430 lines
13 KiB
C++
430 lines
13 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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#define GL_GLEXT_PROTOTYPES
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#include <QOpenGLExtraFunctions>
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#include "renderer_service.h"
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#include "renderer.h"
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#include "qglview.h"
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#include "glmesh.h"
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#include <qad_types.h>
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using namespace QGLEngineShaders;
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RendererService::RendererService(Renderer * r_): r(r_) {
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line_width = 1;
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current_action = haNoAction;
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current_handle = 0;
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mat_xyz.resize(3); mat_ms2.resize(3);
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color_xyz.resize(3); color_ms2.resize(3);
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const QVector3D _rot [3] = {QVector3D(0,1,0), QVector3D(-1,0,0), QVector3D(0, 0,1)};
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const QVector3D _rot2[3] = {QVector3D(0,0,0), QVector3D( 1,0,0), QVector3D(0,-1,0)};
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for (int i = 0; i < 3; ++i) {
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QMatrix4x4 m;
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m.rotate(90., _rot[i]);
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mat_xyz[i] = m;
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m.setToIdentity();
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if (!_rot2[i].isNull())
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m.rotate(90., _rot2[i]);
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mat_ms2[i] = m;
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color_xyz[i] = color_ms2[i] = QVector4D(0,0,0,0.8);
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color_xyz[i][i] = 1.;
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}
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color_ms2[0] = (color_xyz[0] + color_xyz[1]) / 2.;
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color_ms2[1] = (color_xyz[0] + color_xyz[2]) / 2.;
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color_ms2[2] = (color_xyz[1] + color_xyz[2]) / 2.;
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axis_camera = new Camera();
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axis_camera->setAim(QVector3D());
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axis_camera->setFOV(45.);
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axis_mesh = Primitive::arrow(12);
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size_vp_scale = size_full_scale = 1.;
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box_mesh = Primitive::cube(0.8, 0.8, 0.8);
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box_mesh_f = Primitive::cubeFrame(0.8, 0.8, 0.8);
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omni_mesh = Primitive::ellipsoid(2, 1);
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omni_mesh_f = Primitive::ellipsoidFrame(2, 1);
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omni_mesh ->scalePoints(1.5);
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omni_mesh_f->scalePoints(1.5);
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cone_mesh = Primitive::cone(8, 1., 1., 1.);
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cone_mesh_f = Primitive::coneFrame(8, 1., 1., 1.);
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QMatrix4x4 mat;
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mat.translate(0,0,-1);
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cone_mesh ->transformPoints(mat);
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cone_mesh_f->transformPoints(mat);
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cone_mesh_f->scalePoints(1.5);
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box_mesh ->scalePoints(1.3);
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omni_mesh ->scalePoints(1.3);
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cone_mesh ->translatePoints(0,0,0.5);
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cone_mesh ->scalePoints(1.4);
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cone_mesh ->translatePoints(0,0,-0.5);
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cone_mesh ->scalePoints(1.5);
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line_mesh_f = Primitive::lineFrame(QVector3D(), QVector3D(0, 0, -1));
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handle_move_mesh = Primitive::arrow(12, 0.06);
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handle_ms_2_mesh = Primitive::torus(8, 12, 0.5, 0.02, 90);
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Mesh * m = Primitive::disc(8, 1., 1., true, 90);
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handle_ms_2_mesh->append(m);
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delete m;
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m = Primitive::disc(8, 1., 1., false, 90);
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handle_ms_2_mesh->append(m);
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delete m;
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handle_rotate_mesh = Primitive::arrow(12, 0.03);
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m = Primitive::torus(30, 12, 0.5, 0.06);
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m->translatePoints(QVector3D(0., 0., 0.75));
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handle_rotate_mesh->append(m);
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delete m;
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handle_scale_mesh = Primitive::cylinder(12, 0.06, 0.06, 0.85);
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m = Primitive::ellipsoid(12, 12, 0.3, 0.3, 0.3);
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m->translatePoints(QVector3D(0., 0., 0.85));
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handle_scale_mesh->append(m);
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delete m;
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handle_scale_3_mesh = Primitive::ellipsoid(12, 12, 0.4, 0.4, 0.4);
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handle_move_mesh ->scalePoints(7.5);
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handle_ms_2_mesh ->scalePoints(7.5);
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handle_rotate_mesh ->scalePoints(7.5);
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handle_scale_mesh ->scalePoints(7.5);
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handle_scale_3_mesh ->scalePoints(7.5);
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}
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RendererService::~RendererService() {
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delete box_mesh;
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delete box_mesh_f;
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delete omni_mesh;
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delete omni_mesh_f;
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delete cone_mesh;
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delete cone_mesh_f;
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delete line_mesh_f;
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delete axis_camera;
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delete axis_mesh;
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delete handle_move_mesh;
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delete handle_ms_2_mesh;
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delete handle_rotate_mesh;
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delete handle_scale_mesh;
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delete handle_scale_3_mesh;
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}
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void RendererService::init(int width, int height) {
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fillXYZObjects();
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axis_mesh->loadObjects(r->view, cur_objects);
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resize(width, height);
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}
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void RendererService::resize(int width, int height) {
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axis_viewport = preferredIconSize(10.);
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line_width = lineThickness();
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size_vp_scale = 25. * appScale() / qMax(qMin(width, height), 1);
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//qDebug() << axis_viewport;
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}
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QMatrix4x4 RendererService::invariantSizeMatrix(QVector3D p, double * ret_scale) {
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QVector4D pos = QVector4D(p, 1.);
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double dist = -(v_mat * pos).z();
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QMatrix4x4 m;
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m.translate(pos.toVector3D());
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m.scale(dist * size_full_scale);
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if (ret_scale) *ret_scale = dist * size_full_scale;
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return m;
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}
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QMatrix4x4 RendererService::parentRotationMatrix(ObjectBase * o, bool self_rotation) {
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QMatrix4x4 ret;
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if (!o) return ret;
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QMatrix4x4 pmat;
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if (o->parent()) {
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pmat = o->parent()->transform().matrixRotate();
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}
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if (self_rotation) {
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ret *= o->transform().matrixRotate();
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}
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ret = pmat * ret;
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return ret;
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}
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void RendererService::fillXYZObjects() {
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cur_objects.resize(3);
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for (int i = 0; i < 3; ++i) {
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cur_objects[i].color = color_xyz[i];
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mat_xyz[i].transposed().copyDataTo(cur_objects[i].modelmatrix);
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}
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}
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void RendererService::fillOmniObjects() {
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QList<Light*> ll = r->view->scene()->lights_used.value(Light::Omni);
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Object o;
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cur_objects.clear();
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foreach (Light * l, ll) {
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QMatrix4x4 m = invariantSizeMatrix(l->worldPos());
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m.transposed().copyDataTo(o.modelmatrix);
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o.object_id = l->id_;
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cur_objects << o;
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}
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}
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void RendererService::fillSpotObjects() {
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QList<Light*> ll = r->view->scene()->lights_used.value(Light::Cone);
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Object o;
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cur_objects.clear();
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cur_aims.clear();
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QVector<QVector3D> & lv (line_mesh_f->vertices ());
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QVector<QVector3D> & ln (line_mesh_f->normals ());
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QVector<QVector2D> & lt (line_mesh_f->texcoords ());
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QVector< Vector2i> & lind(line_mesh_f->indicesLines());
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lv.clear();
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foreach (Light * l, ll) {
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QMatrix4x4 m;
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m = invariantSizeMatrix(l->worldPos()) * parentRotationMatrix(l);
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m.transposed().copyDataTo(o.modelmatrix);
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o.object_id = l->id_;
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cur_objects << o;
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lv << l->worldPos() << l->worldAim();
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m = invariantSizeMatrix(l->worldAim());
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m.transposed().copyDataTo(o.modelmatrix);
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o.object_id = l->id_ + 1;
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cur_aims << o;
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}
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ln.resize(lv.size());
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lt.resize(lv.size());
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lind.resize(lv.size() / 2);
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for (int i = 0; i < lind.size(); ++i) {
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lind[i] = Vector2i(i*2, i*2 + 1);
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}
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}
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void RendererService::fillHandleObjects(QVector3D center, HandleMesh ids[], const QVector<QMatrix4x4> & mats, const QVector<QVector4D> & colors, QMatrix4x4 add_mat, int count) {
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QMatrix4x4 m = invariantSizeMatrix(center) * add_mat;
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cur_objects.resize(count);
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for (int i = 0; i < count; ++i) {
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cur_objects[i].color = colors[i];
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QMatrix4x4 omat = m * mats[i];
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cur_objects[i].object_id = ids[i];
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if (current_handle.testFlag(ids[i])) {
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cur_objects[i].color = QVector4D(0,1,1,1);
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}
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omat.transposed().copyDataTo(cur_objects[i].modelmatrix);
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}
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}
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bool RendererService::calculateCenter() {
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ObjectBaseList sol = r->view->scene()->selectedObjects(true);
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if (sol.isEmpty()) return false;
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selection_center = sol[0]->worldPos();
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if (sol.size() > 1) {
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Box3D bb;
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foreach (ObjectBase * o, sol) {
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o->calculateBoundingBox();
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bb |= o->boundingBox();
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}
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if (!bb.isEmpty()) {
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selection_center = bb.center();
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}
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}
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axis_mat = QMatrix4x4();
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if ((sol.size() == 1)) {
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if (current_action == haMove) {
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if (sol[0]->selected_aim)
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selection_center = ((AimedObject*)sol[0])->worldAim();
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} else {
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axis_mat = parentRotationMatrix(sol[0]);
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}
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}
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return true;
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}
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void RendererService::drawCurrentHandleObjects() {
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if (current_action == haNoAction) return;
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if (calculateCenter()) {
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HandleMesh ids[3];
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switch (current_action) {
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case haMove : ids[0] = hmMoveX ; ids[1] = hmMoveY ; ids[2] = hmMoveZ ; break;
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case haRotate: ids[0] = hmRotateX; ids[1] = hmRotateY; ids[2] = hmRotateZ; break;
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case haScale : ids[0] = hmScaleX ; ids[1] = hmScaleY ; ids[2] = hmScaleZ ; break;
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default: break;
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}
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fillHandleObjects(selection_center, ids, mat_xyz, color_xyz, axis_mat);
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Mesh * hm = currentHandleMesh();
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QVector<uchar> sel;
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sel.fill(0, 3);
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if (hm) {
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hm->loadObjects(r->view, cur_objects);
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hm->loadSelections(r->view, sel);
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hm->draw(r->view, 3);
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}
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if (current_action == haMove || current_action == haScale) {
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switch (current_action) {
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case haMove : ids[0] = hmMoveXY ; ids[1] = hmMoveXZ ; ids[2] = hmMoveYZ ; break;
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case haScale : ids[0] = hmScaleXY ; ids[1] = hmScaleXZ ; ids[2] = hmScaleYZ ; break;
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default: break;
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}
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hm = handle_ms_2_mesh;
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fillHandleObjects(selection_center, ids, mat_ms2, color_ms2, axis_mat);
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hm->loadObjects(r->view, cur_objects);
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hm->loadSelections(r->view, sel);
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hm->draw(r->view, 3);
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if (current_action == haScale) {
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hm = handle_scale_3_mesh;
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QVector<QMatrix4x4> mv; mv.resize(1);
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QVector<QVector4D> cv; cv.fill(QVector4D(1, 1, 0.5, 1), 1);
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ids[0] = hmMaxScale;
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fillHandleObjects(selection_center, ids, mv, cv, axis_mat, 1);
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hm->loadObjects(r->view, cur_objects);
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hm->loadSelections(r->view, sel);
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hm->draw(r->view, 1);
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}
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}
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}
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}
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void RendererService::drawLights() {
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QGLView * v = r->view;
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RendererSelection & rs(r->rend_selection);
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fillOmniObjects();
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omni_mesh->loadObjects(v, cur_objects);
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r->fillSelectionsBuffer(rs.cur_selections_, light2objectList(v->scene_->lights_used.value(Light::Omni)));
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omni_mesh->loadSelections(v, rs.cur_selections_);
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omni_mesh->draw(v, cur_objects.size());
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fillSpotObjects();
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cone_mesh->loadObjects(v, cur_objects);
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r->fillSelectionsBuffer(rs.cur_selections_, light2objectList(v->scene_->lights_used.value(Light::Cone)));
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cone_mesh->loadSelections(v, rs.cur_selections_);
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cone_mesh->draw(v, cur_objects.size());
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box_mesh->loadObjects(v, cur_aims);
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box_mesh->loadSelections(v, rs.cur_selections_);
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box_mesh->draw(v, cur_aims.size());
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}
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void RendererService::drawLightsFrame(QColor color) {
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QGLView * v = r->view;
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RendererSelection & rs(r->rend_selection);
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fillOmniObjects();
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setObjectsColor(cur_objects, color);
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omni_mesh_f->loadObjects(v, cur_objects);
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r->fillSelectionsBuffer(rs.cur_selections_, light2objectList(v->scene_->lights_used.value(Light::Omni)));
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omni_mesh_f->loadSelections(v, rs.cur_selections_);
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omni_mesh_f->draw(v, cur_objects.size());
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fillSpotObjects();
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setObjectsColor(cur_objects, color);
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cone_mesh_f->loadObjects(v, cur_objects);
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r->fillSelectionsBuffer(rs.cur_selections_, light2objectList(v->scene_->lights_used.value(Light::Cone)));
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cone_mesh_f->loadSelections(v, rs.cur_selections_);
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cone_mesh_f->draw(v, cur_objects.size());
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setObjectsColor(cur_aims, color);
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box_mesh_f->loadObjects(v, cur_aims);
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box_mesh_f->loadSelections(v, rs.cur_selections_);
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box_mesh_f->draw(v, cur_aims.size());
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}
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void RendererService::setObjectsColor(QVector<Object> & ol, QColor col) {
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QVector4D cv = QColor2QVector(col);
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for (int i = 0; i < ol.size(); ++i)
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ol[i].color = cv;
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}
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void RendererService::renderService() {
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QOpenGLShaderProgram * prog = 0;
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QOpenGLExtraFunctions * f = r->view;
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size_full_scale = tan(r->view->camera()->FOV() / 2. * deg2rad) * size_vp_scale;
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v_mat = r->view->camera()->fullViewMatrix();
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f->glEnable(GL_MULTISAMPLE);
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glEnableDepth();
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f->glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_CULL_FACE);
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if (r->bindShader(Renderer::srServiceFrame, &prog)) {
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prog->setUniformValue("qgl_ProjMatrix", r->view->camera()->projectionMatrix(r->view->aspect));
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/// lights
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r->setUniformCamera(prog, r->view->camera());
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prog->setUniformValue("line_width", 2.f);
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prog->setUniformValue("z_offset", 0.f);
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drawLightsFrame(Qt::white);
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prog->setUniformValue("line_width", 1.f);
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prog->setUniformValue("z_offset", -1.E-2f);
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drawLightsFrame(Qt::black);
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}
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if (r->bindShader(Renderer::srServiceLine, &prog)) {
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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r->setUniformCamera(prog, r->view->camera());
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line_object.color = QColor2QVector(Qt::white);
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line_mesh_f->loadObject(f, line_object);
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line_mesh_f->draw(f, 1);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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glEnable(GL_CULL_FACE);
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if (r->bindShader(Renderer::srServiceFill, &prog)) {
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r->setUniformCamera(prog, r->view->camera());
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/// handles
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f->glEnable(GL_BLEND);
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f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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drawCurrentHandleObjects();
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f->glDisable(GL_BLEND);
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/// axis
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f->glViewport(0, 0, axis_viewport.width(), axis_viewport.height());
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axis_camera->setPos(-r->view->camera()->direction() * 3.);
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axis_camera->setAim(QVector3D());
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axis_camera->setRotation(r->view->camera()->rotation());
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r->setUniformCamera(prog, axis_camera, true, axis_viewport);
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axis_mesh->draw(f, 3);
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f->glViewport(0, 0, r->view->width(), r->view->height());
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}
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f->glDisable(GL_MULTISAMPLE);
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}
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Mesh * RendererService::currentHandleMesh() {
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switch (current_action) {
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case haMove : return handle_move_mesh;
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case haRotate: return handle_rotate_mesh;
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case haScale : return handle_scale_mesh;
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default: break;
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}
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return 0;
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}
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