174 lines
6.5 KiB
C++
174 lines
6.5 KiB
C++
/*
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QGLView
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Copyright (C) 2019 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 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 General Public License for more details.
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You should have received a copy of the GNU 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 "glshaders_types.h"
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#include "chunkstream.h"
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/*
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class Texture {
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public:
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Texture(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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private:
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int wid, hei;
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GLenum format_, target_;
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GLuint id_;
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};
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class CubeTexture {
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public:
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CubeTexture(int _size, const GLenum & _format = GL_RGBA8) {size = _size; format_ = _format; id_ = 0; changed_ = false; pathes.resize(6);}
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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 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 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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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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GLenum format_;
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GLuint id_;
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QVector<QString> pathes;
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};
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*/
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class Map {
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public:
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Map();
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void setBitmapPath(const QString & p);
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void clearBitmap() {setBitmapPath(QString());}
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bool hasBitmap() const {return !bitmap_path.isEmpty();}
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void load(TextureManager * tm);
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void copyToQGLMap(QGLEngineShaders::QGLMap & m) const;
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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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QPointF bitmap_scale;
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float color_amount;
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float color_offset;
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bool _changed;
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int _type, _layer;
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};
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class Material {
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public:
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Material(const QString _name = QString());
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uint hash();
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bool hasTransparency() const;
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bool isMapsChanged() const;
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bool isMapChanged(int type) const;
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void load(TextureManager * tm);
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void setMapsChanged();
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void setTypes();
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QString name;
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QColor color_diffuse;
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QColor color_specular;
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QColor color_emission;
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bool glass;
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float transparency;
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float reflectivity;
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float iof;
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float dispersion;
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Map map_diffuse ;
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Map map_normal ;
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Map map_specular ;
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Map map_roughness;
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Map map_emission ;
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Map map_relief ;
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bool _changed;
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int _index;
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//GLCubeTexture map_reflection;
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};
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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(6, m.bitmap_scale);
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s << cs.data(); return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Map & m) {
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ChunkStream cs(s);
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cs.readAll();
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cs.get(1, m.bitmap_path).get(2, m.color_amount).get(3, m.color_offset).get(6, m.bitmap_scale);
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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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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_emission)
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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_roughness).add(13, m->map_emission);
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s << /*qCompress*/(cs.data()); return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Material *& m) {
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m = new Material();
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//QByteArray ba;
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//s >> ba;
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//ba = qUncompres(ba);
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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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case 1: cs.get(m->name); break;
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case 2: cs.get(m->color_diffuse); break;
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case 3: cs.get(m->color_specular); break;
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case 4: cs.get(m->color_emission); break;
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case 5: cs.get(m->transparency); break;
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case 6: cs.get(m->reflectivity); break;
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case 7: cs.get(m->glass); break;
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case 8: cs.get(m->map_diffuse); break;
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case 9: cs.get(m->map_normal); break;
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case 10: cs.get(m->map_relief); break;
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case 11: cs.get(m->map_specular); break;
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case 12: cs.get(m->map_roughness); break;
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case 13: cs.get(m->map_emission); break;
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}
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}
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m->setTypes();
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return s;
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}
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#endif // GLMATERIAL_H
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