multimaterial support, "preset"

each preset contains visibility, flags and material
This commit is contained in:
2023-05-16 18:18:26 +03:00
parent c275d006d5
commit 484a7f972f
11 changed files with 523 additions and 259 deletions

View File

@@ -30,6 +30,7 @@ class QGLENGINE_CORE_EXPORT ObjectBase {
friend class RendererSelection;
friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase *& p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const Scene * p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, Scene *& p);
public:
@@ -40,7 +41,7 @@ public:
glParticlesSystem
};
explicit ObjectBase(Mesh * geom = 0, Material * mat = 0);
explicit ObjectBase(Mesh * geom = nullptr, Material * mat = nullptr);
virtual ~ObjectBase();
virtual ObjectBase * clone(bool withChildren = true);
@@ -82,66 +83,24 @@ public:
void show() { setVisible(true); }
void hide() { setVisible(false); }
bool isReceiveShadows() const { return rec_shadow; }
bool isCastShadows() const { return cast_shadow; }
void setReceiveShadows(bool on) {
rec_shadow = on;
setObjectsChanged();
}
bool isReceiveShadows() const { return currentPreset().receive_shadow; }
bool isCastShadows() const { return currentPreset().cast_shadow; }
void setReceiveShadows(bool on);
void setCastShadows(bool on);
void move(const QVector3D & dv) {
trans.setTranslation(pos() + dv);
buildTransform();
}
void moveTo(const QVector3D & dv) {
trans.setTranslation(dv);
buildTransform();
}
void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {
move(QVector3D(dx, dy, dz));
buildTransform();
}
void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {
moveTo(QVector3D(dx, dy, dz));
buildTransform();
}
void moveX(GLfloat o) {
trans.setTranslationX(posX() + o);
buildTransform();
}
void moveY(GLfloat o) {
trans.setTranslationY(posY() + o);
buildTransform();
}
void moveZ(GLfloat o) {
trans.setTranslationZ(posZ() + o);
buildTransform();
}
void setPosX(GLfloat o) {
trans.setTranslationX(o);
buildTransform();
}
void setPosY(GLfloat o) {
trans.setTranslationY(o);
buildTransform();
}
void setPosZ(GLfloat o) {
trans.setTranslationZ(o);
buildTransform();
}
void setPos(GLfloat x, GLfloat y, GLfloat z) {
trans.setTranslation(QVector3D(x, y, z));
buildTransform();
}
void setPos(const QVector3D & p) {
trans.setTranslation(p);
buildTransform();
}
void resetPos() {
trans.setTranslation(QVector3D());
buildTransform();
}
void move(const QVector3D & dv);
void moveTo(const QVector3D & dv);
void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.);
void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.);
void moveX(GLfloat o);
void moveY(GLfloat o);
void moveZ(GLfloat o);
void setPosX(GLfloat o);
void setPosY(GLfloat o);
void setPosZ(GLfloat o);
void setPos(GLfloat x, GLfloat y, GLfloat z);
void setPos(const QVector3D & p);
void resetPos();
QVector3D pos() const { return trans.translation(); }
float posX() const { return trans.translation().x(); }
@@ -154,108 +113,32 @@ public:
float rotationX() const { return rotation().x(); }
float rotationY() const { return rotation().y(); }
float rotationZ() const { return rotation().z(); }
void rotateX(GLfloat a) {
raw_matrix = false;
trans.setRotationX(trans.rotationX() + a);
buildTransform();
}
void rotateY(GLfloat a) {
raw_matrix = false;
trans.setRotationY(trans.rotationY() + a);
buildTransform();
}
void rotateX(GLfloat a);
void rotateY(GLfloat a);
void rotateZ(GLfloat a);
void setRotationX(GLfloat a) {
raw_matrix = false;
trans.setRotationX(a);
buildTransform();
}
void setRotationY(GLfloat a) {
raw_matrix = false;
trans.setRotationY(a);
buildTransform();
}
void setRotationX(GLfloat a);
void setRotationY(GLfloat a);
void setRotationZ(GLfloat a);
void setRotation(const QVector3D & a) {
raw_matrix = false;
trans.setRotation(a);
buildTransform();
}
void resetRotation() {
raw_matrix = false;
trans.setRotation(QVector3D());
buildTransform();
}
void setRotation(const QVector3D & a);
void resetRotation();
QVector3D scale() { return trans.scale3D(); }
float scaleX() { return trans.scale3D().x(); }
float scaleY() { return trans.scale3D().y(); }
float scaleZ() { return trans.scale3D().z(); }
void scale(const QVector3D & sv) {
raw_matrix = false;
trans.setScale(trans.scale3D() * sv);
buildTransform();
}
void scale(GLfloat sx, GLfloat sy, GLfloat sz) {
raw_matrix = false;
scale(QVector3D(sx, sy, sz));
buildTransform();
}
void scale(GLfloat sx, GLfloat sy) {
raw_matrix = false;
scale(QVector3D(sx, sy, sy));
buildTransform();
}
void scale(GLfloat sx) {
raw_matrix = false;
scale(QVector3D(sx, sx, sx));
buildTransform();
}
void scaleX(GLfloat a) {
raw_matrix = false;
trans.setScaleX(trans.scale3D().x() + a);
buildTransform();
}
void scaleY(GLfloat a) {
raw_matrix = false;
trans.setScaleY(trans.scale3D().y() + a);
buildTransform();
}
void scaleZ(GLfloat a) {
raw_matrix = false;
trans.setScaleZ(trans.scale3D().z() + a);
buildTransform();
}
void setScale(const QVector3D & a) {
raw_matrix = false;
trans.setScale(a);
buildTransform();
}
void setScale(GLfloat a) {
raw_matrix = false;
trans.setScale(a);
buildTransform();
}
void setScaleX(GLfloat a) {
raw_matrix = false;
trans.setScaleX(a);
buildTransform();
}
void setScaleY(GLfloat a) {
raw_matrix = false;
trans.setScaleY(a);
buildTransform();
}
void setScaleZ(GLfloat a) {
raw_matrix = false;
trans.setScaleZ(a);
buildTransform();
}
void resetScale() {
raw_matrix = false;
trans.setScale(1.f);
buildTransform();
}
void scale(const QVector3D & sv);
void scale(GLfloat sx, GLfloat sy, GLfloat sz);
void scale(GLfloat sx, GLfloat sy);
void scale(GLfloat sx);
void scaleX(GLfloat a);
void scaleY(GLfloat a);
void scaleZ(GLfloat a);
void setScale(const QVector3D & a);
void setScale(GLfloat a);
void setScaleX(GLfloat a);
void setScaleY(GLfloat a);
void setScaleZ(GLfloat a);
void resetScale();
Transform transform() { return trans; }
void setTransform(const Transform & t);
@@ -273,17 +156,11 @@ public:
QMatrix4x4 textureMatrix() const;
QGenericMatrix<3, 2, float> textureGLMatrix() const;
bool isAcceptLight() const { return accept_light; }
void setAcceptLight(bool yes) {
accept_light = yes;
setObjectsChanged();
}
bool isAcceptLight() const { return currentPreset().accept_light; }
void setAcceptLight(bool yes);
bool isAcceptFog() const { return accept_fog; }
void setAcceptFog(bool yes) {
accept_fog = yes;
setObjectsChanged();
}
bool isAcceptFog() const { return currentPreset().accept_fog; }
void setAcceptFog(bool yes);
bool isSelected(bool check_parents = false) const;
void setSelected(bool yes);
@@ -302,7 +179,7 @@ public:
void setDestAlpha(GLenum mode) { blend_dest = mode; }
void setMaterial(Material * m, bool with_children = false);
Material * material() { return material_; }
Material * material() { return currentPreset().material; }
void setColor(QColor c, bool with_children = false);
QColor color() { return color_; }
@@ -319,9 +196,22 @@ public:
bool hasProperty(const QString & pn) const;
void removeProperty(const QString & pn);
void setPreset(int preset);
QVector3D pos_h;
protected:
struct Preset {
bool visible = true;
bool accept_light = true;
bool accept_fog = true;
bool cast_shadow = true;
bool receive_shadow = true;
Material * material = nullptr;
};
friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase::Preset & p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase::Preset & p);
virtual void transformChanged() {}
void addChildren(ObjectBaseList & list, ObjectBase * where);
void buildTransform(bool force = false);
@@ -330,24 +220,27 @@ protected:
void setObjectsChanged();
void localTransform(QMatrix4x4 & m);
QMatrix4x4 worldMatrix(QMatrix4x4 parent) const;
const Preset & currentPreset() const { return presets[cur_preset]; }
Preset & currentPreset() { return presets[cur_preset]; }
int prev_pass; // Pass
bool is_init, accept_light, accept_fog, visible_, cast_shadow, rec_shadow, select_, selected_, raw_matrix;
bool is_root, selected_aim;
float line_width;
QColor color_;
uint id_;
Type type_;
int prev_pass = rpSolid; // Pass
int cur_preset = 0;
bool is_init = false, select_ = true, selected_ = false, raw_matrix = false;
bool is_root = false, selected_aim = false;
float line_width = -1.f;
QVector<Preset> presets;
QColor color_ = Qt::white;
uint id_ = 0;
Type type_ = glMesh;
Box3D bound;
Transform trans, trans_texture;
ObjectBaseList children_;
QMatrix4x4 itransform_, mat_;
QString name_;
GLenum blend_src, blend_dest;
ObjectBase * parent_;
Scene * scene_;
Material * material_;
Mesh * mesh_;
ObjectBase * parent_ = nullptr;
Scene * scene_ = nullptr;
Mesh * mesh_ = nullptr;
QVariantMap meta;
};
@@ -441,6 +334,8 @@ inline T globject_cast(const ObjectBase * object) {
}
QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase::Preset & p);
QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase::Preset & p);
QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase *& p);