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@@ -1,39 +1,55 @@
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/*
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QGLView
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Ivan Pelipenko peri4ko@yandex.ru
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QGLView
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GLMATERIAL_H
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#define GLMATERIAL_H
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#include "gltypes.h"
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#include "chunkstream.h"
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#include "gltypes.h"
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class GLTexture {
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public:
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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;}
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bool create() {destroy(); createGLTexture(id_, wid, hei, format_, target_); return id_ > 0;}
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void destroy() {if (id_ > 0) glDeleteTextures(1, &id_); id_ = 0;}
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void bind() {if (id_ > 0) glBindTexture(target_, id_);}
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void release() {glBindTexture(target_, 0);}
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int width() const {return wid;}
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int height() const {return hei;}
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GLenum format() const {return format_;}
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GLenum target() const {return target_;}
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GLuint id() const {return id_;}
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GLTexture(int _width, int _height, const GLenum & _format = GL_RGBA8, const GLenum & _target = GL_TEXTURE_2D) {
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wid = _width;
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hei = _height;
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format_ = _format;
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target_ = _target;
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id_ = 0;
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}
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bool create() {
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destroy();
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createGLTexture(id_, wid, hei, format_, target_);
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return id_ > 0;
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}
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void destroy() {
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if (id_ > 0) glDeleteTextures(1, &id_);
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id_ = 0;
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}
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void bind() {
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if (id_ > 0) glBindTexture(target_, id_);
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}
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void release() { glBindTexture(target_, 0); }
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int width() const { return wid; }
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int height() const { return hei; }
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GLenum format() const { return format_; }
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GLenum target() const { return target_; }
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GLuint id() const { return id_; }
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private:
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int wid, hei;
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GLenum format_, target_;
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@@ -43,27 +59,95 @@ private:
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class GLCubeTexture {
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public:
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GLCubeTexture(int _size, const GLenum & _format = GL_RGBA8) {size = _size; format_ = _format; id_ = 0; changed_ = false; pathes.resize(6);}
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GLCubeTexture(int _size, const GLenum & _format = GL_RGBA8) {
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size = _size;
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format_ = _format;
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id_ = 0;
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changed_ = false;
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pathes.resize(6);
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}
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bool create();
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void destroy() {if (id_ > 0) glDeleteTextures(1, &id_); id_ = 0;}
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void bind() {if (changed_) {changed_ = false; create();} if (id_ > 0) glBindTexture(GL_TEXTURE_CUBE_MAP, id_);}
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void release() {glBindTexture(GL_TEXTURE_CUBE_MAP, 0);}
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void resize(int _size) {size = _size; changed_ = true;}
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void destroy() {
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if (id_ > 0) glDeleteTextures(1, &id_);
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id_ = 0;
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}
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void bind() {
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if (changed_) {
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changed_ = false;
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create();
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}
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if (id_ > 0) glBindTexture(GL_TEXTURE_CUBE_MAP, id_);
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}
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void release() { glBindTexture(GL_TEXTURE_CUBE_MAP, 0); }
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void resize(int _size) {
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size = _size;
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changed_ = true;
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}
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void loadFromDirectory(const QString & dir);
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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);}
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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);}
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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);}
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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);}
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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);}
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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);}
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void loadFront(const QString & path) {
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bind();
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pathes[0] = path;
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createGLTexture(id_,
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rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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format_,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X);
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}
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void loadBack(const QString & path) {
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bind();
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pathes[1] = path;
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createGLTexture(id_,
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rotateQImageRight(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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format_,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X);
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}
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void loadLeft(const QString & path) {
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bind();
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pathes[2] = path;
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createGLTexture(id_,
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QImage(path).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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format_,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);
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}
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void loadRight(const QString & path) {
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bind();
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pathes[3] = path;
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createGLTexture(id_,
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rotateQImage180(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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format_,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
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}
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void loadTop(const QString & path) {
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bind();
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pathes[4] = path;
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createGLTexture(id_,
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rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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format_,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
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}
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void loadBottom(const QString & path) {
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bind();
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pathes[5] = path;
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createGLTexture(id_,
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rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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format_,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
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}
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void load();
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bool isEmpty() const {foreach (const QString & i, pathes) if (!i.isEmpty()) return false; return true;}
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GLenum format() const {return format_;}
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void setFormat(GLenum f) {format_ = f; changed_ = true;}
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GLuint id() const {return id_;}
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const QString & path(int side) const {return pathes[side];}
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void setPath(int side, const QString & p) {pathes[side] = p;}
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bool isEmpty() const {
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foreach(const QString & i, pathes)
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if (!i.isEmpty()) return false;
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return true;
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}
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GLenum format() const { return format_; }
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void setFormat(GLenum f) {
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format_ = f;
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changed_ = true;
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}
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GLuint id() const { return id_; }
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const QString & path(int side) const { return pathes[side]; }
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void setPath(int side, const QString & p) { pathes[side] = p; }
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void loadPathesFromDirectory(const QString & dir);
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private:
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bool changed_;
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int size;
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@@ -78,28 +162,33 @@ class GLTextureManagerBase {
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public:
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GLTextureManagerBase() {}
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virtual ~GLTextureManagerBase() {}
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void addSearchPath(const QString & path) {search_pathes << path;}
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static QStringList searchPathes() {return search_pathes;}
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void addSearchPath(const QString & path) { search_pathes << path; }
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static QStringList searchPathes() { return search_pathes; }
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QString findFile(const QString & path);
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GLuint loadTexture(const QString & path, bool ownership = true, bool bump = false);
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GLuint loadTexture(const QImage & image, bool ownership = true, bool bump = false);
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void reloadTexture(GLuint tid, const QString & path);
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void reloadTexture(GLuint tid, const QImage & image);
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int textureID(const QString & path, bool bump = false) {return tex_ids[bump ? 1 : 0][path];}
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virtual void addTexture(const QString & path) = 0;
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int textureID(const QString & path, bool bump = false) { return tex_ids[bump ? 1 : 0][path]; }
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virtual void addTexture(const QString & path) = 0;
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virtual void addAnimation(const QString & dir, const QString & name) = 0;
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virtual bool loadTextures() = 0;
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virtual bool loadTextures() = 0;
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protected:
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static void convertToNormal(QImage & im);
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static QStringList search_pathes;
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QMap<QString, GLuint> tex_ids[2];
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};
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class Map {
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public:
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Map() {bitmap_id = 0; color_amount = 1.f; color_offset = 0.f; animation_frame_rate = -1.f; bitmap_scale = QPointF(1., 1.);}
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Map() {
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bitmap_id = 0;
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color_amount = 1.f;
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color_offset = 0.f;
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animation_frame_rate = -1.f;
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bitmap_scale = QPointF(1., 1.);
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}
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QString bitmap_path;
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GLuint bitmap_id;
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QPointF bitmap_offset;
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@@ -137,12 +226,18 @@ public:
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};
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inline QDataStream & operator <<(QDataStream & s, const Map & m) {
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inline QDataStream & operator<<(QDataStream & s, const Map & m) {
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ChunkStream cs;
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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);
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s << cs.data(); return s;
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cs.add(1, m.bitmap_path)
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.add(2, m.color_amount)
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.add(3, m.color_offset)
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.add(4, m.animation)
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.add(5, m.animation_frame_rate)
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.add(6, m.bitmap_scale);
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s << cs.data();
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return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Map & m) {
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inline QDataStream & operator>>(QDataStream & s, Map & m) {
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ChunkStream cs(s);
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while (!cs.atEnd()) {
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switch (cs.read()) {
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@@ -157,14 +252,25 @@ inline QDataStream & operator >>(QDataStream & s, Map & m) {
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return s;
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}
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inline QDataStream & operator <<(QDataStream & s, const Material & m) {
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inline QDataStream & operator<<(QDataStream & s, const Material & m) {
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ChunkStream cs;
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cs.add(1, m.name).add(2, m.color_diffuse).add(3, m.color_specular).add(4, m.color_self_illumination)
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.add(5, m.transparency).add(6, m.reflectivity).add(7, m.glass).add(8, m.map_diffuse).add(9, m.map_normal)
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.add(10, m.map_relief).add(11, m.map_specular).add(12, m.map_specularity).add(13, m.map_self_illumination);
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s << qCompress(cs.data()); return s;
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cs.add(1, m.name)
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.add(2, m.color_diffuse)
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.add(3, m.color_specular)
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.add(4, m.color_self_illumination)
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.add(5, m.transparency)
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.add(6, m.reflectivity)
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.add(7, m.glass)
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.add(8, m.map_diffuse)
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.add(9, m.map_normal)
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.add(10, m.map_relief)
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.add(11, m.map_specular)
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.add(12, m.map_specularity)
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.add(13, m.map_self_illumination);
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s << qCompress(cs.data());
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return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Material & m) {
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inline QDataStream & operator>>(QDataStream & s, Material & m) {
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QByteArray ba;
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s >> ba;
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ba = qUncompress(ba);
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