394 lines
10 KiB
C++
394 lines
10 KiB
C++
/*
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GLObjectBase & Light
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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 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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*/
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#ifndef GLOBJECT_H
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#define GLOBJECT_H
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#include "glframebuffer.h"
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#include "glmaterial.h"
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#include "glvbo.h"
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class Camera;
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class QGLView;
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class GLObjectBase {
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friend class QGLView;
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friend class GLRendererBase;
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friend QDataStream & operator<<(QDataStream & s, const GLObjectBase * p);
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friend QDataStream & operator>>(QDataStream & s, GLObjectBase *& p);
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friend GLObjectBase * loadFromQGLFile(const QString & filepath);
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public:
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enum Type {
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glMesh,
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glLight,
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glCamera,
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glParticlesSystem
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};
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enum Pass {
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Solid,
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Transparent,
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Reflection,
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User
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};
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enum GeomPrimitives {
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Triangles = GL_TRIANGLES,
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Quads = GL_QUADS
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};
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enum RenderMode {
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View = 0,
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Point = GL_POINT,
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Line = GL_LINE,
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Fill = GL_FILL
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};
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explicit GLObjectBase();
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virtual ~GLObjectBase();
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virtual GLObjectBase * clone(bool withChildren = true);
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QString name() const { return name_; }
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void setName(const QString & name) { name_ = name; }
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// virtual GLuint hList() {return list;}
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virtual void init();
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virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
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virtual void update() {}
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bool isInit() const { return is_init; }
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bool isTexturesLoaded() const { return is_tex_loaded; }
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Type type() const { return type_; }
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RenderMode renderMode() const { return render_mode; }
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void setRenderMode(RenderMode mode) { render_mode = mode; }
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float lineWidth() const { return line_width; }
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void setLineWidth(const float & width) { line_width = width; }
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GLObjectBase * parent() { return parent_; }
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void setParent(GLObjectBase * o) { parent_ = o; }
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bool hasParent() const { return parent_ != nullptr; }
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bool hasChildren() const { return children_.size() != 0; }
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void setView(QGLView * v);
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void addChild(GLObjectBase * o);
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void removeChild(GLObjectBase * o);
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void removeChild(int index);
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void clearChildren(bool deleteAll = false);
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int childCount() const { return children_.size(); }
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GLObjectBase * child(int index);
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GLObjectBase * child(const QString & name);
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const GLObjectBase * child(int index) const;
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const GLObjectBase * child(const QString & name) const;
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QList<GLObjectBase *> children(bool all_ = false);
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bool isVisible() const { return visible_; }
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bool isHidden() const { return !visible_; }
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void setVisible(bool v) { visible_ = v; }
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void setHidden(bool v) { visible_ = !v; }
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void show() { visible_ = true; }
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void hide() { visible_ = false; }
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bool isReceiveShadows() const { return rec_shadow; }
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bool isCastShadows() const { return cast_shadow; }
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void setReceiveShadows(bool on) { rec_shadow = on; }
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void setCastShadows(bool on) { cast_shadow = on; }
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void move(const QVector3D & dv) {
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pos_ += dv;
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buildTransform();
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}
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void moveTo(const QVector3D & dv) {
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pos_ = dv;
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buildTransform();
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}
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void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {
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move(QVector3D(dx, dy, dz));
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buildTransform();
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}
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void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {
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moveTo(QVector3D(dx, dy, dz));
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buildTransform();
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}
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void moveX(GLfloat o) {
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pos_.setX(pos_.x() + o);
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buildTransform();
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}
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void moveY(GLfloat o) {
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pos_.setY(pos_.y() + o);
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buildTransform();
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}
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void moveZ(GLfloat o) {
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pos_.setZ(pos_.z() + o);
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buildTransform();
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}
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void setPosX(GLfloat o) {
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pos_.setX(o);
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buildTransform();
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}
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void setPosY(GLfloat o) {
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pos_.setY(o);
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buildTransform();
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}
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void setPosZ(GLfloat o) {
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pos_.setZ(o);
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buildTransform();
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}
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void setPos(GLfloat x, GLfloat y, GLfloat z) {
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pos_ = QVector3D(x, y, z);
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buildTransform();
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}
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void setPos(const QVector3D & p) {
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pos_ = p;
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buildTransform();
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}
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void resetPos() {
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pos_ = QVector3D(0., 0., 0.);
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buildTransform();
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}
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QVector3D pos() const { return pos_; }
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float posX() const { return pos_.x(); }
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float posY() const { return pos_.y(); }
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float posZ() const { return pos_.z(); }
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QVector3D worldPos() const { return (itransform_ * QVector4D(0, 0, 0, 1.)).toVector3D(); }
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QMatrix4x4 worldTransform() const { return itransform_; }
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QVector3D rotation() const { return angles_; }
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float rotationX() const { return angles_.x(); }
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float rotationY() const { return angles_.y(); }
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float rotationZ() const { return angles_.z(); }
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void rotateX(GLfloat a);
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void rotateY(GLfloat a);
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void rotateZ(GLfloat a);
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void setRotationX(GLfloat a);
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void setRotationY(GLfloat a);
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void setRotationZ(GLfloat a);
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void setRotation(const QVector3D & a);
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void resetRotation();
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QVector3D scale() { return scale_; }
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float scaleX() { return scale_.x(); }
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float scaleY() { return scale_.y(); }
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float scaleZ() { return scale_.z(); }
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void scale(const QVector3D & sv) {
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raw_matrix = false;
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scale_ *= sv;
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buildTransform();
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}
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void scale(GLfloat sx, GLfloat sy, GLfloat sz) {
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raw_matrix = false;
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scale(QVector3D(sx, sy, sz));
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buildTransform();
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}
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void scale(GLfloat sx, GLfloat sy) {
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raw_matrix = false;
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scale(QVector3D(sx, sy, sy));
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buildTransform();
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}
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void scale(GLfloat sx) {
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raw_matrix = false;
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scale(QVector3D(sx, sx, sx));
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buildTransform();
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}
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void scaleX(GLfloat a) {
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raw_matrix = false;
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scale_.setX(scale_.x() + a);
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buildTransform();
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}
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void scaleY(GLfloat a) {
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raw_matrix = false;
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scale_.setY(scale_.y() + a);
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buildTransform();
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}
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void scaleZ(GLfloat a) {
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raw_matrix = false;
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scale_.setZ(scale_.z() + a);
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buildTransform();
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}
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void setScale(const QVector3D & a) {
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raw_matrix = false;
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scale_ = a;
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buildTransform();
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}
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void setScale(GLfloat a) {
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raw_matrix = false;
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scale_ = QVector3D(a, a, a);
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buildTransform();
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}
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void setScaleX(GLfloat a) {
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raw_matrix = false;
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scale_.setX(a);
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buildTransform();
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}
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void setScaleY(GLfloat a) {
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raw_matrix = false;
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scale_.setY(a);
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buildTransform();
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}
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void setScaleZ(GLfloat a) {
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raw_matrix = false;
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scale_.setZ(a);
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buildTransform();
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}
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void resetScale() {
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raw_matrix = false;
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scale_ = QVector3D(1., 1., 1.);
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buildTransform();
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}
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QMatrix4x4 transform() { return mat_; }
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void setTransform(const QMatrix4x4 & t);
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bool isRawMatrix() { return raw_matrix; }
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bool isAcceptLight() const { return accept_light; }
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void setAcceptLight(bool yes) { accept_light = yes; }
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bool isAcceptFog() const { return accept_fog; }
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void setAcceptFog(bool yes) { accept_fog = yes; }
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bool isSelected() const { return selected_; }
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void setSelected(bool yes) { selected_ = yes; }
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void select();
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void deselect() { selected_ = false; }
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bool isSelectable() const { return select_; }
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void setSelectable(bool yes) { select_ = yes; }
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/*
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bool isWriteDepth() const {return write_depth_;}
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void setWriteDepth(bool yes) {write_depth_ = yes;}*/
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QColor color() const { return material_.color_diffuse; }
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void setColor(const QColor & c) {
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material_.color_diffuse = c;
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checkPass();
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}
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GLenum srcAlpha() const { return blend_src; }
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GLenum destAlpha() const { return blend_dest; }
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void setSrcAlpha(GLenum mode) { blend_src = mode; }
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void setDestAlpha(GLenum mode) { blend_dest = mode; }
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void setMaterial(const Material & m, bool with_children = false);
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Material & material() { return material_; }
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const Box3D & boundingBox(bool withChildren = true) const { return bound; }
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GLVBO & VBO() { return vbo; }
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void calculateBoundingBox();
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void setProperty(const QString & pn, const QVariant & v);
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QVariant property(const QString & pn, bool * exists = 0) const;
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bool hasProperty(const QString & pn) const;
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void removeProperty(const QString & pn);
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QVector3D pos_h;
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QVector<Vector3d> points, puvws;
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QVector<Vector3i> faces, uvws, norms;
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QVector<Vector3d> normals;
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// QVector<GLfloat> d_vertices, d_normals, d_uvs;
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protected:
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void addChildren(QList<GLObjectBase *> & list, GLObjectBase * where);
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void loadTextures(bool with_children = false);
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// void deleteTextures() {foreach (GLuint i, textures) currentQGLView->deleteTexture(i); textures.clear();}
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void buildTransform();
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void initInternal();
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void render(int * id = nullptr, QMap<int, GLObjectBase *> * ids = nullptr, int sh_id_loc = 0);
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void checkPass();
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virtual void localTransform(QMatrix4x4 & m);
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QMatrix4x4 worldMatrix(QMatrix4x4 parent) const;
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int pass_; // Pass
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bool is_init, is_tex_loaded, accept_light, accept_fog, /*write_depth_,*/ visible_, cast_shadow, rec_shadow, select_, selected_,
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raw_matrix;
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bool is_root;
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float line_width;
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Type type_;
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GeomPrimitives geom_prim;
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RenderMode render_mode;
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Material material_;
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Box3D bound;
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QVector3D pos_, angles_, scale_;
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QList<GLObjectBase *> children_;
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QList<GLuint> textures;
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QMatrix4x4 itransform_, mat_;
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// QColor color_;
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QString name_;
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GLenum blend_src, blend_dest;
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GLObjectBase * parent_;
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QGLViewBase * view_;
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GLVBO vbo;
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QVariantMap meta;
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};
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inline bool operator<(const GLObjectBase & f, const GLObjectBase & s) {
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return f.pos_h.z() < s.pos_h.z();
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}
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class Light: public GLObjectBase {
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friend class QGLView;
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friend class GLRendererBase;
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public:
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enum Type {
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Omni,
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Directional,
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Cone
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};
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Light();
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Light(const QVector3D & p, const QColor & c = Qt::white, float i = 1.);
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virtual GLObjectBase * clone(bool withChildren = true);
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virtual void init() {
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shadow_map.resize(512, 512);
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is_init = true;
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}
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virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
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QVector3D direction, dir0, dir1;
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float angle_start;
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float angle_end;
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float intensity;
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float decay_const;
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float decay_linear;
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float decay_quadratic;
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float decay_start;
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float decay_end;
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Type light_type;
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GLFramebuffer shadow_map;
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QMatrix4x4 shadow_matrix;
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protected:
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};
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template<class T>
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inline T globject_cast(GLObjectBase * object) {
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return reinterpret_cast<T>(object);
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}
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template<class T>
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inline T globject_cast(const GLObjectBase * object) {
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return reinterpret_cast<T>(object);
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}
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QDataStream & operator<<(QDataStream & s, const GLObjectBase * p);
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QDataStream & operator>>(QDataStream & s, GLObjectBase *& p);
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#endif // GLOBJECT_H
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