261 lines
12 KiB
C++
261 lines
12 KiB
C++
/*
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GLObjectBase & Light
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Copyright (C) 2017 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 GLOBJECT_H
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#define GLOBJECT_H
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#include "glvbo.h"
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#include "glframebuffer.h"
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#include "glmaterial.h"
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class Camera;
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class QGLView;
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class GLObjectBase
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{
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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 {glMesh, glLight, glCamera, glParticlesSystem};
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enum Pass {Solid, Transparent, Reflection, User};
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enum GeomPrimitives {Triangles = GL_TRIANGLES, Quads = GL_QUADS};
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enum RenderMode {View = 0, Point = GL_POINT, Line = GL_LINE, Fill = GL_FILL};
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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() {calculateBoundingBox(); vbo.init(); vbo.rebuffer(); /*material_.reflection.create();*/ /*qDebug() << "init" << vbo.buffer_;*/ is_init = true;}
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virtual void draw(__GLShaderProgram__ * 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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double lineWidth() const {return line_width;}
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void setLineWidth(const double & 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_ != 0;}
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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) {if (o == this) return; if (o->parent_ != 0) o->parent_->children_.removeAll(o); children_ << o; o->parent_ = this; o->buildTransform(); if (view_ != 0) view_->collectLights();}
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void removeChild(GLObjectBase * o) {if (o == this) return; children_.removeAll(o); o->parent_ = 0; o->buildTransform(); if (view_ != 0) view_->collectLights();}
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void removeChild(int index) {children_[index]->parent_ = 0; children_[index]->buildTransform(); children_.removeAt(index); if (view_ != 0) view_->collectLights();}
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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) {if (index < 0 || index >= children_.size()) return 0; return children_[index];}
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GLObjectBase * child(const QString & name) {foreach (GLObjectBase * i, children_) if (i->name_ == name) return i; return 0;}
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const GLObjectBase * child(int index) const {if (index < 0 || index >= children_.size()) return 0; return children_[index];}
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const GLObjectBase * child(const QString & name) const {foreach (GLObjectBase * i, children_) if (i->name_ == name) return i; return 0;}
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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) {pos_ += dv; buildTransform();}
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void moveTo(const QVector3D & dv) {pos_ = dv; buildTransform();}
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void move(GLdouble dx, GLdouble dy, GLdouble dz = 0.) {move(QVector3D(dx, dy, dz)); buildTransform();}
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void moveTo(GLdouble dx, GLdouble dy, GLdouble dz = 0.) {moveTo(QVector3D(dx, dy, dz)); buildTransform();}
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void moveX(GLdouble o) {pos_.setX(pos_.x() + o); buildTransform();}
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void moveY(GLdouble o) {pos_.setY(pos_.y() + o); buildTransform();}
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void moveZ(GLdouble o) {pos_.setZ(pos_.z() + o); buildTransform();}
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void setPosX(GLdouble o) {pos_.setX(o); buildTransform();}
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void setPosY(GLdouble o) {pos_.setY(o); buildTransform();}
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void setPosZ(GLdouble o) {pos_.setZ(o); buildTransform();}
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void setPos(GLdouble x, GLdouble y, GLdouble z) {pos_ = QVector3D(x, y, z); buildTransform();}
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void setPos(const QVector3D & p) {pos_ = p; buildTransform();}
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void resetPos() {pos_ = QVector3D(0., 0., 0.); buildTransform();}
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QVector3D pos() const {return pos_;}
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double posX() const {return pos_.x();}
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double posY() const {return pos_.y();}
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double 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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double rotationX() const {return angles_.x();}
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double rotationY() const {return angles_.y();}
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double rotationZ() const {return angles_.z();}
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void rotateX(GLdouble a) {raw_matrix = false; angles_.setX(angles_.x() + a); buildTransform();}
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void rotateY(GLdouble a) {raw_matrix = false; angles_.setY(angles_.y() + a); buildTransform();}
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void rotateZ(GLdouble a) {raw_matrix = false; angles_.setZ(angles_.z() + a); while (angles_.z() < -360.) angles_.setZ(angles_.z() + 360.); while (angles_.z() > 360.) angles_.setZ(angles_.z() - 360.); buildTransform();}
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void setRotationX(GLdouble a) {raw_matrix = false; angles_.setX(a); buildTransform();}
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void setRotationY(GLdouble a) {raw_matrix = false; angles_.setY(a); buildTransform();}
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void setRotationZ(GLdouble a) {raw_matrix = false; angles_.setZ(a); while (angles_.z() < -360.) angles_.setZ(angles_.z() + 360.); while (angles_.z() > 360.) angles_.setZ(angles_.z() - 360.); buildTransform();}
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void setRotation(const QVector3D & a) {raw_matrix = false; angles_= a; buildTransform();}
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void resetRotation() {raw_matrix = false; angles_ = QVector3D(0., 0., 0.); buildTransform();}
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QVector3D scale() {return scale_;}
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double scaleX() {return scale_.x();}
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double scaleY() {return scale_.y();}
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double scaleZ() {return scale_.z();}
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void scale(const QVector3D & sv) {raw_matrix = false; scale_ *= sv; buildTransform();}
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void scale(GLdouble sx, GLdouble sy, GLdouble sz) {raw_matrix = false; scale(QVector3D(sx, sy, sz)); buildTransform();}
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void scale(GLdouble sx, GLdouble sy) {raw_matrix = false; scale(QVector3D(sx, sy, sy)); buildTransform();}
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void scale(GLdouble sx) {raw_matrix = false; scale(QVector3D(sx, sx, sx)); buildTransform();}
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void scaleX(GLdouble a) {raw_matrix = false; scale_.setX(scale_.x() + a); buildTransform();}
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void scaleY(GLdouble a) {raw_matrix = false; scale_.setY(scale_.y() + a); buildTransform();}
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void scaleZ(GLdouble a) {raw_matrix = false; scale_.setZ(scale_.z() + a); buildTransform();}
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void setScale(const QVector3D & a) {raw_matrix = false; scale_ = a; buildTransform();}
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void setScale(GLdouble a) {raw_matrix = false; scale_ = QVector3D(a, a, a); buildTransform();}
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void setScaleX(GLdouble a) {raw_matrix = false; scale_.setX(a); buildTransform();}
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void setScaleY(GLdouble a) {raw_matrix = false; scale_.setY(a); buildTransform();}
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void setScaleZ(GLdouble a) {raw_matrix = false; scale_.setZ(a); buildTransform();}
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void resetScale() {raw_matrix = false; scale_ = QVector3D(1., 1., 1.); buildTransform();}
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QMatrix4x4 transform() {return mat_;}
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void setTransform(const QMatrix4x4 & t);
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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) {material_.color_diffuse = c; checkPass();}
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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) {material_ = m; if (with_children) foreach (GLObjectBase * i, children_) i->setMaterial(m, true); checkPass(); is_tex_loaded = false;}
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Material & material() {/*is_tex_loaded = false;*/ 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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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) {material_.loadTextures((GLTextureManagerBase * )currentGLTextureManager); if (with_children) foreach (GLObjectBase * i, children_) i->loadTextures(); is_tex_loaded = true; checkPass();}
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//void deleteTextures() {foreach (GLuint i, textures) currentQGLView->deleteTexture(i); textures.clear();}
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void calculateBoundingBox();
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void buildTransform();
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void initInternal() {init(); loadTextures(); foreach (GLObjectBase * i, children_) i->initInternal();}
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void render(int * id = 0, QMap<int, GLObjectBase * > * ids = 0, 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_, raw_matrix;
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bool is_root;
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double 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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};
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inline bool operator <(const GLObjectBase & f, const GLObjectBase & s) {return f.pos_h.z() < s.pos_h.z();}
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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 {Omni, Directional, Cone};
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Light();
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Light(const QVector3D & p, const QColor & c = Qt::white, GLdouble i = 1.);
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virtual GLObjectBase * clone(bool withChildren = true);
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virtual void init() {shadow_map.resize(512, 512); is_init = true;}
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virtual void draw(__GLShaderProgram__ * prog, bool simplest = false);
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QVector3D direction, dir0, dir1;
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GLdouble angle_start;
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GLdouble angle_end;
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GLdouble intensity;
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GLdouble decay_const;
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GLdouble decay_linear;
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GLdouble decay_quadratic;
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GLdouble decay_start;
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GLdouble 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) {return reinterpret_cast<T>(object);}
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template <class T>
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inline T globject_cast(const GLObjectBase * object) {return reinterpret_cast<T>(object);}
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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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