpinSlider" name="spinMotionBlurFactor">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>10000.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>1</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>false</bool>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinMotionBlurSteps">
<property name="minimum">
<double>1.000000000000000</double>
</property>
<property name="maximum">
<double>128.000000000000000</double>
</property>
<property name="value">
<double>8.000000000000000</double>
</property>
<property name="decimals">
<number>0</number>
</property>
<property name="singleStep">
<double>1.000000000000000</double>
</property>
<property name="pageStep">
<double>4.000000000000000</double>
</property>
<property name="squareScale">
<bool>false</bool>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupEyeAccomodation">
<property name="title">
<string>Eye accomodation</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_4">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Time</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_14">
<property name="text">
<string>Max speed</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="SpinSlider" name="spinAccom">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>256.000000000000000</double>
</property>
<property name="value">
<double>32.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinAccomMS">
<property name="minimum">
<double>0.010000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="value">
<double>0.100000000000000</double>
</property>
<property name="decimals">
<number>3</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupDOF">
<property name="title">
<string>Depth of field</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_11">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="2" column="0">
<widget class="QLabel" name="label_15">
<property name="text">
<string>Diaphragm</string>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_16">
<property name="text">
<string>Max speed</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="SpinSlider" name="spinDOFDiaphragm">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>1024.000000000000000</double>
</property>
<property name="value">
<double>8.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="SpinSlider" name="spinDOFSpeed">
<property name="minimum">
<double>0.010000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
<property name="value">
<double>0.100000000000000</double>
</property>
<property name="decimals">
<number>2</number>
</property>
<property name="singleStep">
<double>0.100000000000000</double>
</property>
<property name="pageStep">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_21">
<property name="text">
<string>Focus</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinDOFFocus">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>1000.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="squareScale">
<bool>true</bool>
</property>
<property name="spinMaximum">
<double>999999.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="0" colspan="2">
<widget class="QCheckBox" name="checkDOFAutoFocus">
<property name="text">
<string>Auto focus</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupReflections">
<property name="title">
<string>Reflections</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_6">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0" colspan="2">
<widget class="QCheckBox" name="checkReflectionsBlur">
<property name="text">
<string>Blur</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupSSAO">
<property name="title">
<string>SSAO</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
<layout class="QFormLayout" name="formLayout_7">
<property name="fieldGrowthPolicy">
<enum>QFormLayout::AllNonFixedFieldsGrow</enum>
</property>
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label_9">
<property name="text">
<string>Time</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="SpinSlider" name="spinSSAORadius">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>16.000000000000000</double>
</property>
<property name="value">
<double>5.000000000000000</double>
</property>
<property name="decimals">
<number>0</number>
</property>
<property name="singleStep">
<double>1.000000000000000</double>
</property>
<property name="pageStep">
<double>4.000000000000000</double>
</property>
<property name="squareScale">
<bool>false</bool>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="verticalSpacer_4">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>1</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget>
</widget>
</item>
</layout>
</widget>
</widget>
</item>
<item>
<widget class="QPushButton" name="pushButton">
<property name="text">
<string>remove light</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="pushButton_2">
<property name="text">
<string>reload shaders</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="pushButton_3">
<property name="text">
<string>rebuff all</string>
</property>
</widget>
</item>
<item>
<spacer name="verticalSpacer">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>107</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="tab_2">
<attribute name="title">
<string>Object</string>
</attribute>
<layout class="QVBoxLayout" name="verticalLayout_4">
<item>
<widget class="GLObjectEditor" name="objectEditor" native="true"/>
</item>
<item>
<spacer name="verticalSpacer_2">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>1</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="tab_3">
<attribute name="title">
<string>Material</string>
</attribute>
<layout class="QVBoxLayout" name="verticalLayout_5">
<item>
<widget class="QScrollArea" name="scrollArea">
<property name="frameShape">
<enum>QFrame::NoFrame</enum>
</property>
<property name="widgetResizable">
<bool>true</bool>
</property>
<widget class="QWidget" name="scrollAreaWidgetContents">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>397</width>
<height>853</height>
</rect>
</property>
<layout class="QVBoxLayout" name="verticalLayout_8">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="MaterialEditor" name="matEditor" native="true"/>
</item>
<item>
<spacer name="verticalSpacer_3">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>834</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget>
</widget>
</item>
</layout>
</widget>
<widget class="QWidget" name="tab_4">
<attribute name="title">
<string>Страница</string>
</attribute>
<layout class="QVBoxLayout" name="verticalLayout_6">
<item>
<widget class="PropertyEditor" name="treeProps">
<column>
<property name="text">
<string notr="true">1</string>
</property>
</column>
</widget>
</item>
</layout>
</widget>
</widget>
</item>
</layout>
</widget>
<widget class="GLWidget" name="view">
<property name="sizePolicy">
<sizepolicy hsizetype="Expanding" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
</widget>
<widget class="QGroupBox" name="groupBox">
<property name="title">
<string>Objects</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QTreeWidget" name="treeObjects">
<property name="contextMenuPolicy">
<enum>Qt::ActionsContextMenu</enum>
</property>
<property name="editTriggers">
<set>QAbstractItemView::NoEditTriggers</set>
</property>
<property name="selectionMode">
<enum>QAbstractItemView::ExtendedSelection</enum>
</property>
<property name="verticalScrollMode">
<enum>QAbstractItemView::ScrollPerPixel</enum>
</property>
<property name="uniformRowHeights">
<bool>true</bool>
</property>
<column>
<property name="text">
<string>Name</string>
</property>
</column>
</widget>
</item>
</layout>
</widget>
</widget>
</item>
</layout>
</widget>
<widget class="QToolBar" name="toolBar">
<property name="windowTitle">
<string>toolBar</string>
</property>
<attribute name="toolBarArea">
<enum>TopToolBarArea</enum>
</attribute>
<attribute name="toolBarBreak">
<bool>false</bool>
</attribute>
<addaction name="actionReset"/>
<addaction name="actionOpen"/>
<addaction name="actionSave"/>
<addaction name="actionSaveSelected"/>
<addaction name="actionImport"/>
</widget>
<widget class="QMenuBar" name="menuBar">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1125</width>
<height>24</height>
</rect>
</property>
<widget class="QMenu" name="menuFile">
<property name="title">
<string>File</string>
</property>
<addaction name="actionReset"/>
<addaction name="actionOpen"/>
<addaction name="actionSave"/>
<addaction name="actionSaveSelected"/>
<addaction name="separator"/>
<addaction name="actionImport"/>
<addaction name="separator"/>
<addaction name="actionExit"/>
</widget>
<addaction name="menuFile"/>
</widget>
<widget class="QStatusBar" name="statusBar_"/>
<action name="actionExit">
<property name="icon">
<iconset resource="../../qad/application/qad_application.qrc">
<normaloff>:/icons/application-exit.png</normaloff>:/icons/application-exit.png</iconset>
</property>
<property name="text">
<string>Exit</string>
</property>
</action>
<action name="actionImport">
<property name="icon">
<iconset resource="../qglview.qrc">
<normaloff>:/icons/document-import.png</normaloff>:/icons/document-import.png</iconset>
</property>
<property name="text">
<string>Import ...</string>
</property>
<property name="shortcut">
<string>Ctrl+I</string>
</property>
</action>
<action name="actionOpen">
<property name="icon">
<iconset resource="../../qad/application/qad_application.qrc">
<normaloff>:/icons/document-open.png</normaloff>:/icons/document-open.png</iconset>
</property>
<property name="text">
<string>Open ...</string>
</property>
<property name="shortcut">
<string>Ctrl+O</string>
</property>
</action>
<action name="actionSave">
<property name="icon">
<iconset resource="../../qad/application/qad_application.qrc">
<normaloff>:/icons/document-save-all.png</normaloff>:/icons/document-save-all.png</iconset>
</property>
<property name="text">
<string>Save ...</string>
</property>
<property name="shortcut">
<string>Ctrl+S</string>
</property>
</action>
<action name="actionReset">
<property name="icon">
<iconset resource="../../qad/application/qad_application.qrc">
<normaloff>:/icons/document-new.png</normaloff>:/icons/document-new.png</iconset>
</property>
<property name="text">
<string>Reset</string>
</property>
<property name="shortcut">
<string>Ctrl+N</string>
</property>
</action>
<action name="actionSaveSelected">
<property name="icon">
<iconset resource="../../piqt_utils/piconnedit/piconnedit.qrc">
<normaloff>:/icons/document-save-.png</normaloff>:/icons/document-save-.png</iconset>
</property>
<property name="text">
<string>Save selected ...</string>
</property>
<property name="toolTip">
<string>Save selected</string>
</property>
<property name="shortcut">
<string>Ctrl+Shift+S</string>
</property>
</action>
</widget>
<customwidgets>
<customwidget>
<class>SpinSlider</class>
<extends>QWidget</extends>
<header>spinslider.h</header>
</customwidget>
<customwidget>
<class>ColorButton</class>
<extends>QPushButton</extends>
<header>colorbutton.h</header>
</customwidget>
<customwidget>
<class>GLWidget</class>
<extends>QWidget</extends>
<header>glwidget.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>MaterialEditor</class>
<extends>QWidget</extends>
<header location="global">material_editor.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>GLObjectEditor</class>
<extends>QWidget</extends>
<header>globject_editor.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>PropertyEditor</class>
<extends>QTreeWidget</extends>
<header>propertyeditor.h</header>
</customwidget>
</customwidgets>
<resources>
<include location="../../qad/application/qad_application.qrc"/>
<include location="../../piqt_utils/piconnedit/piconnedit.qrc"/>
<include location="../qglview.qrc"/>
</resources>
<connections/>
</ui>

View File

@@ -0,0 +1,597 @@
/*
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 <http://www.gnu.org/licenses/>.
*/
#include "renderer_deferred_shading.h"
#include <QBoxLayout>
RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGBA16F), fbo_hsmall(1, false, GL_RGB16F) {
shaders << ShaderPair("FXAA", &shader_fxaa)
<< ShaderPair("dsl_pass_0", &shader_ds_0)
<< ShaderPair("dsl_pass_1", &shader_ds_1)
<< ShaderPair("hdr", &shader_hdr)
<< ShaderPair("downscale", &shader_small)
<< ShaderPair("bloom_pass_0", &shader_bloom_0)
<< ShaderPair("bloom_pass_1", &shader_bloom_1)
<< ShaderPair("fbo_add", &shader_fbo_add)
<< ShaderPair("motion_blur", &shader_motion_blur)
<< ShaderPair("shadow", &shader_shadow)
<< ShaderPair("ssr", &shader_ssr)
<< ShaderPair("ssr_blur", &shader_ssr_blur)
<< ShaderPair("ssr_merge", &shader_ssr_merge)
<< ShaderPair("ssao_blur", &shader_ssao_blur)
<< ShaderPair("ssao_merge", &shader_ssao_merge)
<< ShaderPair("dof", &shader_dof);
for (int i = 0; i < shaders.size(); ++i)
*(shaders[i].second) = nullptr;
lights_per_pass = 8;
tnoise = 0;
exposure_ = 1.;
df = new QWidget();
df->setLayout(new QBoxLayout(QBoxLayout::TopToBottom));
label_exp = new QLabel();
label_exp_step = new QLabel();
df->layout()->addWidget(label_exp);
df->layout()->addWidget(label_exp_step);
QPalette pal(df->palette());
pal.setBrush(QPalette::Window, QColor(255, 255, 255, 192));
df->setPalette(pal);
if (view_)
;//view_->addObject(df);
}
RendererDeferredShading::~RendererDeferredShading() {
for (int i = 0; i < shaders.size(); ++i) {
QOpenGLShaderProgram * p(*(shaders[i].second));
if (p) delete p;
}
delete df;
}
void RendererDeferredShading::renderScene() {
//qDebug() << lights_per_pass;
QMatrix4x4 mproj = rp.proj_matrix;
QMatrix4x4 mproji = rp.proj_matrix_i;
QMatrix4x4 mview = rp.view_matrix;
QMatrix4x4 mviewi = rp.view_matrix_i;
QMatrix4x4 mviewproji = (mproj * mview).inverted();
QMatrix4x4 moffset = view.camera()->offsetMatrix();
QMatrix4x4 moffseti = moffset.inverted();
rp.prev_proj_matrix = prev_proj;
rp.prev_view_matrix = prev_view;
QMatrix4x4 vc_proji;
vc_proji.perspective(90., 1., view.camera()->depthStart(), view.camera()->depthEnd());
vc_proji = vc_proji.inverted();
corner_dirs[0] = (mproji * QVector4D(-1, -1, 0, 1));
corner_dirs[1] = (mproji * QVector4D( 1, -1, 0, 1));
corner_dirs[2] = (mproji * QVector4D(-1, 1, 0, 1));
corner_dirs[3] = (mproji * QVector4D( 1, 1, 0, 1));
//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
fbo_g.bind();
int buffs[] = {0, 1, 2, 3, 4};
fbo_g.setWriteBuffers(buffs, 5);
if (white_image_id == 0) {
glActiveTexture(GL_TEXTURE0 + 6);
white_image_id = view.textureManager()->loadTexture(white_image, false);
glBindTexture(GL_TEXTURE_2D, white_image_id);
glActiveTexture(GL_TEXTURE0);
}
if (violent_image_id == 0) {
glActiveTexture(GL_TEXTURE0 + 7);
violent_image_id = view.textureManager()->loadTexture(violent_image, false);
glBindTexture(GL_TEXTURE_2D, violent_image_id);
glActiveTexture(GL_TEXTURE0);
}
glEnableDepth();
glClearFramebuffer(QColor(0, 0, 0, 0));
glDisable(GL_RESCALE_NORMAL);
shader_ds_0->bind();
rp.setUniform(shader_ds_0);
shader_ds_0->setUniformValue("z_far", view.depthEnd());
shader_ds_0->setUniformValue("z_near", view.depthStart());
shader_ds_0->setUniformValue("t0", 0);
shader_ds_0->setUniformValue("t1", 1);
shader_ds_0->setUniformValue("t2", 2);
shader_ds_0->setUniformValue("t3", 3);
shader_ds_0->setUniformValue("t4", 4);
shader_ds_0->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height()));
//qDebug() << rp.view_matrix << prev_view;
//shader_ds_0->setUniformValue("qgl_ModelViewMatrix", rp.view_matrix);
renderObjects(GLObjectBase::Solid, 0, shader_ds_0, true, false, false);
//glReleaseShaders();
fbo_g.release();
if (view.isFeatureEnabled(QGLView::qglShadowsEnabled)) {
shader_shadow->bind();
int sms = view.feature(QGLView::qglShadowsMapSize).toInt();
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP);
glDisable(GL_MULTISAMPLE);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_RESCALE_NORMAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//qDebug() << "render shadows";
for (int i = 0; i < view.lightsCount(); ++i) {
Light * l = view.light(i);
if (l->light_type == Light::Omni) continue;
l->shadow_map.resize(sms, sms);
l->shadow_map.bind();
l->shadow_map.setWriteBuffer(0);
glClearFramebuffer();
//glClear(GL_DEPTH_BUFFER_BIT);
renderShadow(l, shader_shadow, moffseti*mviewi);
l->shadow_map.release();
}
}
// glUseProgram(0);
//// fbo_g.bindColorTextures();
// glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0));
// glActiveTexture(GL_TEXTURE0);
// glDrawQuad();
// return;
glResetAllTransforms();
glSetLightEnabled(false);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE);
glDisableDepth();
rp.prepare();
//qDebug() << rp.view_matrix;
shader_ds_1->bind();
shader_ds_1->setUniformValue("z_far", view.depthEnd());
shader_ds_1->setUniformValue("z_near", view.depthStart());
shader_ds_1->setUniformValue("t0", 0);
shader_ds_1->setUniformValue("t1", 1);
shader_ds_1->setUniformValue("t2", 2);
shader_ds_1->setUniformValue("t3", 3);
shader_ds_1->setUniformValue("t4", 4);
shader_ds_1->setUniformValue("td", 5);
shader_ds_1->setUniformValue("back_color", view.backColor());
shader_ds_1->setUniformValue("mat_proji", mproji);
shader_ds_1->setUniformValue("mat_view", mview);
shader_ds_1->setUniformValue("mat_viewi", mviewi);
shader_ds_1->setUniformValue("mat_viewproji", mviewproji);
shader_ds_1->setUniformValue("shadow_on", view.isFeatureEnabled(QGLView::qglShadowsEnabled) ? 1 : 0);
shader_ds_1->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height()));
rp.setUniform(shader_ds_1);
fbo_g.bindColorTextures();
fbo_g.bindDepthTexture(5);
fbo_out.bind();
fbo_out.setWriteBuffer(0);
glClearFramebuffer(Qt::black, false);
//QVector<QVector4D> lpos;
//qDebug() << view_matrix;
shader_ds_1->setUniformValue("t_pp", 6);
int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
if (passes < 1) passes = 1;
//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
int wi, ri;
for (int l = 0; l < passes; ++l) {
wi = 1 - l % 2;
ri = l % 2;
//qDebug() << " pass" << l << "read from" << ri << "write to" << wi;
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.setWriteBuffer(wi);
setupDSLights(l, mview * moffset);
glDrawQuad(shader_ds_1, corner_dirs);
//break;
}
//fbo_out.release();
wi = 1 - passes % 2;
ri = passes % 2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
if (view.isFeatureEnabled(QGLView::qglSSAOEnabled)) {
fbo_out.setWriteBuffer(2);
fbo_out.setReadBuffer(ri);
glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
//glActiveTextureChannel(1);
//glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0));
int lri = ri, lwi = wi;//, lms = ri;
shader_ssao_blur->bind();
shader_ssao_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_ssao_blur->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height()));
shader_ssao_blur->setUniformValue("t0", 0);
shader_ssao_blur->setUniformValue("ts", 1);
shader_ssao_blur->setUniformValue("tg1", 2);
int passes = view.feature(QGLView::qglSSAORadius).toInt();
int crad = 1;
for (int p = 0; p < passes; ++p) {
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri));
fbo_out.setWriteBuffer(lwi);
shader_ssao_blur->setUniformValue("radius", GLfloat(crad));
glDrawQuad(shader_ssao_blur);
piSwap<int>(lwi, lri);
crad *= 2;
}
//qDebug() << wi << ri << lms;
/*wi = lri;
ri = 1 - lms;*/
glEnable(GL_TEXTURE_1D);
if (tnoise == 0) {
glGenTextures(1, &tnoise);
glBindTexture(GL_TEXTURE_1D, tnoise);
QByteArray ba;
for (int i = 0; i < 32*3; ++i)
ba.push_back(char(random() % 256));
//qDebug() << ba;
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB8, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, ba.constData());
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri));
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_1D, tnoise);
shader_ssao_merge->bind();
shader_ssao_merge->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_ssao_merge->setUniformValue("z_far", view.depthEnd());
shader_ssao_merge->setUniformValue("z_near", view.depthStart());
shader_ssao_merge->setUniformValue("mat_proj", mproj);
shader_ssao_merge->setUniformValue("n0", 3);
shader_ssao_merge->setUniformValue("t0", 0);
shader_ssao_merge->setUniformValue("ts", 1);
shader_ssao_merge->setUniformValue("tg1", 2);
fbo_out.setWriteBuffer(lwi);
glDrawQuad(shader_ssao_merge, corner_dirs);
glDisable(GL_TEXTURE_1D);
wi = lri;
ri = lwi;
//piSwap<int>(wi, ri);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
//piSwap<int>(wi, ri);
}
if (view.isFeatureEnabled(QGLView::qglReflectionsEnabled)) {
fbo_out.setWriteBuffer(2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_LINEAR);
//glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0));
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
fbo_g.bindDepthTexture(7);
shader_ssr->bind();
shader_ssr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_ssr->setUniformValue("z_far", view.depthEnd());
shader_ssr->setUniformValue("z_near", view.depthStart());
shader_ssr->setUniformValue("mat_proj", mproj);
shader_ssr->setUniformValue("t0", 1);
shader_ssr->setUniformValue("t1", 2);
shader_ssr->setUniformValue("ts", 0);
shader_ssr->setUniformValue("td", 7);
glDrawQuad(shader_ssr, corner_dirs);
glActiveTexture(GL_TEXTURE0);
int lri = 2, lwi = wi, lms = ri;
if (view.isFeatureEnabled(QGLView::qglReflectionsBlur)) {
shader_ssr_blur->bind();
shader_ssr_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_ssr_blur->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height()));
shader_ssr_blur->setUniformValue("t0", 0);
int passes = 5;
int crad = 1;
for (int p = 0; p < passes; ++p) {
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_LINEAR);
fbo_out.setWriteBuffer(lwi);
shader_ssr_blur->setUniformValue("radius", GLfloat(crad));
glDrawQuad(shader_ssr_blur);
piSwap<int>(lwi, lri);
crad *= 2;
}
}
//qDebug() << wi << ri << lms;
wi = lri;
ri = 1 - lms;
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lms));
shader_ssr_merge->bind();
shader_ssr_merge->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_ssr_merge->setUniformValue("t0", 0);
shader_ssr_merge->setUniformValue("tg1", 1);
shader_ssr_merge->setUniformValue("ts", 2);
fbo_out.setWriteBuffer(ri);
glDrawQuad(shader_ssr_merge);
wi = ri;
ri = 1 - ri;
//piSwap<int>(wi, ri);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
piSwap<int>(wi, ri);
}
if (view.isFeatureEnabled(QGLView::qglDepthOfFieldEnabled)) {
if (view.isFeatureEnabled(QGLView::qglDepthOfFieldAutoFocusEnabled)) {
GLfloat cw;
//glReadBuffer();
fbo_g.bind();
glReadPixels(fbo_out.width() / 2, fbo_out.height() / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cw);
fbo_out.bind();
const float _pe = 2.4e-7f;
float cz = cw + cw - 1;
cz = ((_pe - 2.f) * view.depthStart()) / (cz + _pe - 1.f); // infinite depth
float z = view.feature(QGLView::qglDepthOfFieldFocus).toFloat(),
s = view.feature(QGLView::qglDepthOfFieldAutoFocusSpeed).toFloat();
z = z * (1.f - s) + cz * s;
view.setFeature(QGLView::qglDepthOfFieldFocus, z);
}
shader_dof->bind();
shader_dof->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_dof->setUniformValue("z_far", view.depthEnd());
shader_dof->setUniformValue("z_near", view.depthStart());
shader_dof->setUniformValue("focus", view.feature(QGLView::qglDepthOfFieldFocus).toFloat());
shader_dof->setUniformValue("diaphragm", view.feature(QGLView::qglDepthOfFieldDiaphragm).toFloat());
shader_dof->setUniformValue("t0", 0);
shader_dof->setUniformValue("td", 7);
fbo_g.bindDepthTexture(7);
glActiveTexture(GL_TEXTURE0);
int passes = 3;
float crad = 1.;
for (int p = 0; p < passes; ++p) {
shader_dof->setUniformValue("radius", crad);
fbo_out.setWriteBuffer(wi);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
shader_dof->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 0.f));
glDrawQuad(shader_dof);
piSwap<int>(wi, ri);
fbo_out.setWriteBuffer(wi);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
shader_dof->setUniformValue("dt", QVector2D(0.f, 1.f / fbo_out.height()));
glDrawQuad(shader_dof);
piSwap<int>(wi, ri);
crad *= 2.f;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
}
if (view.isFeatureEnabled(QGLView::qglEyeAccomodationEnabled)) {
fbo_hsmall.bind();
fbo_hsmall.setWriteBuffer(0);
shader_small->bind();
shader_small->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_small->setUniformValue("t0", 0);
glDrawQuad(shader_small);
hcontent.resize(fbo_hsmall.width() * fbo_hsmall.height());
glReadPixels(0, 0, fbo_hsmall.width(), fbo_hsmall.height(), GL_RGB, GL_FLOAT, hcontent.data());
GLfloat max[3] = {0.,0.,0.};//min[3] = {10000.,10000.,10000.},;
for (int i = 0; i < hcontent.size(); ++i) {
//if (min[0] > hcontent[i].x) min[0] = hcontent[i].x;
if (max[0] < hcontent[i].x) max[0] = hcontent[i].x;
//if (min[1] > hcontent[i].y) min[1] = hcontent[i].y;
if (max[1] < hcontent[i].y) max[1] = hcontent[i].y;
//if (min[2] > hcontent[i].z) min[2] = hcontent[i].z;
if (max[2] < hcontent[i].z) max[2] = hcontent[i].z;
}
GLfloat mluma = (0.299f * max[0]) + (0.587f * max[1]) + (0.114f * max[2]);
float nexp = mluma / 16.f, dexp = nexp - exposure_, mestep = exposure_ * view.feature(QGLView::qglEyeAccomodationMaxSpeed).toFloat();
dexp /= view.feature(QGLView::qglEyeAccomodationTime).toFloat();
if (dexp > 0.f && dexp > mestep/4) dexp = mestep/4;
if (dexp < 0.f && dexp < -mestep) dexp = -mestep;
exposure_ += dexp;
label_exp->setText(QString("exposure: %1").arg(exposure_));
label_exp_step->setText(QString("d_exposure: %1").arg(dexp));
//qDebug() << min[0] << max[0] << min[1] << max[1] << min[2] << max[2];
fbo_hsmall.release();
//glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.bind();
fbo_out.setWriteBuffer(wi);
shader_hdr->bind();
shader_hdr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_hdr->setUniformValue("t0", 0);
shader_hdr->setUniformValue("exposure", GLfloat(1.f/exposure_));
glDrawQuad(shader_hdr);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
piSwap<int>(wi, ri);
}
if (view.isFeatureEnabled(QGLView::qglMotionBlurEnabled)) {
fbo_out.setWriteBuffer(wi);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(4));
shader_motion_blur->bind();
shader_motion_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_motion_blur->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height()));
shader_motion_blur->setUniformValue("t0", 0);
shader_motion_blur->setUniformValue("ts", 1);
shader_motion_blur->setUniformValue("factor", view.feature(QGLView::qglMotionBlurFactor).toFloat());
shader_motion_blur->setUniformValue("steps", view.feature(QGLView::qglMotionBlurSteps).toInt());
glDrawQuad(shader_motion_blur);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
piSwap<int>(wi, ri);
}
if (view.isFeatureEnabled(QGLView::qglBloomEnabled)) {
fbo_out.setWriteBuffer(2);
fbo_out.setReadBuffer(ri);
glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
//QTime tm;
//tm.restart();
fbo_out.setWriteBuffer(wi);
shader_bloom_0->bind();
shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_bloom_0->setUniformValue("factor", view.feature(QGLView::qglBloomFactor).toFloat());
shader_bloom_0->setUniformValue("threshold", view.feature(QGLView::qglBloomThreshold).toFloat());
shader_bloom_0->setUniformValue("t0", 0);
glDrawQuad(shader_bloom_0);
glActiveTexture(GL_TEXTURE0);
piSwap<int>(wi, ri);
shader_bloom_1->bind();
shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_bloom_1->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height()));
shader_bloom_1->setUniformValue("t0", 0);
int radius = view.feature(QGLView::qglBloomRadius).toInt();
int passes = qMax<int>(int(ceil(log2(radius))), 1);
int crad = 1;
for (int p = 0; p < passes; ++p) {
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.setWriteBuffer(wi);
if (p == passes - 1)
crad = piMax(1, radius - crad);
shader_bloom_1->setUniformValue("radius", crad);
glDrawQuad(shader_bloom_1);
piSwap<int>(wi, ri);
crad *= 2;
}
//qDebug() << tm.elapsed();
fbo_out.setWriteBuffer(wi);
// glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
shader_fbo_add->bind();
shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_fbo_add->setUniformValue("t0", 0);
shader_fbo_add->setUniformValue("t1", 1);
glDrawQuad(shader_fbo_add);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
piSwap<int>(wi, ri);
}
glUseProgram(0);
fbo_out.release();
if (view.isFeatureEnabled(QGLView::qglFXAA)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
shader_fxaa->bind();
shader_fxaa->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height()));
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glDrawQuad();
if (view.isFeatureEnabled(QGLView::qglFXAA))
shader_fxaa->release();
prev_proj = mproj;
prev_view = mview;
}
void RendererDeferredShading::init(int width, int height) {
initializeOpenGLFunctions();
resize(width, height);
}
void RendererDeferredShading::resize(int width, int height) {
fbo_g.resize(width, height);
fbo_out.resize(width, height);
fbo_hsmall.resize(width / 16, height / 16);
// view.setSceneRect(QRect(0, 0, width, height));
//df->move(-width / 2, -height / 2);
}
void RendererDeferredShading::reloadShaders() {
for (int i = 0; i < shaders.size(); ++i) {
QOpenGLShaderProgram * p(*(shaders[i].second));
if (!p) p = new QOpenGLShaderProgram(view.context());
loadShaders(p, shaders[i].first, "://shaders");
*(shaders[i].second) = p;
}
}
void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) {
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, white_image_id);
glActiveTexture(GL_TEXTURE0 + 7);
glBindTexture(GL_TEXTURE_2D, violent_image_id);
}
void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
int light_start, light_end, lmax, shadow_start = 7;
light_start = pass * lights_per_pass;
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
lmax = light_start + lights_per_pass;
amb_light.intensity = (pass == 0 ? 1. : 0.);
amb_light.setColor(pass == 0 ? view.ambientColor() : Qt::black);
amb_light.setName("ambient");
setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
amb_light.intensity = 0.;
QVector<Light*> lv;
for (int i = light_start; i < light_end; ++i) {
lv << view.lights()[i];
glActiveTexture(GL_TEXTURE0 + shadow_start + i - light_start);
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
if (view.isFeatureEnabled(QGLView::qglShadowsSoftEnabled)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
amb_light.setName("null");
for (int i = light_end; i < lmax; ++i)
lv << &amb_light;
//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
setUniformLights(shader_ds_1, lv, view_matrix, shadow_start);
}
void RendererDeferredShading::setupAmbientLight(const QColor & a, bool first_pass) {
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef RENDERER_DEFERRED_SHADING_H
#define RENDERER_DEFERRED_SHADING_H
#include "qglview.h"
#include <QLabel>
class RendererDeferredShading: public GLRendererBase
{
public:
RendererDeferredShading(QGLView * view);
virtual ~RendererDeferredShading();
virtual void renderScene();
void init(int width, int height);
void resize(int width, int height);
void reloadShaders();
protected:
void setupShadersTextures(GLObjectBase & object, RenderingParameters & rp);
void setupShadersLights(int lights_count) {cplc = lights_count;}
void setupDSLights(int pass, const QMatrix4x4 & view_matrix);
void setupAmbientLight(const QColor & a, bool first_pass);
private:
typedef QPair<QString, QOpenGLShaderProgram **> ShaderPair;
int cplc, lights_per_pass;
float exposure_;
GLFramebuffer fbo_g, fbo_out, fbo_hsmall;
QOpenGLShaderProgram * shader_fxaa, * shader_ds_0, * shader_ds_1, * shader_hdr, * shader_small;
QOpenGLShaderProgram * shader_bloom_0, * shader_bloom_1, * shader_motion_blur, * shader_fbo_add;
QOpenGLShaderProgram * shader_shadow, * shader_ssr, * shader_ssr_blur, * shader_ssr_merge;
QOpenGLShaderProgram * shader_ssao_blur, * shader_ssao_merge, * shader_dof;
GLuint tnoise;
QVector<ShaderPair> shaders;
QMatrix4x4 prev_view, prev_proj;
QMatrix3x3 nm;
QVector4D corner_dirs[4];
QVector<Vector3d> hcontent;
Light amb_light;
QWidget * df;
QLabel * label_exp, * label_exp_step;
};
#endif // RENDERER_DEFERRED_SHADING_H

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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "renderer_simple.h"
RendererSimple::RendererSimple(QGLView * view_): GLRendererBase(view_), fbo(2)
, fbo_c(1, true, GL_RGBA32F) /// WARNING
{
shader_fxaa = 0;
shader = 0; /// WARNING
}
void RendererSimple::reloadShaders() {
if (shader_fxaa == 0) {
shader_fxaa = new QOpenGLShaderProgram(view.context());
loadShaders(shader_fxaa, "FXAA", "://shaders");
}
/*if (shader == 0) {
shader = new QOpenGLShaderProgram(view.context()); /// WARNING
loadShaders(shader, "test", "shaders"); /// WARNING
}*/
}
void RendererSimple::resizeFBO(int w, int h) {
initializeOpenGLFunctions();
fbo.resize(w, h);
fbo_c.resize(w, h); /// WARNING
}
void RendererSimple::renderScene() {
int passes = (view.lightsCount() - 1) / 8 + 1;
//QMatrix4x4 pm = getGLMatrix(GL_PROJECTION_MATRIX), mvm = getGLMatrix(GL_MODELVIEW_MATRIX), pmvm = pm * mvm, lpm, lmvm, lpmvm;
//glSetCapEnabled(GL_MULTISAMPLE, view.isFeatureEnabled(QGLView::qglMSAA));
if (passes < 1) passes = 1;
//glEnable(GL_FOG);
//if (view.isFeatureEnabled(QGLView::qglFXAA)) fbo.bind();
//glEnable(GL_TEXTURE_2D);
if (passes > 1 || view.isFeatureEnabled(QGLView::qglFXAA)) {
fbo.bind();
fbo.setWriteBuffer(0);
glClearFramebuffer();
} else
glSetCapEnabled(GL_MULTISAMPLE, view.isFeatureEnabled(QGLView::qglMSAA));
glEnable(GL_RESCALE_NORMAL);
for (int l = 0; l < passes; ++l) {
if (passes > 1) fbo.setWriteBuffer(1);
if (l == 0) {
glEnableDepth();
glClearFramebuffer(view.backColor());
} else {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
glClearFramebuffer(Qt::black, false);
view.camera()->apply(view.aspect);
}
//rp.cam_offset_matrix = view.camera()->offsetMatrix();
//rp.prepare();
setupLights(l, 8);
renderObjects(GLObjectBase::Solid, l, nullptr, true, view.isLightEnabled(), view.isFogEnabled());
renderObjects(GLObjectBase::Transparent, l, nullptr, true, true, view.isFogEnabled());
if (passes > 1) {
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
view.glReleaseTextures();
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(1));
glDisableDepth();
fbo.setWriteBuffer(0);
glDrawQuad();
}
}
if (view.isFeatureEnabled(QGLView::qglFXAA) || passes > 1) {
fbo.release();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture());
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND, false);
glDisableDepth();
if (view.isFeatureEnabled(QGLView::qglFXAA)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
shader_fxaa->bind();
shader_fxaa->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height()));
glDrawQuad();
shader_fxaa->release();
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawQuad();
}
}
}

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/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef RENDERER_SIMPLE_H
#define RENDERER_SIMPLE_H
#include "qglview.h"
class RendererSimple: public GLRendererBase
{
public:
RendererSimple(QGLView * view);
virtual ~RendererSimple() {if (shader_fxaa != 0) delete shader_fxaa;}
virtual void renderScene();
virtual void reloadShaders();
virtual void init(int width, int height) {resizeFBO(width, height);}
virtual void resize(int width, int height) {resizeFBO(width, height);}
QPoint mpos;
protected:
private:
void resizeFBO(int w, int h);
GLFramebuffer fbo, fbo_c;
QOpenGLShaderProgram * shader_fxaa, * shader;
};
#endif // RENDERER_SIMPLE_H

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#version 130
in vec4 posPos;
uniform sampler2D tex0; // 0
//uniform float vx_offset;
uniform vec2 dt;
uniform float FXAA_SPAN_MAX = 8.;
uniform float FXAA_REDUCE_MUL = 1. / 8.;
#define FxaaInt2 ivec2
//#define vec2 vec2
vec3 FxaaPixelShader(vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}.
/*---------------------------------------------------------*/
// #define FXAA_REDUCE_MIN (1. / 128.)
#define FXAA_REDUCE_MIN (1. / 128.)
//#define FXAA_REDUCE_MUL (1.0/8.0)
//#define FXAA_SPAN_MAX 8.0
/*---------------------------------------------------------*/
vec3 rgbNW = texture2D(tex, posPos.zw).xyz;
vec3 rgbNE = textureOffset(tex, posPos.zw, ivec2(1, 0)).xyz;
vec3 rgbSW = textureOffset(tex, posPos.zw, ivec2(0, 1)).xyz;
vec3 rgbSE = textureOffset(tex, posPos.zw, ivec2(1, 1)).xyz;
vec3 rgbM = texture2D(tex, posPos.xy).xyz;
/*---------------------------------------------------------*/
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
/*---------------------------------------------------------*/
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*---------------------------------------------------------*/
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1. / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * rcpFrame.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1. / 2.) * (
texture2D(tex, posPos.xy + dir * (1. / 3. - 0.5)).xyz +
texture2D(tex, posPos.xy + dir * (2. / 3. - 0.5)).xyz);
vec3 rgbB = rgbA * (1. / 2.) + (1. / 4.) * (
texture2D(tex, posPos.xy + dir * (0. / 3. - 0.5)).xyz +
texture2D(tex, posPos.xy + dir * (3. / 3. - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB;
}
vec3 Fxaa3PixelShader (
// {xy} = center of pixel
vec4 pos,
// {xyzw} = not used on FXAA3 Quality
//vec4 posPos,
// {rgb_} = color in linear or perceptual color space
// {__a} = luma in perceptual color space (not linear)
sampler2D tex,
// This must be from a constant/uniform.
// {x_} = 1.0/screenWidthInPixels
// {_y} = 1.0/screenHeightInPixels
vec2 rcpFrame
// {xyzw} = not used on FXAA3 Quality
//vec4 rcpFrameOpt
) {
/*--------------------------------------------------------------------------*/
//#if (FXAA_GATHER4_ALPHA == 1)
/*vec4 luma4A = FxaaTexOffAlpha4(tex, pos.xy, FxaaInt2(-1, -1), rcpFrame.xy);
#if (FXAA_DISCARD == 0)
vec4 rgbyM = texture2D(tex, pos.xy);
#endif
vec4 luma4B = FxaaTexAlpha4(tex, pos.xy, rcpFrame.xy);
float lumaNE = textureOffset(tex, pos.xy, ivec(1, -1)).w;
float lumaSW = textureOffset(tex, pos.xy, ivec(-1, 1)).w;
float lumaNW = luma4A.w;
float lumaN = luma4A.z;
float lumaW = luma4A.x;
float lumaM = luma4A.y;
float lumaE = luma4B.z;
float lumaS = luma4B.x;
float lumaSE = luma4B.y;*/
//#else
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaN = dot(textureLodOffset(tex, pos.xy, 0., ivec2(0, -1)).rgb, luma);
float lumaW = dot(textureLodOffset(tex, pos.xy, 0., ivec2(-1, 0)).rgb, luma);
vec4 rgbyM = texture2D(tex, pos.xy);
float lumaE = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 1, 0)).rgb, luma);
float lumaS = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 0, 1)).rgb, luma);
float lumaM = dot(rgbyM.rgb, luma);
//#endif
/*--------------------------------------------------------------------------*/
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
//return vec4(range);
/*--------------------------------------------------------------------------*/
#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/12.0)
#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/6.0)
if(range < max(FXAA_QUALITY_EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY_EDGE_THRESHOLD))
/*#if (FXAA_DISCARD == 1)
FxaaDiscard;
#else*/
return rgbyM.rgb;
//return vec3(0);
//#endif
/*--------------------------------------------------------------------------*/
//#if (FXAA_GATHER4_ALPHA == 0)
float lumaNW = dot(textureLodOffset(tex, pos.xy, 0., ivec2(-1,-1)).rgb, luma);
float lumaNE = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 1,-1)).rgb, luma);
float lumaSW = dot(textureLodOffset(tex, pos.xy, 0., ivec2(-1, 1)).rgb, luma);
float lumaSE = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 1, 1)).rgb, luma);
//#endif
/*--------------------------------------------------------------------------*/
#define FXAA_QUALITY_SUBPIX_CAP (3.0/4.0)
//#define FXAA_QUALITY_SUBPIX_CAP 0
#define FXAA_QUALITY_SUBPIX_TRIM (1.0/4.0)
#define FXAA_QUALITY_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_QUALITY_SUBPIX_TRIM))
/*--------------------------------------------------------------------------*/
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = clamp((rangeL / range) - FXAA_QUALITY_SUBPIX_TRIM, 0., 1.) * FXAA_QUALITY_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_QUALITY_SUBPIX_CAP, blendL);
/*--------------------------------------------------------------------------*/
float edgeVert =
abs(lumaNW + (-2.0 * lumaN) + lumaNE) +
10.0 * abs(lumaW + (-2.0 * lumaM) + lumaE ) +
abs(lumaSW + (-2.0 * lumaS) + lumaSE);
float edgeHorz =
abs(lumaNW + (-2.0 * lumaW) + lumaSW) +
10.0 * abs(lumaN + (-2.0 * lumaM) + lumaS ) +
abs(lumaNE + (-2.0 * lumaE) + lumaSE);
//return vec3(edgeHorz);
//float edgeVert = abs(lumaS - lumaN);
//float edgeHorz = abs(lumaE - lumaW);
bool horzSpan = edgeHorz >= edgeVert;
/*--------------------------------------------------------------------------*/
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
//if (edgeHorz == edgeVert) ;//lengthSign = 0.;
if(!horzSpan) {
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;
/*--------------------------------------------------------------------------*/
bool pairN = gradientN >= gradientS;
if(!pairN) {
lumaN = lumaS;
gradientN = gradientS;
lengthSign = -lengthSign;
}
vec2 posN;
posN = pos.xy + (horzSpan ? vec2(0.0, lengthSign * 0.5) : vec2(lengthSign * 0.5, 0.0));
//posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
//posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
/*--------------------------------------------------------------------------*/
#define FXAA_SEARCH_STEPS 8
#define FXAA_SEARCH_THRESHOLD (1.0/8.0)
/*--------------------------------------------------------------------------*/
gradientN *= FXAA_SEARCH_THRESHOLD;
/*--------------------------------------------------------------------------*/
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
float lumaEndN = 0.;
float lumaEndP = 0.;
bool doneN = false;
bool doneP = false;
posN += offNP * (-1.5);
posP += offNP * ( 1.5);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
lumaEndN = dot(texture2DLod(tex, posN.xy, 0.).rgb, luma);
lumaEndP = dot(texture2DLod(tex, posP.xy, 0.).rgb, luma);
bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
if(doneN2 && !doneN) posN += offNP;
if(doneP2 && !doneP) posP -= offNP;
if(doneN2 && doneP2) break;
doneN = doneN2;
doneP = doneP2;
if(!doneN) posN -= offNP * 2.0;
if(!doneP) posP += offNP * 2.0;
}
/*--------------------------------------------------------------------------*/
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
/*--------------------------------------------------------------------------*/
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
/*--------------------------------------------------------------------------*/
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
lengthSign = 0.0;
/*--------------------------------------------------------------------------*/
float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
subPixelOffset += blendL * (1.0/8.0);
subPixelOffset *= lengthSign;
vec3 rgbF = texture2DLod(tex, pos.xy + (horzSpan ? vec2(0., subPixelOffset) : vec2(subPixelOffset, 0.)), 0.).xyz;
/*--------------------------------------------------------------------------*/
/*#if (FXAA_LINEAR == 1)
lumaL *= lumaL;
#endif*/
float lumaF = dot(rgbF, vec3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
float lumaB = mix(lumaF, lumaL, blendL);
float scale = min(4.0, lumaB/lumaF);
rgbF *= scale;
return vec3(rgbF);//, lumaM.rgb);
//, lumaM.rgb);
}
void main() {
gl_FragColor.rgb = Fxaa3PixelShader(posPos, tex0, dt);
}

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#version 130
out vec4 posPos;
uniform float FXAA_SUBPIX_SHIFT = 1. / 4.;
uniform vec2 dt;
void main(void) {
posPos.xy = gl_MultiTexCoord0.xy;
posPos.zw = gl_MultiTexCoord0.xy - (dt * (0.5 + FXAA_SUBPIX_SHIFT));
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

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#version 120
uniform sampler2D t0;
uniform float clum;
void main(void) {
gl_FragColor = max((texture2D(t0, gl_TexCoord[0].xy) / clum - 0.8) * 5., vec4(0.));
}

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#version 130
uniform sampler2D t0;
uniform vec2 vsize;
void main(void) {
vec2 tc = gl_TexCoord[0].xy, dt = 2. / vsize, dt2 = dt + dt;
gl_FragColor = (texture2D(t0, tc) * 3. +
textureOffset(t0, tc, ivec2(1, 0)) * 2. +
textureOffset(t0, tc, ivec2(0, 1)) * 2. +
textureOffset(t0, tc, ivec2(-1, 0)) * 2. +
textureOffset(t0, tc, ivec2(0, -1)) * 2. +
textureOffset(t0, tc, ivec2(1, 1)) * 1.5 +
textureOffset(t0, tc, ivec2(1, -1)) * 1.5 +
textureOffset(t0, tc, ivec2(-1, -1)) * 1.5 +
textureOffset(t0, tc, ivec2(-1, 1)) * 1.5 +
textureOffset(t0, tc, ivec2(2, 0)) +
textureOffset(t0, tc, ivec2(0, 2)) +
textureOffset(t0, tc, ivec2(-2, 0)) +
textureOffset(t0, tc, ivec2(0, -2)) +
textureOffset(t0, tc, ivec2(2, 1)) +
textureOffset(t0, tc, ivec2(2, -1)) +
textureOffset(t0, tc, ivec2(-2, -1)) +
textureOffset(t0, tc, ivec2(-2, 1)) +
textureOffset(t0, tc, ivec2(1, 2)) +
textureOffset(t0, tc, ivec2(1, -2)) +
textureOffset(t0, tc, ivec2(-1, -2)) +
textureOffset(t0, tc, ivec2(-1, 2))) / 29.;
//gl_FragColor = texture2D(t0, tc);
}

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#version 150
uniform sampler2D t0;
uniform float factor = 1., threshold = 0.8;
void main(void) {
qgl_FragData[0].rgb = max(texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb - vec3(threshold), vec3(0.)) * factor;
}

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#version 150
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = vec4(qgl_Vertex,1);
}

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