/* QGLView Ivan Pelipenko peri4ko@yandex.ru This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see . */ #ifndef GLMATERIAL_H #define GLMATERIAL_H #include "chunkstream.h" #include "gltypes.h" class GLTexture { public: GLTexture(int _width, int _height, const GLenum & _format = GL_RGBA8, const GLenum & _target = GL_TEXTURE_2D) { wid = _width; hei = _height; format_ = _format; target_ = _target; id_ = 0; } bool create() { destroy(); createGLTexture(id_, wid, hei, format_, target_); return id_ > 0; } void destroy() { if (id_ > 0) glDeleteTextures(1, &id_); id_ = 0; } void bind() { if (id_ > 0) glBindTexture(target_, id_); } void release() { glBindTexture(target_, 0); } int width() const { return wid; } int height() const { return hei; } GLenum format() const { return format_; } GLenum target() const { return target_; } GLuint id() const { return id_; } private: int wid, hei; GLenum format_, target_; GLuint id_; }; class GLCubeTexture { public: GLCubeTexture(int _size, const GLenum & _format = GL_RGBA8) { size = _size; format_ = _format; id_ = 0; changed_ = false; pathes.resize(6); } bool create(); void destroy() { if (id_ > 0) glDeleteTextures(1, &id_); id_ = 0; } void bind() { if (changed_) { changed_ = false; create(); } if (id_ > 0) glBindTexture(GL_TEXTURE_CUBE_MAP, id_); } void release() { glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } void resize(int _size) { size = _size; changed_ = true; } void loadFromDirectory(const QString & dir); void loadFront(const QString & path) { bind(); pathes[0] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_X); } void loadBack(const QString & path) { bind(); pathes[1] = path; createGLTexture(id_, rotateQImageRight(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_X); } void loadLeft(const QString & path) { bind(); pathes[2] = path; createGLTexture(id_, QImage(path).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y); } void loadRight(const QString & path) { bind(); pathes[3] = path; createGLTexture(id_, rotateQImage180(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Y); } void loadTop(const QString & path) { bind(); pathes[4] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); } void loadBottom(const QString & path) { bind(); pathes[5] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Z); } void load(); bool isEmpty() const { foreach(const QString & i, pathes) if (!i.isEmpty()) return false; return true; } GLenum format() const { return format_; } void setFormat(GLenum f) { format_ = f; changed_ = true; } GLuint id() const { return id_; } const QString & path(int side) const { return pathes[side]; } void setPath(int side, const QString & p) { pathes[side] = p; } void loadPathesFromDirectory(const QString & dir); private: bool changed_; int size; GLenum format_; GLuint id_; QVector pathes; }; class GLTextureManager; class GLTextureManagerBase { public: GLTextureManagerBase() {} virtual ~GLTextureManagerBase() {} void addSearchPath(const QString & path) { search_pathes << path; } static QStringList searchPathes() { return search_pathes; } QString findFile(const QString & path); GLuint loadTexture(const QString & path, bool ownership = true, bool bump = false); GLuint loadTexture(const QImage & image, bool ownership = true, bool bump = false); void reloadTexture(GLuint tid, const QString & path); void reloadTexture(GLuint tid, const QImage & image); int textureID(const QString & path, bool bump = false) { return tex_ids[bump ? 1 : 0][path]; } virtual void addTexture(const QString & path) = 0; virtual void addAnimation(const QString & dir, const QString & name) = 0; virtual bool loadTextures() = 0; protected: static void convertToNormal(QImage & im); static QStringList search_pathes; QMap tex_ids[2]; }; class Map { public: Map() { bitmap_id = 0; color_amount = 1.f; color_offset = 0.f; animation_frame_rate = -1.f; bitmap_scale = QPointF(1., 1.); } QString bitmap_path; GLuint bitmap_id; QPointF bitmap_offset; QPointF bitmap_scale; float color_amount; float color_offset; QString animation; float animation_frame_rate; }; class Material { public: Material(); void apply(QOpenGLShaderProgram * prog); void loadTextures(GLTextureManagerBase * tm); QString name; QColor color_diffuse; QColor color_specular; QColor color_self_illumination; bool glass; float transparency; float reflectivity; float iof; float dispersion; Map map_diffuse; Map map_normal; Map map_relief; Map map_self_illumination; Map map_specularity; Map map_specular; /*Map map_diffuse_2; Map map_diffuse_3; Map map_diffuse_4;*/ GLCubeTexture map_reflection; }; inline QDataStream & operator<<(QDataStream & s, const Map & m) { ChunkStream cs; cs.add(1, m.bitmap_path) .add(2, m.color_amount) .add(3, m.color_offset) .add(4, m.animation) .add(5, m.animation_frame_rate) .add(6, m.bitmap_scale); s << cs.data(); return s; } inline QDataStream & operator>>(QDataStream & s, Map & m) { ChunkStream cs(s); while (!cs.atEnd()) { switch (cs.read()) { case 1: m.bitmap_path = cs.getData(); break; case 2: m.color_amount = cs.getData(); break; case 3: m.color_offset = cs.getData(); break; case 4: m.animation = cs.getData(); break; case 5: m.animation_frame_rate = cs.getData(); break; case 6: m.bitmap_scale = cs.getData(); break; } } return s; } inline QDataStream & operator<<(QDataStream & s, const Material & m) { ChunkStream cs; cs.add(1, m.name) .add(2, m.color_diffuse) .add(3, m.color_specular) .add(4, m.color_self_illumination) .add(5, m.transparency) .add(6, m.reflectivity) .add(7, m.glass) .add(8, m.map_diffuse) .add(9, m.map_normal) .add(10, m.map_relief) .add(11, m.map_specular) .add(12, m.map_specularity) .add(13, m.map_self_illumination); s << qCompress(cs.data()); return s; } inline QDataStream & operator>>(QDataStream & s, Material & m) { QByteArray ba; s >> ba; ba = qUncompress(ba); ChunkStream cs(ba); while (!cs.atEnd()) { switch (cs.read()) { case 1: m.name = cs.getData(); break; case 2: m.color_diffuse = cs.getData(); break; case 3: m.color_specular = cs.getData(); break; case 4: m.color_self_illumination = cs.getData(); break; case 5: m.transparency = cs.getData(); break; case 6: m.reflectivity = cs.getData(); break; case 7: m.glass = cs.getData(); break; case 8: m.map_diffuse = cs.getData(); break; case 9: m.map_normal = cs.getData(); break; case 10: m.map_relief = cs.getData(); break; case 11: m.map_specular = cs.getData(); break; case 12: m.map_specularity = cs.getData(); break; case 13: m.map_self_illumination = cs.getData(); break; } } return s; } #endif // GLMATERIAL_H