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qad/libs/qglview/gltypes.h
2020-08-25 22:24:02 +03:00

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16 KiB
C++

/*
QGLView
Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLTYPES_H
#define GLTYPES_H
#if WIN32 || WIN64 || _WIN32 || _WIN64 || __WIN32__ || __WIN64__
# define WINDOWS
#endif
#if __QNX__ || __QNXNTO__
# define QNX
#endif
#ifdef __APPLE__
# define MAC
#endif
#ifndef WINDOWS
# ifndef QNX
# ifndef MAC
# define LINUX
# endif
# endif
#endif
#if __GNUC__
# define CC_GCC
#elif _MSC_VER
# define CC_VC
#endif
#include <QObject>
#ifndef WINDOWS
# ifdef MAC
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
# include <GLUT/glut.h>
# else
# include <GL/gl.h>
# include <GL/glext.h>
# include <GL/glu.h>
# endif
#endif
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <cmath>
#include <float.h>
#include <QMatrix4x4>
#include <QDebug>
#include <QDataStream>
#include <QColor>
#include <QVector2D>
#include <QVector3D>
#include <QImage>
#include <QMutex>
#include <QFile>
#include <QDir>
#ifndef QNX
# include <cmath>
# include <complex>
#else
# include <math.h>
# include <complex.h>
#endif
#include <iostream>
#ifdef WINDOWS
# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#ifndef M_PI
# define M_PI 3.14159265358979323846
#endif
#ifndef M_2PI
# define M_2PI 6.28318530717958647692
#endif
#ifndef M_PI_3
# define M_PI_3 1.04719755119659774615
#endif
#ifndef GL_RGBA16F
# define GL_RGBA16F GL_RGBA16F_ARB
#endif
using std::complex;
#ifndef PIP_VERSION
typedef long long llong;
typedef unsigned char uchar;
typedef unsigned short int ushort;
typedef unsigned int uint;
typedef unsigned long ulong;
typedef unsigned long long ullong;
typedef long double ldouble;
const float deg2rad = atanf(1.f) / 45.f;
const float rad2deg = 45.f / atanf(1.f);
# ifdef WINDOWS
inline int random() {return rand();}
# endif
#else
#define random randomi
#endif
#ifdef CC_VC
inline float round(const float & v) {return floor(v + 0.5);}
#endif
inline float randomu() {return float(random()) / RAND_MAX;}
inline const QSizeF operator *(const QSizeF & f, const QSizeF & s) {return QSizeF(f.width() * s.width(), f.height() * s.height());}
#ifndef PIP_VERSION
template<typename T> inline void piSwap(T & f, T & s) {T t(f); f = s; s = t;}
template<typename Type> inline Type piMin(const Type & f, const Type & s) {return (f > s) ? s : f;}
template<typename Type> inline Type piMin(const Type & f, const Type & s, const Type & t) {return (f < s && f < t) ? f : ((s < t) ? s : t);}
template<typename Type> inline Type piMax(const Type & f, const Type & s) {return (f < s) ? s : f;}
template<typename Type> inline Type piMax(const Type & f, const Type & s, const Type & t) {return (f > s && f > t) ? f : ((s > t) ? s : t);}
template<typename Type> inline Type piClamp(const Type & v, const Type & min, const Type & max) {return (v > max ? max : (v < min ? min : v));}
inline ushort letobe_s(ushort v) {return (v << 8) | (v >> 8);}
#endif
// return [-1, 1]
inline float urand(const float & scale = 1.) {return ((float)rand() / RAND_MAX - .5f) * (scale + scale);}
// return [0, 1]
inline float uprand(const float & scale = 1.) {return ((float)rand() / RAND_MAX) * scale;}
QString readCharsUntilNull(QDataStream & s);
QString findFile(const QString & file, const QStringList & pathes);
inline QColor operator *(const QColor & c, float v) {return QColor(piClamp<int>(c.red() * v, 0, 255), piClamp<int>(c.green() * v, 0, 255), piClamp<int>(c.blue() * v, 0, 255), piClamp<int>(c.alpha() * v, 0, 255));}
inline QColor operator /(const QColor & c, float v) {return QColor(piClamp<int>(c.red() / v, 0, 255), piClamp<int>(c.green() / v, 0, 255), piClamp<int>(c.blue() / v, 0, 255), piClamp<int>(c.alpha() / v, 0, 255));}
//extern __GLWidget__ * currentQGLView;
inline void qglColor(const QColor & c) {glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF());}
void qglMultMatrix(const QMatrix4x4 & m);
void glEnableDepth();
void glDisableDepth();
inline void glResetAllTransforms() {glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity();}
inline void glClearError() {int c = 100; while (glGetError() != GL_NO_ERROR && --c > 0) glGetError();}
inline void glClearAccumulation(const QColor & color = Qt::black) {glClearAccum(color.redF(), color.greenF(), color.blueF(), color.alphaF()); glClear(GL_ACCUM_BUFFER_BIT);}
void glClearFramebuffer(const QColor & color = Qt::black, bool depth = true);
inline void glSetCapEnabled(GLenum cap, bool on = true) {if (on) glEnable(cap); else glDisable(cap);}
inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);}
inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);}
inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);}
void glDrawQuad(QOpenGLShaderProgram * prog = 0, QVector4D * corner_dirs = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f);
QMatrix4x4 getGLMatrix(GLenum matrix);
void setGLMatrix(QMatrix4x4 matrix);
inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;}
//# define QGLCI if (!QOpenGLContext::currentContext()) return; QOpenGLFunctions gf(QOpenGLContext::currentContext());
//# define QGLC gf.
//inline void glActiveTextureChannel(int channel) {QGLCI gf.glActiveTexture(GL_TEXTURE0 + channel);}
//inline void glDisableTextures(int channels = 8) {QGLCI for (int i = channels - 1; i >= 0; --i) {glActiveTextureChannel(i); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_CUBE_MAP);}}
//inline void glReleaseTextures(int channels = 8) {QGLCI for (int i = channels - 1; i >= 0; --i) {glActiveTextureChannel(i); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, 0);}}
//inline void glReleaseFramebuffer() {QGLCI gf.glBindFramebuffer(GL_FRAMEBUFFER, 0);}
//inline void glReleaseShaders() {QGLCI gf.glUseProgram(0);}
//inline void deleteGLFramebuffer(GLuint & fbo) {QGLCI if (fbo != 0) gf.glDeleteFramebuffers(1, &fbo); fbo = 0;}
//inline void deleteGLRenderbuffer(GLuint & drbo) {QGLCI if (drbo != 0) gf.glDeleteRenderbuffers(1, &drbo); drbo = 0;}
//inline void deleteGLBuffer(GLuint & bo) {QGLCI if (bo != 0) gf.glDeleteBuffers(1, &bo); bo = 0;}
//inline void deleteGLVertexArray(GLuint & va) {QGLCI if (va != 0) gf.glDeleteVertexArrays(1, &va); va = 0;}
void createGLTexture(GLuint & tex, int width, int height, const GLenum & format = GL_RGBA8, const GLenum & target = GL_TEXTURE_2D);
void createGLTexture(GLuint & tex, const QImage & image, const GLenum & format = GL_RGBA8, const GLenum & target = GL_TEXTURE_2D);
inline void qglTranslate(const QVector3D & v) {glTranslatef(v.x(), v.y(), v.z());}
inline void qglScale(const QVector3D & v) {glScalef(v.x(), v.y(), v.z());}
QMatrix4x4 glMatrixPerspective(float angle, float aspect, float near_, float far_);
QImage rotateQImageLeft(const QImage & im);
QImage rotateQImageRight(const QImage & im);
inline QImage rotateQImage180(const QImage & im) {return im.mirrored(true, true);}
//const double deg2rad = atan(1.) / 45.;
//const double rad2deg = 45. / atan(1.);
struct Box3D {
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat width;
GLfloat length;
GLfloat height;
GLfloat angle_z;
GLfloat angle_xy;
GLfloat angle_roll;
Box3D() {x = y = z = width = length = height = angle_z = angle_xy = angle_roll = 0.f;}
Box3D(const QVector3D & center, GLfloat hwid, GLfloat hlen, GLfloat hhei) {x = center.x() - hwid; y = center.y() - hlen; z = center.z() - hhei; width = 2 * hwid; length = 2 * hlen; height = 2 * hhei; angle_z = angle_xy = angle_roll = 0.f;}
Box3D(const QVector<QVector3D> & points);
bool isEmpty() const {return (qAbs(width) < 1E-6f) || (qAbs(length) < 1E-6f) || (qAbs(height) < 1E-6f);}
QVector3D randomPoint() const {return QVector3D(uprand(length) + x, uprand(width) + y, uprand(height) + z);}
QVector3D pos() const {return QVector3D(x, y, z);}
QVector3D size() const {return QVector3D(length, width, height);}
QVector3D center() const {return QVector3D(length / 2.f + x, width / 2.f + y, height / 2.f + z);}
QVector3D angles() const {return QVector3D(angle_xy, angle_roll, angle_z);}
QVector<QVector3D> corners() const;
void setPos(const QVector3D & p) {x = p.x(); y = p.y(); z = p.z();}
void setAngles(const QVector3D & a) {angle_xy = a.x(); angle_roll = a.y(); angle_z = a.z();}
void setSize(const QVector3D & s) {length = s.x(); width = s.y(); height = s.z();}
Box3D & moveTo(const QVector3D & v) {x = v.x(); y = v.y(); z = v.z(); return *this;}
Box3D & move(const QVector3D & v) {x += v.x(); y += v.y(); z += v.z(); return *this;}
Box3D movedTo(const QVector3D & v) const {Box3D t(*this); t.x = v.x(); t.y = v.y(); t.z = v.z(); return t;}
Box3D moved(const QVector3D & v) const {Box3D t(*this); t.x += v.x(); t.y += v.y(); t.z += v.z(); return t;}
Box3D & operator |=(const Box3D & o);
};
inline QDebug operator <<(QDebug d, const Box3D & v) {d << "Box3D {start (" << v.x << "," << v.y << "," << v.z << "), size (" << v.length << "," << v.width << "," << v.height << ")}"; return d;}
struct Vector3d;
GLfloat dot(const Vector3d & v0, const Vector3d & v1);
struct Vector3d {
GLfloat x;
GLfloat y;
GLfloat z;
Vector3d(GLfloat x_ = 0., GLfloat y_ = 0., GLfloat z_ = 0.) {x = x_; y = y_; z = z_;}
Vector3d(const QVector3D & v) {x = v.x(); y = v.y(); z = v.z();}
Vector3d(const QString & str);
inline void clear() {x = y = z = 0.;}
inline GLfloat length() const {return sqrtf(x*x + y*y + z*z);}
inline GLfloat lengthSquared() const {return x*x + y*y + z*z;}
Vector3d & normalize() {
GLfloat l = length();
if (l == 0.f) return *this;
x /= l; y /= l; z /= l;
return *this;
}
Vector3d normalized() {return Vector3d(*this).normalize();}
Vector3d projectTo(Vector3d dir) {dir.normalize(); return dir * dot(dir, *this);}
Vector3d operator *(const GLfloat v) {return Vector3d(x*v, y*v, z*v);}
Vector3d operator /(const GLfloat v) {return Vector3d(x/v, y/v, z/v);}
Vector3d operator +(const GLfloat v) {return Vector3d(x+v, y+v, z+v);}
Vector3d operator -(const GLfloat v) {return Vector3d(x-v, y-v, z-v);}
Vector3d operator +(const Vector3d & v) {return Vector3d(x + v.x, y + v.y, z + v.z);}
Vector3d operator -(const Vector3d & v) {return Vector3d(x - v.x, y - v.y, z - v.z);}
Vector3d operator -() {return Vector3d(-x, -y, -z);}
Vector3d & operator *=(const GLfloat & v) {x *= v; y *= v; z *= v; return *this;}
Vector3d & operator /=(const GLfloat & v) {x /= v; y /= v; z /= v; return *this;}
Vector3d & operator +=(const GLfloat & v) {x += v; y += v; z += v; return *this;}
Vector3d & operator -=(const GLfloat & v) {x -= v; y -= v; z -= v; return *this;}
Vector3d & operator +=(const Vector3d & v) {x += v.x; y += v.y; z += v.z; return *this;}
Vector3d & operator -=(const Vector3d & v) {x -= v.x; y -= v.y; z -= v.z; return *this;}
bool operator ==(const Vector3d & v) {return x == v.x && y == v.y && z == v.z;}
QVector3D toQVector3D() const {return QVector3D(x, y, z);}
};
inline Vector3d operator *(const Vector3d & v0, const Vector3d & v1) {
return Vector3d(v0.y * v1.z - v1.y * v0.z, v1.x * v0.z - v0.x * v1.z, v0.x * v1.y - v1.x * v0.y);
}
inline GLfloat dot(const Vector3d & v0, const Vector3d & v1) {return v0.x*v1.x + v0.y*v1.y + v0.z*v1.z;}
struct Vector2d {
GLfloat x;
GLfloat y;
Vector2d(GLfloat x_ = 0., GLfloat y_ = 0.) {x = x_; y = y_;}
Vector2d(const Vector3d & v3) {x = v3.x; y = v3.y;}
Vector2d operator *(const GLfloat v) {return Vector2d(x*v, y*v);}
Vector2d operator /(const GLfloat v) {return Vector2d(x/v, y/v);}
Vector2d operator +(const GLfloat v) {return Vector2d(x+v, y+v);}
Vector2d operator -(const GLfloat v) {return Vector2d(x-v, y-v);}
Vector2d operator +(const Vector3d & v) {return Vector3d(x + v.x, y + v.y);}
Vector2d operator -(const Vector3d & v) {return Vector3d(x - v.x, y - v.y);}
Vector2d operator +(const Vector2d & v) {return Vector2d(x + v.x, y + v.y);}
Vector2d operator -(const Vector2d & v) {return Vector2d(x - v.x, y - v.y);}
Vector2d & operator *=(const GLfloat & v) {x *= v; y *= v; return *this;}
Vector2d & operator /=(const GLfloat & v) {x /= v; y /= v; return *this;}
Vector2d & operator +=(const GLfloat & v) {x += v; y += v; return *this;}
Vector2d & operator -=(const GLfloat & v) {x -= v; y -= v; return *this;}
Vector2d & operator +=(const Vector3d & v) {x += v.x; y += v.y;; return *this;}
Vector2d & operator -=(const Vector3d & v) {x -= v.x; y -= v.y;; return *this;}
};
struct Vector3i {
Vector3i(int p0_ = 0, int p1_ = 0, int p2_ = 0) {p0 = p0_; p1 = p1_; p2 = p2_;}
Vector3i(const QString & str);
Vector3i movedX(const int & o) {return Vector3i(p0 + o, p1, p2);}
Vector3i movedY(const int & o) {return Vector3i(p0, p1 + o, p2);}
Vector3i movedZ(const int & o) {return Vector3i(p0, p1, p2 + o);}
Vector3i moved(const int & x, const int & y, const int & z) {return Vector3i(p0 + x, p1 + y, p2 + z);}
int p0;
int p1;
int p2;
bool operator ==(const Vector3i & o) const {return p0 == o.p0 && p1 == o.p1 && p2 == o.p2;}
bool operator !=(const Vector3i & o) const {return p0 != o.p0 || p1 != o.p1 || p2 != o.p2;}
QVector3D toQVector3D() const {return QVector3D(p0, p1, p2);}
};
inline Vector3i operator +(const Vector3i & f, const Vector3i & s) {return Vector3i(f.p0 + s.p0, f.p1 + s.p1, f.p2 + s.p2);}
inline Vector3i operator -(const Vector3i & f, const Vector3i & s) {return Vector3i(f.p0 - s.p0, f.p1 - s.p1, f.p2 - s.p2);}
inline Vector3i operator /(const Vector3i & f, const int & s) {return Vector3i(f.p0 / s, f.p1 / s, f.p2 / s);}
inline uint qHash(const Vector3i & v) {return v.p0 + v.p1 * 1024 + v.p2 * 1024 * 1024;}
inline QDebug operator <<(QDebug d, const Vector3d& v) {d.nospace() << "{" << v.x << ", " << v.y << ", " << v.z << "}"; return d.space();}
inline QDebug operator <<(QDebug d, const Vector3i & v) {d.nospace() << "{" << v.p0 << ", " << v.p1 << ", " << v.p2 << "}"; return d.space();}
inline QDataStream & operator <<(QDataStream & s, const Vector3d & v) {s << v.x << v.y << v.z; return s;}
inline QDataStream & operator >>(QDataStream & s, Vector3d & v) {s >> v.x >> v.y >> v.z; return s;}
inline QDataStream & operator <<(QDataStream & s, const Vector3i & v) {s << v.p0 << v.p1 << v.p2; return s;}
inline QDataStream & operator >>(QDataStream & s, Vector3i & v) {s >> v.p0 >> v.p1 >> v.p2; return s;}
QColor colorFromString(const QString & str);
inline float cosABV(const QVector3D & v0, const QVector3D & v1) {
float l = v0.length() * v1.length();
if (l == 0.f) return 0.;
return (QVector3D::dotProduct(v0, v1)) / l;
}
inline QVector3D projection(const QVector3D & v, const QVector3D & to) {return to.normalized() * v.length() * cosABV(v, to);}
QVector3D orthToVector(const QVector3D & v, const float & scale = 1.);
QVector3D rotateVector(const QVector3D & v, const QVector3D & a);
void setVectorLength(QVector3D & v, const float & l);
void lengthenVector(QVector3D & v, const float & l);
inline float squareLength(const QVector3D & from, const QVector3D & to) {return (to.x() - from.x())*(to.x() - from.x()) + (to.y() - from.y())*(to.y() - from.y()) + (to.z() - from.z())*(to.z() - from.z());}
inline QVector3D directionFromAngles(const QVector3D & a) {return rotateVector(QVector3D(1., 0., 0.), a);}
inline float frac(const float & x, const float & b) {return x - int(x / b) * b;}
class GLObjectBase;
class QGLView;
class Light;
class Camera;
class GLTextureManagerBase;
class QGLViewBase
{
friend class GLObjectBase;
public:
QGLViewBase();
virtual ~QGLViewBase();
Camera * camera();
const Camera * camera() const;
void setCamera(Camera * camera);
GLTextureManagerBase * textureManager();
protected:
virtual void collectLights() = 0;
Camera * camera_;
GLTextureManagerBase * textures_manager;
};
#endif // GLTYPES_H