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qad/libs/qglview/glmaterial.h
2022-12-14 14:14:33 +03:00

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8.4 KiB
C++

/*
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 "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<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