135 lines
6.2 KiB
C++
135 lines
6.2 KiB
C++
/*
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QGLView
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Copyright (C) 2012 Ivan Pelipenko peri4ko@gmail.com
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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 "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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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 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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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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class GLTextureManager;
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class GLTextureManagerBase {
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public:
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static void addSearchPath(const QString & path) {search_pathes << path;}
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static QStringList searchPathes() {return search_pathes;}
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static GLuint loadTexture(const QString & path, bool ownership = true, bool bump = false);
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static GLuint loadTexture(const QImage & image, bool ownership = true, bool bump = false);
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int textureID(const QString & path, bool bump = false) {return tex_ids[bump ? 1 : 0][path];}
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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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extern GLTextureManager * currentGLTextureManager;
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struct Map {
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Map() {bitmap_id = 0; color_amount = 1.f; color_offset = 0.f; animation_frame_rate = -1.f;}
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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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float color_amount;
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float color_offset;
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QString animation;
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float animation_frame_rate;
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};
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struct Material {
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Material();
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void apply(QGLShaderProgram * prog);
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void loadTextures(GLTextureManagerBase * tm = 0);
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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_self_illumination;
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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_relief;
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Map map_self_illumination;
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Map map_specularity;
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Map map_specular;
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/*Map map_diffuse_2;
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Map map_diffuse_3;
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Map map_diffuse_4;*/
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GLCubeTexture map_reflection;
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};
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inline QDataStream & operator <<(QDataStream & s, const Map & m) {s << m.bitmap_path << m.color_amount << m.color_offset << m.animation << m.animation_frame_rate; return s;}
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inline QDataStream & operator >>(QDataStream & s, Map & m) {s >> m.bitmap_path >> m.color_amount >> m.color_offset >> m.animation >> m.animation_frame_rate; return s;}
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inline QDataStream & operator <<(QDataStream & s, const Material & m) {s << m.name << m.color_diffuse << m.color_specular << m.color_self_illumination << m.transparency << m.reflectivity << m.glass << m.map_diffuse << m.map_normal << m.map_relief << m.map_specular << m.map_specularity << m.map_self_illumination; return s;}
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inline QDataStream & operator >>(QDataStream & s, Material & m) {s >> m.name >> m.color_diffuse >> m.color_specular >> m.color_self_illumination >> m.transparency >> m.reflectivity >> m.glass >> m.map_diffuse >> m.map_normal >> m.map_relief >> m.map_specular >> m.map_specularity >> m.map_self_illumination; return s;}
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#endif // GLMATERIAL_H
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