Compare commits

...

48 Commits

Author SHA1 Message Date
2e6df6c08b shadows flag in Renderer 2023-03-14 16:33:35 +03:00
9e7afb5fb5 many small fixes, RU lang 2023-03-14 17:39:44 +03:00
34976b8865 shader 2023-03-09 16:38:18 +03:00
3ee778cb92 add install version file 2023-03-07 16:22:29 +03:00
64eee9e607 relief map support, small refactoring, shadow bias now based on geometry normal 2023-03-02 11:46:52 +03:00
adf8c4d7f0 res 2023-02-23 11:08:39 +03:00
0fab015e25 res 2023-02-23 11:04:29 +03:00
51562dec9d soft shadows fixes 2023-02-23 11:03:20 +03:00
52e9b19f37 res 2023-02-22 15:50:18 +03:00
7455a7341c soft shadows optimization 2023-02-22 15:48:50 +03:00
91bc31e7db soft shadows done 2023-02-18 19:12:16 +03:00
eb5f50fc9d shadows done 2023-02-17 14:51:27 +03:00
3c9386de63 first works of omni shadows 2023-02-16 16:57:29 +03:00
69caa98d04 bugs 2023-02-14 15:06:48 +03:00
12695983d2 spot light map 2023-02-14 10:43:51 +03:00
36540468dc nvidia fix, soft shadows 2023-02-13 18:35:25 +03:00
c8dcd5e9c0 full support of ObjectBase:: isReceiveShadows, isCastShadows, isAcceptLight and isAcceptFog 2023-02-12 22:49:38 +03:00
e3389bcc20 cone shadows done 2023-02-12 21:27:04 +03:00
728c4a85ed before shadow2DArray try 2023-02-10 13:23:10 +03:00
6ddb3488e5 ui fixes 2023-02-10 12:51:39 +03:00
175cbe7064 qrc 2023-02-10 12:42:54 +03:00
50c5e5ae18 Merge branch 'master' of https://git.shs.tools/SHS/qglengine
# Conflicts:
#	src/qglview_test/qglview_window.ui
2023-02-09 19:37:29 +03:00
c3f91d78f0 ui fix 2023-02-09 19:36:45 +03:00
3cf466e5d3 shadows basically works 2023-02-09 17:21:59 +03:00
65dd078f07 start moving to PIValueTree 2023-02-07 23:25:49 +03:00
3ed7976257 fix 2023-02-07 18:19:36 +03:00
4a1d58ef4c fix test 2023-02-07 18:18:44 +03:00
4e62165c80 important fix, texture manager 2023-02-07 18:11:06 +03:00
9cc870c996 fix highdpi mouse pos 2023-02-07 11:14:46 +03:00
a2695ae481 Merge branch 'master' of https://git.shs.tools/SHS/qglengine 2023-02-07 10:11:27 +03:00
2b0a5f82b5 fix selection for highdpi 2023-02-07 10:11:00 +03:00
98ccefd057 refactor texture loading, maps invert channels works 2023-02-07 08:36:59 +03:00
71d391c91b small fix 2023-02-06 20:23:31 +03:00
4e02e154c6 devicePixelRatio() support 2023-02-06 19:50:27 +03:00
7c6ca07323 add textureTransform to ObjectBase
before textures load refactoring
2023-02-05 21:23:41 +03:00
7d30802cbd source-tree refactoring 2023-02-03 21:22:25 +03:00
b20068165f .editorconfig 2022-12-16 16:45:17 +03:00
cb944b62e4 code format 2022-12-14 14:14:44 +03:00
1dfca0aeab add .clang-format file 2022-12-12 12:42:15 +03:00
953cece292 missing include 2022-12-12 10:19:54 +03:00
Бычков Андрей
0f993e6c1c get image function 2022-10-18 18:07:32 +03:00
Бычков Андрей
1afa4ea368 small fix 2022-10-13 18:23:08 +03:00
Бычков Андрей
6150882794 много исправлений 2022-10-13 17:00:24 +03:00
ce3df7d051 context reinit support 2022-10-13 08:57:27 +03:00
Бычков Андрей
3b0d1ea0e2 default unlimit fps, vsync flag 2022-10-12 14:35:01 +03:00
c865f9fc94 incorrent test includes 2022-08-10 13:21:04 +03:00
f6f0dd151c Merge pull request 'cmake refactoring' (#1) from cmake_refactor into master
Reviewed-on: https://git.shs.tools/SHS/qglengine/pulls/1
2022-08-08 16:42:41 +03:00
52056a44bb cmake refactoring 2022-08-08 15:48:06 +03:00
228 changed files with 15373 additions and 10045 deletions

223
.clang-format Normal file
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@@ -0,0 +1,223 @@
---
Language: Cpp
AccessModifierOffset: -4
AlignAfterOpenBracket: Align
AlignArrayOfStructures: Left
AlignConsecutiveAssignments:
Enabled: true
AcrossEmptyLines: true
AcrossComments: true
AlignCompound: false
PadOperators: true
AlignConsecutiveBitFields:
Enabled: true
AcrossEmptyLines: false
AcrossComments: true
AlignCompound: false
PadOperators: true
AlignConsecutiveDeclarations:
Enabled: false
AcrossEmptyLines: false
AcrossComments: false
AlignCompound: false
PadOperators: false
AlignConsecutiveMacros:
Enabled: true
AcrossEmptyLines: true
AcrossComments: true
AlignCompound: false
PadOperators: true
AlignEscapedNewlines: Left
AlignOperands: Align
AlignTrailingComments: true
AllowAllArgumentsOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortEnumsOnASingleLine: false
AllowShortBlocksOnASingleLine: Empty
AllowShortCaseLabelsOnASingleLine: true
AllowShortFunctionsOnASingleLine: Inline
AllowShortLambdasOnASingleLine: All
AllowShortIfStatementsOnASingleLine: WithoutElse
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AlwaysBreakTemplateDeclarations: Yes
AttributeMacros:
- __capability
BinPackArguments: false
BinPackParameters: false
BraceWrapping:
AfterCaseLabel: false
AfterClass: false
AfterControlStatement: Never
AfterEnum: false
AfterFunction: false
AfterNamespace: false
AfterObjCDeclaration: false
AfterStruct: false
AfterUnion: false
AfterExternBlock: false
BeforeCatch: false
BeforeElse: false
BeforeLambdaBody: false
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyRecord: false
SplitEmptyNamespace: true
BreakBeforeBinaryOperators: None
BreakBeforeConceptDeclarations: Always
BreakBeforeBraces: Attach
BreakInheritanceList: BeforeComma
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma
BreakAfterJavaFieldAnnotations: false
BreakStringLiterals: true
ColumnLimit: 140
CommentPragmas: '^ IWYU pragma:'
QualifierAlignment: Leave
CompactNamespaces: false
ConstructorInitializerIndentWidth: 4
ContinuationIndentWidth: 4
Cpp11BracedListStyle: true
DeriveLineEnding: false
DerivePointerAlignment: false
DisableFormat: false
EmptyLineAfterAccessModifier: Never
EmptyLineBeforeAccessModifier: Always
ExperimentalAutoDetectBinPacking: false
PackConstructorInitializers: CurrentLine
BasedOnStyle: ''
ConstructorInitializerAllOnOneLineOrOnePerLine: true
AllowAllConstructorInitializersOnNextLine: true
FixNamespaceComments: true
ForEachMacros:
- foreach
- Q_FOREACH
- BOOST_FOREACH
- piForeach
- piForeachC
- piForeachR
- piForeachRC
- piForeachCR
IfMacros:
- KJ_IF_MAYBE
IncludeBlocks: Regroup
IncludeCategories:
- Regex: '^"(llvm|llvm-c|clang|clang-c)/'
Priority: 2
SortPriority: 0
CaseSensitive: false
- Regex: '^(<|"(gtest|gmock|isl|json)/)'
Priority: 3
SortPriority: 0
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- Regex: '.*'
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SortPriority: 0
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IncludeIsMainRegex: '(Test)?$'
IncludeIsMainSourceRegex: ''
IndentAccessModifiers: false
IndentCaseLabels: false
IndentCaseBlocks: false
IndentGotoLabels: false
IndentPPDirectives: AfterHash
IndentExternBlock: NoIndent
IndentRequiresClause: true
IndentWidth: 4
IndentWrappedFunctionNames: false
InsertBraces: false
InsertTrailingCommas: Wrapped
JavaScriptQuotes: Leave
JavaScriptWrapImports: true
KeepEmptyLinesAtTheStartOfBlocks: false
LambdaBodyIndentation: Signature
MacroBlockBegin: "PRIVATE_DEFINITION_START|STATIC_INITIALIZER_BEGIN"
MacroBlockEnd: "PRIVATE_DEFINITION_END|STATIC_INITIALIZER_END"
MaxEmptyLinesToKeep: 2
NamespaceIndentation: None
ObjCBinPackProtocolList: Auto
ObjCBlockIndentWidth: 2
ObjCBreakBeforeNestedBlockParam: true
ObjCSpaceAfterProperty: false
ObjCSpaceBeforeProtocolList: true
PenaltyBreakAssignment: 2
PenaltyBreakBeforeFirstCallParameter: 19
PenaltyBreakComment: 300
PenaltyBreakFirstLessLess: 120
PenaltyBreakOpenParenthesis: 0
PenaltyBreakString: 1000
PenaltyBreakTemplateDeclaration: 10
PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 60
PenaltyIndentedWhitespace: 0
PointerAlignment: Middle
PPIndentWidth: 2
ReferenceAlignment: Middle
ReflowComments: true
RemoveBracesLLVM: false
RequiresClausePosition: OwnLine
SeparateDefinitionBlocks: Leave
ShortNamespaceLines: 1
SortIncludes: CaseSensitive
SortJavaStaticImport: Before
SortUsingDeclarations: true
SpaceAfterCStyleCast: false
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: false
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeCpp11BracedList: false
SpaceBeforeCtorInitializerColon: false
SpaceBeforeInheritanceColon: false
SpaceBeforeParens: ControlStatementsExceptControlMacros
SpaceBeforeParensOptions:
AfterControlStatements: true
AfterForeachMacros: false
AfterFunctionDefinitionName: false
AfterFunctionDeclarationName: false
AfterIfMacros: false
AfterOverloadedOperator: false
AfterRequiresInClause: false
AfterRequiresInExpression: false
BeforeNonEmptyParentheses: false
SpaceAroundPointerQualifiers: Both
SpaceBeforeRangeBasedForLoopColon: false
SpaceInEmptyBlock: false
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 1
SpacesInAngles: Never
SpacesInConditionalStatement: false
SpacesInContainerLiterals: false
SpacesInCStyleCastParentheses: false
SpacesInLineCommentPrefix:
Minimum: 1
Maximum: -1
SpacesInParentheses: false
SpacesInSquareBrackets: false
SpaceBeforeSquareBrackets: false
BitFieldColonSpacing: After
Standard: c++11
StatementAttributeLikeMacros:
- Q_EMIT
- PIMETA
StatementMacros:
- Q_UNUSED
- QT_REQUIRE_VERSION
- PRIVATE_DECLARATION
- NO_COPY_CLASS
- FOREVER_WAIT
- WAIT_FOREVER
TabWidth: 4
UseCRLF: false
UseTab: AlignWithSpaces
WhitespaceSensitiveMacros:
- STRINGIZE
- PP_STRINGIZE
- BOOST_PP_STRINGIZE
- NS_SWIFT_NAME
- CF_SWIFT_NAME
...

6
.editorconfig Normal file
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@@ -0,0 +1,6 @@
root = true
[*.{h,c,cpp}]
charset = utf-8
indent_style = tab
tab_width = 4

View File

@@ -6,7 +6,11 @@ endif()
if (POLICY CMP0054)
cmake_policy(SET CMP0054 NEW)
endif()
project(qglengine)
project(QGLEngine)
if (NOT DEFINED SHSTKPROJECT)
include(SHSTKQtMacros)
endif()
find_package(PIP REQUIRED)
find_package(QAD REQUIRED)
shstk_qt_founded(QtVersions)
set(_qgl_ok 0)
@@ -19,61 +23,26 @@ endif()
if (NOT _qgl_ok)
message(WARNING "Building ${PROJECT_NAME} available only on Qt5/6!")
else()
qad_find_qt(Core Gui OpenGL OpenGLWidgets Xml)
find_package(OpenGL REQUIRED)
include(SHSTKQtMacros)
set(qglengine_MAJOR 1)
set(qglengine_MINOR 0)
set(qglengine_REVISION 0)
set(qglengine_SUFFIX "rc")
set(qglengine_COMPANY SHS)
set(qglengine_DOMAIN org.SHS)
set(QGLEngine_MAJOR 1)
set(QGLEngine_MINOR 0)
set(QGLEngine_REVISION 0)
set(QGLEngine_SUFFIX "rc")
set(QGLEngine_COMPANY SHS)
set(QGLEngine_DOMAIN org.SHS)
if ("x${CMAKE_MODULE_PATH}" STREQUAL "x")
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
endif()
shstk_begin_project(qglengine QGLENGINE)
shstk_begin_project(QGLEngine)
set(_qglengine_root_build "${CMAKE_CURRENT_BINARY_DIR}")
qad_sources(SRC)
qad_sources(FSRC DIR "formats")
list(APPEND SRC ${FSRC})
qad_sources(FSRC DIR "core")
list(APPEND SRC ${FSRC})
qad_wrap(${SRC} HDRS out_HDR CPPS out_CPP QMS out_QM)
file(GLOB PHS "*_p.h" "formats/*_p.h" "core/*_p.h")
list(REMOVE_ITEM out_HDR "${PHS}")
import_version(qglengine_core qglengine)
set_deploy_property(qglengine_core ${qglengine_LIB_TYPE}
LABEL "QGLEngine core library"
FULLNAME "${qglengine_DOMAIN}.qglengine_core"
COMPANY "${qglengine_COMPANY}"
INFO "QGLEngine core library")
make_rc(qglengine_core _RC)
qad_add_library(qglengine_core ${qglengine_LIB_TYPE} out_CPP ${_RC})
qad_generate_export_header(qglengine_core)
list(APPEND out_HDR "${CMAKE_CURRENT_BINARY_DIR}/qglengine_core_export.h")
list(APPEND out_HDR "${qglengine_VERSION_FILE}")
qad_target_include_directories(qglengine_core PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/core")
qad_target_link_libraries(qglengine_core QAD::Widgets assimp ${OPENGL_LIBRARIES})
message(STATUS "Building QGLEngine version ${qglengine_VERSION} (${qglengine_LIB_TYPE_MSG}) for ${QtVersions}")
list(APPEND QT_MULTILIB_LIST qglengine_core)
add_subdirectory(widgets)
add_subdirectory(src)
shstk_copy_to_parent()
shstk_qad_install("qglengine" FALSE "qglengine_core" "${out_HDR}" "out_QM")
if (NOT DEFINED ANDROID_PLATFORM)
if (EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/plugin")
#add_subdirectory(plugin)
endif()
endif()
qad_sources(test_SRC DIR "qglview_test")
qad_wrap(${test_SRC} CPPS test_CPP)
qad_add_executable(qglengine_test test_CPP)
qad_target_link_libraries(qglengine_test qglengine_core qglengine_widgets)
qad_target_include_directories(qglengine_test PRIVATE ${QAD_INCLUDES} "${CMAKE_CURRENT_SOURCE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/core" "${CMAKE_CURRENT_SOURCE_DIR}/widgets")
shstk_install(qglengine FALSE "" "${QGLEngine_VERSION_FILE}")
file(GLOB CMAKES "cmake/*.cmake" "cmake/*.in")
install(FILES ${CMAKES} DESTINATION ${CMAKE_ROOT}/Modules)

View File

@@ -11,22 +11,21 @@ These targets include directories and dependencies
cmake_policy(SET CMP0011 NEW) # don`t affect includer policies
cmake_policy(SET CMP0020 NEW) # Automatically link Qt executables to qtmain target on Windows
find_package(PIP REQUIRED)
find_package(QAD REQUIRED)
include(QtWraps)
include(SHSTKMacros)
shstk_is_parent_exists(hasParent PARENT_DIRECTORY)
shstk_set_find_dirs(qglengine QGLEngine)
set(_SEARCH_DIR ${qglengine_LIBDIR})
shstk_set_find_dirs(QGLEngine)
if (NOT BUILDING_qglengine)
list(APPEND _SEARCH_DIR $ENV{SMSDK_DIR}/lib)
shstk_find_header(qglengine QGLENGINE "qglengine_version.h" "")
if (NOT BUILDING_QGLEngine)
shstk_find_header(QGLEngine "qglengine_version.h" ${QGLEngine_INCDIR})
endif()
if(QGLENGINE_FIND_VERSION VERSION_GREATER QGLENGINE_VERSION)
message(FATAL_ERROR "QGLENGINE version ${QGLENGINE_VERSION} is available, but ${QGLENGINE_FIND_VERSION} requested!")
if(QGLEngine_FIND_VERSION VERSION_GREATER QGLEngine_VERSION)
message(FATAL_ERROR "QGLEngine version ${QGLEngine_VERSION} is available, but ${QGLEngine_FIND_VERSION} requested!")
endif()
set(__libs "core;widgets")
@@ -40,15 +39,15 @@ foreach (_l ${__libs})
set(__libs_${_l} "")
endforeach()
set(__deps_core "QAD::Widgets")
set(__deps_core "QAD::Widgets;QAD::PIQtUtils")
set(__deps_widgets "QGLEngine::Core")
#message("find QGLEngine ${BUILDING_qglengine}")
#message("find QGLEngine ${BUILDING_QGLEngine}")
if (BUILDING_qglengine)
if (BUILDING_QGLEngine)
if (NOT SET_TARGETS_qglengine)
set(SET_TARGETS_qglengine ON CACHE BOOL "")
if (NOT SET_TARGETS_QGLEngine)
set(SET_TARGETS_QGLEngine ON CACHE BOOL "")
#message("create aliases")
foreach(_l ${__libs})
foreach(_v ${_QT_VERSIONS_})
@@ -71,7 +70,7 @@ else()
foreach(_l ${__libs})
foreach(_v ${_QT_VERSIONS_})
set(_m ${__module_${_l}})
find_library(QGLENGINE_LIBRARY_${_l}${_v} qglengine_${_l}${_v} HINTS ${_SEARCH_DIR})
find_library(QGLENGINE_LIBRARY_${_l}${_v} qglengine_${_l}${_v} HINTS ${QGLEngine_LIBDIR})
#message("found ${_l}${_v} = ${QGLENGINE_LIBRARY_${_l}${_v}} (${qglengine_INCLUDES})")
if((NOT TARGET QGLEngine::${_m}${_v}) AND QGLENGINE_LIBRARY_${_l}${_v})
#message("imported QGLEngine::${_m}${_v} = ${QGLENGINE_LIBRARY_${_l}${_v}}")
@@ -87,7 +86,7 @@ else()
endforeach()
set_target_properties(QGLEngine::${_m}${_v} PROPERTIES
IMPORTED_LOCATION "${QGLENGINE_LIBRARY_${_l}${_v}}"
INTERFACE_INCLUDE_DIRECTORIES "${qglengine_INCLUDES}"
INTERFACE_INCLUDE_DIRECTORIES "${QGLEngine_INCLUDES}"
INTERFACE_LINK_LIBRARIES "${_deps}")
endif()
endforeach()

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@@ -1,58 +0,0 @@
/*
QGL Buffer
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 GLBUFFER_H
#define GLBUFFER_H
#include "gltypes.h"
class Buffer
{
friend class ObjectBase;
public:
Buffer(GLenum target, GLenum usage = GL_DYNAMIC_DRAW);
~Buffer();
void init (QOpenGLExtraFunctions * f);
void destroy (QOpenGLExtraFunctions * f);
void bind (QOpenGLExtraFunctions * f);
void release (QOpenGLExtraFunctions * f);
void * map (QOpenGLExtraFunctions * f, GLbitfield mode, int size = -1);
void unmap (QOpenGLExtraFunctions * f);
// returns true if size changed
bool resize (QOpenGLExtraFunctions * f, int new_size);
void load (QOpenGLExtraFunctions * f, const void * data, int size, int offset = 0);
GLuint ID() const {return buffer_;}
GLenum usage() const {return usage_;}
GLenum target() const {return target_;}
void setTarget(GLenum t) {target_ = t;}
bool isInit() const {return buffer_ != 0;}
private:
GLenum target_, usage_;
GLuint buffer_;
int prev_size;
};
#endif // GLBUFFER_H

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@@ -1,54 +0,0 @@
/*
QGL CubeTexture
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 GLCUBEMAP_H
#define GLCUBEMAP_H
#include "glshaders_types.h"
#include "chunkstream.h"
QVector<QVector3D> loadFileHDR(const QString & path, QSize * size = 0);
class CubeTexture {
public:
CubeTexture(QOpenGLExtraFunctions * f_, int _size, const GLenum & _format = GL_RGB16F);
bool init();
void destroy();
void bind(int channel = 0);
void release();
void resize(int _size) {size = _size; changed_ = true;}
void loadHDR(const QVector<QVector3D> & data, QSize sz);
void setFileHDR(const QString & path);
QString fileHDR() const {return hdr_path;}
GLenum format() const {return format_;}
void setFormat(GLenum f) {format_ = f; changed_ = true;}
GLuint id() const {return id_;}
bool isInit() const {return id_ != 0;}
void load();
private:
QOpenGLExtraFunctions * f;
bool changed_;
int size;
GLenum format_;
GLuint id_;
QString hdr_path;
};
#endif // GLCUBEMAP_H

View File

@@ -1,86 +0,0 @@
/*
QGL Framebuffer
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 GLFRAMEBUFFER_H
#define GLFRAMEBUFFER_H
#include "glbuffer.h"
class Framebuffer
{
friend class FramebufferMipmap;
public:
Framebuffer(QOpenGLExtraFunctions * f_, int colorAttachments = 1, bool withDepth = true, GLenum colorFormat = GL_RGBA8, GLenum _target = GL_TEXTURE_2D);
Framebuffer(QOpenGLExtraFunctions * f_, QVector<GLenum> colors_, bool withDepth = true, GLenum _target = GL_TEXTURE_2D);
virtual ~Framebuffer();
GLuint id() const {return fbo;}
GLuint colorTexture(int index = 0) const {return colors[index];}
GLuint depthTexture() const {return tex_d;}
GLenum target() const {return target_;}
bool isInit() const {return fbo != 0;}
int width() const {return wid;}
int height() const {return hei;}
QSize size() const {return QSize(wid, hei);}
QRect rect() const {return QRect(0, 0, wid, hei);}
QImage grab() const;
QVector<float> grabF(int index) const;
void queryPoint(int index, QPoint p);
void queryPoints(int index, QRect rect, GLenum pixel_format = GL_UNSIGNED_BYTE);
void queryImage(int index);
uint getPoint() const;
QVector<uint> getPointsByte() const;
QVector<QVector4D> getPointsFloat() const;
QImage getImage() const;
int queriedPoints() const {return pbo_queried;}
void blit(int index_from, GLuint fb_to, int index_to, QRect from, QRect to, GLbitfield mask = GL_COLOR_BUFFER_BIT, GLenum filter = GL_NEAREST) const;
void resize(int width, int height, bool force = false);
void bind();
void release();
void setReadBuffer(int index) {glReadBuffer(GL_COLOR_ATTACHMENT0 + index);}
void setWriteBuffer(int index);
void setWriteBuffers(const int * indeces, int count);
void setWriteBuffers(const QVector<int> & indeces) {setWriteBuffers(indeces.constData(), indeces.size());}
void setWriteBuffers();
void unsetWriteBuffers();
void enablePixelBuffer();
void setColorTextureFiltering(int index, GLenum filter);
void copyDepthFrom(GLuint tex) {;}
void bindColorTexture(int index, int channel = 0);
void bindColorTextures();
void bindDepthTexture(int channel);
private:
void deleteGLRenderbuffer(GLuint & drbo);
void deleteGLFramebuffer(GLuint & fbo);
bool is_depth, is_changed;
int pbo_queried;
QOpenGLExtraFunctions * f;
mutable Buffer pbo;
QVector<GLuint> colors;
QVector<GLenum> color_formats;
GLenum target_;
GLuint fbo, drbo, tex_d;
GLint prev_view[4], wid, hei;
};
#endif // GLFRAMEBUFFER_H

View File

@@ -1,50 +0,0 @@
/*
QGL FramebufferMipmap
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/>.
*/
#include <QOpenGLExtraFunctions>
#include "glframebuffer_mipmap.h"
#include <QTime>
FramebufferMipmap::FramebufferMipmap(const Framebuffer & fb, int index_from_, int levels): src_fb(fb) {
index_from = index_from_;
for (int i = 0; i < levels; ++i)
fbo << new Framebuffer(fb.f, 1, false, fb.color_formats[index_from]);
}
FramebufferMipmap::~FramebufferMipmap() {
}
void FramebufferMipmap::resize() {
QSize sz = src_fb.size();
for (int i = 0; i < fbo.size(); ++i) {
sz /= 2;
fbo[i]->resize(sz.width(), sz.height());
}
}
void FramebufferMipmap::create() {
if (fbo.isEmpty()) return;
src_fb.blit(index_from, fbo[0]->id(), 0, src_fb.rect(), fbo[0]->rect(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
for (int i = 0; i < fbo.size() - 1; ++i)
fbo[i]->blit(0, fbo[i + 1]->id(), 0, fbo[i]->rect(), fbo[i + 1]->rect(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
}

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@@ -1,50 +0,0 @@
/*
QGL FramebufferMipmap
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 GLFRAMEBUFFER_MIPMAP_H
#define GLFRAMEBUFFER_MIPMAP_H
#include "glframebuffer.h"
class FramebufferMipmap
{
public:
FramebufferMipmap(const Framebuffer & fb, int index_from_, int levels = 2);
virtual ~FramebufferMipmap();
int levelsCount() const {return fbo.size();}
int lastLevel() const {return fbo.size() - 1;}
Framebuffer & plane(int level) {return *fbo[level];}
Framebuffer & lastPlane() {return *fbo[lastLevel()];}
int width (int level) const {return fbo[level]->wid;}
int height(int level) const {return fbo[level]->hei;}
QSize size(int level) const {return fbo[level]->size();}
QRect rect(int level) const {return fbo[level]->rect();}
void resize();
void create();
private:
int index_from;
const Framebuffer & src_fb;
QVector<Framebuffer*> fbo;
};
#endif // GLFRAMEBUFFER_MIPMAP_H

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@@ -1,151 +0,0 @@
/*
QGL Material
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/>.
*/
#include "gltypes.h"
#include "gltexture_manager.h"
#include "qglview.h"
using namespace QGLEngineShaders;
Map::Map() {
bitmap_id = 0;
color_amount = 1.f;
color_offset = 0.f;
bitmap_scale = QPointF(1., 1.);
use_bitmap = false;
_changed = true;
_layer = 0;
}
void Map::setBitmapPath(const QString & p) {
bitmap_path = p;
_changed = true;
}
void Map::load(TextureManager * tm) {
if (bitmap_id == 0)
bitmap_id = tm->loadTexture(bitmap_path, true, _type == mtNormal);
}
void Map::copyToQGLMap(QGLMap & m) const {
m.amount = color_amount;
m.offset = color_offset;
m.scale = QVector2D(bitmap_scale);
if (hasBitmap() && use_bitmap) {
m.array_index = tarMaps;
m.map_index = _layer;
} else {
m.array_index = tarEmpty;
m.map_index = (_type == mtNormal ? emrBlue : emrWhite);
}
}
Material::Material(const QString _name) {
setTypes();
name = _name;
color_diffuse = Qt::white;
color_emission = Qt::black;
glass = false;
transparency = reflectivity = 0.f;
map_roughness.color_amount = 0.75f;
map_metalness.color_amount = 0.25f;
iof = 1.f;
dispersion = 0.05f;
_changed = true;
_index = 0;
}
uint Material::hash() {
return qHash(name);
}
bool Material::hasTransparency() const {
return float(color_diffuse.alphaF()) * (1.f - transparency) < 1.f;
}
bool Material::isMapsChanged() const {
return map_diffuse ._changed ||
map_normal ._changed ||
map_metalness._changed ||
map_roughness._changed ||
map_emission ._changed ||
map_relief ._changed;
}
bool Material::isMapChanged(int type) const {
switch (type) {
case mtDiffuse : return map_diffuse ._changed;
case mtNormal : return map_normal ._changed;
case mtMetalness: return map_metalness._changed;
case mtRoughness: return map_roughness._changed;
case mtEmission : return map_emission ._changed;
case mtRelief : return map_relief ._changed;
}
return false;
}
void Material::load(TextureManager * tm) {
map_diffuse .load(tm);
map_normal .load(tm);
map_metalness.load(tm);
map_roughness.load(tm);
map_emission .load(tm);
map_relief .load(tm);
}
void Material::setMapsChanged() {
map_diffuse ._changed = true;
map_normal ._changed = true;
map_metalness._changed = true;
map_roughness._changed = true;
map_emission ._changed = true;
map_relief ._changed = true;
}
void Material::setTypes() {
map_diffuse ._type = mtDiffuse ;
map_normal ._type = mtNormal ;
map_metalness._type = mtMetalness;
map_roughness._type = mtRoughness;
map_emission ._type = mtEmission ;
map_relief ._type = mtRelief ;
}
void Material::detectMaps() {
map_diffuse .use_bitmap = !map_diffuse .bitmap_path.isEmpty();
map_normal .use_bitmap = !map_normal .bitmap_path.isEmpty();
map_metalness.use_bitmap = !map_metalness.bitmap_path.isEmpty();
map_roughness.use_bitmap = !map_roughness.bitmap_path.isEmpty();
map_emission .use_bitmap = !map_emission .bitmap_path.isEmpty();
map_relief .use_bitmap = !map_relief .bitmap_path.isEmpty();
}

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@@ -1,120 +0,0 @@
/*
QGL Material
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 GLMATERIAL_H
#define GLMATERIAL_H
#include "glshaders_types.h"
#include "chunkstream.h"
class Map {
public:
Map();
void setBitmapPath(const QString & p);
void clearBitmap() {setBitmapPath(QString());}
bool hasBitmap() const {return !bitmap_path.isEmpty();}
void load(TextureManager * tm);
void copyToQGLMap(QGLEngineShaders::QGLMap & m) const;
QString bitmap_path;
GLuint bitmap_id;
QPointF bitmap_offset;
QPointF bitmap_scale;
float color_amount;
float color_offset;
bool use_bitmap;
bool _changed;
int _type, _layer;
};
class Material {
public:
Material(const QString _name = QString());
uint hash();
bool hasTransparency() const;
bool isMapsChanged() const;
bool isMapChanged(int type) const;
void load(TextureManager * tm);
void setMapsChanged();
void setTypes();
void detectMaps();
QString name;
QColor color_diffuse;
QColor color_emission;
bool glass;
float transparency;
float reflectivity;
float iof;
float dispersion;
Map map_diffuse ;
Map map_normal ;
Map map_metalness;
Map map_roughness;
Map map_emission ;
Map map_relief ;
bool _changed;
int _index;
};
inline QDataStream & operator <<(QDataStream & s, const Map & m) {
ChunkStream cs;
cs.add(1, m.bitmap_path).add(2, m.color_amount).add(3, m.color_offset).add(6, m.bitmap_scale)
.add(7, m.use_bitmap);
s << cs.data(); return s;
}
inline QDataStream & operator >>(QDataStream & s, Map & m) {
ChunkStream cs(s);
cs.readAll();
cs.get(1, m.bitmap_path).get(2, m.color_amount).get(3, m.color_offset).get(6, m.bitmap_scale)
.get(7, m.use_bitmap);
return s;
}
inline QDataStream & operator <<(QDataStream & s, const Material * m) {
ChunkStream cs;
cs.add(1, m->name).add(2, m->color_diffuse).add(4, m->color_emission)
.add(5, m->transparency).add(6, m->reflectivity).add(7, m->glass).add(8, m->map_diffuse).add(9, m->map_normal)
.add(10, m->map_relief).add(11, m->map_metalness).add(12, m->map_roughness).add(13, m->map_emission);
s << (cs.data()); return s;
}
inline QDataStream & operator >>(QDataStream & s, Material *& m) {
m = new Material();
ChunkStream cs(s);
while (!cs.atEnd()) {
switch (cs.read()) {
case 1: cs.get(m->name); break;
case 2: cs.get(m->color_diffuse); break;
case 4: cs.get(m->color_emission); break;
case 5: cs.get(m->transparency); break;
case 6: cs.get(m->reflectivity); break;
case 7: cs.get(m->glass); break;
case 8: cs.get(m->map_diffuse); break;
case 9: cs.get(m->map_normal); break;
case 10: cs.get(m->map_relief); break;
case 11: cs.get(m->map_metalness); break;
case 12: cs.get(m->map_roughness); break;
case 13: cs.get(m->map_emission); break;
}
}
m->setTypes();
return s;
}
#endif // GLMATERIAL_H

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@@ -1,104 +0,0 @@
/*
QGL Mesh
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 GLMESH_H
#define GLMESH_H
#include <chunkstream.h>
#include "glvertexobject.h"
class Mesh
{
friend QDataStream & operator <<(QDataStream & s, const Mesh * m);
friend QDataStream & operator >>(QDataStream & s, Mesh *& m);
public:
Mesh(GLenum geom_type_ = GL_TRIANGLES);
~Mesh();
Mesh * clone();
void init (QOpenGLExtraFunctions * f);
void destroy (QOpenGLExtraFunctions * f);
bool rebuffer(QOpenGLExtraFunctions * f);
void draw (QOpenGLExtraFunctions * f, int count, int type = 0);
void clear();
void loadObject (QOpenGLExtraFunctions * f, const QGLEngineShaders::Object & object, int type = 0);
void loadObjects (QOpenGLExtraFunctions * f, const QVector<QGLEngineShaders::Object> & objects, int type = 0);
void loadSelections(QOpenGLExtraFunctions * f, const QVector<uchar> & sels, int type = 0);
int verticesCount() const {return vertices_.size();}
int trianglesCount() const {return triangles_.size();}
int linesCount() const {return lines_.size();}
bool isInit() const {return buffer_geom.isInit();}
bool isEmpty() const {return vertices_.isEmpty();}
uint hash() const;
bool isObjectsChanged (int type = 0) const;
bool isSelectionChanged (int type = 0) const;
void setObjectsChanged (int type = 0, bool yes = true);
void setSelectionChanged(int type = 0, bool yes = true);
void setAllObjectsChanged (bool yes = true);
void setAllSelectionChanged(bool yes = true);
QVector<QVector3D> & vertices () {changed = hash_changed = true; return vertices_;}
QVector<QVector3D> & normals () {changed = hash_changed = true; return normals_;}
QVector<QVector2D> & texcoords() {changed = hash_changed = true; return texcoords_;}
QVector< Vector3i> & indicesTriangles() {changed = hash_changed = true; return triangles_;}
QVector< Vector2i> & indicesLines () {changed = hash_changed = true; return lines_;}
void translatePoints(const QVector3D & dp);
void translatePoints(const double & x, const double & y, const double & z) {translatePoints(QVector3D(x, y, z));}
void scalePoints (const QVector3D & dp);
void scalePoints (const double & s) {scalePoints(QVector3D(s, s, s));}
void rotatePoints (const double & angle, const QVector3D & a);
void rotatePoints (const double & angle, const double & x, const double & y, const double & z) {rotatePoints(angle, QVector3D(x, y, z));}
void transformPoints(const QMatrix4x4 & mat);
void flipNormals();
void append(const Mesh * m);
bool saveToFile(const QString & filename);
bool loadFromFile(const QString & filename);
Box3D boundingBox() const;
private:
void calculateNormals();
void calculateTangents();
VertexObject * vaoByType(int type);
QVector<QVector3D> vertices_, normals_, tangents_, bitangents_;
QVector<QVector2D> texcoords_;
QVector< Vector3i> triangles_;
QVector< Vector2i> lines_;
QVector<QGLEngineShaders::Vertex> data_;
GLenum geom_type;
Buffer buffer_geom, buffer_ind;
QMap<int, VertexObject * > vao_map;
mutable uint hash_;
mutable bool hash_changed;
int vert_count;
bool changed;
};
QDataStream & operator <<(QDataStream & s, const Mesh * m);
QDataStream & operator >>(QDataStream & s, Mesh *& m);
#endif // GLMESH_H

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@@ -1,55 +0,0 @@
/*
QGL Primitives
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 GLPRIMITIVE_CUBE_H
#define GLPRIMITIVE_CUBE_H
#include "gltypes.h"
namespace Primitive {
Mesh * plane(float width = 1., float length = 1.);
Mesh * cube(float width = 1., float length = 1., float height = 1.);
Mesh * ellipsoid(int segments_wl, int segments_h, float radius = 1., float end_angle = 360.);
Mesh * disc(int segments, float radius = 1., float end_angle = 360.);
Mesh * cone(int segments, float radius = 1., float height = 1.);
Mesh * cylinder(int segments, float radius = 1., float height = 1., float end_angle = 360.);
Mesh * arrow(int segments = 16, float thick = 0.04, float angle = 30.); // length = 1
Mesh * torus(int segments_main = 30, int segments_second = 16, float radius_main = 2.5, float radius_second = 0.5, float end_angle = 360.);
Mesh * lineFrame(QVector3D p0, QVector3D p1);
Mesh * cubeFrame(float width = 1., float length = 1., float height = 1.);
Mesh * ellipsoidFrame(int segments_wl, int segments_h, float radius = 1.);
Mesh * coneFrame(int segments, float radius = 1., float height = 1.);
}
#endif // GLPRIMITIVE_CUBE_H

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@@ -1,31 +0,0 @@
/*
QGLEngineShaders
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 GLSHADERS_H
#define GLSHADERS_H
#include "gltypes.h"
namespace QGLEngineShaders {
bool loadShadersMulti(QOpenGLShaderProgram *& prog, const QString & file, bool add_qgl = true, const QStringList & defines = QStringList());
bool loadShaders(QOpenGLShaderProgram *& prog, const QStringList & files, bool add_qgl = true, const QStringList & defines = QStringList());
}
#endif // GLSHADERS_H

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@@ -1,121 +0,0 @@
/*
QGLEngineShaders
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 GLSHADERS_HEADERS_H
#define GLSHADERS_HEADERS_H
namespace QGLEngineShaders {
const int max_materials = 128;
const int max_lights = 256 ;
const char qgl_common_head[] =
"#version 400 core\n"
"";
const char qgl_vertex_head[] =
"layout(location = 1 ) in vec3 qgl_Vertex ;\n"
"layout(location = 2 ) in vec3 qgl_Normal ;\n"
"layout(location = 3 ) in vec3 qgl_Tangent ;\n"
"layout(location = 4 ) in vec3 qgl_Bitangent ;\n"
"layout(location = 5 ) in vec2 qgl_Texture ;\n"
"layout(location = 6 ) in uint qgl_Material ;\n"
"layout(location = 7 ) in uint qgl_ObjectSelected;\n"
"layout(location = 8 ) in uint qgl_ObjectID ;\n"
"layout(location = 9 ) in vec4 qgl_ObjectColor ;\n"
"layout(location = 10) in mat4 qgl_ModelMatrix ;\n"
"out vec2 qgl_FragTexture;\n"
"flat out uint qgl_MaterialIndex;\n"
"uniform mat4 qgl_ViewMatrix;\n"
"uniform mat4 qgl_ViewProjMatrix;\n"
"mat3 qgl_getNormalMatrix() {return inverse(mat3(qgl_ViewMatrix * qgl_ModelMatrix));}\n"
"mat3 qgl_getTangentMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n"
"vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1));}\n"
"";
const char qgl_fragment_head[] =
"in vec2 qgl_FragTexture;\n"
"flat in uint qgl_MaterialIndex;\n"
"out vec4 qgl_FragData[gl_MaxDrawBuffers];\n"
"vec4 qgl_materialTexture(uint type, vec2 coord, vec4 tex_shift) {\n"
" coord *= qgl_material[qgl_MaterialIndex].map[type].scale;\n"
" vec4 t = texture(qgl_texture_array[qgl_material[qgl_MaterialIndex].map[type].array_index],\n"
" vec3(coord, qgl_material[qgl_MaterialIndex].map[type].map_index));\n"
" t += tex_shift;\n"
" t.rgb = t.rgb * qgl_material[qgl_MaterialIndex].map[type].amount + qgl_material[qgl_MaterialIndex].map[type].offset;\n"
" return t;\n"
"}\n"
"#define qgl_FragColor qgl_FragData[0]\n"
"";
const char qgl_geometry_head[] =
"";
const char qgl_structs[] =
"#define QGL_MAPS_COUNT 6\n"
"#define QGL_MAP_DIFFUSE 0\n"
"#define QGL_MAP_NORMAL 1\n"
"#define QGL_MAP_METALNESS 2\n"
"#define QGL_MAP_ROUGHNESS 3\n"
"#define QGL_MAP_EMISSION 4\n"
"#define QGL_MAP_RELIEF 5\n"
"#define QGL_TEXTURE_ARRAY_EMPTY 0\n"
"#define QGL_TEXTURE_ARRAY_MAPS 1\n"
"struct QGLMap {\n"
" float offset;\n"
" float amount;\n"
" vec2 scale;\n"
" uint array_index;\n"
" uint map_index;\n"
"};\n"
"struct QGLMaterial {\n"
" vec4 color_diffuse;\n"
" vec4 color_emission;\n"
" float transparency;\n"
" float reflectivity;\n"
" float iof;\n"
" float dispersion;\n"
" QGLMap map[QGL_MAPS_COUNT];\n"
"};\n"
"struct QGLLightParameter {\n"
" vec4 color;\n"
" vec4 decay_intensity;\n"
" vec4 angles;\n"
"};\n"
"struct QGLLightPosition {\n"
" vec4 position;\n"
" vec4 direction;\n"
"};\n"
"";
const char qgl_uniform[] =
"layout (std140) uniform QGLMaterialData {\n"
" QGLMaterial qgl_material[128];\n"
"};\n"
"layout (std140) uniform QGLLightParameterData {\n"
" QGLLightParameter qgl_light_parameter[256];\n"
"};\n"
"layout (std140) uniform QGLLightPositionData {\n"
" QGLLightPosition qgl_light_position[256];\n"
"};\n"
"uniform sampler2DArray qgl_texture_array[2];\n"
"";
}
#endif // GLSHADERS_HEADERS_H

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@@ -1,97 +0,0 @@
/*
QGLEngineShaders
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/>.
*/
#include "glshaders_types.h"
QGLEngineShaders::QGLMap::QGLMap() {
offset = 0.;
amount = 1.;
scale = QVector2D(1., 1.);
array_index = map_index = 0;
}
QGLEngineShaders::QGLMaterial::QGLMaterial() {
color_diffuse = QVector4D(1., 1., 1., 0.);
color_emission = QVector4D(0., 0., 0., 0.);
transparency = 0.;
reflectivity = 0.;
iof = 0.;
dispersion = 0.;
map[mtNormal].map_index = emrBlue;
map[mtRoughness].amount = 0.75;
map[mtMetalness].amount = 0.25;
}
void QGLEngineShaders::prepareDrawGeom(QOpenGLExtraFunctions * f) {
//qDebug() << "prepareDrawGeom";
f->glEnableVertexAttribArray(pos_loc );
f->glEnableVertexAttribArray(normal_loc );
f->glEnableVertexAttribArray(tangent_loc );
f->glEnableVertexAttribArray(bitangent_loc);
f->glEnableVertexAttribArray(tex_loc );
int size = sizeof(Vertex);
f->glVertexAttribPointer(pos_loc , 3, GL_FLOAT, GL_FALSE, size, (const void *)pos_offset );
f->glVertexAttribPointer(normal_loc , 3, GL_FLOAT, GL_FALSE, size, (const void *)normal_offset );
f->glVertexAttribPointer(tangent_loc , 3, GL_FLOAT, GL_FALSE, size, (const void *)tangent_offset );
f->glVertexAttribPointer(bitangent_loc, 3, GL_FLOAT, GL_FALSE, size, (const void *)bitangent_offset);
f->glVertexAttribPointer(tex_loc , 2, GL_FLOAT, GL_FALSE, size, (const void *)tex_offset );
}
void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) {
//qDebug() << "prepareDrawObj";
f->glEnableVertexAttribArray(material_loc );
f->glEnableVertexAttribArray(object_id_loc);
f->glEnableVertexAttribArray(color_loc );
for (int i = 0; i < 4; ++i) {
f->glEnableVertexAttribArray(modelmatrix_loc + i);
}
GLsizei size = sizeof(Object);
f->glVertexAttribIPointer(material_loc , 1, GL_UNSIGNED_INT , size, (const void *)material_offset );
f->glVertexAttribIPointer(object_id_loc, 1, GL_UNSIGNED_INT , size, (const void *)object_id_offset);
f->glVertexAttribPointer (color_loc , 4, GL_FLOAT, GL_FALSE, size, (const void *)color_offset );
for (int i = 0; i < 4; ++i) {
f->glVertexAttribPointer(modelmatrix_loc + i, 4, GL_FLOAT, GL_FALSE, size, (const void *)(modelmatrix_offset + sizeof(QVector4D)*i));
}
f->glVertexAttribDivisor(material_loc , 1);
f->glVertexAttribDivisor(object_id_loc, 1);
f->glVertexAttribDivisor(color_loc , 1);
for (int i = 0; i < 4; ++i) {
f->glVertexAttribDivisor(modelmatrix_loc + i, 1);
}
}
void QGLEngineShaders::prepareDrawSel(QOpenGLExtraFunctions * f) {
//qDebug() << "prepareDrawObj";
f->glEnableVertexAttribArray(is_selected_loc);
GLsizei size = 1;
f->glVertexAttribIPointer(is_selected_loc, 1, GL_UNSIGNED_BYTE, size, (const void *)is_selected_offset);
f->glVertexAttribDivisor(is_selected_loc, 1);
}

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@@ -1,142 +0,0 @@
/*
QGLEngineShaders
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 GLSHADERS_TYPES_H
#define GLSHADERS_TYPES_H
#include "gltypes.h"
namespace QGLEngineShaders {
/// VBO
// geometry
const GLsizei pos_offset = 0;
const GLsizei normal_offset = sizeof(QVector3D) + pos_offset ;
const GLsizei tangent_offset = sizeof(QVector3D) + normal_offset ;
const GLsizei bitangent_offset = sizeof(QVector3D) + tangent_offset ;
const GLsizei tex_offset = sizeof(QVector3D) + bitangent_offset;
// object
const GLsizei material_offset = 0;
const GLsizei object_id_offset = sizeof(GLuint ) + material_offset ;
const GLsizei color_offset = sizeof(GLuint ) + object_id_offset ;
const GLsizei modelmatrix_offset = sizeof(QVector4D) + color_offset;
const GLsizei is_selected_offset = 0;
const GLuint pos_loc = 1 ; // qgl_Vertex
const GLuint normal_loc = 2 ; // qgl_Normal
const GLuint tangent_loc = 3 ; // qgl_Tangent
const GLuint bitangent_loc = 4 ; // qgl_Bitangent
const GLuint tex_loc = 5 ; // qgl_Texture
const GLuint material_loc = 6 ; // qgl_Material
const GLuint object_id_loc = 8 ; // qgl_ObjectID
const GLuint color_loc = 9 ; // qgl_ObjectColor
const GLuint modelmatrix_loc = 10; // qgl_ModelViewProjectionMatrix
const GLuint is_selected_loc = 7 ; // qgl_ObjectSelected
#pragma pack(push, 1)
struct Vertex {
QVector3D pos;
QVector3D normal;
QVector3D tangent;
QVector3D bitangent;
QVector2D tex;
};
struct Object {
Object() {
material = object_id = 0;
color = QVector4D(1,1,1,1);
QMatrix4x4().copyDataTo(modelmatrix);
}
GLuint material;
GLuint object_id;
QVector4D color;
GLfloat modelmatrix[16];
};
#pragma pack(pop)
/// UBO
enum BindingPoints {
bpMaterials,
bpLightParameters,
bpLightPositions,
};
enum MapType {
mtDiffuse = 0,
mtNormal = 1,
mtMetalness = 2,
mtRoughness = 3,
mtEmission = 4,
mtRelief = 5,
};
enum TextureArrayRole {
tarEmpty = 0,
tarMaps = 1,
};
enum EmptyMapRole {
emrWhite = 0,
emrBlue = 1,
};
#define QGL_MAPS_COUNT 6
#pragma pack(push, 1)
struct QGLMap {
QGLMap();
GLfloat offset;
GLfloat amount;
QVector2D scale;
GLuint array_index;
GLuint map_index;
GLfloat __res_2[2];
};
struct QGLMaterial {
QGLMaterial();
QVector4D color_diffuse;
QVector4D color_emission;
GLfloat transparency;
GLfloat reflectivity;
GLfloat iof;
GLfloat dispersion;
QGLMap map[QGL_MAPS_COUNT];
};
struct QGLLightParameter {
QVector4D color;
QVector4D decay_intensity; // [^0, ^1, ^2, intensity]
QVector4D angles; // [start, cos(start), end, cos(end)]
};
struct QGLLightPosition {
QVector4D position;
QVector4D direction;
};
#pragma pack(pop)
void prepareDrawGeom(QOpenGLExtraFunctions * f);
void prepareDrawObj (QOpenGLExtraFunctions * f);
void prepareDrawSel (QOpenGLExtraFunctions * f);
}
#endif // GLSHADERS_TYPES_H

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@@ -1,54 +0,0 @@
/*
QGL Texture2DArray
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 GLTEXTUREARRAY_H
#define GLTEXTUREARRAY_H
#include "gltypes.h"
class Texture2DArray
{
public:
Texture2DArray(bool filter);
~Texture2DArray();
void init (QOpenGLExtraFunctions * f);
void destroy (QOpenGLExtraFunctions * f);
void bind (QOpenGLExtraFunctions * f, int channel = 0);
void release (QOpenGLExtraFunctions * f);
// returns true if size changed
bool resize (QOpenGLExtraFunctions * f, QSize new_size, int layers_count);
void load (QOpenGLExtraFunctions * f, const QImage & image, int layer);
void mipmaps (QOpenGLExtraFunctions * f);
GLuint ID() const {return texture_;}
bool isInit() const {return texture_ != 0;}
private:
GLenum target_;
GLuint texture_;
QSize size_;
int layers_;
bool filtering_;
};
#endif // GLTEXTUREARRAY_H

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@@ -1,304 +0,0 @@
/*
QGLView Types
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 <QOpenGLExtraFunctions>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <qopenglext.h>
#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>
#include "qglengine_version.h"
#include "qglengine_core_export.h"
//#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);}
inline uint letobe_i(const uint & v) {return (v >> 24) | ((v >> 8) & 0xFF00) | ((v << 8) & 0xFF0000) | ((v << 24) & 0xFF000000);}
#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));}
inline void qglColor(const QColor & c) {glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF());}
inline void glClearError() {int c = 100; while (glGetError() != GL_NO_ERROR && --c > 0) glGetError();}
inline void glSetCapEnabled(GLenum cap, bool on = true) {if (on) glEnable(cap); else glDisable(cap);}
inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);}
inline void deleteGLTexture(QOpenGLExtraFunctions * f, GLuint & tex) {if (tex != 0) f->glDeleteTextures(1, &tex); tex = 0;}
void glEnableDepth();
void glDisableDepth();
void glClearFramebuffer(const QColor & color = Qt::black, bool depth = true);
void glDrawQuad(QOpenGLShaderProgram * prog = nullptr, QVector4D * corner_dirs = nullptr, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f);
void createGLTexture(QOpenGLExtraFunctions * f, GLuint & tex, int width, int height, const GLenum & format = GL_RGBA, const GLenum & target = GL_TEXTURE_2D);
void createGLTexture(QOpenGLExtraFunctions * f, GLuint & tex, const QImage & image, const GLenum & format = GL_RGBA, const GLenum & target = GL_TEXTURE_2D);
QMatrix4x4 glMatrixPerspective(float angle, float aspect, float near_);
QImage rotateQImageLeft(const QImage & im);
QImage rotateQImageRight(const QImage & im);
inline QImage rotateQImage180(const QImage & im) {return im.mirrored(true, true);}
class QGLView;
class MouseController;
class ObjectBase;
class AimedObject;
class Light;
class Camera;
class Texture;
class CubeTexture;
class Map;
class Material;
class TextureManager;
class Texture2DArray;
class Framebuffer;
class FramebufferMipmap;
class VertexObject;
class Mesh;
class Scene;
class RendererBase;
class Renderer;
class RendererMaterial;
class RendererService;
class RendererSelection;
enum RenderPass {
rpSolid,
rpTransparent,
};
typedef QList<ObjectBase*> ObjectBaseList;
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;}
#pragma pack(push, 1)
struct Vector2i {
Vector2i(int p0_ = 0, int p1_ = 0) {p0 = p0_; p1 = p1_;}
Vector2i(const QString & str);
Vector2i movedX(const int & o) {return Vector2i(p0 + o, p1);}
Vector2i movedY(const int & o) {return Vector2i(p0, p1 + o);}
Vector2i moved(const int & x, const int & y) {return Vector2i(p0 + x, p1 + y);}
GLint p0;
GLint p1;
bool operator ==(const Vector2i & o) const {return p0 == o.p0 && p1 == o.p1;}
bool operator !=(const Vector2i & o) const {return p0 != o.p0 || p1 != o.p1;}
void operator +=(int v) {p0 += v; p1 += v;}
QVector2D toQVector2D() const {return QVector2D(p0, p1);}
};
#pragma pack(pop)
inline Vector2i operator +(const Vector2i & f, const Vector2i & s) {return Vector2i(f.p0 + s.p0, f.p1 + s.p1);}
inline Vector2i operator -(const Vector2i & f, const Vector2i & s) {return Vector2i(f.p0 - s.p0, f.p1 - s.p1);}
inline Vector2i operator /(const Vector2i & f, const int & s) {return Vector2i(f.p0 / s, f.p1 / s);}
inline uint qHash(const Vector2i & v) {return v.p0 ^ ((v.p1 << 8) | (v.p1 >> 24));}
inline QDebug operator <<(QDebug d, const Vector2i & v) {d.nospace() << "{" << v.p0 << ", " << v.p1 << "}"; return d.space();}
inline QDataStream & operator <<(QDataStream & s, const Vector2i & v) {s << v.p0 << v.p1; return s;}
inline QDataStream & operator >>(QDataStream & s, Vector2i & v) {s >> v.p0 >> v.p1; return s;}
#pragma pack(push, 1)
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);}
GLint p0;
GLint p1;
GLint 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;}
void operator +=(int v) {p0 += v; p1 += v; p2 += v;}
QVector3D toQVector3D() const {return QVector3D(p0, p1, p2);}
};
#pragma pack(pop)
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 << 8) | (v.p1 >> 24)) ^ ((v.p2 << 16) | (v.p2 >> 16));}
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 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;}
QVector3D vectorFromString(const QString & str);
QColor colorFromString(const QString & str);
inline QVector4D QColor2QVector(const QColor & c) {return QVector4D(c.redF(), c.greenF(), c.blueF(), c.alphaF());}
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 void normalizeAngleRad(float & a) {while (a < 0.) a += M_2PI; while (a >= M_2PI) a -= M_2PI;}
inline void normalizeAngleDeg360(float & a) {while (a < 0.) a += 360. ; while (a >= 360. ) a -= 360. ;}
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;}
#endif // GLTYPES_H

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@@ -1,62 +0,0 @@
/*
QGL VertexObject
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 GLVERTEXOBJECT_H
#define GLVERTEXOBJECT_H
#include "glbuffer.h"
#include "glshaders_types.h"
class VertexObject
{
public:
VertexObject();
~VertexObject();
void init (QOpenGLExtraFunctions * f);
void destroy (QOpenGLExtraFunctions * f);
void bind (QOpenGLExtraFunctions * f);
void release (QOpenGLExtraFunctions * f);
void bindBuffers (QOpenGLExtraFunctions * f, Buffer & geom, Buffer & elem, bool force = false);
void loadObject (QOpenGLExtraFunctions * f, const QGLEngineShaders::Object & object);
void loadObjects (QOpenGLExtraFunctions * f, const QVector<QGLEngineShaders::Object> & objects);
void loadSelections(QOpenGLExtraFunctions * f, const QVector<uchar> & sels);
void draw(QOpenGLExtraFunctions * f, GLenum geom_type, int vert_cout, int obj_count);
GLuint ID() const {return vao_;}
bool isInit() const {return vao_ != 0;}
bool isObjectsChanged() const {return objects_changed;}
bool isSelectionChanged() const {return selected_changed;}
void setObjectsChanged(bool yes = true) {objects_changed = yes;}
void setSelectionChanged(bool yes = true) {selected_changed = yes;}
private:
void loadBuffer(QOpenGLExtraFunctions * f, Buffer & buf, const void * data, int size);
GLuint vao_;
Buffer buffer_obj, buffer_sel;
bool buffers_binded, objects_changed, selected_changed;
};
#endif // GLVERTEXOBJECT_H

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@@ -1,126 +0,0 @@
/*
QGL HDR
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/>.
*/
#include "hdr_p.h"
#include <qmath.h>
#include <QByteArray>
#define RGBE_DATA_RED 2
#define RGBE_DATA_GREEN 1
#define RGBE_DATA_BLUE 0
/* number of floats per pixel */
#define RGBE_DATA_SIZE 3
void rgbe2float(float *red, float *green, float *blue, uchar rgbe[4]) {
float f;
if (rgbe[3]) {
f = static_cast<float>(ldexp(1.0,rgbe[3]-(int)(128+8)));
*red = rgbe[0] * f;
*green = rgbe[1] * f;
*blue = rgbe[2] * f;
}
else
*red = *green = *blue = 0.0;
}
/* simple read routine. will not correctly handle run length encoding */
bool RGBE_ReadPixels(QDataStream * fp, float * data, int numpixels) {
uchar rgbe[4];
while(numpixels-- > 0) {
if (fp->readRawData((char*)rgbe, sizeof(rgbe)) < 1)
return false;
rgbe2float(&data[RGBE_DATA_RED], &data[RGBE_DATA_GREEN], &data[RGBE_DATA_BLUE],rgbe);
data += RGBE_DATA_SIZE;
}
return true;
}
bool RGBE_ReadPixels_RLE(QDataStream * fp, float * data, int scanline_width, int num_scanlines) {
uchar rgbe[4], *ptr, *ptr_end;
int i, count;
uchar buf[2];
QByteArray scanline_buffer;
if ((scanline_width < 8)||(scanline_width > 0x7fff))
/* run length encoding is not allowed so read flat*/
return RGBE_ReadPixels(fp,data,scanline_width*num_scanlines);
scanline_buffer.resize(4*scanline_width);
/* read in each successive scanline */
while(num_scanlines > 0) {
if (fp->readRawData((char*)rgbe,sizeof(rgbe)) < 1) {
return false;
}
if ((rgbe[0] != 2)||(rgbe[1] != 2)||(rgbe[2] & 0x80)) {
/* this file is not run length encoded */
rgbe2float(&data[RGBE_DATA_RED],&data[RGBE_DATA_GREEN],&data[RGBE_DATA_BLUE],rgbe);
data += RGBE_DATA_SIZE;
return RGBE_ReadPixels(fp,data,scanline_width*num_scanlines-1);
}
if ((((int)rgbe[2])<<8 | rgbe[3]) != scanline_width) {
return false;
}
ptr = (uchar*)scanline_buffer.data();
/* read each of the four channels for the scanline into the buffer */
for(i=0;i<4;i++) {
ptr_end = (uchar*)scanline_buffer.data() + ((i+1)*scanline_width);
while(ptr < ptr_end) {
if (fp->readRawData((char*)buf,sizeof(buf[0])*2) < 1) {
return false;
}
if (buf[0] > 128) {
/* a run of the same value */
count = buf[0]-128;
if ((count == 0)||(count > ptr_end - ptr)) {
return false;
}
while(count-- > 0)
*ptr++ = buf[1];
}
else {
/* a non-run */
count = buf[0];
if ((count == 0)||(count > ptr_end - ptr)) {
return false;
}
*ptr++ = buf[1];
if (--count > 0) {
if (fp->readRawData((char*)ptr,sizeof(*ptr)*count) < 1) {
return false;
}
ptr += count;
}
}
}
}
/* now convert data from buffer into floats */
for(i=0;i<scanline_width;i++) {
rgbe[0] = scanline_buffer[i];
rgbe[1] = scanline_buffer[i+scanline_width];
rgbe[2] = scanline_buffer[i+2*scanline_width];
rgbe[3] = scanline_buffer[i+3*scanline_width];
rgbe2float(&data[RGBE_DATA_RED],&data[RGBE_DATA_GREEN],
&data[RGBE_DATA_BLUE],rgbe);
data += RGBE_DATA_SIZE;
}
num_scanlines--;
}
return true;
}

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@@ -1,26 +0,0 @@
/*
QGL HDR
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 HDR_P_H
#define HDR_P_H
#include <QDataStream>
bool RGBE_ReadPixels_RLE(QDataStream * fp, float * data, int scanline_width, int num_scanlines);
#endif // HDR_P_H

View File

@@ -1,27 +0,0 @@
/*
QGL Loader Assimp
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 LOADER_ASSIMP_H
#define LOADER_ASSIMP_H
#include "gltypes.h"
Scene * loadScene(const QString & filepath);
QStringList supportedFormats();
#endif // LOADER_ASSIMP_H

View File

@@ -1,28 +0,0 @@
/*
QGL Loader QGL
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 LOADER_QGL_H
#define LOADER_QGL_H
#include "gltypes.h"
#include <QFileInfo>
Scene * loadFromQGLFile(const QString & filepath);
bool saveToQGLFile(const QString & filepath, const Scene * scene);
#endif // LOADER_QGL_H

View File

@@ -1,91 +0,0 @@
/*
QGL Camera
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/>.
*/
#include "gltypes.h"
#include "qglview.h"
Camera::Camera() {
type_ = glCamera;
fov_ = 60.;
roll_ = 0.;
depth_start = 0.1f;
mirror_x = mirror_y = false;
}
QMatrix4x4 Camera::offsetMatrix() const {
QMatrix4x4 ret;
ret.translate(parent_ ? -offset_ : -aim());
return ret;
}
void Camera::assign(const Camera & c) {
trans = c.trans;
aim_dist = c.aim_dist;
fov_ = c.fov_;
mirror_x = c.mirror_x;
mirror_y = c.mirror_y;
depth_start = c.depth_start;
buildTransform();
}
ObjectBase * Camera::clone(bool withChildren) {
Camera * o = new Camera(*this);
o->is_init = false;
o->name_ = name_;
o->scene_ = nullptr;
o->children_.clear();
if (withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
o->trans = trans;
o->aim_dist = aim_dist;
o->fov_ = fov_;
o->roll_ = roll_;
o->mirror_x = mirror_x;
o->mirror_y = mirror_y;
o->depth_start = depth_start;
o->meta = meta;
return o;
}
QMatrix4x4 Camera::viewMatrix() const {
QMatrix4x4 ret;
//qDebug() << pos() << aim();
ret.translate(0., 0., -distance());
ret.rotate(-roll_, 0., 0., 1.);
ret *= trans.matrixRotateScale().inverted();
if (parent_) {
QMatrix4x4 pmat = parent_->worldTransform();
offset_ = pmat.column(3).toVector3D();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
pmat.translate(aim());
ret *= pmat.inverted();
}
return ret;
}
QMatrix4x4 Camera::projectionMatrix(double aspect) const {
return glMatrixPerspective(fov_, aspect, depth_start);
}

View File

@@ -1,65 +0,0 @@
/*
QGL Camera
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 GLCAMERA_H
#define GLCAMERA_H
#include "globject.h"
class Camera: public AimedObject
{
friend QDataStream & operator <<(QDataStream & s, const ObjectBase * p);
friend QDataStream & operator >>(QDataStream & s, ObjectBase *& p);
public:
Camera();
void setFOV(const float & f) {fov_ = f;}
void setAngles(const QVector3D & a) {setRotation(a);}
void setAngleZ(const float & a) {setRotationZ(a);}
void setAngleXY(const float & a) {setRotationX(a);}
void setAngleRoll(const float & a) {roll_ = a;}
void setDepthStart(const float & d) {depth_start = d;}
void setMirrorX(bool yes) {mirror_x = yes;}
void setMirrorY(bool yes) {mirror_y = yes;}
float FOV() const {return fov_;}
float angleZ() const {return rotationZ();}
float angleXY() const {return rotationX();}
float angleRoll() const {return roll_;}
float depthStart() const {return depth_start;}
bool isMirrorX() const {return mirror_x;}
bool isMirrorY() const {return mirror_y;}
void assign(const Camera & c);
virtual ObjectBase * clone(bool withChildren = true);
QMatrix4x4 viewMatrix() const;
QMatrix4x4 projectionMatrix(double aspect) const;
QMatrix4x4 offsetMatrix() const;
QMatrix4x4 fullViewMatrix() const {return viewMatrix() * offsetMatrix();}
private:
mutable QVector3D offset_;
GLfloat fov_, roll_;
GLfloat depth_start;
bool mirror_x;
bool mirror_y;
};
#endif // GLCAMERA_H

View File

@@ -1,717 +0,0 @@
/*
QGL ObjectBase & Light
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/>.
*/
#include "globject.h"
#include "glcamera.h"
#include "glscene.h"
#include "glmesh.h"
#include <chunkstream.h>
//static int _count = 0;
ObjectBase::ObjectBase(Mesh * geom, Material * mat) {
type_ = glMesh;
render_mode = View;
prev_pass = rpSolid;
parent_ = nullptr;
color_ = Qt::white;
is_root = is_init = selected_ = false;
visible_ = accept_fog = accept_light = cast_shadow = rec_shadow = select_ = true;
line_width = -1.;
id_ = 0;
blend_src = GL_SRC_ALPHA;
blend_dest = GL_ONE_MINUS_SRC_ALPHA;
type_ = glMesh;
raw_matrix = selected_aim = false;
mat_.setToIdentity();
scene_ = nullptr;
mesh_ = geom;
material_ = mat;
//qDebug() << "ObjectBase, now" << ++_count;
}
ObjectBase::~ObjectBase() {
//qDebug() << "~ObjectBase, now" << --_count;
if (parent_) parent_->children_.removeAll(this);
if (scene_) {
scene_->__objectDeleted(this);
scene_->setTreeChanged();
scene_->setTreeStructChanged();
}
foreach (ObjectBase * c, children_) {
c->parent_ = nullptr;
delete c;
}
}
ObjectBase * ObjectBase::clone(bool withChildren) {
ObjectBase * o = new ObjectBase();
o->prev_pass = prev_pass;
o->is_init = false;
o->accept_light = accept_light;
o->accept_fog = accept_fog;
o->visible_ = visible_;
o->color_ = color_;
o->type_ = type_;
o->raw_matrix = raw_matrix;
o->mat_ = mat_;
o->trans = trans;
o->itransform_ = itransform_;
o->bound = bound;
o->name_ = name_;// + "_copy";
o->blend_src = blend_src;
o->blend_dest = blend_dest;
o->pos_h = pos_h;
o->material_ = material_;
o->mesh_ = mesh_;
o->meta = meta;
o->scene_ = nullptr;
if (withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
return o;
}
void ObjectBase::destroy() {
if (mesh_) delete mesh_;
}
void ObjectBase::init() {
calculateBoundingBox();
//material_.reflection.create();
//qDebug() << "init" << vbo.buffer_;
is_init = true;
}
RenderPass ObjectBase::pass() const {
RenderPass ret = rpSolid;
if (material_)
if (material_->hasTransparency())
ret = rpTransparent;
return ret;
}
void ObjectBase::setScene(Scene * v) {
scene_ = v;
foreach (ObjectBase * c, children_)
c->setScene(v);
}
void ObjectBase::addChild(ObjectBase * o) {
if (o == this) return;
if (o->parent_)
o->parent_->children_.removeAll(o);
children_ << o;
o->parent_ = this;
o->setScene(scene_);
o->buildTransform();
/*if (scene_) {
ObjectBaseList cl = o->children(true);
cl << o;
//foreach (ObjectBase * i, cl) {
// emit view_->objectAdded(i);
//}
}*/
setSceneTreeChanged();
}
void ObjectBase::removeChild(ObjectBase * o) {
if (o == this) return;
children_.removeAll(o);
o->parent_ = nullptr;
o->buildTransform();
setSceneTreeChanged();
}
void ObjectBase::removeChild(int index) {
children_[index]->parent_ = nullptr;
children_[index]->buildTransform();
children_.removeAt(index);
setSceneTreeChanged();
}
void ObjectBase::clearChildren(bool deleteAll) {
foreach (ObjectBase * i, children_) {
i->scene_ = nullptr;
i->parent_ = nullptr;
i->clearChildren(deleteAll);
if (deleteAll) {
delete i;
} else {
i->buildTransform();
}
}
children_.clear();
setSceneTreeChanged();
}
ObjectBase * ObjectBase::child(int index) {
if (index < 0 || index >= children_.size()) return nullptr;
return children_[index];
}
ObjectBase * ObjectBase::child(const QString & name) {
foreach (ObjectBase * i, children_)
if (i->name_ == name) return i;
return nullptr;
}
const ObjectBase * ObjectBase::child(int index) const {
if (index < 0 || index >= children_.size()) return nullptr;
return children_[index];
}
const ObjectBase * ObjectBase::child(const QString & name) const {
foreach (ObjectBase * i, children_)
if (i->name_ == name) return i;
return nullptr;
}
ObjectBaseList ObjectBase::children(bool all_) {
if (!all_) return children_;
ObjectBaseList cl;
addChildren(cl, this);
return cl;
}
bool ObjectBase::isVisible(bool check_parents) const {
if (!check_parents) return visible_;
if (!visible_) return false;
ObjectBase * p = parent_;
while (p) {
if (!p->visible_) return false;
p = p->parent_;
}
return true;
}
void ObjectBase::setVisible(bool v) {
visible_ = v;
setSceneTreeChanged();
}
void ObjectBase::rotateZ(GLfloat a) {
raw_matrix = false;
trans.setRotationZ(trans.rotationZ() + a);
//angles_.setZ(angles_.z() + a);
//while (angles_.z() < -360.f) angles_.setZ(angles_.z() + 360.f);
//while (angles_.z() > 360.f) angles_.setZ(angles_.z() - 360.f);
buildTransform();
}
void ObjectBase::setRotationZ(GLfloat a) {
raw_matrix = false;
trans.setRotationZ(a);
//angles_.setZ(a);
//while (angles_.z() < -360.f) angles_.setZ(angles_.z() + 360.f);
//while (angles_.z() > 360.f) angles_.setZ(angles_.z() - 360.f);
buildTransform();
}
void ObjectBase::setTransform(const Transform & t) {
trans = t;
buildTransform();
}
void ObjectBase::addChildren(ObjectBaseList & list, ObjectBase * where) {
foreach (ObjectBase * i, where->children_) {
list << i;
addChildren(list, i);
}
}
void ObjectBase::calculateBoundingBox() {
bound = Box3D();
if (mesh_) {
bound = mesh_->boundingBox();
QVector<QVector3D> c = bound.corners(), tc;
foreach (QVector3D p, c)
tc << (itransform_ * QVector4D(p, 1)).toVector3D();
bound = Box3D(tc);
}
foreach (ObjectBase * i, children_) {
i->calculateBoundingBox();
bound |= i->boundingBox();
}
}
void ObjectBase::updateTransform() {
buildTransform(true);
}
void ObjectBase::setProperty(const QString & pn, const QVariant & v) {
meta[pn] = v;
}
QVariant ObjectBase::property(const QString & pn, bool * exists) const {
if (exists) *exists = meta.contains(pn);
return meta.value(pn);
}
bool ObjectBase::hasProperty(const QString & pn) const {
return meta.contains(pn);
}
void ObjectBase::removeProperty(const QString & pn) {
meta.remove(pn);
}
void ObjectBase::setMatrix(const QMatrix4x4 & t) {
//raw_matrix = true;
//mat_ = t;
//pos_ = mat_.column(3).toVector3D();
//mat_.setColumn(3, QVector4D(0., 0., 0., 1.));
raw_matrix = false;
trans.setMatrix(t);
buildTransform();
}
QMatrix4x4 ObjectBase::matrix() const {
return trans.matrix();
}
QVector3D ObjectBase::inParentSpace(const QVector3D & v) const {
if (!parent_) return v;
return (parent_->matrix() * QVector4D(v, 1)).toVector3D();
}
void ObjectBase::transferTransformToChildren(bool only_scale) {
QMatrix4x4 m = trans.matrix();
if (only_scale) m = trans.matrixScale();
foreach (ObjectBase * i, children_)
i->trans.setMatrix(m * i->trans.matrix());
if (only_scale) resetScale();
else setMatrix(QMatrix4x4());
}
void ObjectBase::cleanTree() {
for (int i = 0; i < children_.size(); ++i) {
ObjectBase * o = children_[i];
if (!o->hasChildren() && !o->mesh() && (o->type() == glMesh)) {
delete o;
--i;
}
o->cleanTree();
}
}
bool ObjectBase::isSelected(bool check_parents) const {
if (!check_parents) return selected_;
if (selected_) return true;
ObjectBase * p = parent_;
while (p) {
if (p->selected_) return true;
p = p->parent_;
}
return false;
}
void ObjectBase::setSelected(bool yes) {
//qDebug() << "select" << name() << view_;
if (select_)
selected_ = yes;
if (!selected_)
selected_aim = false;
}
ObjectBase * ObjectBase::selectedParent() const {
ObjectBase * p = parent_;
while (p) {
if (p->selected_) return p;
p = p->parent_;
}
return 0;
}
void ObjectBase::setMaterial(Material * m, bool with_children) {
material_ = m;
if (with_children)
foreach (ObjectBase * i, children_) i->setMaterial(m, true);
setObjectsChanged();
if (scene_) scene_->mat_changed = scene_->tree_changed = true;
}
void ObjectBase::setColor(QColor c, bool with_children) {
color_ = c;
if (with_children)
foreach (ObjectBase * i, children_) i->setColor(c, true);
setObjectsChanged();
}
void ObjectBase::setMesh(Mesh * v) {
if (scene_)
v = scene_->attachMesh(v);
mesh_ = v;
setSceneTreeChanged();
setObjectsChanged();
}
void ObjectBase::buildTransform(bool force) {
if (force) trans.setDirty();
itransform_.setToIdentity();
ObjectBase * p = parent_;
if (p)
itransform_ = p->itransform_;
//if (raw_matrix) {
// itransform_.translate(pos_);
// itransform_ *= mat_;
// //qDebug() << "raw_matrix" << itransform_;
//} else
localTransform(itransform_);
//qDebug() << name_ << itransform_;
foreach (ObjectBase * i, children_)
i->buildTransform(force);
setObjectsChanged();
}
void ObjectBase::initInternal() {
init();
foreach (ObjectBase * i, children_) i->initInternal();
}
void ObjectBase::localTransform(QMatrix4x4 & m) {
m *= trans.matrix();
}
void ObjectBase::setSceneTreeChanged() {
if (scene_) {
scene_->setTreeChanged();
scene_->setTreeStructChanged();
}
setObjectsChanged();
}
void ObjectBase::setObjectsChanged() {
int p = pass();
if (mesh_) {
mesh_->setObjectsChanged (p, true);
mesh_->setSelectionChanged(p, true);
if (prev_pass != p) {
mesh_->setObjectsChanged (prev_pass, true);
mesh_->setSelectionChanged(prev_pass, true);
}
}
prev_pass = p;
}
QMatrix4x4 ObjectBase::worldMatrix(QMatrix4x4 parent) const {
QMatrix4x4 mat;
//mat.translate(pos_);
//if (raw_matrix) {
// mat *= mat_;
//} else {
// if (angles_.z() != 0.f) mat.rotate(angles_.z(), 0., 0., 1.);
// if (angles_.y() != 0.f) mat.rotate(angles_.y(), 0., 1., 0.);
// if (angles_.x() != 0.f) mat.rotate(angles_.x(), 1., 0., 0.);
// mat.scale(scale_);
//}
mat = trans.matrix();
return parent * mat;
}
AimedObject::AimedObject() {
aim_dist = 1.;
}
QVector3D AimedObject::worldAim() const {
QVector3D ret = worldPos() + worldDirection() * aim_dist;
return ret;
}
void AimedObject::setAim(const QVector3D & p) {
QVector3D dir = p - pos();
trans.setRotation(Transform::fromDirection(dir, trans.rotationY()));
aim_dist = dir.length();
buildTransform();
//if (!p.isNull())
//qDebug() << "setAim" << p << aim() << worldAim();
}
QVector3D AimedObject::direction() const {
return trans.direction();
}
void AimedObject::setDirection(const QVector3D & d) {
//double len = qMax(aim_.length(), 0.001f);
//aim_ = d.normalized() * len;
buildTransform();
}
void AimedObject::flyCloser(double s) {
double tl = 1. / (1. + s);
move(direction() * aim_dist * (1. - tl));
aim_dist *= tl;
}
void AimedObject::flyFarer(double s) {
double tl = 1. * (1. + s);
move(direction() * aim_dist * (1. - tl));
aim_dist *= tl;
}
void AimedObject::flyToDistance(double d) {
move(direction() * (aim_dist - d));
aim_dist = d;
//qDebug() << d << (aim() - pos()).length() << aim();
}
void AimedObject::moveForward(const float & x, bool withZ) {
QVector3D dv = itransform_.mapVector(QVector3D(0, 0, -x));
if (!withZ) dv[2] = 0.;
move(dv);
}
void AimedObject::moveLeft(const float & x, bool withZ) {
QVector3D dv = itransform_.mapVector(QVector3D(-x, 0, 0));
if (!withZ) dv[2] = 0.;
move(dv);
}
void AimedObject::moveUp(const float & x, bool onlyZ) {
QVector3D dv = itransform_.mapVector(QVector3D(0, x, 0));
if (onlyZ) dv[0] = dv[1] = 0.;
move(dv);
}
void AimedObject::orbitZ(const float & a) {
QVector3D pa = aim();
rotateZ(-a);
move(pa - aim());
}
void AimedObject::orbitXY(const float & a) {
QVector3D pa = aim();
rotateX(-a);
move(pa - aim());
}
void AimedObject::transformChanged() {
}
Light::Light(): AimedObject(), shadow_map(0, true, GL_R16F) {
type_ = glLight;
light_type = Omni;
intensity = 1.;
angle_start = angle_end = 180.;
decay_linear = decay_quadratic = decay_start = 0.;
decay_const = decay_end = 1.;
setDirection(0, 0, -1.);
}
Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), shadow_map(0, true, GL_R16F) {
type_ = glLight;
light_type = Omni;
intensity = i;
color_ = c;
angle_start = angle_end = 180.;
decay_linear = decay_quadratic = decay_start = 0.;
decay_const = decay_end = 1.;
setPos(p);
setDirection(0, 0, -1.);
}
ObjectBase * Light::clone(bool withChildren) {
Light * o = new Light(*this);
//GLObjectBase::clone(withChildren);
o->is_init = false;
o->name_ = name_;// + "_copy";
o->scene_ = nullptr;
o->children_.clear();
if (withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
o->color_ = color_;
o->light_type = light_type;
o->trans = trans;
o->aim_dist = aim_dist;
o->angle_start = angle_start;
o->angle_end = angle_end;
o->intensity = intensity;
o->decay_const = decay_const;
o->decay_linear = decay_linear;
o->decay_quadratic = decay_quadratic;
o->meta = meta;
return o;
}
void Light::apply() {
if (scene_) scene_->setLightsChanged();
}
QDataStream & operator <<(QDataStream & s, const ObjectBase * p) {
ChunkStream cs;
//qDebug() << "place" << p->name() << "...";
cs.add(1, int(p->type_)).add(2, p->accept_light).add(3, p->accept_fog).add(4, p->visible_)
.add(5, p->cast_shadow).add(6, p->rec_shadow).add(7, p->raw_matrix).add(8, p->line_width)
.add(9, int(p->render_mode)).add(14, p->mat_).add(16, p->children_.size())
.add(17, p->name_).add(18, p->meta).add(19, p->color_).add(20, p->trans);
//qDebug() << "place self done";
if (p->type_ == ObjectBase::glLight) {
//qDebug() << "place light ...";
const Light * l = (const Light*)p;
cs.add(101, l->angle_start).add(102, l->angle_end).add(103, l->intensity)
.add(104, l->decay_const).add(105, l->decay_linear).add(106, l->decay_quadratic)
.add(107, l->decay_start).add(108, l->decay_end).add(109, int(l->light_type))
.add(111, l->distance());
}
if (p->type_ == ObjectBase::glCamera) {
//qDebug() << "place camera ...";
const Camera * c = (const Camera*)p;
cs.add(200, c->aim()).add(201, c->fov_).add(202, c->depth_start)
.add(206, c->mirror_x).add(207, c->mirror_y).add(208, c->distance())
.add(209, c->roll_);
}
//qDebug() << "place" << p->name() << cs.data().size() << s.device()->size();
s << cs.data();
foreach (const ObjectBase * c, p->children_)
s << c;
return s;
}
QDataStream & operator >>(QDataStream & s, ObjectBase *& p) {
ChunkStream cs(s);
p = nullptr;
int ccnt = 0;
Light * l = nullptr;
Camera * c = nullptr;
//qDebug() << "read obj ...";
while (!cs.atEnd()) {
switch (cs.read()) {
case 1: {
ObjectBase::Type type = (ObjectBase::Type)cs.getData<int>();
switch (type) {
case ObjectBase::glMesh: p = new ObjectBase(); break;
case ObjectBase::glLight: p = new Light(); l = (Light*)p; break;
case ObjectBase::glCamera: p = new Camera(); c = (Camera*)p; break;
default : break;
}
if (p) p->type_ = type;
} break;
case 2: if (p) p->accept_light = cs.getData<bool>(); break;
case 3: if (p) p->accept_fog = cs.getData<bool>(); break;
case 4: if (p) p->visible_ = cs.getData<bool>(); break;
case 5: if (p) p->cast_shadow = cs.getData<bool>(); break;
case 6: if (p) p->rec_shadow = cs.getData<bool>(); break;
case 7: if (p) p->raw_matrix = cs.getData<bool>(); break;
case 8: if (p) p->line_width = cs.getData<float>(); break;
case 9: if (p) p->render_mode = (ObjectBase::RenderMode)cs.getData<int>(); break;
case 14: if (p) p->mat_ = cs.getData<QMatrix4x4>(); break;
case 16: if (p) ccnt = cs.getData<int>(); break;
case 17: if (p) p->name_ = cs.getData<QString>(); break;
case 18: if (p) p->meta = cs.getData<QVariantMap>(); break;
case 19: if (p) p->color_ = cs.getData<QColor>(); break;
case 20: if (p) p->trans = cs.getData<Transform>(); break;
case 100: if (l) l->setAim(cs.getData<QVector3D>()); break;
case 101: if (l) l->angle_start = cs.getData<GLfloat>(); break;
case 102: if (l) l->angle_end = cs.getData<GLfloat>(); break;
case 103: if (l) l->intensity = cs.getData<GLfloat>(); break;
case 104: if (l) l->decay_const = cs.getData<GLfloat>(); break;
case 105: if (l) l->decay_linear = cs.getData<GLfloat>(); break;
case 106: if (l) l->decay_quadratic = cs.getData<GLfloat>(); break;
case 107: if (l) l->decay_start = cs.getData<GLfloat>(); break;
case 108: if (l) l->decay_end = cs.getData<GLfloat>(); break;
case 109: if (l) l->light_type = (Light::Type)cs.getData<int>(); break;
case 111: if (l) l->setDistance(cs.getData<double>()); break;
case 200: if (c) c->setAim(cs.getData<QVector3D>()); break;
case 201: if (c) c->setFOV(cs.getData<GLfloat>()); break;
case 202: if (c) c->setDepthStart(cs.getData<GLfloat>()); break;
case 206: if (c) c->mirror_x = cs.getData<bool>(); break;
case 207: if (c) c->mirror_y = cs.getData<bool>(); break;
case 208: if (c) c->setDistance(cs.getData<double>()); break;
case 209: if (c) c->roll_ = cs.getData<GLfloat>(); break;
}
}
//qDebug() << p->name() << ccnt;
for (int i = 0; i < ccnt; ++i) {
ObjectBase * c = nullptr;
s >> c;
if (!c) continue;
c->parent_ = p;
p->children_ << c;
}
p->buildTransform();
return s;
}

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@@ -1,303 +0,0 @@
/*
QGL ObjectBase & Light
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 GLOBJECT_H
#define GLOBJECT_H
#include "glframebuffer.h"
#include "glmaterial.h"
#include "gltypes.h"
#include "gltransform.h"
class ObjectBase
{
friend class Scene;
friend class RendererSelection;
friend QDataStream & operator <<(QDataStream & s, const ObjectBase * p);
friend QDataStream & operator >>(QDataStream & s, ObjectBase *& p);
friend QDataStream & operator >>(QDataStream & s, Scene *& p);
public:
enum Type {glMesh, glLight, glCamera, glParticlesSystem};
enum RenderMode {View = 0, Point = GL_POINT, Line = GL_LINE, Fill = GL_FILL};
explicit ObjectBase(Mesh * geom = 0, Material * mat = 0);
virtual ~ObjectBase();
virtual ObjectBase * clone(bool withChildren = true);
void destroy();
QString name() const {return name_;}
void setName(const QString & name) {name_ = name;}
virtual void init();
virtual void update() {}
bool isInit() const {return is_init;}
Type type() const {return type_;}
RenderPass pass() const;
uint id() const {return id_;}
RenderMode renderMode() const {return render_mode;}
void setRenderMode(RenderMode mode) {render_mode = mode;}
float lineWidth() const {return line_width;}
void setLineWidth(const float & width) {line_width = width;}
ObjectBase * parent() {return parent_;}
void setParent(ObjectBase * o) {parent_ = o;}
bool hasParent() const {return parent_ != nullptr;}
bool hasChildren() const {return !children_.isEmpty();}
void setScene(Scene * v);
void addChild(ObjectBase * o);
void removeChild(ObjectBase * o);
void removeChild(int index);
void clearChildren(bool deleteAll = false);
int childCount() const {return children_.size();}
ObjectBase * child(int index);
ObjectBase * child(const QString & name);
const ObjectBase * child(int index) const;
const ObjectBase * child(const QString & name) const;
ObjectBaseList children(bool all_ = false);
bool isVisible(bool check_parents = false) const;
bool isHidden(bool check_parents = false) const {return !isVisible(check_parents);}
void setVisible(bool v);
void setHidden(bool v) {setVisible(!v);}
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;}
void setCastShadows(bool on) {cast_shadow = 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();}
QVector3D pos() const {return trans.translation();}
float posX() const {return trans.translation().x();}
float posY() const {return trans.translation().y();}
float posZ() const {return trans.translation().z();}
QVector3D worldPos() const {return (itransform_ * QVector4D(0, 0, 0, 1.)).toVector3D();}
QMatrix4x4 worldTransform() const {return itransform_;}
QVector3D rotation() const {return trans.rotation();}
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 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 setRotationZ(GLfloat a);
void setRotation(const QVector3D & a) {raw_matrix = false; trans.setRotation(a); buildTransform();}
void resetRotation() {raw_matrix = false; trans.setRotation(QVector3D()); buildTransform();}
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();}
Transform transform() {return trans;}
void setTransform(const Transform & t);
void setMatrix(const QMatrix4x4 & t);
QMatrix4x4 matrix() const;
bool isRawMatrix() {return raw_matrix;}
QVector3D inParentSpace(const QVector3D & v) const;
void transferTransformToChildren(bool only_scale = false);
void cleanTree();
bool isAcceptLight() const {return accept_light;}
void setAcceptLight(bool yes) {accept_light = yes;}
bool isAcceptFog() const {return accept_fog;}
void setAcceptFog(bool yes) {accept_fog = yes;}
bool isSelected(bool check_parents = false) const;
void setSelected(bool yes);
void select() {setSelected(true);}
void deselect() {setSelected(false);}
ObjectBase * selectedParent() const;
void setAimSelected(bool yes) {selected_aim = yes;}
bool isAimSelected() const {return selected_aim;}
bool isSelectable() const {return select_;}
void setSelectable(bool yes) {select_ = yes;}
GLenum srcAlpha() const {return blend_src;}
GLenum destAlpha() const {return blend_dest;}
void setSrcAlpha(GLenum mode) {blend_src = mode;}
void setDestAlpha(GLenum mode) {blend_dest = mode;}
void setMaterial(Material * m, bool with_children = false);
Material * material() {return material_;}
void setColor(QColor c, bool with_children = false);
QColor color() {return color_;}
const Box3D & boundingBox() const {return bound;}
void setMesh(Mesh * v);
Mesh * mesh() {return mesh_;}
void calculateBoundingBox();
void updateTransform();
void setProperty(const QString & pn, const QVariant & v);
QVariant property(const QString & pn, bool * exists = 0) const;
bool hasProperty(const QString & pn) const;
void removeProperty(const QString & pn);
QVector3D pos_h;
protected:
virtual void transformChanged() {}
void addChildren(ObjectBaseList & list, ObjectBase * where);
void buildTransform(bool force = false);
void initInternal();
void setSceneTreeChanged();
void setObjectsChanged();
void localTransform(QMatrix4x4 & m);
QMatrix4x4 worldMatrix(QMatrix4x4 parent) const;
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_;
RenderMode render_mode;
Box3D bound;
Transform trans;
ObjectBaseList children_;
QMatrix4x4 itransform_, mat_;
QString name_;
GLenum blend_src, blend_dest;
ObjectBase * parent_;
Scene * scene_;
Material * material_;
Mesh * mesh_;
QVariantMap meta;
};
inline bool operator <(const ObjectBase & f, const ObjectBase & s) {return f.pos_h.z() < s.pos_h.z();}
class AimedObject: public ObjectBase {
friend class QGLView;
friend class GLRendererBase;
friend class Light;
friend class Camera;
public:
AimedObject();
~AimedObject() {}
QVector3D aim() const {return pos() + (direction() * aim_dist);}
QVector3D worldAim() const;
void setAim(const QVector3D & p);
QVector3D direction() const;
QVector3D worldDirection() const {return (itransform_ * QVector4D(QVector3D(0,0,-1), 0.)).toVector3D().normalized();}
void setDirection(const QVector3D & d);
void setDirection(double x, double y, double z) {setDirection(QVector3D(x, y, z));}
double distance() const {return aim_dist;}
void setDistance(double d) {aim_dist = d;}
void flyCloser(double s);
void flyFarer(double s);
void flyToDistance(double d);
void moveForward(const float & x, bool withZ = true);
void moveBackward(const float & x, bool withZ = true) {moveForward(-x, withZ);}
void moveLeft(const float & x, bool withZ = true);
void moveRight(const float & x, bool withZ = true) {moveLeft(-x, withZ);}
void moveUp(const float & x, bool onlyZ = false);
void moveDown(const float & x, bool onlyZ = false) {moveUp(-x, onlyZ);}
void rotateRoll(const float & a) {rotateY(a);}
void orbitZ(const float & a);
void orbitXY(const float & a);
protected:
void transformChanged() override;
double aim_dist;
};
class Light: public AimedObject {
friend class QGLView;
friend class RendererBase;
public:
enum Type {Omni, Cone, Directional};
Light();
Light(const QVector3D & p, const QColor & c = Qt::white, float i = 1.);
virtual ObjectBase * clone(bool withChildren = true);
virtual void init() {shadow_map.resize(512, 512); is_init = true;}
void apply();
float angle_start;
float angle_end;
float intensity;
float decay_const;
float decay_linear;
float decay_quadratic;
float decay_start;
float decay_end;
Type light_type;
Framebuffer shadow_map;
QMatrix4x4 shadow_matrix;
};
template <class T>
inline T globject_cast(ObjectBase * object) {return reinterpret_cast<T>(object);}
template <class T>
inline T globject_cast(const ObjectBase * object) {return reinterpret_cast<T>(object);}
QDataStream & operator <<(QDataStream & s, const ObjectBase * p);
QDataStream & operator >>(QDataStream & s, ObjectBase *& p);
inline ObjectBaseList lights2objectList(const QList<Light*> & v) {ObjectBaseList ret; foreach (Light*i, v) ret << (ObjectBase*)i; return ret;}
inline ObjectBaseList cameras2objectList(const QList<Camera*> & v) {ObjectBaseList ret; foreach (Camera*i, v) ret << (ObjectBase*)i; return ret;}
#endif // GLOBJECT_H

View File

@@ -1,201 +0,0 @@
/*
QGL TextureManager
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/>.
*/
#include "gltexture_manager.h"
#include "gltypes.h"
QStringList TextureManager::search_pathes(".");
QVector3D colorVector(QRgb c) {
return QVector3D(((uchar*)(&c))[0] / 255.f, ((uchar*)(&c))[1] / 255.f, ((uchar*)(&c))[2] / 255.f);
}
QString TextureManager::findFile(const QString & path) {
return ::findFile(path, search_pathes);
}
GLuint TextureManager::loadTexture(const QString & path, bool ownership, bool bump) {
QString p = findFile(path);
if (p.isEmpty()) return 0;
int tid = textureID(p, bump);
if (tid > 0) {
//qDebug() << "[TextureManager] Found" << path << "as" << tid;
return tid;
}
QImage image(p);
if (bump) convertToNormal(image);
//qDebug() << p << image.width() << image.height() << image.format() << bump;
GLuint tid_ = tid;
createGLTexture(f, tid_, image);
tid = tid_;
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << p;
return tid;
}
qDebug() << "[TextureManager] Loaded" << p << "as" << tid;
if (ownership) {
tex_ids[bump ? 1 : 0].insert(p, tid);
tex_im [bump ? 1 : 0].insert(p, image);
}
return tid;
}
GLuint TextureManager::loadTexture(const QImage & im, bool ownership, bool bump) {
if (im.isNull()) return 0;
QImage image(im);
if (bump) convertToNormal(image);
GLuint tid = 0;
createGLTexture(f, tid, im);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load image";
return tid;
}
//qDebug() << "[TextureManager] Loaded image as" << tid;
return tid;
}
QImage TextureManager::loadTextureImage(const QString & path, bool bump) {
QString p = findFile(path);
if (p.isEmpty()) return QImage();
QImage ret = tex_im[bump ? 1 : 0].value(p);
if (!ret.isNull()) return ret;
ret = QImage(p);
if (bump) convertToNormal(ret);
tex_im[bump ? 1 : 0].insert(p, ret);
return ret;
}
void TextureManager::reloadTexture(GLuint tid, const QString & path) {
QString p = findFile(path);
if (p.isEmpty() || (tid == 0)) return;
QImage image(p);
createGLTexture(f, tid, image);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << p;
return;
}
qDebug() << "[TextureManager] Reloaded" << p << "as" << tid;
}
void TextureManager::reloadTexture(GLuint tid, const QImage & im) {
if (im.isNull() || (tid == 0)) return;
QImage image(im);
createGLTexture(f, tid, image);
qDebug() << "[TextureManager] Reloaded" << tid;
}
void TextureManager::convertToNormal(QImage & im) {
if (im.isNull()) return;
QImage sim = im.convertToFormat(QImage::Format_ARGB32);
float sum[3] = {0., 0., 0.};
llong a = 0;
const uchar * sd = sim.constBits();
for (int i = 0; i < sim.height(); i++) {
for (int j = 0; j < sim.width(); j++) {
sum[2] += sd[a] / 255.f - 0.5f; ++a;
sum[1] += sd[a] / 255.f - 0.5f; ++a;
sum[0] += sd[a] / 255.f - 0.5f; ++a;
++a;
}
}
float wh = sim.width() * sim.height();
sum[0] /= wh;
sum[1] /= wh;
sum[2] /= wh;
//qDebug() << sum[0] << sum[1] << sum[2];
if ((qAbs(sum[0]) <= 0.05f) && (qAbs(sum[1]) <= 0.05f) && (sum[2] >= 0.25f)) /// already normal
return;
//qDebug() << "convert to normal";
QImage dim = QImage(sim.width(), sim.height(), QImage::Format_ARGB32);
int tx, ty, w = sim.width(), h = sim.height();
a = 0;
uchar * dd = dim.bits();
for (int i = 0; i < sim.height(); i++) {
for (int j = 0; j < sim.width(); j++) {
tx = j - 1;
tx = tx < 0 ? w + tx : tx % w;
ty = i - 1;
ty = ty < 0 ? h + ty : ty % h;
QVector3D p[3], res;
p[0] = colorVector(sim.pixel(j, i));
p[1] = colorVector(sim.pixel(j, ty));
p[2] = colorVector(sim.pixel(tx, i));
res.setY(piClamp(0.5f + (p[0].length() - p[1].length()) / 2.f, 0.f, 1.f));
res.setX(piClamp(0.5f - (p[0].length() - p[2].length()) / 2.f, 0.f, 1.f));
tx = (j + 1) % w;
ty = (i + 1) % h;
p[1] = colorVector(sim.pixel(j, ty));
p[2] = colorVector(sim.pixel(tx, i));
res.setY(piClamp(0.5f + (p[0].length() - p[1].length()) / 2.f, 0.f, 1.f));
res.setX(piClamp(0.5f - (p[0].length() - p[2].length()) / 2.f, 0.f, 1.f));
res.setZ(1.f);
dd[a] = res.z() * 255; ++a;
dd[a] = res.y() * 255; ++a;
dd[a] = res.x() * 255; ++a;
dd[a] = 255; ++a;
}
}
im = dim;
//im.save("_normal.png");
}
bool TextureManager::loadTextures() {
QFileInfoList fil;
foreach (const QString & i, tex_pathes)
loadTexture(i, true);
tex_pathes.clear();
return true;
}
void TextureManager::deleteTextures() {
for (int i = 0; i < 2; ++i) {
QList<GLuint> texs = tex_ids[i].values();
qDebug() << "[TextureManager] Delete" << texs.size() << "textures";
if (!texs.isEmpty()) f->glDeleteTextures(texs.size(), &texs[0]);
tex_ids[i].clear();
tex_im [i].clear();
}
}
void TextureManager::deleteTexture(const QString & name) {
for (int i = 0; i < 2; ++i) {
if (tex_ids[i].contains(name)) {
GLuint id = tex_ids[i][name];
f->glDeleteTextures(1, &id);
tex_ids[i].remove(name);
tex_im [i].remove(name);
}
}
}
void TextureManager::clearImageCache() {
tex_im[0].clear();
tex_im[1].clear();
}

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@@ -1,63 +0,0 @@
/*
QGL TextureManager
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 GLTEXTUREMANAGER_H
#define GLTEXTUREMANAGER_H
#include <QOpenGLExtraFunctions>
#include <QDir>
#include <QMap>
#include <QFileInfo>
#include <QImage>
class TextureManager {
public:
TextureManager(QOpenGLExtraFunctions * f_): f(f_) {}
virtual ~TextureManager() {}
static void addSearchPath(const QString & path) {if (!search_pathes.contains(path)) search_pathes << path;}
static void clearSearchPathes() {search_pathes.clear();}
static QStringList searchPathes() {return search_pathes;}
static QString findFile(const QString & path);
GLuint loadTexture(const QString & path, bool ownership = true, bool bump = false);
GLuint loadTexture(const QImage & image, bool ownership = true, bool bump = false);
QImage loadTextureImage(const QString & path, bool bump = false);
void reloadTexture(GLuint tid, const QString & path);
void reloadTexture(GLuint tid, const QImage & image);
int textureID (const QString & path, bool bump = false) {return tex_ids[bump ? 1 : 0][path];}
QImage textureImage(const QString & path, bool bump = false) {return tex_im [bump ? 1 : 0][path];}
void addTexture(const QString & path) {tex_pathes << path;}
bool loadTextures();
void deleteTextures();
void deleteTexture(const QString & name);
void clearImageCache();
protected:
static void convertToNormal(QImage & im);
static QStringList search_pathes;
QMap<QString, GLuint> tex_ids[2];
QMap<QString, QImage> tex_im [2];
QStringList tex_pathes;
QOpenGLExtraFunctions * f;
};
#endif // GLTEXTUREMANAGER_H

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/*
QGL GLWidget
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 GLWIDGET_H
#define GLWIDGET_H
#include <QWidget>
class QGLView;
class ObjectBase;
class Scene;
class GLWidget : public QWidget
{
Q_OBJECT
Q_PROPERTY (QColor backColor READ backColor WRITE setBackColor)
Q_PROPERTY (qreal lineWidth READ lineWidth WRITE setLineWidth)
Q_PROPERTY (qreal FOV READ FOV WRITE setFOV)
Q_PROPERTY (qreal depthStart READ depthStart WRITE setDepthStart)
Q_PROPERTY (QColor ambientColor READ ambientColor WRITE setAmbientColor)
Q_PROPERTY (bool grabMouse READ isGrabMouseEnabled WRITE setGrabMouseEnabled)
Q_PROPERTY (bool mouseRotate READ isMouseRotateEnabled WRITE setMouseRotateEnabled)
Q_PROPERTY (bool mouseSelection READ isMouseSelectionEnabled WRITE setMouseSelectionEnabled)
Q_PROPERTY (bool cameraOrbit READ isCameraOrbit WRITE setCameraOrbit)
Q_PROPERTY (bool hoverHalo READ isHoverHaloEnabled WRITE setHoverHaloEnabled)
Q_PROPERTY (QColor hoverHaloColor READ hoverHaloColor WRITE setHoverHaloColor)
Q_PROPERTY (qreal hoverHaloFillAlpha READ hoverHaloFillAlpha WRITE setHoverHaloFillAlpha)
Q_PROPERTY (bool selectionHalo READ isSelectionHaloEnabled WRITE setSelectionHaloEnabled)
Q_PROPERTY (QColor selectionHaloColor READ selectionHaloColor WRITE setSelectionHaloColor)
Q_PROPERTY (qreal selectionHaloFillAlpha READ selectionHaloFillAlpha WRITE setSelectionHaloFillAlpha)
public:
explicit GLWidget(QWidget *parent = nullptr);
QGLView * view() {return view_;}
QColor backColor() const;
qreal lineWidth() const;
qreal FOV() const;
qreal depthStart() const;
QColor ambientColor() const;
bool isLightEnabled() const;
bool isGrabMouseEnabled() const;
bool isMouseRotateEnabled() const;
bool isMouseSelectionEnabled() const;
bool isCameraOrbit() const;
bool isHoverHaloEnabled() const;
QColor hoverHaloColor() const;
qreal hoverHaloFillAlpha() const;
bool isSelectionHaloEnabled() const;
QColor selectionHaloColor() const;
qreal selectionHaloFillAlpha() const;
Scene * scene();
void addObject(ObjectBase * o);
QByteArray saveCamera();
void restoreCamera(const QByteArray & ba);
public slots:
void stop();
void start(float freq = 60.0);
void setBackColor(const QColor & c);
void setLineWidth(const qreal & arg);
void setFOV(const qreal & arg);
void setDepthStart(const qreal & arg);
void setAmbientColor(const QColor & arg);
void setLightEnabled(const bool & arg);
void setGrabMouseEnabled(const bool & arg);
void setMouseRotateEnabled(const bool & arg);
void setMouseSelectionEnabled(const bool & arg);
void setCameraOrbit(const bool & arg);
void setHoverHaloEnabled(const bool & arg);
void setHoverHaloColor(const QColor & arg);
void setHoverHaloFillAlpha(const qreal & arg);
void setSelectionHaloEnabled(const bool & arg);
void setSelectionHaloColor(const QColor & arg);
void setSelectionHaloFillAlpha(const qreal & arg);
private slots:
void viewDoubleClicked();
private:
QWidget * container;
QGLView * view_;
QLayout * lay;
};
#endif // GLWIDGET_H

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@@ -1,84 +0,0 @@
/*
QGL MouseController
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 MOUSE_CONTROLLER_H
#define MOUSE_CONTROLLER_H
#include "glprimitives.h"
#include "glcamera.h"
#include "renderer_service.h"
#include <QMouseEvent>
#include <QTime>
class MouseController: public QObject
{
friend class QGLView;
friend class RendererSelection;
Q_OBJECT
public:
MouseController(QGLView * view_);
virtual ~MouseController();
bool isGrabMouseEnabled() const {return grabMouse_;}
bool isMouseRotateEnabled() const {return mouseRotate_;}
bool isMouseSelectionEnabled() const {return mouseSelect_;}
bool isCameraOrbit() const {return cameraOrbit_;}
Qt::MouseButton selectionButton() const {return sel_button;}
Qt::KeyboardModifier selectionModifier() const {return sel_mod;}
void setSelectionButton(Qt::MouseButton v) {sel_button = v;}
void setSelectionModifier(Qt::KeyboardModifier v) {sel_mod = v;}
protected:
void resize();
void mousePressEvent(QMouseEvent * e);
void mouseMoveEvent(QMouseEvent * e);
void mouseReleaseEvent(QMouseEvent * e);
void wheelEvent(QWheelEvent * e);
void leaveEvent(QEvent * );
void mouseDoubleClickEvent(QMouseEvent * e);
private:
QGLView * view;
QPoint lastPos, downPos;
QSet<int> keys_;
QVector<ObjectBase * > hov_objects, hov_aims;
Qt::MouseButton sel_button;
Qt::KeyboardModifier sel_mod;
RendererService::HandleAction cur_action;
QFlags<RendererService::HandleMesh> cur_handle;
float app_scale;
bool grabMouse_, mouse_first, mouseRotate_, mouseSelect_, customMouseMove_, canSelect_;
bool cameraOrbit_, selecting_, mouse_sec;
private slots:
public slots:
void setGrabMouseEnabled(const bool & arg) {grabMouse_ = arg; mouse_first = true;}
void setMouseRotateEnabled(const bool & arg) {mouseRotate_ = arg;}
void setMouseSelectionEnabled(const bool & arg) {mouseSelect_ = arg;}
void setCustomMouseMove(const bool & arg) {customMouseMove_ = arg;}
void setCameraOrbit(const bool & arg) {cameraOrbit_ = arg;}
signals:
};
#endif // QGLVIEW_H

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@@ -1,112 +0,0 @@
/*
QGL OpenGLWindow
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/>.
*/
#include "openglwindow.h"
#include <QCoreApplication>
#include <QOpenGLContext>
#include <QOpenGLPaintDevice>
#include <QPainter>
OpenGLWindow::OpenGLWindow(QWindow *parent)
: QWindow(parent)
, m_context(nullptr)
, m_device(nullptr)
{
setFlags(flags() | Qt::FramelessWindowHint);
setSurfaceType(QWindow::OpenGLSurface);
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
// qDebug() << format;
#ifdef QT_OPENGL_ES_2
format.setRenderableType(QSurfaceFormat::OpenGLES);
#else
if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
format.setVersion(4, 0);
format.setProfile(QSurfaceFormat::CoreProfile);
}
#endif
format.setDepthBufferSize(24);
format.setSamples(8);
setFormat(format);
QSurfaceFormat::setDefaultFormat(format);
}
OpenGLWindow::~OpenGLWindow() {
delete m_device;
}
void OpenGLWindow::render(QPainter *painter) {
}
void OpenGLWindow::initialize() {
}
void OpenGLWindow::render() {
// if (!m_device) m_device = new QOpenGLPaintDevice;
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// m_device->setSize(size() * devicePixelRatio());
// m_device->setDevicePixelRatio(devicePixelRatio());
// QPainter painter(m_device);
// render(&painter);
}
void OpenGLWindow::renderLater() {
requestUpdate();
}
bool OpenGLWindow::event(QEvent *event) {
switch (event->type()) {
case QEvent::UpdateRequest:
renderNow();
return true;
default:
return QWindow::event(event);
}
}
void OpenGLWindow::exposeEvent(QExposeEvent *event) {
if (isExposed()) renderNow();
}
void OpenGLWindow::renderNow() {
if (!isExposed())
return;
bool needsInitialize = false;
if (!m_context) {
m_context = new QOpenGLContext(this);
m_context->setFormat(requestedFormat());
m_context->create();
needsInitialize = true;
}
m_context->makeCurrent(this);
if (needsInitialize) {
initializeOpenGLFunctions();
initialize();
}
render();
m_context->swapBuffers(this);
}

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/*
QGL OpenGLWindow
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/>.
*/
#include <QWindow>
#include <QOpenGLExtraFunctions>
class QPainter;
class QOpenGLContext;
class QOpenGLPaintDevice;
class OpenGLWindow: public QWindow, public QOpenGLExtraFunctions
{
Q_OBJECT
public:
explicit OpenGLWindow(QWindow *parent = nullptr);
~OpenGLWindow();
virtual void render(QPainter *painter);
virtual void render();
virtual void initialize();
QOpenGLContext * context() {return m_context;}
public slots:
void renderLater();
void renderNow();
protected:
bool event(QEvent *event) override;
void exposeEvent(QExposeEvent *event) override;
private:
QOpenGLContext *m_context;
QOpenGLPaintDevice *m_device;
};

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/*
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/>.
*/
#include "qglview.h"
#include "glmesh.h"
#include "gltexture_manager.h"
#include <chunkstream.h>
#include <qad_types.h>
#include <QApplication>
#include <QOpenGLTexture>
#include <QKeyEvent>
using namespace QGLEngineShaders;
QGLView::QGLView(): OpenGLWindow(), renderer_(this), mouse(this) {
setIcon(QIcon(":/icons/qglview.png"));
deleting_ = false;
timer = 0;
need_init_ = is_first_draw = true;
backColor_ = Qt::darkGray;
hoverHaloColor_ = QColor(195, 140, 255);
selectionHaloColor_ = QColor(175, 255, 140);
ambientColor_ = QColor(10, 10, 10);
lineWidth_ = 1.;
max_anisotropic = 1;
max_texture_chanels = 8;
lightEnabled_ = true;
shaders_supported = false;
fps_cnt = 0;
fps_tm = fps_ = 0.;
fogColor_ = Qt::darkGray;
fogDensity_ = 0.;
fogDecay_ = 10.;
hoverHaloFill_ = selectionHaloFill_ = 0.15f;
//lmode = Simple;
setFeature(qglFXAA, false);
setFeature(qglAnisotropicLevel, 8);
setFeature(qglEyeAccomodationEnabled, false);
setFeature(qglEyeAccomodationTime, 16.);
setFeature(qglEyeAccomodationMaxSpeed, 0.2);
setFeature(qglBloomEnabled, false);
setFeature(qglBloomThreshold, 0.9);
setFeature(qglBloomFactor, 1.);
setFeature(qglBloomRadius, 8);
setFeature(qglMotionBlurEnabled, false);
setFeature(qglMotionBlurFactor, 1.);
setFeature(qglMotionBlurSteps, 8);
setFeature(qglShadowsEnabled, false);
setFeature(qglShadowsMapSize, 512);
setFeature(qglShadowsSoftEnabled, true);
setFeature(qglReflectionsEnabled, false);
setFeature(qglReflectionsBlur, true);
setFeature(qglSSAOEnabled, false);
setFeature(qglSSAORadius, 5);
setFeature(qglDepthOfFieldEnabled, false);
setFeature(qglDepthOfFieldAutoFocusEnabled, true);
setFeature(qglDepthOfFieldAutoFocusSpeed, 0.1);
setFeature(qglDepthOfFieldFocus, 1.);
setFeature(qglDepthOfFieldDiaphragm, 8.);
hoverHalo_ = selectionHalo_ = true;
fogEnabled_ = is_init = shaders_bind = changed_ = false;
rmode = ObjectBase::Fill;
scene_ = new Scene();
connect(scene_, SIGNAL(selectionChanged()), this, SIGNAL(selectionChanged()));
connect(scene_, SIGNAL(__destroyed()), this, SLOT(__destroyed()));
connect(scene_, SIGNAL(__objectDeleted(ObjectBase*)), this, SLOT(__objectDeleted(ObjectBase*)));
default_camera = new Camera();
default_camera->setPos(QVector3D(2, 2, 2));
default_camera->setAim(QVector3D());
camera_ = default_camera;
// qDebug() << camera_->aim();
default_camera->setName("Camera");
emit cameraPosChanged(default_camera->pos());
ktm_.restart();
Mesh * m = Primitive::cube(10, 10, 10);
m->flipNormals();
ObjectBase * o = new ObjectBase(m);
o->setColor(Qt::cyan);
scene()->addObject(o);
delete m;
}
QGLView::~QGLView() {
deleting_ = true;
stop();
scene_->clear();
delete scene_;
delete default_camera;
}
void QGLView::stop() {
if (timer) killTimer(timer);
}
void QGLView::start(float freq) {
timer = startTimer(freq <= 0.f ? 0 : int(1000.f / freq));
}
QList<Light * > QGLView::selectedLights() const {
QList<Light * > ret;
ObjectBaseList sol = scene_->selectedObjects();
foreach (ObjectBase * o, sol)
if (o->type() == ObjectBase::glLight)
ret << (Light*)o;
return ret;
}
QList<Camera * > QGLView::selectedCameras() const {
QList<Camera * > ret;
ObjectBaseList sol = scene_->selectedObjects();
foreach (ObjectBase * o, sol)
if (o->type() == ObjectBase::glCamera)
ret << (Camera*)o;
return ret;
}
void QGLView::resizeEvent(QResizeEvent * e) {
renderLater();
mouse.resize();
}
void QGLView::timerEvent(QTimerEvent *) {
renderNow();
Qt::KeyboardModifiers km = QApplication::keyboardModifiers();
foreach (int i, keys_)
emit keyEvent((Qt::Key)i, km);
}
void QGLView::render() {
resizeGL(width(), height());
emit glBeginPaint();
renderer_.mouse_pos = mapFromGlobal(QCursor::pos());
renderer_.renderScene();
emit glEndPaint();
fps_tm += time.elapsed();
time.restart();
fps_cnt++;
if (fps_tm < 1000.) return;
fps_ = fps_cnt / fps_tm * 1000.;
fps_tm = 0.;
fps_cnt = 0;
}
void QGLView::initialize() {
checkCaps();
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_MULTISAMPLE);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP);
glEnable(GL_TEXTURE_MAX_ANISOTROPY_EXT);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glCullFace(GL_BACK);
renderer_.reloadShaders();
renderer_.init(width(), height());
is_init = true;
need_init_ = false;
emit glInitializeDone();
}
void QGLView::checkCaps() {
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropic);
shaders_supported = QOpenGLShaderProgram::hasOpenGLShaderPrograms();
}
void QGLView::__destroyed() {
renderer_.rend_mat.mat_thumbnails.clear();
mouse.hov_objects.clear();
}
void QGLView::__objectDeleted(ObjectBase * o) {
if (o == camera_)
setDefaultCamera();
}
void QGLView::resizeGL(int width, int height) {
if (!is_init) return;
if (width <= 0 || height <= 0) return;
if (prev_size == QSize(width, height)) return;
prev_size = QSize(width, height);
aspect = float(width) / float(height);
renderer_.resize(width, height);
//qDebug() << "resize" << width << height;
iaspect = (aspect == 0.f) ? 0. : 1 / aspect;
glViewport(0, 0, width, height);
emit glResize(width, height);
}
void QGLView::keyPressEvent(QKeyEvent * e) {
emit glKeyPressEvent(e);
if (e->key() > 0) keys_.insert(e->key());
if (e->key() == Qt::Key_F11) {
emit doubleClick();
}
}
void QGLView::keyReleaseEvent(QKeyEvent * e) {
emit glKeyReleaseEvent(e);
keys_.remove(e->key());
}
void QGLView::focusOutEvent(QFocusEvent *) {
keys_.clear();
}
void QGLView::focusOn(const Box3D & bb) {
if (bb.isEmpty() || !camera()) return;
double size = qMax(qMax(bb.width, bb.length), bb.height);
camera()->setAim(bb.center());
camera()->flyToDistance(size * 1.25);
}
QByteArray QGLView::saveCamera() {
ChunkStream cs;
const Camera * c = camera();
cs.add(1, c->pos()).add(2, c->aim()).add(3, c->rotation()).add(4, c->FOV());
return cs.data();
}
void QGLView::restoreCamera(const QByteArray & ba) {
if (ba.isEmpty()) return;
Camera * c = camera();
QVector3D pos(c->pos()), aim(c->aim()), ang(c->rotation());
float fov(c->FOV());
ChunkStream cs(ba);
cs.readAll();
cs.get(1, pos).get(2, aim).get(3, ang).get(4, fov);
camera()->setPos(pos);
camera()->setAim(aim);
camera()->setAngles(ang);
camera()->setFOV(fov);
}
QByteArray QGLView::saveFeatures() {
QByteArray ba;
QDataStream ds(&ba, QIODevice::WriteOnly);
ds << features_;
return ba;
}
void QGLView::restoreFeatures(const QByteArray & ba) {
QHash<int, QVariant> f;
QDataStream ds(ba);
ds >> f;
features_ = f;
}

281
qglview.h
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/*
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 QGLVIEW_H
#define QGLVIEW_H
#include "openglwindow.h"
#include "glframebuffer.h"
#include "glprimitives.h"
#include "glcamera.h"
#include "glscene.h"
#include "renderer.h"
#include "mouse_controller.h"
#include <QElapsedTimer>
#include <QMenu>
class QGLView: public OpenGLWindow
{
friend class RendererSelection;
Q_OBJECT
Q_PROPERTY (QColor backColor READ backColor WRITE setBackColor)
Q_PROPERTY (float lineWidth READ lineWidth WRITE setLineWidth)
Q_PROPERTY (float FOV READ FOV WRITE setFOV)
Q_PROPERTY (float depthStart READ depthStart WRITE setDepthStart)
Q_PROPERTY (float gamma READ gamma WRITE setGamma)
Q_PROPERTY (bool autoExposure READ autoExposure WRITE setAutoExposure)
Q_PROPERTY (QColor ambientColor READ ambientColor WRITE setAmbientColor)
Q_PROPERTY (QColor fogColor READ fogColor WRITE setFogColor)
Q_PROPERTY (bool fogEnabled READ isFogEnabled WRITE setFogEnabled)
Q_PROPERTY (float fogDensity READ fogDensity WRITE setFogDensity)
Q_PROPERTY (float fogDecay READ fogDecay WRITE setFogDecay)
Q_PROPERTY (int renderMode READ renderMode WRITE setRenderMode)
Q_PROPERTY (bool grabMouse READ isGrabMouseEnabled WRITE setGrabMouseEnabled)
Q_PROPERTY (bool mouseRotate READ isMouseRotateEnabled WRITE setMouseRotateEnabled)
Q_PROPERTY (bool mouseSelection READ isMouseSelectionEnabled WRITE setMouseSelectionEnabled)
Q_PROPERTY (bool cameraOrbit READ isCameraOrbit WRITE setCameraOrbit)
Q_PROPERTY (bool hoverHalo READ isHoverHaloEnabled WRITE setHoverHaloEnabled)
Q_PROPERTY (QColor hoverHaloColor READ hoverHaloColor WRITE setHoverHaloColor)
Q_PROPERTY (float hoverHaloFillAlpha READ hoverHaloFillAlpha WRITE setHoverHaloFillAlpha)
Q_PROPERTY (bool selectionHalo READ isSelectionHaloEnabled WRITE setSelectionHaloEnabled)
Q_PROPERTY (QColor selectionHaloColor READ selectionHaloColor WRITE setSelectionHaloColor)
Q_PROPERTY (float selectionHaloFillAlpha READ selectionHaloFillAlpha WRITE setSelectionHaloFillAlpha)
Q_PROPERTY (Qt::MouseButton selectionButton READ selectionButton WRITE setSelectionButton)
Q_PROPERTY (Qt::KeyboardModifier selectionModifier READ selectionModifier WRITE setSelectionModifier)
Q_PROPERTY (Scene::SelectionMode selectionMode READ selectionMode WRITE setSelectionMode)
public:
QGLView();
virtual ~QGLView();
enum CameraLightMode {
clmOff,
clmAuto,
clmOn,
};
enum Feature {
qglFXAA,
qglAnisotropicLevel,
qglEyeAccomodationEnabled,
qglEyeAccomodationTime,
qglEyeAccomodationMaxSpeed,
qglBloomEnabled,
qglBloomThreshold,
qglBloomFactor,
qglBloomRadius,
qglMotionBlurEnabled,
qglMotionBlurFactor,
qglMotionBlurSteps,
qglShadowsEnabled,
qglShadowsMapSize,
qglShadowsSoftEnabled,
qglReflectionsEnabled,
qglReflectionsBlur,
qglSSAOEnabled,
qglSSAORadius,
qglDepthOfFieldEnabled,
qglDepthOfFieldAutoFocusEnabled,
qglDepthOfFieldAutoFocusSpeed,
qglDepthOfFieldFocus,
qglDepthOfFieldDiaphragm
};
Q_ENUM(CameraLightMode)
void stop();
void start(float freq = 60.);
QColor backColor() const {return backColor_;}
float lineWidth() const {return lineWidth_;}
float FOV() const {return camera()->FOV();}
float depthStart() const {return camera()->depthStart();}
float currentFPS() const {return fps_;}
float gamma() const {return renderer_.gamma_;}
bool autoExposure() const {return renderer_.tone_proc.enabled;}
int maxAnisotropicLevel() const {return max_anisotropic;}
QString environmentMapFile() const {return renderer_.tex_env.fileHDR();}
QColor ambientColor() const {return ambientColor_;}
QColor fogColor() const {return fogColor_;}
float fogDensity() const {return fogDensity_;}
float fogDecay() const {return fogDecay_;}
bool isFogEnabled() const {return fogEnabled_;}
bool isLightEnabled() const {return lightEnabled_;}
bool isGrabMouseEnabled() const {return mouse.isGrabMouseEnabled();}
bool isMouseRotateEnabled() const {return mouse.isMouseRotateEnabled();}
bool isMouseSelectionEnabled() const {return mouse.isMouseSelectionEnabled();}
bool isCameraOrbit() const {return mouse.isCameraOrbit();}
bool isHoverHaloEnabled() const {return hoverHalo_;}
QColor hoverHaloColor() const {return hoverHaloColor_;}
float hoverHaloFillAlpha() const {return hoverHaloFill_;}
bool isSelectionHaloEnabled() const {return selectionHalo_;}
QColor selectionHaloColor() const {return selectionHaloColor_;}
float selectionHaloFillAlpha() const {return selectionHaloFill_;}
QVariant feature(Feature f) const {return features_.value(int(f));}
QVariant setFeature(Feature f, const QVariant & value) {QVariant ret = features_.value(int(f)); features_[int(f)] = value; return ret;}
bool isFeatureEnabled(Feature f) const {return features_[int(f)].toBool();}
int renderMode() const {return (int)rmode;}
void setRenderMode(int mode) {rmode = (ObjectBase::RenderMode)mode;}
bool isServiceMode() const {return renderer_.edit_mode;}
void setServiceMode(bool yes) {renderer_.edit_mode = yes;}
Scene::SelectionMode selectionMode() const {return scene_->selectionMode();}
Qt::MouseButton selectionButton() const {return mouse.selectionButton();}
Qt::KeyboardModifier selectionModifier() const {return mouse.selectionModifier();}
void setSelectionMode(Scene::SelectionMode m) {scene_->setSelectionMode(m);}
void setSelectionButton(Qt::MouseButton v) {mouse.setSelectionButton(v);}
void setSelectionModifier(Qt::KeyboardModifier v) {mouse.setSelectionModifier(v);}
void selectObject(ObjectBase * o, bool add_to_selection = false) {scene_->selectObject(o, add_to_selection);}
void clearSelection() {scene_->clearSelection();}
ObjectBaseList selectedObjects(bool top_only = false) const {return scene_->selectedObjects(top_only);}
QList<Light * > selectedLights() const;
QList<Camera * > selectedCameras() const;
ObjectBase * selectedObject() const {return scene_->selectedObject();}
TextureManager * textureManager() {return renderer_.textures_manager;}
void reloadTextures() {renderer_.markReloadTextures();}
Scene * scene() {return scene_;}
void focusOn(const Box3D & bb);
void setCameraLightMode(CameraLightMode m) {renderer_.setCameraLightMode(m);}
CameraLightMode cameraLightMode() const {return (CameraLightMode)renderer_.cameraLightMode();}
Camera * camera() {return camera_;}
const Camera * camera() const {return camera_;}
void setCamera(Camera * camera) {camera_ = camera;}
void setDefaultCamera() {camera_ = default_camera;}
QByteArray saveCamera();
void restoreCamera(const QByteArray & ba);
QByteArray saveFeatures();
void restoreFeatures(const QByteArray & ba);
QImage materialThumbnail(Material * m) {return renderer_.materialThumbnail(m);}
void setCurrentAction(RendererService::HandleAction ha) {renderer_.rend_service.setCurrentAction(ha);}
void setContextActions(QList<QAction*> al) {context_menu.clear(); context_menu.addActions(al);}
void popupMenu(const QPoint &pos, QAction *at = nullptr) {context_menu.popup(pos, at);}
GLfloat aspect, iaspect;
Renderer renderer_;
protected:
void render();
void resizeEvent(QResizeEvent * e);
void timerEvent(QTimerEvent * );
void initialize();
void resizeGL(int width, int height);
void mousePressEvent(QMouseEvent * e) {mouse.mousePressEvent(e);}
void mouseMoveEvent(QMouseEvent * e) {mouse.mouseMoveEvent(e);}
void mouseReleaseEvent(QMouseEvent * e) {mouse.mouseReleaseEvent(e);}
void wheelEvent(QWheelEvent * e) {mouse.wheelEvent(e);}
void mouseDoubleClickEvent(QMouseEvent * e) {mouse.mouseDoubleClickEvent(e);}
void leaveEvent(QEvent * );
void keyPressEvent(QKeyEvent * e);
void keyReleaseEvent(QKeyEvent * e);
void focusOutEvent(QFocusEvent *);
void checkCaps();
private:
void processKeys();
bool setupViewport();
Scene * scene_;
Camera * camera_, * default_camera;
MouseController mouse;
QMenu context_menu;
QSet<int> keys_;
QColor backColor_, fogColor_, ambientColor_, hoverHaloColor_, selectionHaloColor_;
QElapsedTimer time, ktm_;
GLint max_anisotropic, max_texture_chanels;
ObjectBase::RenderMode rmode;
QHash<int, QVariant> features_;
QSize prev_size;
float lineWidth_;
float fps_, fps_tm, fogDensity_, fogDecay_;
float hoverHaloFill_, selectionHaloFill_, m_motionBlurFactor;
int timer, fps_cnt, sh_id_loc, deleting_;
bool is_first_draw, is_init, fogEnabled_, lightEnabled_;
bool shaders_supported, changed_, need_init_;
bool hoverHalo_, selectionHalo_, shaders_bind;
private slots:
void __destroyed();
void __objectDeleted(ObjectBase * o);
public slots:
void setBackColor(const QColor & arg) {backColor_ = arg;}
void setLineWidth(const float & arg) {lineWidth_ = arg;}
void setFOV(const float & arg) {camera()->setFOV(arg);}
void setDepthStart(const float & arg) {camera()->setDepthStart(arg);}
void setGamma(const float & arg) {renderer_.gamma_ = arg;}
void setAutoExposure(bool arg) {renderer_.tone_proc.enabled = arg;}
void setAmbientColor(const QColor & arg) {ambientColor_ = arg;}
void setEnvironmentMapFile(QString file) {renderer_.tex_env.setFileHDR(file); renderer_.recreateMaterialThumbnails(true);}
void setFogColor(const QColor & arg) {fogColor_ = arg;}
void setFogDensity(const float & arg) {fogDensity_ = arg;}
void setFogDecay(const float & arg) {fogDecay_ = arg;}
void setFogEnabled(const bool & arg) {fogEnabled_ = arg;}
void setLightEnabled(const bool & arg) {lightEnabled_ = arg;}
void setGrabMouseEnabled(const bool & arg) {mouse.setGrabMouseEnabled(arg);}
void setMouseRotateEnabled(const bool & arg) {mouse.setMouseRotateEnabled(arg);}
void setMouseSelectionEnabled(const bool & arg) {mouse.setMouseSelectionEnabled(arg);}
void setCustomMouseMove(const bool & arg) {mouse.setCustomMouseMove(arg);}
void setCameraOrbit(const bool & arg) {mouse.setCameraOrbit(arg);}
void setHoverHaloEnabled(const bool & arg) {hoverHalo_ = arg;}
void setHoverHaloColor(const QColor & arg) {hoverHaloColor_ = arg;}
void setHoverHaloFillAlpha(const float & arg) {hoverHaloFill_ = arg;}
void setSelectionHaloEnabled(const bool & arg) {selectionHalo_ = arg;}
void setSelectionHaloColor(const QColor & arg) {selectionHaloColor_ = arg;}
void setSelectionHaloFillAlpha(const float & arg) {selectionHaloFill_ = arg;}
void reloadShaders() {renderer_.reloadShaders();}
signals:
void glBeginPaint();
void glEndPaint();
void glKeyPressEvent(QKeyEvent * e);
void glKeyReleaseEvent(QKeyEvent * e);
void glMousePressEvent(QMouseEvent * e);
void glMouseMoveEvent(QMouseEvent * e);
void glMouseReleaseEvent(QMouseEvent * e);
void glWheelEvent(QWheelEvent * e);
void glResize(int, int);
void glInitializeDone();
void cameraPosChanged(QVector3D pos);
void keyEvent(Qt::Key key, Qt::KeyboardModifiers mod);
void customMouseMoveEvent(QPoint curpos, QPoint lastpos, Qt::MouseButtons buttons);
void hoverChanged(ObjectBase * cur, ObjectBase * prev);
void selectionChanged();
void objectsPositionChanged();
void materialsChanged();
void materialThumbnailCreated(Material*);
void doubleClick();
};
#endif // QGLVIEW_H

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@@ -1,46 +0,0 @@
<RCC>
<qresource prefix="/">
<file>coeffs_brdf.png</file>
<file>icons/add-type-camera.png</file>
<file>icons/add-type-geo.png</file>
<file>icons/add-type-light.png</file>
<file>icons/add-type-empty.png</file>
<file>icons/collapse.png</file>
<file>icons/expand.png</file>
<file>icons/edit-rename.png</file>
<file>icons/alpha.png</file>
<file>icons/application-exit.png</file>
<file>icons/configure.png</file>
<file>icons/dialog-close.png</file>
<file>icons/document-edit.png</file>
<file>icons/document-import.png</file>
<file>icons/document-new.png</file>
<file>icons/document-open.png</file>
<file>icons/document-save.png</file>
<file>icons/document-save-all.png</file>
<file>icons/edit-clear.png</file>
<file>icons/edit-clear-locationbar-rtl.png</file>
<file>icons/edit-copy.png</file>
<file>icons/edit-delete.png</file>
<file>icons/edit-find.png</file>
<file>icons/edit-paste.png</file>
<file>icons/go-jump.png</file>
<file>icons/go-top.png</file>
<file>icons/layer-visible-on.png</file>
<file>icons/layer-visible-off.png</file>
<file>icons/light-+.png</file>
<file>icons/list-add.png</file>
<file>icons/object-flip-horizontal.png</file>
<file>icons/object-flip-vertical.png</file>
<file>icons/picker.png</file>
<file>icons/qglview.png</file>
<file>icons/transform-move.png</file>
<file>icons/transform-rotate.png</file>
<file>icons/transform-scale.png</file>
<file>icons/type-camera.png</file>
<file>icons/type-geo.png</file>
<file>icons/type-light.png</file>
<file>icons/type-empty.png</file>
<file>icons/view-refresh.png</file>
</qresource>
</RCC>

View File

@@ -1,34 +0,0 @@
/*
QGLViewWindow
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/>.
*/
#include <QApplication>
#include <QDebug>
#include <QDir>
#include "qglview_window.h"
int main(int argc, char ** argv) {
QApplication a(argc, argv);
a.setAttribute(Qt::AA_UseHighDpiPixmaps, true);
QGLViewWindow w;
w.show();
QStringList al(a.arguments());
al.pop_front();
foreach (QString s, al)
w.loadFile(s);
return a.exec();
}

View File

@@ -1,251 +0,0 @@
/*
QGLViewWindow
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/>.
*/
#include "qglview_window.h"
#include "renderer.h"
#include "glwidget.h"
#include "gltexture_manager.h"
#include <QGraphicsRectItem>
#include <QImageReader>
#include <QMessageBox>
#include "qad_types.h"
QGLViewWindow::QGLViewWindow(QWidget * parent): QMainWindow(parent), Ui::QGLViewWindow() {
setupUi(this);
session.setFile("session_qglview_test.conf");
session.addEntry(this);
extensions = "All(" + supportedFormats().join(" ") + " *.qgl)";
extensions += ";;QGLEngine(*.qgl)";
//view->view()->camera()->setPos(QVector3D(2, 2, 2));
//view->view()->camera()->setAim(QVector3D());
//view->view()->camera()->flyToDistance(2.);
// view->setFrameShape(QFrame::NoFrame);
view->view()->setMouseRotateEnabled(true);
view->view()->setMouseSelectionEnabled(true);
view->view()->setSelectionHaloEnabled(true);
view->view()->setHoverHaloEnabled(true);
view->view()->setBackColor(Qt::lightGray);
view->view()->setDepthStart(0.1);
view->view()->setSelectionMode(Scene::smMultiSelection);
groupShadows->setChecked(view->view()->isFeatureEnabled(QGLView::qglShadowsEnabled));
groupEyeAccomodation->setChecked(view->view()->isFeatureEnabled(QGLView::qglEyeAccomodationEnabled));
groupBloom->setChecked(view->view()->isFeatureEnabled(QGLView::qglBloomEnabled));
groupMotionBlur->setChecked(view->view()->isFeatureEnabled(QGLView::qglMotionBlurEnabled));
groupReflections->setChecked(view->view()->isFeatureEnabled(QGLView::qglReflectionsEnabled));
checkSoftShadows->setChecked(view->view()->isFeatureEnabled(QGLView::qglShadowsSoftEnabled));
groupSSAO->setChecked(view->view()->isFeatureEnabled(QGLView::qglSSAOEnabled));
spinAccom->setValue(view->view()->feature(QGLView::qglEyeAccomodationTime).toDouble());
spinAccomMS->setValue(view->view()->feature(QGLView::qglEyeAccomodationMaxSpeed).toDouble());
checkReflectionsBlur->setChecked(view->view()->isFeatureEnabled(QGLView::qglReflectionsBlur));
spinShadowmapSize->setValue(view->view()->feature(QGLView::qglShadowsMapSize).toInt());
spinMotionBlurFactor->setValue(view->view()->feature(QGLView::qglMotionBlurFactor).toDouble());
spinMotionBlurSteps->setValue(view->view()->feature(QGLView::qglMotionBlurSteps).toInt());
spinBloomFactor->setValue(view->view()->feature(QGLView::qglBloomFactor).toDouble());
spinBloomRadius->setValue(view->view()->feature(QGLView::qglBloomRadius).toInt());
spinBloomThreshold->setValue(view->view()->feature(QGLView::qglBloomThreshold).toDouble());
spinSSAORadius->setValue(view->view()->feature(QGLView::qglSSAORadius).toInt());
groupDOF->setChecked(view->view()->isFeatureEnabled(QGLView::qglDepthOfFieldEnabled));
checkDOFAutoFocus->setChecked(view->view()->isFeatureEnabled(QGLView::qglDepthOfFieldAutoFocusEnabled));
spinDOFFocus->setValue(view->view()->feature(QGLView::qglDepthOfFieldFocus).toDouble());
spinDOFDiaphragm->setValue(view->view()->feature(QGLView::qglDepthOfFieldDiaphragm).toDouble());
spinDOFSpeed->setValue(view->view()->feature(QGLView::qglDepthOfFieldAutoFocusSpeed).toDouble());
view->view()->start(-1);
startTimer(1000/60);
connect(view->view(), SIGNAL(keyEvent(Qt::Key, Qt::KeyboardModifiers)), this, SLOT(view_keyEvent(Qt::Key, Qt::KeyboardModifiers)));
//connect(matEditor, SIGNAL(changed()), this, SLOT(materialChanged()));
sceneTree->assignQGLView(view->view());
matEditor->assignQGLView(view->view());
objectEditor->assignQGLView(view->view());
primitiveEditor->assignQGLView(view->view());
viewEditor->assignQGLView(view->view());
session.load();
//loadFile("axis.DAE.qgl");
//matEditor->setMaterial(const_cast<ObjectBase*>(view->view()->scene()->rootObject()->child(0))->material());
/*Scene * sc = loadScene("truck.obj");
//view->view()->scene()->addScene(sc);
sc->rootObject()->moveY(-8);
for (int i = 0; i < 7; ++i) {
sc->rootObject()->moveY(2);
view->view()->scene()->addScene(sc);
}
//view->view()->scene()->dump();
delete sc;*/
}
QGLViewWindow::~QGLViewWindow() {
session.save();
//delete ps;
}
void QGLViewWindow::changeEvent(QEvent * e) {
QMainWindow::changeEvent(e);
if (e->type() == QEvent::LanguageChange) {
retranslateUi(this);
return;
}
}
void QGLViewWindow::timerEvent(QTimerEvent * ) {
//static double t = 0.;
//((RendererSimple*)(view->view()->renderer()))->mpos = view->view()->mapFromGlobal(QCursor::pos());
statusBar()->showMessage(QString("FPS: %1").arg(QString::number(view->view()->currentFPS(), 'f', 2)));
}
void QGLViewWindow::loadFile(const QString & path, bool import) {
prev_path = path;
QApplication::setOverrideCursor(Qt::WaitCursor);
QFileInfo fi(path);
Scene * s = nullptr;
if (fi.suffix().toLower() == "qgl") s = loadFromQGLFile(path);
else s = loadScene(path);
QApplication::restoreOverrideCursor();
if (!s) {
QMessageBox::critical(this, "Import", "Can`t load " + path + "!");
return;
}
s->setName(fi.baseName());
if (import) view->scene()->addScene(s);
else {
TextureManager::clearSearchPathes();
view->scene()->assignFrom(s);
view->view()->focusOn(view->scene()->boundingBox());
}
TextureManager::addSearchPath(fi.absoluteDir().path());
delete s;
}
void QGLViewWindow::on_actionReset_triggered() {
///view->view()->removeObject(axis, false);
view->view()->scene()->clear();
///view->view()->addObject(axis);
}
void QGLViewWindow::on_actionImport_triggered() {
QStringList fl = QFileDialog::getOpenFileNames(this, "Select files", prev_path, extensions);
if (fl.isEmpty()) return;
prev_path = fl.back();
foreach (QString f, fl)
loadFile(f, true);
}
void QGLViewWindow::on_actionSave_triggered() {
QString f = QFileDialog::getSaveFileName(this, "Select file", prev_path, "QGLView(*.qgl)");
if (f.isEmpty()) return;
if (f.right(4).toLower() != ".qgl")
f += ".qgl";
prev_path = f;
QApplication::setOverrideCursor(Qt::WaitCursor);
saveToQGLFile(f, view->scene());
QApplication::restoreOverrideCursor();
}
void QGLViewWindow::on_actionSaveSelected_triggered() {
ObjectBase * sel_obj = view->view()->selectedObject();
if (!sel_obj) return;
QString f = QFileDialog::getSaveFileName(this, "Select file", prev_path, "QGLView(*.qgl)");
if (f.isEmpty()) return;
if (f.right(4).toLower() != ".qgl")
f += ".qgl";
prev_path = f;
QApplication::setOverrideCursor(Qt::WaitCursor);
///saveToQGLFile(f, sel_obj);
QApplication::restoreOverrideCursor();
}
void QGLViewWindow::on_actionOpen_triggered() {
QString f = QFileDialog::getOpenFileName(this, "Select file", prev_path, extensions);
if (f.isEmpty()) return;
prev_path = f;
loadFile(f);
}
void QGLViewWindow::view_keyEvent(Qt::Key k, Qt::KeyboardModifiers m) {
//qDebug() << k;
double spd = 0.2;
if (m.testFlag(Qt::ShiftModifier))
spd = 0.5;
switch (k) {
case Qt::Key_W: view->view()->camera()->moveForward(spd); break;
case Qt::Key_S: view->view()->camera()->moveBackward(spd); break;
case Qt::Key_A: view->view()->camera()->moveLeft(spd); break;
case Qt::Key_D: view->view()->camera()->moveRight(spd); break;
default: break;
}
}
void QGLViewWindow::on_actionArrow_triggered(bool on) {
actionArrow ->setChecked(true);
actionMove ->setChecked(false);
actionRotate->setChecked(false);
actionScale ->setChecked(false);
view->view()->setCurrentAction(RendererService::haNoAction);
}
void QGLViewWindow::on_actionMove_triggered(bool on) {
actionArrow ->setChecked(false);
actionMove ->setChecked(true);
actionRotate->setChecked(false);
actionScale ->setChecked(false);
view->view()->setCurrentAction(RendererService::haMove);
}
void QGLViewWindow::on_actionRotate_triggered(bool on) {
actionArrow ->setChecked(false);
actionMove ->setChecked(false);
actionRotate->setChecked(true);
actionScale ->setChecked(false);
view->view()->setCurrentAction(RendererService::haRotate);
}
void QGLViewWindow::on_actionScale_triggered(bool on) {
actionArrow ->setChecked(false);
actionMove ->setChecked(false);
actionRotate->setChecked(false);
actionScale ->setChecked(true);
view->view()->setCurrentAction(RendererService::haScale);
}
#include "glcubemap.h"
void QGLViewWindow::on_pushButton_3_clicked() {
QString f = QFileDialog::getOpenFileName(this, "Select file", "", "*");
if (f.isEmpty()) return;
}

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@@ -1,119 +0,0 @@
/*
QGLViewWindow
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 QGLVIEWWINDOW_H
#define QGLVIEWWINDOW_H
#include <QTranslator>
#include <QInputDialog>
#include <QFileDialog>
#include <QColorDialog>
#include <QCloseEvent>
#include <QClipboard>
#include <QRadioButton>
#include <QUrl>
#include <QThread>
#include <QTime>
#include <QSplitter>
#include "ui_qglview_window.h"
#include "formats/loader_qgl.h"
#include "formats/loader_assimp.h"
#include "session_manager.h"
//#include "renderer_rt.h"
#include "qglview.h"
#include "ui_qglview_window.h"
class QGLViewWindow: public QMainWindow, public Ui::QGLViewWindow
{
Q_OBJECT
public:
QGLViewWindow(QWidget * parent = 0);
~QGLViewWindow();
void loadFile(const QString & path, bool import = false);
private:
// Qt`s overloaded
void changeEvent(QEvent * e);
void timerEvent(QTimerEvent * );
QString extensions;
QTranslator translator;
QString prev_path;
//GLPrimitiveCube * box;
Material m;
SessionManager session;
bool isChanged;
private slots:
void on_groupShadows_clicked(bool val) {view->view()->setFeature(QGLView::qglShadowsEnabled, val);}
void on_groupEyeAccomodation_clicked(bool val) {view->view()->setFeature(QGLView::qglEyeAccomodationEnabled, val);}
void on_groupBloom_clicked(bool val) {view->view()->setFeature(QGLView::qglBloomEnabled, val);}
void on_groupMotionBlur_clicked(bool val) {view->view()->setFeature(QGLView::qglMotionBlurEnabled, val);}
void on_groupReflections_clicked(bool val) {view->view()->setFeature(QGLView::qglReflectionsEnabled, val);}
void on_checkSoftShadows_clicked(bool val) {view->view()->setFeature(QGLView::qglShadowsSoftEnabled, val);}
void on_groupSSAO_clicked(bool val) {view->view()->setFeature(QGLView::qglSSAOEnabled, val);}
void on_groupDOF_clicked(bool val) {view->view()->setFeature(QGLView::qglDepthOfFieldEnabled, val);}
void on_checkDOFAutoFocus_clicked(bool val) {view->view()->setFeature(QGLView::qglDepthOfFieldAutoFocusEnabled, val);}
void on_spinDOFFocus_valueChanged(double val) {view->view()->setFeature(QGLView::qglDepthOfFieldFocus, val);}
void on_spinDOFDiaphragm_valueChanged(double val) {view->view()->setFeature(QGLView::qglDepthOfFieldDiaphragm, val);}
void on_spinDOFSpeed_valueChanged(double val) {view->view()->setFeature(QGLView::qglDepthOfFieldAutoFocusSpeed, val);}
void on_spinAccom_valueChanged(double val) {view->view()->setFeature(QGLView::qglEyeAccomodationTime, val);}
void on_spinAccomMS_valueChanged(double val) {view->view()->setFeature(QGLView::qglEyeAccomodationMaxSpeed, val);}
void on_checkReflectionsBlur_clicked(bool val) {view->view()->setFeature(QGLView::qglReflectionsBlur, val);}
void on_spinShadowmapSize_valueChanged(double val) {view->view()->setFeature(QGLView::qglShadowsMapSize, val);}
void on_spinMotionBlurFactor_valueChanged(double val) {view->view()->setFeature(QGLView::qglMotionBlurFactor, val);}
void on_spinMotionBlurSteps_valueChanged(int val) {view->view()->setFeature(QGLView::qglMotionBlurSteps, val);}
void on_spinBloomFactor_valueChanged(double val) {view->view()->setFeature(QGLView::qglBloomFactor, val);}
void on_spinBloomRadius_valueChanged(int val) {view->view()->setFeature(QGLView::qglBloomRadius, val);}
void on_spinBloomThreshold_valueChanged(double val) {view->view()->setFeature(QGLView::qglBloomThreshold, val);}
void on_spinSSAORadius_valueChanged(int val) {view->view()->setFeature(QGLView::qglSSAORadius, val);}
void on_actionExit_triggered() {close();}
void on_actionReset_triggered();
void on_actionImport_triggered();
void on_actionSave_triggered();
void on_actionSaveSelected_triggered();
void on_actionOpen_triggered();
void view_keyEvent(Qt::Key k, Qt::KeyboardModifiers m);
void on_pushButton_2_clicked() {view->view()->reloadShaders();}
void on_actionArrow_triggered(bool on);
void on_actionMove_triggered(bool on);
void on_actionRotate_triggered(bool on);
void on_actionScale_triggered(bool on);
void on_colorFogBack_colorChanged(const QColor & v) {view->view()->setFogColor(v);}
void on_spinFogDensity_valueChanged(double v) {view->view()->setFogDensity(v);}
void on_spinFogDecay_valueChanged(double v) {view->view()->setFogDecay(v);}
void on_pushButton_3_clicked();
public slots:
signals:
private:
QMatrix4x4 cam_mat;
};
#endif // QGLVIEWWINDOW_H

View File

@@ -1,361 +0,0 @@
/*
QGL Renderer
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include <QOpenGLExtraFunctions>
#include <qad_types.h>
#include "renderer.h"
#include "qglview.h"
#include "glmesh.h"
#include "gltexture_manager.h"
#include "glshaders.h"
using namespace QGLEngineShaders;
Renderer::Renderer(QGLView * view_): RendererBase(view_),
fbo_ds (view_, QVector<GLenum>() << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F),
fbo_out (view_, obrBuffersCount, false, GL_RGBA16F),
rend_mat(this), rend_service(this), rend_selection(this), tone_proc(this), tex_env(view_, 512) {
quad = Primitive::plane(2., 2.);
cam_light = new Light();
cam_light->intensity = 0.75;
cam_light->setName("Camera_Light");
shader_files[srSelectionFill ] = "selection.glsl";
shader_files[srSelectionHalo ] = "selection_halo.glsl";
shader_files[srSelectionApply] = "selection_apply.glsl";
shader_files[srSelectionFrame] = "selection_frame.glsl";
shader_files[srServiceFill ] = "service_fill.glsl";
shader_files[srServiceFrame] = "service_frame.glsl";
shader_files[srServiceLine ] = "service_line.glsl";
shader_files[srGeometryPass ] = "ds_geom.glsl";
shader_files[srLightOmniPass] = "ds_light.glsl";
shader_files[srLightSpotPass] = "ds_light.glsl"; shader_defines[srLightSpotPass] << "SPOT";
shader_files[srFinalPass ] = "ds_final.glsl";
shader_files[srTonemapPass ] = "ds_tonemap.glsl";
shader_fxaa = 0;
gamma_ = 1.;
edit_mode = need_init_shaders = true;
camera_light_mode = QGLView::clmAuto;
}
Renderer::~Renderer() {
delete quad;
delete cam_light;
qDeleteAll(shaders.values());
if (shader_fxaa) delete shader_fxaa;
}
void Renderer::init(int width, int height) {
resize(width, height);
rend_mat.init(width, height);
rend_service.init(width, height);
rend_selection.init(width, height);
tone_proc.init();
initQuad(quad);
initTextureArrays();
initCoeffTextures();
tex_env.init();
need_init_shaders = true;
}
void Renderer::resize(int width, int height) {
rend_mat.resize(width, height);
rend_service.resize(width, height);
rend_selection.resize(width, height);
fbo_ds .resize(width, height);
fbo_out .resize(width, height);
tone_proc.resize();
}
void Renderer::reloadShaders() {
QMapIterator<ShaderRole, QString> it(shader_files);
QString dir = ":shaders/";
while (it.hasNext()) {
it.next();
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()));
}
loadShadersMulti(tone_proc.shader_sum, dir + "sum.glsl", false);
QStringList fxaa_defs;
fxaa_defs << "FXAA_PC 1" << "FXAA_GLSL_130 1" << "FXAA_QUALITY__PRESET 15";
loadShaders(shader_fxaa, QStringList() << (dir + "fxaa.vert") << (dir + "fxaa.frag"), true, fxaa_defs);
need_init_shaders = true;
view->scene()->setLightsChanged();
view->scene()->setTreeStructChanged();
view->scene()->setMaterialsChanged();
}
bool Renderer::bindShader(Renderer::ShaderRole role, QOpenGLShaderProgram ** ret) {
QOpenGLShaderProgram * prog = shaders.value(role);
if (ret) *ret = prog;
if (!prog) return false;
if (!prog->isLinked()) return false;
prog->bind();
return true;
}
bool Renderer::bindShader(QOpenGLShaderProgram * sp) {
if (!sp) return true;
if (!sp->isLinked()) return true;
if (!sp->bind()) return false;
return true;
}
void Renderer::initShaders() {
if (!need_init_shaders) return;
need_init_shaders = false;
initUniformBuffer(shaders.value(srGeometryPass ), &buffer_materials , bpMaterials , "QGLMaterialData" );
initUniformBuffer(shaders.value(srLightOmniPass), &buffer_materials , bpMaterials , "QGLMaterialData" );
initUniformBuffer(shaders.value(srLightOmniPass), &buffer_lights , bpLightParameters, "QGLLightParameterData");
initUniformBuffer(shaders.value(srLightOmniPass), &buffer_lights_pos, bpLightPositions , "QGLLightPositionData" );
initUniformBuffer(shaders.value(srLightSpotPass), &buffer_materials , bpMaterials , "QGLMaterialData" );
initUniformBuffer(shaders.value(srLightSpotPass), &buffer_lights , bpLightParameters, "QGLLightParameterData");
initUniformBuffer(shaders.value(srLightSpotPass), &buffer_lights_pos, bpLightPositions , "QGLLightPositionData" );
ShaderRole roles[] = {srLightOmniPass, srLightSpotPass};
QOpenGLShaderProgram * prog = 0;
for (int p = 0; p < 2; ++p) {
if (!bindShader(roles[p], &prog)) continue;
for (int i = 0; i < 5; ++i)
prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
prog->setUniformValue("tex_coeffs[0]", (int)Renderer::dbrBuffersCount);
prog->setUniformValue("tex_env", (int)Renderer::dbrBuffersCount+1);
}
if (bindShader(srFinalPass, &prog)) {
prog->setUniformValue("tex_g1" , 0);
prog->setUniformValue("tex_s_0", 1);
prog->setUniformValue("tex_s_1", 2);
prog->setUniformValue("tex_t_0", 3);
prog->setUniformValue("tex_t_1", 4);
}
if (bindShader(srGeometryPass, &prog)) {
setUniformMaps(prog);
}
if (bindShader(srTonemapPass, &prog)) {
prog->setUniformValue("tex_0", 0);
prog->setUniformValue("tex_sum", 1);
}
}
void Renderer::releaseShader() {
view->glUseProgram(0);
}
void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) {
cur_objects_.resize(ol.size());
for (int i = 0; i < ol.size(); ++i) {
Object & so(cur_objects_[i]);
ObjectBase * o = ol[i];
if (o->material()) {
so.material = o->material()->_index;
so.color = QVector4D(1,1,1,1);
} else {
so.material = 0;
so.color = QColor2QVector(o->color());
}
so.object_id = o->id();
o->worldTransform().transposed().copyDataTo(so.modelmatrix);
//qDebug() << "load obj" << o->name() << o->worldTransform();
}
//qDebug() << "fillObjectsBuffer" << ol.size();
}
void Renderer::renderObjects(Scene & scene, RenderPass pass) {
QOpenGLExtraFunctions * f = view;
QMapIterator<Mesh*, ObjectBaseList> it(scene.geometries_used[pass]);
bool emit_pos_change = false;
while (it.hasNext()) {
it.next();
Mesh * mesh = it.key();
if (mesh->isObjectsChanged(pass)) {
mesh->setObjectsChanged(pass, false);
emit_pos_change = true;
fillObjectsBuffer(it.value(), pass);
//qDebug() << "loadObjects" << pass << cur_objects_.size();
mesh->loadObjects(f, cur_objects_, pass);
}
if (mesh->isSelectionChanged(pass) && edit_mode) {
mesh->setSelectionChanged(pass, false);
fillSelectionsBuffer(rend_selection.cur_selections_, it.value());
//qDebug() << "fillSelectionsBuffer" << pass << rend_selection.cur_selections_.size();
mesh->loadSelections(f, rend_selection.cur_selections_, pass);
}
//qDebug() << "draw" << pass << it.value().size();
mesh->draw(f, it.value().size(), pass);
}
if (emit_pos_change) emit view->objectsPositionChanged();
}
void Renderer::renderLight(int first_wr_buff, bool clear_only) {
QOpenGLShaderProgram * prog = 0;
Camera * cam = view->camera();
for (int i = 0; i < 2; ++i) {
view->glActiveTexture(GL_TEXTURE0 + Renderer::dbrBuffersCount + i);
view->glBindTexture(GL_TEXTURE_2D, tex_coeff[i]);
}
fbo_ds.bindColorTextures();
fbo_out.bind();
tex_env.bind((int)Renderer::dbrBuffersCount+1);
typedef QPair<Renderer::ShaderRole, Light::Type> PassPair;
QVector<PassPair> passes;
passes << PassPair(srLightOmniPass, Light::Omni) << PassPair(srLightSpotPass, Light::Cone);
QColor back = view->fogColor();
back.setAlpha(0);
foreach (PassPair pass, passes) {
if (bindShader(pass.first, &prog)) {
fbo_out.setWriteBuffer(first_wr_buff + pass.second);
glClearFramebuffer(back, false);
if (clear_only) continue;
setUniformCamera(prog, cam);
setUniformViewCorners(prog, cam);
prog->setUniformValue("lights_start", lights_start[pass.second]);
prog->setUniformValue("lights_count", (int)cur_lights[pass.second].size());
prog->setUniformValue("fog_color", view->fogColor());
prog->setUniformValue("fog_decay", qMax(view->fogDecay(), 0.001f));
prog->setUniformValue("fog_density", view->fogDensity());
prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3,3>());
renderQuad(prog, quad, cam);
}
}
}
void Renderer::renderScene() {
initShaders();
tex_env.load();
QOpenGLExtraFunctions * f = view;
Scene & scene(*(view->scene()));
Camera * cam = view->camera();
QOpenGLShaderProgram * prog = 0;
bool scene_changed = scene.prepare();
scene.destroyUnused(f);
/// reload materials on change
if (scene_changed || scene.need_reload_materials) {
rend_selection.generateObjectsID(scene);
reloadMaterials(scene);
if (edit_mode)
recreateMaterialThumbnails();
emit view->materialsChanged();
}
/// material thumbnails
if (edit_mode && !scene_changed) {
rend_mat.procQueue();
}
/// lights
cur_lights = scene.lights_used;
bool use_camlight = (camera_light_mode == QGLView::clmOn);
if ((camera_light_mode == QGLView::clmAuto) && cur_lights.isEmpty())
use_camlight = true;
if (use_camlight) {
cur_lights[Light::Omni] << cam_light;
cam_light->setPos(cam->pos());
}
if (scene.lights_changed) {
scene.lights_changed = false;
reloadLightsParameters(cur_lights);
}
reloadLightsPositions(cam);
/// selection
if (edit_mode) {
rend_selection.renderSelection(scene);
}
/// solid geometry pass
fbo_ds.bind();
glEnableDepth();
glClearFramebuffer();
if (bindShader(srGeometryPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps .bind(f, tarMaps );
renderObjects(scene, rpSolid);
}
fbo_ds.release();
/// lighting passes
renderLight(obrSolidOmni, scene.geometries_used[rpSolid].isEmpty());
/// transparent geometry pass
fbo_ds.bind();
glEnableDepth();
glClearFramebuffer(Qt::black, false);
if (bindShader(srGeometryPass, &prog)) {
renderObjects(scene, rpTransparent);
}
fbo_ds.release();
/// lighting passes
renderLight(obrTransparentOmni, scene.geometries_used[rpTransparent].isEmpty());
/// blending layers
if (bindShader(srFinalPass, &prog)) {
fbo_out.bindColorTexture(obrSolidOmni , 1);
fbo_out.bindColorTexture(obrSolidSpot , 2);
fbo_out.bindColorTexture(obrTransparentOmni, 3);
fbo_out.bindColorTexture(obrTransparentSpot, 4);
fbo_out.setWriteBuffer(obrSum);
renderQuad(prog, quad);
}
/// tonemapping
if (tone_proc.process())
fbo_out.bind();
if (bindShader(srTonemapPass, &prog)) {
prog->setUniformValue("gamma", gamma_);
prog->setUniformValue("frame_max", tone_proc.frameMax());
fbo_out.bindColorTexture(obrSum, 0);
fbo_out.setWriteBuffer(obrTonemap);
renderQuad(prog, quad);
} else
fbo_out.blit(obrSum, fbo_out.id(), obrTonemap, fbo_out.rect(), fbo_out.rect());
fbo_out.release();
/// apply hovers and selection frame
if (edit_mode) {
rend_selection.drawSelection(fbo_out, obrTonemap);
rend_service.renderService();
} else {
fbo_out.blit(obrTonemap, 0, 0, fbo_out.rect(), QRect(QPoint(), view->size()));
}
}
void Renderer::setCameraLightMode(int m) {
camera_light_mode = m;
view->scene()->setLightsChanged();
}

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@@ -1,130 +0,0 @@
/*
QGL Renderer
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 RENDERER_H
#define RENDERER_H
#include "renderer_base.h"
#include "renderer_material.h"
#include "renderer_service.h"
#include "renderer_selection.h"
#include "tonemapping_proc.h"
#include "glcubemap.h"
#include <QQueue>
class Renderer: public RendererBase {
friend class QGLView;
friend class MouseController;
friend class RendererMaterial;
friend class RendererService;
friend class RendererSelection;
friend class TonemappingProc;
enum ShaderRole {
// Selection
srSelectionFill,
srSelectionHalo,
srSelectionApply,
srSelectionFrame,
// Service
srServiceFill,
srServiceFrame,
srServiceLine,
// Deferred shading
srGeometryPass,
srLightOmniPass,
srLightSpotPass,
srFinalPass,
srTonemapPass,
};
enum DeferredBufferRole {
dbrDiffuse,
dbrNormalZ,
dbrSpecularReflect,
dbrEmissionRough,
dbrSpeedBitangXY,
dbrBuffersCount,
};
enum OutBufferRole {
obrTonemap,
obrSum,
obrSolidOmni,
obrSolidSpot,
obrTransparentOmni,
obrTransparentSpot,
obrBuffersCount,
};
public:
Renderer(QGLView * view_);
virtual ~Renderer();
void init(int width, int height);
void resize(int width, int height);
void reloadShaders();
void renderScene();
void setCameraLightMode(int m);
int cameraLightMode() const {return camera_light_mode;}
QImage materialThumbnail(Material * m) {return rend_mat.materialThumbnail(m);}
void recreateMaterialThumbnails(bool force_all = false) {rend_mat.recreateMaterialThumbnails(force_all);}
protected:
void fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass);
void reloadObjects();
void renderObjects(Scene & scene, RenderPass pass);
void renderLight(int first_wr_buff, bool clear_only);
bool bindShader(ShaderRole role, QOpenGLShaderProgram ** ret = 0);
bool bindShader(QOpenGLShaderProgram * sp);
void initShaders();
void releaseShader();
private:
float gamma_;
int camera_light_mode;
bool edit_mode, need_init_shaders, need_render_sum;
Framebuffer fbo_ds, fbo_out;
QMap<ShaderRole, QString> shader_files;
QMap<ShaderRole, QStringList> shader_defines;
QMap<ShaderRole, QOpenGLShaderProgram*> shaders;
QOpenGLShaderProgram * shader_fxaa;
RendererMaterial rend_mat;
RendererService rend_service;
RendererSelection rend_selection;
TonemappingProc tone_proc;
Mesh * quad;
Light * cam_light;
CubeTexture tex_env;
QPoint mouse_pos;
QRect mouse_rect;
QMatrix4x4 prev_view, prev_proj;
QMatrix3x3 nm;
QVector4D corner_dirs[4];
QVector<QVector3D> hcontent;
QMap<int, QList<Light*>> cur_lights;
};
#endif // RENDERER_H

View File

@@ -1,67 +0,0 @@
/*
QGL RendererBase
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 RENDERER_BASE_H
#define RENDERER_BASE_H
#include "glshaders_types.h"
#include "gltexturearray.h"
#include "glbuffer.h"
class RendererBase {
public:
RendererBase(QGLView * view_);
~RendererBase();
protected:
void initTextureArrays();
void initUniformBuffer (QOpenGLShaderProgram * prog, Buffer * buffer, int bind_point, const char * blockName);
void setUniformHalo (QOpenGLShaderProgram * prog, const char * type, QColor color, float fill);
void setUniformMaps (QOpenGLShaderProgram * prog);
void setUniformCamera (QOpenGLShaderProgram * prog, Camera * cam, bool matrices = true, QSize viewport = QSize());
void setUniformViewCorners(QOpenGLShaderProgram * prog, Camera * cam, QSize viewport = QSize());
void fillSelectionsBuffer(QVector<uchar> & buffer, const ObjectBaseList & ol);
void fillSelectionsBuffer(QVector<uchar> & buffer, bool yes, int size);
void reloadMaterials(Scene & scene);
void reloadLightsParameters(const QMap<int, QList<Light*>> & lights);
void reloadLightsPositions (Camera * cam);
void markReloadTextures();
void setMapsSize(QSize sz);
void initQuad(Mesh * mesh, QMatrix4x4 mat = QMatrix4x4());
void renderQuad(QOpenGLShaderProgram * prog, Mesh * mesh, Camera * cam = 0, bool uniforms = true);
void initCoeffTextures();
void createCoeffTexture(GLuint & id, const void * data, int size, int channels = 1);
QGLView * view;
TextureManager * textures_manager;
QVector<QGLEngineShaders::Object> cur_objects_;
QVector<QGLEngineShaders::QGLMaterial> cur_materials_;
QVector<QGLEngineShaders::QGLLightParameter> cur_lights_params_;
QVector<QGLEngineShaders::QGLLightPosition> cur_lights_pos_;
Buffer buffer_materials;
Buffer buffer_lights, buffer_lights_pos;
Texture2DArray textures_empty, textures_maps;
QSize maps_size;
uint maps_hash;
GLuint tex_coeff[2];
QMap<int, int> lights_start;
QList<Light*> current_lights;
};
#endif // RENDERER_BASE_H

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@@ -1,51 +0,0 @@
/*
QGL RendererMaterial
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 RENDERER_MATERIAL_H
#define RENDERER_MATERIAL_H
#include "glframebuffer.h"
#include <QQueue>
class RendererMaterial {
friend class QGLView;
public:
RendererMaterial(Renderer * r_);
virtual ~RendererMaterial();
void init(int width, int height);
void resize(int width, int height);
QImage materialThumbnail(Material * m);
void recreateMaterialThumbnails(bool force_all = false);
void renderMaterial(Material * m);
void procQueue();
private:
Renderer * r;
Framebuffer fbo_mat_thumb;
Mesh * mat_sphere;
Camera * mat_camera;
Light * mat_light;
QMap<Material*, QImage> mat_thumbnails;
Material * last_thumb_material;
QQueue<Material*> mat_thumb_queue;
};
#endif // RENDERER_MATERIAL_H

View File

@@ -1,19 +0,0 @@
<RCC>
<qresource prefix="/">
<file>shaders/ds_final.glsl</file>
<file>shaders/ds_geom.glsl</file>
<file>shaders/ds_light.glsl</file>
<file>shaders/ds_tonemap.glsl</file>
<file>shaders/fxaa.frag</file>
<file>shaders/fxaa.vert</file>
<file>shaders/fxaa_v3.h</file>
<file>shaders/selection.glsl</file>
<file>shaders/selection_apply.glsl</file>
<file>shaders/selection_frame.glsl</file>
<file>shaders/selection_halo.glsl</file>
<file>shaders/service_fill.glsl</file>
<file>shaders/service_frame.glsl</file>
<file>shaders/service_line.glsl</file>
<file>shaders/sum.glsl</file>
</qresource>
</RCC>

View File

@@ -3,15 +3,21 @@
out vec3 geom_normal;
out mat3 TBN;
out vec4 object_color;
out float object_flags;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
qgl_MaterialIndex = qgl_Material;
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
qgl_FragTexture = qgl_getFragTexture();
geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix());
TBN = qgl_getTangentMatrix() * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
object_color = qgl_ObjectColor;
object_flags = qgl_ObjectFlags;
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, qgl_FragTexture, vec4(0.)).rgb, luma);
gl_Position = qgl_ViewProjMatrix * (qgl_ModelMatrix * (vec4(qgl_Vertex + qgl_Normal * height, 1.)));//qgl_ftransform();
}
@@ -20,9 +26,11 @@ void main(void) {
in vec3 geom_normal;
in mat3 TBN;
in vec4 object_color;
in float object_flags;
uniform vec2 dt;
uniform float z_near;
uniform int out_index_normal = dbrNormalZ, out_index_metal = dbrMetalRoughReflectFlags;
const vec3 luma = vec3(0.299, 0.587, 0.114);
const float _pe = 2.4e-7;
@@ -30,9 +38,13 @@ const float _pe = 2.4e-7;
void main(void) {
vec2 tc = qgl_FragTexture.xy;
vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0)) * object_color;
vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0.)) * object_color;
diffuse.rgb *= qgl_material[qgl_MaterialIndex].color_diffuse.rgb;
diffuse.a *= (1.f - qgl_material[qgl_MaterialIndex].transparency);
#ifdef SOLID
if(diffuse.a < 0.5)
discard;
#endif
diffuse.a *= (1. - qgl_material[qgl_MaterialIndex].transparency);
vec3 normal, dn;
dn = qgl_materialTexture(QGL_MAP_NORMAL, tc, -vec4(0.5, 0.5, 1., 0.)).xyz;
@@ -42,28 +54,27 @@ void main(void) {
dn *= dn_sl / (length(dn) + 1E-6);
normal = normalize(geom_normal + dn);
float metalness = dot(qgl_materialTexture(QGL_MAP_METALNESS, tc, vec4(0)).rgb, luma);
float metalness = dot(qgl_materialTexture(QGL_MAP_METALNESS, tc, vec4(0.)).rgb, luma);
metalness = clamp(metalness, 0, 1);
float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0)).rgb, luma);
float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0.)).rgb, luma);
roughness = clamp(roughness, 0.0001, 0.9999);
float reflectivity = clamp(qgl_material[qgl_MaterialIndex].reflectivity, 0., 1.);
vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0));
vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0.));
emission *= qgl_material[qgl_MaterialIndex].color_emission;
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, tc, vec4(0)).rgb, luma);
float z = gl_FragCoord.z;
z = z + z - 1;
z = z + z - 1.;
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
qgl_FragData[0] = vec4(diffuse .rgba);
qgl_FragData[1] = vec4(normal .xyz, z);
qgl_FragData[2] = vec4(metalness, roughness, reflectivity, 0);
qgl_FragData[3] = vec4(emission.rgb, 0/*bn.x*/);
//qgl_FragData[4] = vec4(speed.xy, bn.yz);
qgl_FragData[dbrDiffuse ] = vec4(diffuse .rgba);
qgl_FragData[out_index_normal] = vec4(normal .xyz, z);
qgl_FragData[out_index_metal ] = vec4(metalness, roughness, reflectivity, object_flags);
qgl_FragData[dbrEmission ] = vec4(emission.rgb, 0./*bn.x*/);
//qgl_FragData[dbrSpeedBitangXY] = vec4(speed.xy, bn.yz);
qgl_FragData[dbrGeoNormal ] = vec4(normalize(geom_normal), 1.);
//ivec2 itc = ivec2(gl_FragCoord.xy);
//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));

View File

@@ -18,22 +18,143 @@ in vec3 view_dir, world_dir;
uniform vec2 dt;
uniform float z_near;
uniform sampler2D tex_coeffs[2];
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4;
uniform sampler2D tex_coeff_brdf, tex_noise;
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_5, tex_sh;
//uniform sampler2DShadow tex_shadow[16];
#ifdef SHADOWS
uniform vec2 shadow_size;
uniform sampler2DArrayShadow tex_shadows_cone;
uniform sampler2DArray tex_depths_cone;
uniform samplerCubeArrayShadow tex_shadows_omni;
uniform samplerCubeArray tex_depths_omni;
uniform bool soft_shadows_enabled = false;
uniform float soft_shadows_quality = 1.;
uniform int soft_shadows_samples = 16, noise_size = 64;
#endif
uniform samplerCube tex_env;
uniform int lights_start, lights_count;
uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1);
uniform float fog_decay = 10, fog_density = 0;
uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1.);
uniform float fog_decay = 10., fog_density = 0.;
uniform mat3 view_mat;
const float _pe = 2.4e-7;
const vec3 luma = vec3(0.299, 0.587, 0.114);
const float _min_rough = 1.e-8, max_lod = 8;
const float _min_rough = 1.e-8, max_lod = 8.;
const float PI = 3.1416;
ivec2 tc;
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
//vec3 vds, vds2;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow;
vec3 normal, geom_normal, vds, vds2;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist;
uint flags;
vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
vec4 shp = qgl_light_position[light_index].shadow_matrix * (pos + vec4(offset, 0));
//shp.z += 0.5;
return shp;
}
#ifdef SHADOWS
#ifdef SPOT
float getShadowCone(in vec3 uvz, in int layer) {
/*vec2 uvpix = uvz.xy * shadow_size + vec2(0.5f);
vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp;
vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0);
vec4 uvv;
uvv[0] = iuvp.x * uvp.y;
uvv[1] = uvp.x * uvp.y;
uvv[2] = uvp.x * iuvp.y;
uvv[3] = iuvp.x * iuvp.y;
shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3]));
return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);*/
float z = 1. - 1. / (uvz.z - z_near + 1.);
return texture(tex_shadows_cone, vec4(uvz.xy, layer, z));
}
#else
float getShadowOmni(in vec4 uvwz, in int layer) {
/*vec3 uvpix = uvwz.xyz * vec3(shadow_size.x) + vec3(0.5f);
vec3 uvp = fract(uvpix), iuvp = vec3(1.f) - uvp;
vec4 gt = textureGather(tex_shadows_omni, vec4(floor(uvpix.xyz) / vec3(shadow_size.x), layer), 0);
vec4 uvv;
uvv[0] = iuvp.y * uvp.z;
uvv[1] = uvp.y * uvp.z;
uvv[2] = uvp.y * iuvp.z;
uvv[3] = iuvp.y * iuvp.z;
return clamp(dot(step(vec4(uvwz.w), gt), uvv), 0, 1);*/
float d = 1. - 1. / (uvwz.w - z_near + 1.);
return texture(tex_shadows_omni, vec4(uvwz.xyz, layer), d);
//return step(uvwz.w, gt[3]);
}
#endif
uint hash(uint x) {
x += (x << 10u);
x ^= (x >> 6u);
x += (x << 3u);
x ^= (x >> 11u);
x += (x << 15u);
return x;
}
uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
float floatConstruct( uint m ) {
const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
m |= ieeeOne; // Add fractional part to 1.0
float f = uintBitsToFloat( m ); // Range [1:2]
return f - 1.; // Range [0:1]
}
float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
float random( int x ) { return floatConstruct(hash(x)); }
float random( ivec2 v ) { return floatConstruct(hash(v)); }
float random( ivec3 v ) { return floatConstruct(hash(v)); }
float random( ivec4 v ) { return floatConstruct(hash(v)); }
uvec2 noise_hash;
void noise2init(vec2 v) {
noise_hash = uvec2(hash(uint(v.x + 1)), hash(uint(v.y - 1)));
}
vec2 noise2() {
noise2init(vec2(noise_hash));
//return vec2(floatConstruct(noise_hash.x), floatConstruct(noise_hash.y)) * 2 - vec2(1.);
float r = floatConstruct(noise_hash.x);
float a = floatConstruct(noise_hash.y) * 2 * PI;
return r * vec2(cos(a), sin(a));
}
float rand(vec2 co) {
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float d = dot(co.xy, vec2(a, b));
float e = sin(mod(d, 3.14)) * c;
return fract(e) - 0.5;
}
#endif // SHADOWS
vec4 qgl_lightTexture(int index, vec2 coord, vec4 tex_shift) {
coord *= qgl_light_parameter[index].map.scale;
vec4 t = texture(qgl_texture_array[qgl_light_parameter[index].map.array_index],
vec3(coord, qgl_light_parameter[index].map.map_index));
t += tex_shift;
t.rgb *= qgl_light_parameter[index].map.amount + qgl_light_parameter[index].map.offset;
return t;
}
void calcLight(in int index, in vec3 n, in vec3 v) {
lpos = qgl_light_position[index].position;
@@ -45,42 +166,109 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
NdotL = max(dot(n, ldir), 1E-8);
NdotH = max(dot(n, halfV), 1E-8);
spot = step(1.001E-8, NdotL) * qgl_light_parameter[index].decay_intensity.w;
vec3 light_color = qgl_light_parameter[index].color.rgb;
#ifdef SPOT
float scos = max(dot(-ldir, qgl_light_position[index].direction.xyz), 0.);
spot *= scos * step(qgl_light_parameter[index].angles.w, scos);
spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos);
/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
//bn2 = normalize(cross(lwdir, bn));
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
shadow += getShadow(index, pos.xyz, vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds );
//shadow += getShadow(index, pos.xyz, - vds - vds );
//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
spot *= mix(1., shadow / 11., shadow_on);*/
vec4 shp = mapScreenToShadow(index, vec3(0));
shp.xy /= shp.w;
vec4 light_map_pix = qgl_lightTexture(index, shp.xy, vec4(0));
light_color *= light_map_pix.rgb;
spot *= light_map_pix.a;
#endif
vec3 dist_decay = vec3(1, ldist, ldist*ldist);
#ifdef SHADOWS
if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1 && (spot > 1E-4)) {
#ifndef SPOT
vec3 odir = -(view_mat * ldir);
#endif
int layer = index - lights_start;
float shadow = 0.;
//float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1;
float bias = (1. + 1. / abs(dot(geom_normal, ldir))) * z_near * 2.;
//bias = bias * bias + z_near;
if (soft_shadows_enabled) {
float depth = 1.;
#ifdef SPOT
const int gm_size = 2;
for (int i = -gm_size; i <= gm_size; ++i) {
for (int j = -gm_size; j <= gm_size; ++j) {
//depth = min(depth, textureOffset(tex_depths_cone, vec3(shp.xy, layer), ivec2(i, j)).x);
depth = min(depth, texture(tex_depths_cone, vec3(shp.xy + vec2(i, j) / vec2(shadow_size.x), layer)).x);
}
}
#else
const int gm_size = 2;
for (int i = -gm_size; i <= gm_size; ++i) {
for (int j = -gm_size; j <= gm_size; ++j) {
for (int k = -gm_size; k <= gm_size; ++k) {
depth = min(depth, texture(tex_depths_omni, vec4(odir + vec3(i, j, k) / vec3(shadow_size.x), layer)).r);
}
}
}
shp.z = ldist;
#endif
depth = 1. / (1. - depth) - 1. + z_near;
float dz = max(0., shp.z - depth);
float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
//float ds = (ldist / 2.) / qgl_light_parameter[index].size;
float srate = abs(ds / pos.z) * 10. * soft_shadows_quality;
//qgl_FragColor.rgb = vec3(srate);
int samples = clamp(int(round(srate * float(soft_shadows_samples))), 1, soft_shadows_samples);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
vec2 so;
ivec2 sotc = tc;
noise2init(vec2(hash(ivec2(tc.x * 2. + 1., tc.y)), hash(ivec2(tc.x, (tc.y * 2. + 1.)))));
for (int i = 0; i < samples; ++i) {
so = noise2();
#ifdef SPOT
//vec4 nc = texelFetch(tex_noise, sotc % noise_size, 0);
//sotc += ivec2(nc.ba * 256) % noise_size;
//so = (nc.rg - vec2(0.5));
//so = vec2(rand(vec2(shp.x + i, shp.y)), rand(vec2(shp.x + i + 1, shp.y)));
vec4 shp = mapScreenToShadow(index, vds * so.x + vds2 * so.y);
shp.xy /= shp.w;
shp.z -= bias;
shadow += getShadowCone(shp.xyz, layer);
#else
//so = vec2(rand(vec2(odir.x + i, odir.y)), rand(vec2(odir.x + i + 1, odir.y)))*1.25;
vec3 old = lpos.xyz - ((pos.xyz + vec3(vds * so.x + vds2 * so.y)) * lpos.w);
odir = -(view_mat * old);
shadow += getShadowOmni(vec4(odir, length(old) - bias), layer);
#endif
}
spot *= min(1., 2. * shadow / samples);
//spot *= shadow / soft_shadows_samples;
//spot *= shadow / soft_shadows_samples + 1;
} else {
#ifdef SPOT
shp.xy;
shp.z -= bias;
spot *= getShadowCone(shp.xyz, layer);
#else
spot *= getShadowOmni(vec4(odir, ldist - bias), layer);
#endif
}
//shp.z -= bias;
//shadow += getShadowCone(shp.xyz, layer, vec2(0));
}
#endif // SHADOWS
vec3 dist_decay = vec3(1., ldist, ldist*ldist);
spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
float NdotLs = NdotL*NdotL;
@@ -89,53 +277,36 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
float ndlc = (1. - NdotLs) / NdotLs;
diff = 2. / (1. + sqrt(1. + (1. - rough_diff) * ndlc));
//diff = texture(tex_coeffs[0], vec2(roughness, (NdotLs))).r;
li += spot * diff * qgl_light_parameter[index].color.rgb;
li += spot * diff * light_color;
ndlc = (1. - NdotHs) / NdotHs;
float der = NdotHs * (rough_spec + ndlc);
spec = rough_spec / (der*der) / 3.1416;
spec = rough_spec / (der*der) / PI;
//spec = texture(tex_coeffs[1], vec2(roughness, (NdotHs))).r;
si += spot * spec * qgl_light_parameter[index].color.rgb;
si += spot * spec * light_color;
}
float GeometrySchlickGGX(float NdotV, float roughness) {
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
tc = ivec2(gl_FragCoord.xy);
vec4 v1 = texelFetch(tex_1, tc, 0);
float z = v1.w;
if (z == 1.) {
discard;
}
pos.w = 1;
pos.w = 1.;
pos.xyz = view_dir * z;
vec3 v = normalize(-pos.xyz);
vec4 v0 = texelFetch(tex_0, tc, 0),
v2 = texelFetch(tex_2, tc, 0),
v3 = texelFetch(tex_3, tc, 0),
v4 = texelFetch(tex_4, tc, 0);
v4 = texelFetch(tex_4, tc, 0),
v5 = texelFetch(tex_5, tc, 0);
vec3 diffuse = v0.rgb;
vec3 normal = v1.xyz;
normal = v1.xyz;
geom_normal = v5.xyz;
vec3 emission = v3.rgb;
float alpha = v0.a;
float metalness = v2.r;
@@ -143,35 +314,79 @@ void main(void) {
float reflectivity = v2.b;
float NdotV = dot(normal, v);
float roughness3 = roughness*roughness*roughness;
//bn = normalize(vec3(v3.w, v4.zw));
//bn2 = normalize(cross(n, bn));
bn = normalize(cross(normal, vec3(1.,0.,0.)) + cross(normal, vec3(0.,1.,0.)));
bn2 = normalize(cross(normal, bn));
bn = cross(normal, bn2);
rough_diff = max(roughness, _min_rough);
rough_spec = max(roughness3, _min_rough);
float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1);
float shlick = clamp(metalness + (1. - metalness) * pow(1. - NdotV, 5.), 0., 1.);
flags = uint(round(v2.w));
//qgl_FragColor.rgba = vec4(0);
li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.);
for (int i = 0; i < lights_count; ++i)
calcLight(lights_start + i, normal, v);
if (bitfieldExtract(flags, 0, 1) == 1) {
for (int i = 0; i < lights_count; ++i)
calcLight(lights_start + i, normal, v);
} else {
li = vec3(1.);
}
si *= shlick;
li *= (1 - shlick);
alpha = min(1, alpha * (1 + shlick));
li *= (1. - shlick);
alpha = min(1., alpha * (1. + shlick));
vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg;
vec2 brdf = texture(tex_coeff_brdf, vec2(NdotV*0.99, roughness*0.995)).rg;
float env_spec = shlick * brdf.x + brdf.y;
vec3 spec_col = mix(vec3(1), diffuse, metalness);
vec3 spec_col = mix(vec3(1.), diffuse, metalness);
vec3 env_dir = view_mat * reflect(-v, normal);
vec3 env_col = textureLod(tex_env, env_dir, sqrt(roughness) * max_lod).rgb * spec_col;
vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission);
vec3 res_col = max(vec3(0.), li * diffuse + si * spec_col + emission);
res_col = mix(res_col, env_col, env_spec * reflectivity);
float plen = length(pos.xyz);
float fog = 1 - exp(-plen / fog_decay);
fog = clamp(fog * fog_color.a * fog_density, 0, 1);
res_col = mix(res_col, fog_color.rgb, fog);
if (bitfieldExtract(flags, 1, 1) == 1) {
float plen = length(pos.xyz);
float fog = 1. - exp(-plen / fog_decay);
fog = clamp(fog * fog_color.a * fog_density, 0., 1.);
res_col = mix(res_col, fog_color.rgb, fog);
}
qgl_FragColor = vec4(res_col, alpha);
//qgl_FragColor = vec4(diffuse.rgb, 0.25);
//qgl_FragColor.a = alpha;
//qgl_FragColor.rgb = vec3(geom_normal.rgb);
//qgl_FragColor.rgba = vec4(vec3(0), 0.5);
#ifdef SPOT
//vec4 shp = mapScreenToShadow(0, vec3(0));
//shp.xy /= shp.w;
//float depth = texture(tex_depths_cone, vec3(shp.xy, 0)).r;
////depth = 1 / (1 - depth) - 1 + z_near;
//float dz = max(0, shp.z - depth);
//shp.z -= bias;
//for (int xi = -2; xi <= 2; ++xi) {
// for (int yi = -2; yi <= 2; ++yi) {
//qgl_FragColor.rgb = vec3(step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, 0)).r));
//qgl_FragColor.r = texture(tex_shadows_cone, vec3(0)).r;
//qgl_FragColor.rgb = vec3(abs(depth) + 1);
//float _d = texture(tex_depths_cone, vec3(shp.xy, 0)).r;
//_d = 1 / (1 - _d) - 1 + z_near;
//qgl_FragColor.rgb = vec3(texelFetch(tex_noise, tc % noise_size, 0).b);//vec4(res_col, alpha);
//shp.z += 0.095;
//qgl_FragColor.rgb = vec3(texture(tex_sh, shp.xy).rgb);
//qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp));
//vec4 rp = qgl_ViewProjMatrix*vec4(qgl_FragTexture.xy,z,1);
//qgl_FragColor.rgb = vec3(texture(tex_shadows_cone, vec3(gl_FragCoord.xy/1000, 0)).r);
#else
//vec3 odir = -(view_mat * ldir);
//float otex = texture(tex_shadows_omni, vec4(odir, 0), 0.8);
//qgl_FragColor.rgb = vec3(otex);
//qgl_FragColor.rgb = vec3(ldist/50);
//qgl_FragColor.rgb = vec3(abs(otex - ldist) * 1.);
//qgl_FragColor.rgb = vec3(tan((1-abs(dot(view_mat*normal, odir)))));
#endif
//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
//qgl_FragColor.rgb = vec3(shlick * brdf.x + brdf.y);

View File

@@ -19,7 +19,7 @@ void main(void) {
float l = dot(res, luma) * 0.75;
float g = gamma / frame_max;
res /= l;
l = 1 - exp(-l*g);
res *= l;
l = 1. - exp(-l*g);
res = max(vec3(0.), res * l);
qgl_FragColor = vec4(res, dot(res, luma));
}

50
shaders/shadow.glsl Normal file
View File

@@ -0,0 +1,50 @@
// vert //
flat out uint object_flags;
out float distance;
out vec4 pos;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
object_flags = qgl_ObjectFlags;
if (bitfieldExtract(object_flags, 2, 1) == 0)
return;
qgl_MaterialIndex = qgl_Material;
qgl_FragTexture = qgl_getFragTexture();
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, qgl_FragTexture, vec4(0.)).rgb, luma);
pos = qgl_ViewProjMatrix * (qgl_ModelMatrix * (vec4(qgl_Vertex + qgl_Normal * height, 1.)));//qgl_ftransform();
gl_Position = pos;
}
// frag //
flat in uint object_flags;
in float distance;
in vec4 pos;
float z_near = 0.1f;
const float _pe = 2.4e-7;
void main(void) {
if (bitfieldExtract(object_flags, 2, 1) == 0)
discard;
vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, qgl_FragTexture.xy, vec4(0.f));
if(diffuse.a < 0.5f)
discard;
//float z = gl_FragCoord.z;
//z = z + z - 1;
//z = ((_pe - 2.) * z_near) / (z + z + _pe - 2.); // infinite depth
#ifdef OMNI
float z = length(pos.xyz);
#else
float z = pos.z;
#endif
z = 1.f - 1.f / (z - z_near + 1.f);
gl_FragDepth = z;
qgl_FragData[0].r = z;
//qgl_FragData[0].r = length(vec3(pos.xy, z));//1/gl_FragCoord.w;
}

9
src/CMakeLists.txt Normal file
View File

@@ -0,0 +1,9 @@
#if (NOT DEFINED ANDROID_PLATFORM)
# if (EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/plugin")
# #add_subdirectory(plugin)
# endif()
#endif()
foreach (_d "core" "widgets" "qglview_test") # "plugin")
add_subdirectory("${_d}")
endforeach()
shstk_copy_to_parent()

36
src/core/CMakeLists.txt Normal file
View File

@@ -0,0 +1,36 @@
cmake_minimum_required(VERSION 3.0)
project(qglengine_core)
if (POLICY CMP0017)
cmake_policy(SET CMP0017 NEW)
endif()
qad_find_qt(Core Gui OpenGL OpenGLWidgets Xml)
find_package(OpenGL REQUIRED)
qad_sources(SRC)
set(_includes "${_qglengine_root_build}")
foreach (_d "formats" "core" "scene" "render" "view")
qad_sources(FSRC DIR "${_d}")
list(APPEND SRC ${FSRC})
list(APPEND _includes "${CMAKE_CURRENT_SOURCE_DIR}/${_d}")
endforeach()
qad_wrap(${SRC} HDRS out_HDR CPPS out_CPP QMS out_QM)
file(GLOB PHS "*_p.h")
list(REMOVE_ITEM out_HDR "${PHS}")
import_version(${PROJECT_NAME} QGLEngine)
set_deploy_property(${PROJECT_NAME} ${QGLEngine_LIB_TYPE}
LABEL "QGLEngine core library"
FULLNAME "${QGLEngine_DOMAIN}.qglengine_core"
COMPANY "${QGLEngine_COMPANY}"
INFO "QGLEngine core library")
make_rc(${PROJECT_NAME} _RC)
pip_code_model(CCM "render/renderer.h" OPTIONS "-DQGLENGINE_CORE_EXPORT" "-Es")
qad_add_library(${PROJECT_NAME} ${QGLEngine_LIB_TYPE} out_CPP ${_RC} ${CCM})
qad_generate_export_header(${PROJECT_NAME})
list(APPEND out_HDR "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}_export.h")
qad_target_include_directories(${PROJECT_NAME} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}" ${_includes})
qad_target_link_libraries(${PROJECT_NAME} QAD::Widgets QAD::PIQtUtils assimp ${OPENGL_LIBRARIES})
message(STATUS "Building QGLEngine version ${QGLEngine_VERSION} (${QGLEngine_LIB_TYPE_MSG}) for ${QtVersions}")
list(APPEND QT_MULTILIB_LIST ${PROJECT_NAME})
shstk_copy_to_parent()
#message(STATUS "Building ${PROJECT_NAME}")
shstk_qad_install("qglengine" FALSE "${PROJECT_NAME}" "${out_HDR}" "out_QM")

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After

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@@ -1,36 +1,36 @@
/*
QGL Buffer
Ivan Pelipenko peri4ko@yandex.ru
QGL Buffer
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 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.
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/>.
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include <QOpenGLExtraFunctions>
#include "glbuffer.h"
#include <QOpenGLExtraFunctions>
Buffer::Buffer(GLenum target, GLenum _usage) {
target_ = target;
usage_ = _usage;
buffer_ = 0;
target_ = target;
usage_ = _usage;
buffer_ = 0;
prev_size = 0;
}
Buffer::~Buffer() {
}
Buffer::~Buffer() {}
void Buffer::init(QOpenGLExtraFunctions * f) {
@@ -48,8 +48,14 @@ void Buffer::destroy(QOpenGLExtraFunctions * f) {
}
void Buffer::reinit() {
buffer_ = 0;
prev_size = 0;
}
void Buffer::bind(QOpenGLExtraFunctions * f) {
//qDebug() << "bind" << target_ << buffer_;
// qDebug() << "bind" << target_ << buffer_;
f->glBindBuffer(target_, buffer_);
}
@@ -72,10 +78,10 @@ void Buffer::unmap(QOpenGLExtraFunctions * f) {
bool Buffer::resize(QOpenGLExtraFunctions * f, int new_size) {
if (new_size <= 0) return false;
//qDebug() << "check resize buffer" << buffer_ << "bytes" << new_size << ", old =" << prev_size;
// qDebug() << "check resize buffer" << buffer_ << "bytes" << new_size << ", old =" << prev_size;
if (new_size <= prev_size) return false;
prev_size = new_size;
//qDebug() << "resize buffer " << buffer_ << target_ << "for" << new_size << "bytes";
// qDebug() << "resize buffer " << buffer_ << target_ << "for" << new_size << "bytes";
f->glBufferData(target_, new_size, 0, usage_);
return true;
}
@@ -83,6 +89,6 @@ bool Buffer::resize(QOpenGLExtraFunctions * f, int new_size) {
void Buffer::load(QOpenGLExtraFunctions * f, const void * data, int size, int offset) {
if (!data || size <= 0) return;
//qDebug() << "load buffer" << buffer_ << "bytes" << size;
// qDebug() << "load buffer" << buffer_ << "bytes" << size;
f->glBufferSubData(target_, offset, size, data);
}

58
src/core/core/glbuffer.h Normal file
View File

@@ -0,0 +1,58 @@
/*
QGL Buffer
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 GLBUFFER_H
#define GLBUFFER_H
#include "gltypes.h"
class QGLENGINE_CORE_EXPORT Buffer {
friend class ObjectBase;
public:
Buffer(GLenum target, GLenum usage = GL_DYNAMIC_DRAW);
~Buffer();
void init(QOpenGLExtraFunctions * f);
void destroy(QOpenGLExtraFunctions * f);
void reinit();
void bind(QOpenGLExtraFunctions * f);
void release(QOpenGLExtraFunctions * f);
void * map(QOpenGLExtraFunctions * f, GLbitfield mode, int size = -1);
void unmap(QOpenGLExtraFunctions * f);
// returns true if size changed
bool resize(QOpenGLExtraFunctions * f, int new_size);
void load(QOpenGLExtraFunctions * f, const void * data, int size, int offset = 0);
GLuint ID() const { return buffer_; }
GLenum usage() const { return usage_; }
GLenum target() const { return target_; }
void setTarget(GLenum t) { target_ = t; }
bool isInit() const { return buffer_ != 0; }
private:
GLenum target_, usage_;
GLuint buffer_;
int prev_size;
};
#endif // GLBUFFER_H

View File

@@ -1,23 +1,24 @@
/*
QGL CubeTexture
Ivan Pelipenko peri4ko@yandex.ru
QGL CubeTexture
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 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.
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/>.
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/>.
*/
#include "gltypes.h"
#include "glcubemap.h"
#include "gltypes.h"
#include "hdr_p.h"
using namespace QGLEngineShaders;
@@ -51,9 +52,9 @@ QVector<QVector3D> loadFileHDR(const QString & path, QSize * size) {
qDebug() << "[QGLEngine] File" << path << "has unknown size!";
return ret;
}
sz.setWidth (sl[3].toInt());
sz.setWidth(sl[3].toInt());
sz.setHeight(sl[1].toInt());
//qDebug() << "found size" << sz;
// qDebug() << "found size" << sz;
break;
}
}
@@ -61,26 +62,23 @@ QVector<QVector3D> loadFileHDR(const QString & path, QSize * size) {
f.seek(ts.pos());
QDataStream ds(&f);
int count = sz.width() * sz.height();
QVector<float> data(count*3);
if (!RGBE_ReadPixels_RLE(&ds, data.data(), sz.width(), sz.height()))
return ret;
QVector<float> data(count * 3);
if (!RGBE_ReadPixels_RLE(&ds, data.data(), sz.width(), sz.height())) return ret;
if (size) *size = sz;
ret.resize(count);
//QColor col;
//QImage im(sz, QImage::Format_ARGB32);
//QRgb * imdata = (QRgb*)im.bits();
// QColor col;
// QImage im(sz, QImage::Format_ARGB32);
// QRgb * imdata = (QRgb*)im.bits();
for (int i = 0; i < count; ++i) {
QVector3D p(pow(data[i*3 + 2], 1. / 2.2),
pow(data[i*3 + 1], 1. / 2.2),
pow(data[i*3 + 0], 1. / 2.2));
QVector3D p(pow(data[i * 3 + 2], 1. / 2.2), pow(data[i * 3 + 1], 1. / 2.2), pow(data[i * 3 + 0], 1. / 2.2));
ret[i] = p;
//col = QColor::fromRgbF(piClamp(p[0], 0.f, 1.f),
// col = QColor::fromRgbF(piClamp(p[0], 0.f, 1.f),
// piClamp(p[1], 0.f, 1.f),
// piClamp(p[2], 0.f, 1.f));
//imdata[i] = col.rgb();
// imdata[i] = col.rgb();
}
//im.save("_hdr.png");
// im.save("_hdr.png");
return ret;
}
@@ -90,72 +88,71 @@ QVector<QVector3D> faceHDR(const QVector<QVector3D> & data, QSize sz, QSize & fs
QVector<QVector3D> ret;
if (data.isEmpty() || sz.isNull()) return ret;
QRect fr;
int fw = sz.width () / 4;
int fw = sz.width() / 4;
int fh = sz.height() / 3;
fsz = QSize(fw, fh);
fsz = QSize(fw, fh);
ret.reserve(fw * fh);
switch (face) {
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
fr.setRect(fw, fh, fw, fh);
for (int x = fr.left(); x <= fr.right(); ++x) {
for (int y = fr.top(); y <= fr.bottom(); ++y) {
ret << data[y*sz.width() + x];
ret << data[y * sz.width() + x];
}
}
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
fr.setRect(fw*3, fh, fw, fh);
fr.setRect(fw * 3, fh, fw, fh);
for (int x = fr.right(); x >= fr.left(); --x) {
for (int y = fr.bottom(); y >= fr.top(); --y) {
ret << data[y*sz.width() + x];
ret << data[y * sz.width() + x];
}
}
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
fr.setRect( 0, fh, fw, fh);
fr.setRect(0, fh, fw, fh);
for (int y = fr.bottom(); y >= fr.top(); --y) {
for (int x = fr.left(); x <= fr.right(); ++x) {
ret << data[y*sz.width() + x];
ret << data[y * sz.width() + x];
}
}
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
fr.setRect(fw*2, fh, fw, fh);
fr.setRect(fw * 2, fh, fw, fh);
for (int y = fr.top(); y <= fr.bottom(); ++y) {
for (int x = fr.right(); x >= fr.left(); --x) {
ret << data[y*sz.width() + x];
ret << data[y * sz.width() + x];
}
}
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
fr.setRect(fw, 0, fw, fh);
fr.setRect(fw, 0, fw, fh);
for (int x = fr.left(); x <= fr.right(); ++x) {
for (int y = fr.top(); y <= fr.bottom(); ++y) {
ret << data[y*sz.width() + x];
ret << data[y * sz.width() + x];
}
}
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
fr.setRect(fw, fh*2, fw, fh);
fr.setRect(fw, fh * 2, fw, fh);
for (int x = fr.left(); x <= fr.right(); ++x) {
for (int y = fr.top(); y <= fr.bottom(); ++y) {
ret << data[y*sz.width() + x];
ret << data[y * sz.width() + x];
}
}
break;
default: break;
}
if (fr.isEmpty()) return ret;
//qDebug() << ret.size() << fr;
// qDebug() << ret.size() << fr;
return ret;
}
CubeTexture::CubeTexture(QOpenGLExtraFunctions * f_, int _size, const GLenum & _format): f(f_) {
size = _size;
format_ = _format;
id_ = 0;
size = _size;
format_ = _format;
id_ = 0;
changed_ = false;
}
@@ -199,9 +196,17 @@ void CubeTexture::loadHDR(const QVector<QVector3D> & data, QSize sz) {
QVector<QVector3D> fd;
for (int i = 0; i < 6; ++i) {
fd = faceHDR(data, sz, fsz, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i);
//qDebug() << "load cube" << fd[0];
f->glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format_, fsz.width(), fsz.height(), 0, GL_RGB, GL_FLOAT, fd.isEmpty() ? 0 : fd.constData());
//qDebug() << QString::number(GetLastError(), 16);
// qDebug() << "load cube" << fd[0];
f->glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0,
format_,
fsz.width(),
fsz.height(),
0,
GL_RGB,
GL_FLOAT,
fd.isEmpty() ? 0 : fd.constData());
// qDebug() << QString::number(GetLastError(), 16);
}
f->glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
@@ -230,4 +235,3 @@ void CubeTexture::load() {
}
changed_ = false;
}

60
src/core/core/glcubemap.h Normal file
View File

@@ -0,0 +1,60 @@
/*
QGL CubeTexture
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 GLCUBEMAP_H
#define GLCUBEMAP_H
#include "chunkstream.h"
#include "glshaders_types.h"
QVector<QVector3D> QGLENGINE_CORE_EXPORT loadFileHDR(const QString & path, QSize * size = 0);
class QGLENGINE_CORE_EXPORT CubeTexture {
public:
CubeTexture(QOpenGLExtraFunctions * f_, int _size, const GLenum & _format = GL_RGB16F);
bool init();
void destroy();
void bind(int channel = 0);
void release();
void resize(int _size) {
size = _size;
changed_ = true;
}
void loadHDR(const QVector<QVector3D> & data, QSize sz);
void setFileHDR(const QString & path);
QString fileHDR() const { return hdr_path; }
GLenum format() const { return format_; }
void setFormat(GLenum f) {
format_ = f;
changed_ = true;
}
GLuint id() const { return id_; }
bool isInit() const { return id_ != 0; }
void load();
private:
QOpenGLExtraFunctions * f;
bool changed_;
int size;
GLenum format_;
GLuint id_;
QString hdr_path;
};
#endif // GLCUBEMAP_H

View File

@@ -0,0 +1,108 @@
/*
QGL CubeMapArray
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include "glcubemaparray.h"
#include <QOpenGLExtraFunctions>
CubeMapArray::CubeMapArray(GLenum format, bool filter) {
target_ = GL_TEXTURE_CUBE_MAP_ARRAY;
format_ = format;
texture_ = 0;
layers_ = 0;
filtering_ = filter;
}
CubeMapArray::~CubeMapArray() {}
void CubeMapArray::init(QOpenGLExtraFunctions * f) {
if (!isInit()) {
f->glGenTextures(1, &texture_);
}
}
void CubeMapArray::destroy(QOpenGLExtraFunctions * f) {
if (texture_ != 0) {
f->glDeleteTextures(1, &texture_);
}
texture_ = 0;
}
void CubeMapArray::reinit() {
texture_ = 0;
layers_ = 0;
}
void CubeMapArray::bind(QOpenGLExtraFunctions * f, int channel) {
f->glActiveTexture(GL_TEXTURE0 + channel);
f->glBindTexture(target_, texture_);
}
void CubeMapArray::release(QOpenGLExtraFunctions * f) {
f->glBindTexture(target_, 0);
}
bool CubeMapArray::resize(QOpenGLExtraFunctions * f, QSize new_size, int layers_count) {
if (new_size.isNull() || layers_count <= 0) return false;
if ((size_ == new_size) && (layers_ >= layers_count)) return false;
size_ = new_size;
layers_ = layers_count;
f->glBindTexture(target_, texture_);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_REPEAT);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (filtering_) {
f->glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
f->glTexParameteri(target_, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
} else {
f->glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
f->glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
GLenum bformat = format_;
GLenum btype = GL_UNSIGNED_BYTE;
if (format_ == GL_R16F || format_ == GL_R32F) {
bformat = GL_RED;
btype = GL_FLOAT;
}
f->glTexImage3D(target_, 0, format_, size_.width(), size_.height(), layers_ * 6, 0, bformat, btype, nullptr);
return true;
}
void CubeMapArray::load(QOpenGLExtraFunctions * f, const QImage & image, int layer) {
if (image.isNull() || size_.isNull() || layer < 0 || layer >= layers_) return;
QImage im =
image.mirrored(false, true).scaled(size_, Qt::IgnoreAspectRatio, Qt::SmoothTransformation).convertToFormat(QImage::Format_RGBA8888);
// qDebug() << "CubeMapArray::load image" << image.size() << "to layer" << layer;
// f->glTexSubImage3D(target_, 0, 0, 0, layer, size_.width(), size_.height(), 1, GL_RGBA, GL_UNSIGNED_BYTE, im.constBits());
}
void CubeMapArray::mipmaps(QOpenGLExtraFunctions * f) {
f->glBindTexture(target_, texture_);
f->glGenerateMipmap(target_);
}

View File

@@ -0,0 +1,55 @@
/*
QGL Texture2DArray
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 GLCUBEMAPARRAY_H
#define GLCUBEMAPARRAY_H
#include "gltypes.h"
class QGLENGINE_CORE_EXPORT CubeMapArray {
public:
CubeMapArray(GLenum format, bool filter);
~CubeMapArray();
void init(QOpenGLExtraFunctions * f);
void destroy(QOpenGLExtraFunctions * f);
void reinit();
void bind(QOpenGLExtraFunctions * f, int channel = 0);
void release(QOpenGLExtraFunctions * f);
// returns true if size changed
bool resize(QOpenGLExtraFunctions * f, QSize new_size, int layers_count);
void load(QOpenGLExtraFunctions * f, const QImage & image, int layer);
void mipmaps(QOpenGLExtraFunctions * f);
GLuint ID() const { return texture_; }
bool isInit() const { return texture_ != 0; }
int layersCount() const { return layers_; }
private:
GLenum target_, format_;
GLuint texture_;
QSize size_;
int layers_;
bool filtering_;
};
#endif // GLCUBEMAPARRAY_H

View File

@@ -1,56 +1,59 @@
/*
QGL Framebuffer
Ivan Pelipenko peri4ko@yandex.ru
QGL Framebuffer
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 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.
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/>.
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/>.
*/
#include <QOpenGLExtraFunctions>
#include "glframebuffer.h"
#include <QOpenGLExtraFunctions>
#include <QTime>
Framebuffer::Framebuffer(QOpenGLExtraFunctions * f_, int colorAttachments_, bool withDepth, GLenum colorFormat_, GLenum _target)
: f(f_), pbo(GL_PIXEL_PACK_BUFFER, GL_STREAM_DRAW) {
: f(f_)
, pbo(GL_PIXEL_PACK_BUFFER, GL_STREAM_DRAW) {
is_depth = withDepth;
target_ = _target;
target_ = _target;
color_formats.fill(colorFormat_, colorAttachments_);
colors.fill(0, colorAttachments_);
fbo = drbo = 0;
tex_d = 0;
wid = hei = 0;
tex_d = 0;
wid = hei = 0;
pbo_queried = 0;
is_changed = false;
is_changed = false;
}
Framebuffer::Framebuffer(QOpenGLExtraFunctions * f_, QVector<GLenum> colors_, bool withDepth, GLenum _target)
: f(f_), pbo(GL_PIXEL_PACK_BUFFER, GL_STREAM_DRAW) {
is_depth = withDepth;
target_ = _target;
: f(f_)
, pbo(GL_PIXEL_PACK_BUFFER, GL_STREAM_DRAW) {
is_depth = withDepth;
target_ = _target;
color_formats = colors_;
colors.fill(0, colors_.size());
fbo = drbo = 0;
tex_d = 0;
wid = hei = 0;
tex_d = 0;
wid = hei = 0;
pbo_queried = 0;
is_changed = false;
is_changed = false;
}
Framebuffer::~Framebuffer() {
deleteGLFramebuffer(fbo);
if (fbo > 0) deleteGLFramebuffer(fbo);
deleteGLRenderbuffer(drbo);
for (int i = 0; i < colors.size(); ++i)
deleteGLTexture(f, colors[i]);
@@ -59,12 +62,15 @@ Framebuffer::~Framebuffer() {
void Framebuffer::resize(int width, int height, bool force) {
if ((wid == width) && (hei == height) && !force) return;
if (fbo > 0) {
if ((wid == width) && (hei == height) && !force) return;
}
wid = width;
hei = height;
deleteGLFramebuffer(fbo);
if (fbo > 0) deleteGLFramebuffer(fbo);
f->glGenFramebuffers(1, &fbo);
f->glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// qDebug() << "resize" << f << wid << hei << fbo << colors.size();
for (int i = 0; i < colors.size(); ++i) {
deleteGLTexture(f, colors[i]);
createGLTexture(f, colors[i], width, height, color_formats[i], target_);
@@ -77,7 +83,7 @@ void Framebuffer::resize(int width, int height, bool force) {
}
if (is_depth) {
deleteGLTexture(f, tex_d);
deleteGLRenderbuffer(drbo);
if (drbo > 0) deleteGLRenderbuffer(drbo);
f->glGenRenderbuffers(1, &drbo);
f->glBindRenderbuffer(GL_RENDERBUFFER, drbo);
f->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
@@ -88,6 +94,7 @@ void Framebuffer::resize(int width, int height, bool force) {
f->glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target_, tex_d, 0);
// f->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target_, tex_d, 0);
}
f->glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (pbo.isInit()) {
@@ -97,6 +104,17 @@ void Framebuffer::resize(int width, int height, bool force) {
}
void Framebuffer::reinit(QOpenGLExtraFunctions * f_) {
if (f_) f = f_;
pbo.reinit();
colors.fill(0);
fbo = drbo = 0;
tex_d = 0;
pbo_queried = 0;
is_changed = true;
}
QImage Framebuffer::grab() const {
return QImage();
}
@@ -139,8 +157,7 @@ uint Framebuffer::getPoint() const {
uint ret = 0;
pbo.bind(f);
void * map = pbo.map(f, GL_MAP_READ_BIT, sizeof(uint));
if (map)
memcpy(&ret, map, sizeof(uint));
if (map) memcpy(&ret, map, sizeof(uint));
pbo.unmap(f);
pbo.release(f);
return ret;
@@ -153,8 +170,7 @@ QVector<uint> Framebuffer::getPointsByte() const {
ret.resize(pbo_queried);
pbo.bind(f);
void * map = pbo.map(f, GL_MAP_READ_BIT, pbo_queried * sizeof(uint));
if (map)
memcpy(ret.data(), map, pbo_queried * sizeof(uint));
if (map) memcpy(ret.data(), map, pbo_queried * sizeof(uint));
pbo.unmap(f);
pbo.release(f);
return ret;
@@ -167,8 +183,7 @@ QVector<QVector4D> Framebuffer::getPointsFloat() const {
ret.resize(pbo_queried);
pbo.bind(f);
void * map = pbo.map(f, GL_MAP_READ_BIT, pbo_queried * sizeof(QVector4D));
if (map)
memcpy(ret.data(), map, pbo_queried * sizeof(QVector4D));
if (map) memcpy(ret.data(), map, pbo_queried * sizeof(QVector4D));
pbo.unmap(f);
pbo.release(f);
return ret;
@@ -178,12 +193,11 @@ QVector<QVector4D> Framebuffer::getPointsFloat() const {
QImage Framebuffer::getImage() const {
QImage ret;
if (!pbo.isInit() || (pbo_queried == 0)) return ret;
ret = QImage(size(), QImage::Format_RGBA8888);
ret = QImage(size(), QImage::Format_RGBA8888);
int bytes = width() * height() * 4;
pbo.bind(f);
void * map = pbo.map(f, GL_MAP_READ_BIT, bytes);
if (map)
memcpy(ret.bits(), map, bytes);
if (map) memcpy(ret.bits(), map, bytes);
pbo.unmap(f);
pbo.release(f);
return ret;
@@ -264,7 +278,7 @@ void Framebuffer::unsetWriteBuffers() {
void Framebuffer::enablePixelBuffer() {
pbo.init(f);
pbo.bind(f);
pbo.resize(f, width()*height()*4*4);
pbo.resize(f, width() * height() * 4 * 4);
pbo.release(f);
}
@@ -283,6 +297,14 @@ void Framebuffer::bindColorTexture(int index, int channel) {
}
void Framebuffer::bindColorTextures(const QVector<int> & indeces) {
for (int i = indeces.size() - 1; i >= 0; --i) {
f->glActiveTexture(GL_TEXTURE0 + i);
f->glBindTexture(GL_TEXTURE_2D, colors[indeces[i]]);
}
}
void Framebuffer::bindColorTextures() {
for (int i = colors.size() - 1; i >= 0; --i) {
f->glActiveTexture(GL_TEXTURE0 + i);
@@ -298,14 +320,12 @@ void Framebuffer::bindDepthTexture(int channel) {
void Framebuffer::deleteGLRenderbuffer(GLuint & drbo) {
if (drbo != 0)
f->glDeleteRenderbuffers(1, &drbo);
if (drbo != 0) f->glDeleteRenderbuffers(1, &drbo);
drbo = 0;
}
void Framebuffer::deleteGLFramebuffer(GLuint & fbo) {
if (fbo != 0)
f->glDeleteFramebuffers(1, &fbo);
if (fbo != 0) f->glDeleteFramebuffers(1, &fbo);
fbo = 0;
}

View File

@@ -0,0 +1,99 @@
/*
QGL Framebuffer
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 GLFRAMEBUFFER_H
#define GLFRAMEBUFFER_H
#include "glbuffer.h"
class QGLENGINE_CORE_EXPORT Framebuffer {
friend class FramebufferMipmap;
public:
Framebuffer(QOpenGLExtraFunctions * f_,
int colorAttachments = 1,
bool withDepth = true,
GLenum colorFormat = GL_RGBA8,
GLenum _target = GL_TEXTURE_2D);
Framebuffer(QOpenGLExtraFunctions * f_, QVector<GLenum> colors_, bool withDepth = true, GLenum _target = GL_TEXTURE_2D);
virtual ~Framebuffer();
GLuint id() const { return fbo; }
GLuint colorTexture(int index = 0) const { return colors[index]; }
GLuint depthTexture() const { return tex_d; }
GLenum target() const { return target_; }
bool isInit() const { return fbo != 0; }
int width() const { return wid; }
int height() const { return hei; }
QSize size() const { return QSize(wid, hei); }
QRect rect() const { return QRect(0, 0, wid, hei); }
QImage grab() const;
QVector<float> grabF(int index) const;
void queryPoint(int index, QPoint p);
void queryPoints(int index, QRect rect, GLenum pixel_format = GL_UNSIGNED_BYTE);
void queryImage(int index);
uint getPoint() const;
QVector<uint> getPointsByte() const;
QVector<QVector4D> getPointsFloat() const;
QImage getImage() const;
int queriedPoints() const { return pbo_queried; }
void blit(int index_from,
GLuint fb_to,
int index_to,
QRect from,
QRect to,
GLbitfield mask = GL_COLOR_BUFFER_BIT,
GLenum filter = GL_NEAREST) const;
void resize(QSize sz, bool force = false) { resize(sz.width(), sz.height(), force); }
void resize(int width, int height, bool force = false);
void reinit(QOpenGLExtraFunctions * f_ = nullptr);
void bind();
void release();
void setReadBuffer(int index) { glReadBuffer(GL_COLOR_ATTACHMENT0 + index); }
void setWriteBuffer(int index);
void setWriteBuffers(const int * indeces, int count);
void setWriteBuffers(const QVector<int> & indeces) { setWriteBuffers(indeces.constData(), indeces.size()); }
void setWriteBuffers();
void unsetWriteBuffers();
void enablePixelBuffer();
void setColorTextureFiltering(int index, GLenum filter);
void copyDepthFrom(GLuint tex) { ; }
void bindColorTexture(int index, int channel = 0);
void bindColorTextures(const QVector<int> & indeces);
void bindColorTextures();
void bindDepthTexture(int channel);
private:
void deleteGLRenderbuffer(GLuint & drbo);
void deleteGLFramebuffer(GLuint & fbo);
bool is_depth, is_changed;
int pbo_queried;
QOpenGLExtraFunctions * f;
mutable Buffer pbo;
QVector<GLuint> colors;
QVector<GLenum> color_formats;
GLenum target_;
GLuint fbo, drbo, tex_d;
GLint prev_view[4], wid, hei;
};
#endif // GLFRAMEBUFFER_H

View File

@@ -0,0 +1,60 @@
/*
QGL FramebufferMipmap
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/>.
*/
#include "glframebuffer_mipmap.h"
#include <QOpenGLExtraFunctions>
#include <QTime>
FramebufferMipmap::FramebufferMipmap(const Framebuffer & fb, int index_from_, int levels): src_fb(fb) {
index_from = index_from_;
for (int i = 0; i < levels; ++i)
fbo << new Framebuffer(fb.f, 1, false, fb.color_formats[index_from]);
}
FramebufferMipmap::~FramebufferMipmap() {}
void FramebufferMipmap::setIndexFrom(int index) {
index_from = index;
}
void FramebufferMipmap::resize() {
QSize sz = src_fb.size();
for (int i = 0; i < fbo.size(); ++i) {
sz /= 2;
fbo[i]->resize(sz.width(), sz.height());
}
}
void FramebufferMipmap::create() {
if (fbo.isEmpty()) return;
src_fb.blit(index_from, fbo[0]->id(), 0, src_fb.rect(), fbo[0]->rect(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
for (int i = 0; i < fbo.size() - 1; ++i)
fbo[i]->blit(0, fbo[i + 1]->id(), 0, fbo[i]->rect(), fbo[i + 1]->rect(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
void FramebufferMipmap::reinit() {
for (auto * f: fbo)
f->reinit();
}

View File

@@ -0,0 +1,50 @@
/*
QGL FramebufferMipmap
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 GLFRAMEBUFFER_MIPMAP_H
#define GLFRAMEBUFFER_MIPMAP_H
#include "glframebuffer.h"
class QGLENGINE_CORE_EXPORT FramebufferMipmap {
public:
FramebufferMipmap(const Framebuffer & fb, int index_from_, int levels = 2);
virtual ~FramebufferMipmap();
int levelsCount() const { return fbo.size(); }
int lastLevel() const { return fbo.size() - 1; }
Framebuffer & plane(int level) { return *fbo[level]; }
Framebuffer & lastPlane() { return *fbo[lastLevel()]; }
int width(int level) const { return fbo[level]->wid; }
int height(int level) const { return fbo[level]->hei; }
QSize size(int level) const { return fbo[level]->size(); }
QRect rect(int level) const { return fbo[level]->rect(); }
void setIndexFrom(int index);
void resize();
void create();
void reinit();
private:
int index_from;
const Framebuffer & src_fb;
QVector<Framebuffer *> fbo;
};
#endif // GLFRAMEBUFFER_MIPMAP_H

View File

@@ -0,0 +1,145 @@
/*
QGL Framebuffer effect basic
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/>.
*/
#include "glframebuffereffectbase.h"
#include "renderer.h"
#include <QTime>
FramebufferEffectBase::FramebufferEffectBase() {}
FramebufferEffectBase::~FramebufferEffectBase() {
/*if (fbo > 0) deleteGLFramebuffer(fbo);
deleteGLRenderbuffer(drbo);
for (int i = 0; i < colors.size(); ++i)
deleteGLTexture(f, colors[i]);
deleteGLTexture(f, tex_d);*/
}
void FramebufferEffectBase::resize(int width, int height, bool force) {
/*if (fbo > 0) {
if ((wid == width) && (hei == height) && !force) return;
}
wid = width;
hei = height;
if (fbo > 0) deleteGLFramebuffer(fbo);
f->glGenFramebuffers(1, &fbo);
f->glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// qDebug() << "resize" << f << wid << hei << fbo;
for (int i = 0; i < colors.size(); ++i) {
deleteGLTexture(f, colors[i]);
createGLTexture(f, colors[i], width, height, color_formats[i], target_);
f->glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
f->glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, 4);
f->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, target_, colors[i], 0);
}
if (is_depth) {
deleteGLTexture(f, tex_d);
if (drbo > 0) deleteGLRenderbuffer(drbo);
f->glGenRenderbuffers(1, &drbo);
f->glBindRenderbuffer(GL_RENDERBUFFER, drbo);
f->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
f->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, drbo);
createGLTexture(f, tex_d, width, height, GL_DEPTH_COMPONENT);
f->glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
f->glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target_, tex_d, 0);
}
f->glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (pbo.isInit()) {
enablePixelBuffer();
}
is_changed = false;*/
}
void FramebufferEffectBase::reinit() {
/*pbo.reinit();
colors.fill(0);
fbo = drbo = 0;
tex_d = 0;
pbo_queried = 0;
is_changed = true;*/
}
void FramebufferEffectBase::bindDeferredBuffer(int role, int channel) {
r->fbo_ds.bindColorTexture(role, channel);
}
void FramebufferEffectBase::bindDepthBuffer(int channel) {
r->fbo_ds.bindDepthTexture(channel);
}
void FramebufferEffectBase::bindPreviousOutput(int channel) {
r->fbo_out.bindColorTexture(r->prev_write_plane, channel);
}
void FramebufferEffectBase::setOutputPlane(int channel) {
r->fbo_out.setWriteBuffer(channel);
r->prev_write_plane = r->cur_write_plane;
r->cur_write_plane = channel;
}
void FramebufferEffectBase::drawScreen(QOpenGLShaderProgram * prog) {
r->renderQuad(prog, r->quad, nullptr);
}
void FramebufferEffectBase::drawInternal() {
if (!r) return;
draw();
}
void FramebufferEffectBase::reloadShadersInternal() {
if (!r) return;
if (is_loaded) return;
reloadShaders();
is_loaded = true;
}
QVector<int> FramebufferEffectBase::getFreePlanes(int count) {
return r->getFreePlanes(count);
}
int FramebufferEffectBase::previousOutputPlane() const {
return r->prev_write_plane;
}
void FramebufferEffectBase::deleteShader(QOpenGLShaderProgram *& s) {
if (!s) return;
delete s;
s = nullptr;
}

View File

@@ -0,0 +1,68 @@
/*
QGL Framebuffer effect basic
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 glframebuffereffectbase_H
#define glframebuffereffectbase_H
#include "gltypes.h"
#include "parameteredobject.h"
#include <QElapsedTimer>
class QGLENGINE_CORE_EXPORT FramebufferEffectBase: public ParameteredObject {
friend class FramebufferMipmap;
friend class Renderer;
public:
FramebufferEffectBase();
virtual ~FramebufferEffectBase();
virtual QString name() const = 0;
void setEnabled(bool on) { enabled_ = on; }
bool isEnabled() const { return enabled_; }
virtual void draw() = 0;
protected:
void resize(int width, int height, bool force = false);
void reinit();
virtual int maxPlanesUsed() const { return 1; }
virtual void reloadShaders() {}
void bindDeferredBuffer(int role, int channel);
void bindDepthBuffer(int channel);
void bindPreviousOutput(int channel);
void setOutputPlane(int channel);
void drawScreen(QOpenGLShaderProgram * prog);
void drawInternal();
void reloadShadersInternal();
QVector<int> getFreePlanes(int count);
int previousOutputPlane() const;
static void deleteShader(QOpenGLShaderProgram *& s);
private:
bool enabled_ = true;
bool is_loaded = false;
Renderer * r = nullptr;
GLint wid, hei;
};
#endif

View File

@@ -0,0 +1,179 @@
/*
QGL Material
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/>.
*/
#include "gltexture_manager.h"
using namespace QGLEngineShaders;
Map::Map() {
bitmap_id = 0;
color_amount = 1.f;
color_offset = 0.f;
bitmap_scale = QPointF(1., 1.);
use_bitmap = false;
_changed = true;
_layer = 0;
_bitmap_hash = 0;
}
void Map::setBitmapPath(const QString & p) {
bitmap_path = p;
_changed = true;
_bitmap_hash = 0;
}
void Map::load(TextureManager * tm) {
_bitmap_hash = 0;
if (!bitmap_path.isEmpty()) tm->loadTextureImage(bitmap_path, _type == mtNormal, bake_options, &_bitmap_hash);
_changed = false;
}
void Map::setMapLayer(TextureManager * tm) {
if (loadedBitmap())
_layer = tm->textureLayer(_bitmap_hash);
else
_layer = 0;
}
void Map::copyToQGLMap(QGLMap & m) const {
m.amount = color_amount;
m.offset = color_offset;
m.scale = QVector2D(bitmap_scale);
if (loadedBitmap() && use_bitmap) {
m.array_index = 1;
m.map_index = _layer;
} else {
m.array_index = 0;
m.map_index = emptyMapIndex(_type);
}
}
GLuint Map::emptyMapIndex(int type) {
switch (type) {
case mtNormal: return emrBlue;
case mtRelief: return emrBlack;
default: return emrWhite;
}
return 0;
}
Material::Material(const QString _name) {
setTypes();
name = _name;
color_diffuse = Qt::white;
color_emission = Qt::black;
glass = false;
transparency = reflectivity = 0.f;
map_roughness.color_amount = 0.75f;
map_metalness.color_amount = 0.25f;
iof = 1.f;
dispersion = 0.05f;
_changed = true;
_index = 0;
}
uint Material::hash() {
return qHash(name);
}
bool Material::hasTransparency() const {
return float(color_diffuse.alphaF()) * (1.f - transparency) < 1.f;
}
bool Material::isMapsChanged() const {
return map_diffuse._changed || map_normal._changed || map_metalness._changed || map_roughness._changed || map_emission._changed ||
map_relief._changed;
}
bool Material::isMapChanged(int type) const {
switch (type) {
case mtDiffuse: return map_diffuse._changed;
case mtNormal: return map_normal._changed;
case mtMetalness: return map_metalness._changed;
case mtRoughness: return map_roughness._changed;
case mtEmission: return map_emission._changed;
case mtRelief: return map_relief._changed;
}
return false;
}
void Material::load(TextureManager * tm) {
map_diffuse.load(tm);
map_normal.load(tm);
map_metalness.load(tm);
map_roughness.load(tm);
map_emission.load(tm);
map_relief.load(tm);
}
void Material::setMapsLayers(TextureManager * tm) {
map_diffuse.setMapLayer(tm);
map_normal.setMapLayer(tm);
map_metalness.setMapLayer(tm);
map_roughness.setMapLayer(tm);
map_emission.setMapLayer(tm);
map_relief.setMapLayer(tm);
}
void Material::setMapsChanged() {
map_diffuse._changed = true;
map_normal._changed = true;
map_metalness._changed = true;
map_roughness._changed = true;
map_emission._changed = true;
map_relief._changed = true;
}
void Material::setTypes() {
map_diffuse._type = mtDiffuse;
map_normal._type = mtNormal;
map_metalness._type = mtMetalness;
map_roughness._type = mtRoughness;
map_emission._type = mtEmission;
map_relief._type = mtRelief;
}
void Material::detectMaps() {
map_diffuse.use_bitmap = !map_diffuse.bitmap_path.isEmpty();
map_normal.use_bitmap = !map_normal.bitmap_path.isEmpty();
map_metalness.use_bitmap = !map_metalness.bitmap_path.isEmpty();
map_roughness.use_bitmap = !map_roughness.bitmap_path.isEmpty();
map_emission.use_bitmap = !map_emission.bitmap_path.isEmpty();
map_relief.use_bitmap = !map_relief.bitmap_path.isEmpty();
}
uint MapBakeOptions::hash() const {
return qHash((uint)invert_R + ((uint)invert_G << 1) + ((uint)invert_B << 2));
}

168
src/core/core/glmaterial.h Normal file
View File

@@ -0,0 +1,168 @@
/*
QGL Material
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 GLMATERIAL_H
#define GLMATERIAL_H
#include "glshaders_types.h"
#include <chunkstream.h>
struct QGLENGINE_CORE_EXPORT MapBakeOptions {
uint hash() const;
bool invert_R = false;
bool invert_G = false;
bool invert_B = false;
};
class QGLENGINE_CORE_EXPORT Map {
public:
Map();
void setBitmapPath(const QString & p);
void clearBitmap() { setBitmapPath(QString()); }
bool hasBitmap() const { return !bitmap_path.isEmpty(); }
bool loadedBitmap() const { return _bitmap_hash != 0; }
void load(TextureManager * tm);
void setMapLayer(TextureManager * tm);
void copyToQGLMap(QGLEngineShaders::QGLMap & m) const;
static GLuint emptyMapIndex(int type);
QString bitmap_path;
GLuint bitmap_id;
QPointF bitmap_offset;
QPointF bitmap_scale;
float color_amount;
float color_offset;
bool use_bitmap;
MapBakeOptions bake_options;
bool _changed;
int _type, _layer;
uint _bitmap_hash;
};
class QGLENGINE_CORE_EXPORT Material {
public:
Material(const QString _name = QString());
uint hash();
bool hasTransparency() const;
bool isMapsChanged() const;
bool isMapChanged(int type) const;
void load(TextureManager * tm);
void setMapsLayers(TextureManager * tm);
void setMapsChanged();
void setTypes();
void detectMaps();
QString name;
QColor color_diffuse;
QColor color_emission;
bool glass;
float transparency;
float reflectivity;
float iof;
float dispersion;
Map map_diffuse;
Map map_normal;
Map map_metalness;
Map map_roughness;
Map map_emission;
Map map_relief;
bool _changed;
int _index;
};
inline QDataStream & operator<<(QDataStream & s, const MapBakeOptions & m) {
ChunkStream cs;
cs.add(1, m.invert_R).add(2, m.invert_G).add(3, m.invert_B);
s << cs.data();
return s;
}
inline QDataStream & operator>>(QDataStream & s, MapBakeOptions & m) {
ChunkStream cs(s);
cs.readAll();
cs.get(1, m.invert_R).get(2, m.invert_G).get(3, m.invert_B);
return s;
}
inline QDataStream & operator<<(QDataStream & s, const Map & m) {
ChunkStream cs;
cs.add(1, m.bitmap_path)
.add(2, m.color_amount)
.add(3, m.color_offset)
.add(6, m.bitmap_scale)
.add(7, m.use_bitmap)
.add(11, m.bake_options);
s << cs.data();
return s;
}
inline QDataStream & operator>>(QDataStream & s, Map & m) {
ChunkStream cs(s);
cs.readAll();
cs.get(1, m.bitmap_path)
.get(2, m.color_amount)
.get(3, m.color_offset)
.get(6, m.bitmap_scale)
.get(7, m.use_bitmap)
.get(11, m.bake_options);
return s;
}
inline QDataStream & operator<<(QDataStream & s, const Material * m) {
ChunkStream cs;
cs.add(1, m->name)
.add(2, m->color_diffuse)
.add(4, m->color_emission)
.add(5, m->transparency)
.add(6, m->reflectivity)
.add(7, m->glass)
.add(8, m->map_diffuse)
.add(9, m->map_normal)
.add(10, m->map_relief)
.add(11, m->map_metalness)
.add(12, m->map_roughness)
.add(13, m->map_emission);
s << (cs.data());
return s;
}
inline QDataStream & operator>>(QDataStream & s, Material *& m) {
m = new Material();
ChunkStream cs(s);
while (!cs.atEnd()) {
switch (cs.read()) {
case 1: cs.get(m->name); break;
case 2: cs.get(m->color_diffuse); break;
case 4: cs.get(m->color_emission); break;
case 5: cs.get(m->transparency); break;
case 6: cs.get(m->reflectivity); break;
case 7: cs.get(m->glass); break;
case 8: cs.get(m->map_diffuse); break;
case 9: cs.get(m->map_normal); break;
case 10: cs.get(m->map_relief); break;
case 11: cs.get(m->map_metalness); break;
case 12: cs.get(m->map_roughness); break;
case 13: cs.get(m->map_emission); break;
}
}
m->setTypes();
return s;
}
#endif // GLMATERIAL_H

View File

@@ -1,56 +1,59 @@
/*
QGL Mesh
Ivan Pelipenko peri4ko@yandex.ru
QGL Mesh
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 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.
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/>.
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include <QOpenGLExtraFunctions>
#include "glmesh.h"
#include "globject.h"
#include <QOpenGLExtraFunctions>
#include <QTime>
using namespace QGLEngineShaders;
//static int _count = 0;
// static int _count = 0;
Mesh::Mesh(GLenum geom_type_): geom_type(geom_type_),
buffer_geom(GL_ARRAY_BUFFER, GL_STATIC_DRAW),
buffer_ind (GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW) {
hash_ = 0;
Mesh::Mesh(GLenum geom_type_)
: geom_type(geom_type_)
, buffer_geom(GL_ARRAY_BUFFER, GL_STATIC_DRAW)
, buffer_ind(GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW) {
hash_ = 0;
changed = hash_changed = true;
//qDebug() << "Mesh, now" << ++_count;
// qDebug() << "Mesh, now" << ++_count;
}
Mesh::~Mesh() {
//qDebug() << "~Mesh, now" << --_count;
// qDebug() << "~Mesh, now" << --_count;
}
Mesh * Mesh::clone() {
Mesh * c = new Mesh();
c->vertices_ = vertices_ ;
c->normals_ = normals_ ;
c->texcoords_ = texcoords_;
c->triangles_ = triangles_;
c->lines_ = lines_;
c->geom_type = geom_type;
c->hash_ = hash_;
Mesh * c = new Mesh();
c->vertices_ = vertices_;
c->normals_ = normals_;
c->texcoords_ = texcoords_;
c->triangles_ = triangles_;
c->lines_ = lines_;
c->geom_type = geom_type;
c->hash_ = hash_;
c->hash_changed = hash_changed;
//qDebug() << "clone VBO";
// qDebug() << "clone VBO";
return c;
}
@@ -58,17 +61,27 @@ Mesh * Mesh::clone() {
void Mesh::init(QOpenGLExtraFunctions * f) {
if (!isInit()) {
buffer_geom.init(f);
buffer_ind .init(f);
buffer_ind.init(f);
changed = true;
}
}
void Mesh::reinit() {
buffer_geom.reinit();
buffer_ind.reinit();
QMapIterator<int, VertexObject *> it(vao_map);
while (it.hasNext())
it.next().value()->reinit();
changed = true;
}
void Mesh::destroy(QOpenGLExtraFunctions * f) {
buffer_geom.destroy(f);
buffer_ind .destroy(f);
QList<VertexObject*> vaol = vao_map.values();
foreach (VertexObject* vao, vaol)
buffer_ind.destroy(f);
QList<VertexObject *> vaol = vao_map.values();
foreach(VertexObject * vao, vaol)
vao->destroy(f);
qDeleteAll(vao_map);
vao_map.clear();
@@ -78,12 +91,12 @@ void Mesh::destroy(QOpenGLExtraFunctions * f) {
void Mesh::calculateNormals() {
normals_.resize(vertices_.size());
QVector3D dv1, dv2, n;
foreach (const Vector3i & t, triangles_) {
foreach(const Vector3i & t, triangles_) {
QVector3D & v0(vertices_[t.p0]);
QVector3D & v1(vertices_[t.p1]);
QVector3D & v2(vertices_[t.p2]);
dv1 = v1 - v0, dv2 = v2 - v0;
n = QVector3D::crossProduct(dv1, dv2).normalized();
n = QVector3D::crossProduct(dv1, dv2).normalized();
normals_[t.p0] = n;
normals_[t.p1] = n;
normals_[t.p2] = n;
@@ -94,32 +107,32 @@ void Mesh::calculateNormals() {
void Mesh::calculateTangents() {
if (vertices_.isEmpty() || texcoords_.isEmpty()) return;
if (texcoords_.size() != vertices_.size()) return;
tangents_ .resize(vertices_.size());
tangents_.resize(vertices_.size());
bitangents_.resize(vertices_.size());
//qDebug() << "calculateBinormals" << vcnt << tcnt << vertices_.size() << texcoords_.size() << "...";
// qDebug() << "calculateBinormals" << vcnt << tcnt << vertices_.size() << texcoords_.size() << "...";
QVector3D dv1, dv2;
QVector2D dt1, dt2;
QVector3D tan, bitan;
foreach (const Vector3i & t, triangles_) {
QVector3D & v0(vertices_ [t.p0]);
QVector3D & v1(vertices_ [t.p1]);
QVector3D & v2(vertices_ [t.p2]);
foreach(const Vector3i & t, triangles_) {
QVector3D & v0(vertices_[t.p0]);
QVector3D & v1(vertices_[t.p1]);
QVector3D & v2(vertices_[t.p2]);
QVector2D & t0(texcoords_[t.p0]);
QVector2D & t1(texcoords_[t.p1]);
QVector2D & t2(texcoords_[t.p2]);
dv1 = v1 - v0, dv2 = v2 - v0;
dt1 = t1 - t0, dt2 = t2 - t0;
tan = (dv1 * dt2.y() - dv2 * dt1.y()).normalized();
bitan = (dv2 * dt1.x() - dv1 * dt2.x()).normalized();
tangents_ [t.p0] = tan;
tangents_ [t.p1] = tan;
tangents_ [t.p2] = tan;
tan = (dv1 * dt2.y() - dv2 * dt1.y()).normalized();
bitan = (dv2 * dt1.x() - dv1 * dt2.x()).normalized();
tangents_[t.p0] = tan;
tangents_[t.p1] = tan;
tangents_[t.p2] = tan;
bitangents_[t.p0] = bitan;
bitangents_[t.p1] = bitan;
bitangents_[t.p2] = bitan;
//qDebug() << " t" << t << vi << ti << dv1.toQVector3D() << "...";
// qDebug() << " t" << t << vi << ti << dv1.toQVector3D() << "...";
}
//qDebug() << "calculateBinormals" << vcnt << tcnt << tangents_.size();
// qDebug() << "calculateBinormals" << vcnt << tcnt << tangents_.size();
}
@@ -135,8 +148,7 @@ VertexObject * Mesh::vaoByType(int type) {
bool Mesh::rebuffer(QOpenGLExtraFunctions * f) {
changed = false;
if (vertices_.isEmpty()) return true;
if (normals_.isEmpty())
calculateNormals();
if (normals_.isEmpty()) calculateNormals();
calculateTangents();
vert_count = qMin(vertices_.size(), normals_.size());
vert_count = qMin(vert_count, tangents_.size());
@@ -145,11 +157,11 @@ bool Mesh::rebuffer(QOpenGLExtraFunctions * f) {
data_.resize(vert_count);
for (int i = 0; i < vert_count; ++i) {
Vertex & v(data_[i]);
v.pos = vertices_ [i];
v.normal = normals_ [i];
v.tangent = tangents_ [i];
v.pos = vertices_[i];
v.normal = normals_[i];
v.tangent = tangents_[i];
v.bitangent = bitangents_[i];
v.tex = texcoords_ [i];
v.tex = texcoords_[i];
}
int gsize = data_.size() * sizeof(Vertex);
int tsize = triangles_.size() * sizeof(Vector3i);
@@ -176,7 +188,7 @@ void Mesh::draw(QOpenGLExtraFunctions * f, int count, int type) {
if (isEmpty()) return;
if (!isInit()) init(f);
if (changed) rebuffer(f);
//qDebug() << "draw" << geom_type << vert_count << count;
// qDebug() << "draw" << geom_type << vert_count << count;
VertexObject * vao = vaoByType(type);
vao->bindBuffers(f, buffer_geom, buffer_ind);
@@ -188,14 +200,14 @@ void Mesh::draw(QOpenGLExtraFunctions * f, int count, int type) {
void Mesh::clear() {
vertices_ .clear();
normals_ .clear();
tangents_ .clear();
vertices_.clear();
normals_.clear();
tangents_.clear();
bitangents_.clear();
texcoords_ .clear();
triangles_ .clear();
lines_ .clear();
data_ .clear();
texcoords_.clear();
triangles_.clear();
lines_.clear();
data_.clear();
changed = hash_changed = true;
}
@@ -221,23 +233,23 @@ void Mesh::loadSelections(QOpenGLExtraFunctions * f, const QVector<uchar> & sels
uint Mesh::hash() const {
if (hash_changed) {
hash_changed = false;
hash_ = qHashBits(vertices_ .constData(), vertices_ .size() * sizeof(QVector3D));
hash_ ^= qHashBits(normals_ .constData(), normals_ .size() * sizeof(QVector3D));
hash_ = qHashBits(vertices_.constData(), vertices_.size() * sizeof(QVector3D));
hash_ ^= qHashBits(normals_.constData(), normals_.size() * sizeof(QVector3D));
hash_ ^= qHashBits(texcoords_.constData(), texcoords_.size() * sizeof(QVector2D));
hash_ ^= qHashBits(triangles_.constData(), triangles_.size() * sizeof( Vector3i));
hash_ ^= qHashBits(lines_ .constData(), lines_ .size() * sizeof( Vector2i));
hash_ ^= qHashBits(triangles_.constData(), triangles_.size() * sizeof(Vector3i));
hash_ ^= qHashBits(lines_.constData(), lines_.size() * sizeof(Vector2i));
}
return hash_;
}
bool Mesh::isObjectsChanged(int type) const {
return (const_cast<Mesh*>(this))->vaoByType(type)->isObjectsChanged();
return (const_cast<Mesh *>(this))->vaoByType(type)->isObjectsChanged();
}
bool Mesh::isSelectionChanged(int type) const {
return (const_cast<Mesh*>(this))->vaoByType(type)->isSelectionChanged();
return (const_cast<Mesh *>(this))->vaoByType(type)->isSelectionChanged();
}
@@ -252,14 +264,14 @@ void Mesh::setSelectionChanged(int type, bool yes) {
void Mesh::setAllObjectsChanged(bool yes) {
QMapIterator<int, VertexObject * > it(vao_map);
QMapIterator<int, VertexObject *> it(vao_map);
while (it.hasNext())
it.next().value()->setObjectsChanged(yes);
}
void Mesh::setAllSelectionChanged(bool yes) {
QMapIterator<int, VertexObject * > it(vao_map);
QMapIterator<int, VertexObject *> it(vao_map);
while (it.hasNext())
it.next().value()->setSelectionChanged(yes);
}
@@ -291,8 +303,7 @@ void Mesh::transformPoints(const QMatrix4x4 & mat) {
int vcnt = vertices_.size(), ncnt = normals_.size();
for (int i = 0; i < vcnt; ++i) {
vertices_[i] = (mat * QVector4D(vertices_[i], 1)).toVector3D();
if (i < ncnt)
normals_[i] = (mat * QVector4D(normals_[i], 0)).toVector3D();
if (i < ncnt) normals_[i] = (mat * QVector4D(normals_[i], 0)).toVector3D();
}
changed = hash_changed = true;
}
@@ -301,7 +312,7 @@ void Mesh::transformPoints(const QMatrix4x4 & mat) {
void Mesh::flipNormals() {
if (vertices_.isEmpty()) return;
for (int i = 0; i < triangles_.size(); ++i)
piSwap(triangles_[i].p1, triangles_[i].p2);
piSwap(triangles_[i].p0, triangles_[i].p1);
for (int i = 0; i < lines_.size(); ++i)
piSwap(lines_[i].p0, lines_[i].p1);
int ncnt = normals_.size();
@@ -316,8 +327,8 @@ void Mesh::append(const Mesh * m) {
if (m->isEmpty()) return;
if (normals_.isEmpty()) calculateNormals();
int vcnt = vertices_.size();
vertices_ .append(m->vertices_ );
normals_ .append(m->normals_ );
vertices_.append(m->vertices_);
normals_.append(m->normals_);
texcoords_.append(m->texcoords_);
QVector<Vector3i> tri = m->triangles_;
for (int i = 0; i < tri.size(); ++i)
@@ -368,7 +379,7 @@ bool Mesh::loadFromFile(const QString & filename) {
Box3D Mesh::boundingBox() const {
if (vertices_.isEmpty()) return Box3D();
int vcnt = vertices_.size();
//qDebug() << "calculateBinormals" << vcnt << tcnt << vertices_.size() << texcoords_.size() << "...";
// qDebug() << "calculateBinormals" << vcnt << tcnt << vertices_.size() << texcoords_.size() << "...";
GLfloat mix, miy, miz, max, may, maz;
QVector3D v0(vertices_[0]);
mix = max = v0.x();
@@ -384,9 +395,9 @@ Box3D Mesh::boundingBox() const {
if (miz > v.z()) miz = v.z();
if (maz < v.z()) maz = v.z();
}
bound.x = mix;
bound.y = miy;
bound.z = miz;
bound.x = mix;
bound.y = miy;
bound.z = miz;
bound.length = max - mix;
bound.width = may - miy;
bound.height = maz - miz;
@@ -394,26 +405,26 @@ Box3D Mesh::boundingBox() const {
}
QDataStream & operator <<(QDataStream & s, const Mesh * m) {
QDataStream & operator<<(QDataStream & s, const Mesh * m) {
ChunkStream cs;
//qDebug() << "place VBO" << m.vertices_.size() << m.normals_.size() << m.texcoords_.size() << m.colors_.size() << "...";
cs.add(1, m->vertices_).add(2, m->normals_).add(3, m->texcoords_)
.add(6, m->triangles_).add(7, m->lines_).add(10, int(m->geom_type));
//qDebug() << "place VBO done" << cs.data().size() << "...";
s << cs.data(); return s;
// qDebug() << "place VBO" << m.vertices_.size() << m.normals_.size() << m.texcoords_.size() << m.colors_.size() << "...";
cs.add(1, m->vertices_).add(2, m->normals_).add(3, m->texcoords_).add(6, m->triangles_).add(7, m->lines_).add(10, int(m->geom_type));
// qDebug() << "place VBO done" << cs.data().size() << "...";
s << cs.data();
return s;
}
QDataStream & operator >>(QDataStream & s, Mesh *& m) {
QDataStream & operator>>(QDataStream & s, Mesh *& m) {
m = new Mesh();
ChunkStream cs(s);
while (!cs.atEnd()) {
switch (cs.read()) {
case 1 : cs.get(m->vertices_ ); break;
case 2 : cs.get(m->normals_ ); break;
case 3 : cs.get(m->texcoords_); break;
case 6 : cs.get(m->triangles_); break;
case 7 : cs.get(m->lines_ ); break;
case 1: cs.get(m->vertices_); break;
case 2: cs.get(m->normals_); break;
case 3: cs.get(m->texcoords_); break;
case 6: cs.get(m->triangles_); break;
case 7: cs.get(m->lines_); break;
case 10: m->geom_type = cs.getData<int>(); break;
}
}

123
src/core/core/glmesh.h Normal file
View File

@@ -0,0 +1,123 @@
/*
QGL Mesh
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 GLMESH_H
#define GLMESH_H
#include "glvertexobject.h"
#include <chunkstream.h>
class QGLENGINE_CORE_EXPORT Mesh {
friend QDataStream & operator<<(QDataStream & s, const Mesh * m);
friend QDataStream & operator>>(QDataStream & s, Mesh *& m);
public:
Mesh(GLenum geom_type_ = GL_TRIANGLES);
~Mesh();
Mesh * clone();
void init(QOpenGLExtraFunctions * f);
void destroy(QOpenGLExtraFunctions * f);
bool rebuffer(QOpenGLExtraFunctions * f);
void draw(QOpenGLExtraFunctions * f, int count, int type = 0);
void reinit();
void clear();
void loadObject(QOpenGLExtraFunctions * f, const QGLEngineShaders::Object & object, int type = 0);
void loadObjects(QOpenGLExtraFunctions * f, const QVector<QGLEngineShaders::Object> & objects, int type = 0);
void loadSelections(QOpenGLExtraFunctions * f, const QVector<uchar> & sels, int type = 0);
int verticesCount() const { return vertices_.size(); }
int trianglesCount() const { return triangles_.size(); }
int linesCount() const { return lines_.size(); }
bool isInit() const { return buffer_geom.isInit(); }
bool isEmpty() const { return vertices_.isEmpty(); }
uint hash() const;
bool isObjectsChanged(int type = 0) const;
bool isSelectionChanged(int type = 0) const;
void setObjectsChanged(int type = 0, bool yes = true);
void setSelectionChanged(int type = 0, bool yes = true);
void setAllObjectsChanged(bool yes = true);
void setAllSelectionChanged(bool yes = true);
QVector<QVector3D> & vertices() {
changed = hash_changed = true;
return vertices_;
}
QVector<QVector3D> & normals() {
changed = hash_changed = true;
return normals_;
}
QVector<QVector2D> & texcoords() {
changed = hash_changed = true;
return texcoords_;
}
QVector<Vector3i> & indicesTriangles() {
changed = hash_changed = true;
return triangles_;
}
QVector<Vector2i> & indicesLines() {
changed = hash_changed = true;
return lines_;
}
void translatePoints(const QVector3D & dp);
void translatePoints(const double & x, const double & y, const double & z) { translatePoints(QVector3D(x, y, z)); }
void scalePoints(const QVector3D & dp);
void scalePoints(const double & s) { scalePoints(QVector3D(s, s, s)); }
void rotatePoints(const double & angle, const QVector3D & a);
void rotatePoints(const double & angle, const double & x, const double & y, const double & z) {
rotatePoints(angle, QVector3D(x, y, z));
}
void transformPoints(const QMatrix4x4 & mat);
void flipNormals();
void append(const Mesh * m);
bool saveToFile(const QString & filename);
bool loadFromFile(const QString & filename);
Box3D boundingBox() const;
private:
void calculateNormals();
void calculateTangents();
VertexObject * vaoByType(int type);
QVector<QVector3D> vertices_, normals_, tangents_, bitangents_;
QVector<QVector2D> texcoords_;
QVector<Vector3i> triangles_;
QVector<Vector2i> lines_;
QVector<QGLEngineShaders::Vertex> data_;
GLenum geom_type;
Buffer buffer_geom, buffer_ind;
QMap<int, VertexObject *> vao_map;
mutable uint hash_;
mutable bool hash_changed;
int vert_count;
bool changed;
};
QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const Mesh * m);
QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, Mesh *& m);
#endif // GLMESH_H

View File

@@ -1,54 +1,67 @@
/*
QGL Primitives
Ivan Pelipenko peri4ko@yandex.ru
QGL Primitives
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 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.
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/>.
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/>.
*/
#include "glprimitives.h"
#include "glmesh.h"
Mesh * Primitive::plane(float width, float length) {
Mesh * Primitive::plane(float width, float length, int width_segments, int length_segments) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & i(ret->indicesTriangles ());
QVector<Vector3i> & i(ret->indicesTriangles());
float hw = width / 2.f, hl = length / 2.f;
for (int j = 0; j < 4; ++j) n << QVector3D(0., 0., 1.);
t << QVector2D(0., 0.) << QVector2D(0., 1.) << QVector2D(1., 1.) << QVector2D(1., 0.);
v << QVector3D(-hw, -hl, 0.) << QVector3D(-hw, hl, 0.) << QVector3D(hw, hl, 0.) << QVector3D(hw, -hl, 0.);
i << Vector3i(0, 2, 1) << Vector3i(0, 3, 2);
float w1 = 1.f / width_segments, l1 = 1.f / length_segments;
int sind = 0;
for (int wi = 0; wi < width_segments; ++wi) {
for (int li = 0; li < length_segments; ++li) {
for (int j = 0; j < 4; ++j)
n << QVector3D(0., 0., 1.);
float ws = (float)wi / width_segments;
float ls = (float)li / length_segments;
t << QVector2D(ws, ls) << QVector2D(ws, ls + l1) << QVector2D(ws + w1, ls + l1) << QVector2D(ws + w1, ls);
v << QVector3D(ws * width - hw, ls * length - hl, 0.) << QVector3D(ws * width - hw, (ls + l1) * length - hl, 0.)
<< QVector3D((ws + w1) * width - hw, (ls + l1) * length - hl, 0.) << QVector3D((ws + w1) * width - hw, ls * length - hl, 0.);
i << Vector3i(sind + 0, sind + 2, sind + 1) << Vector3i(sind + 0, sind + 3, sind + 2);
sind += 4;
}
}
return ret;
}
Mesh * Primitive::cube(float width, float length, float height) {
Mesh * Primitive::cube(float width, float length, float height, int width_segments, int length_segments, int height_segments) {
Mesh * ret = new Mesh();
QVector3D scale(width, length, height);
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & i(ret->indicesTriangles ());
QVector<Vector3i> & i(ret->indicesTriangles());
float hs = 0.5f;
int si = 0;
int si = 0;
QMatrix4x4 mat;
si = v.size();
for (int j = 0; j < 4; ++j) n << QVector3D(0., -1., 0.);
t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.);
for (int j = 0; j < 4; ++j)
n << QVector3D(0., -1., 0.);
t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.);
v << QVector3D(-hs, -hs, -hs) << QVector3D(hs, -hs, -hs) << QVector3D(hs, -hs, hs) << QVector3D(-hs, -hs, hs);
i << Vector3i(si + 0, si + 1, si + 2) << Vector3i(si + 0, si + 2, si + 3);
@@ -60,21 +73,21 @@ Mesh * Primitive::cube(float width, float length, float height) {
n << cn;
v << mat.map(QVector4D(v[j])).toVector3D();
}
t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.);
t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.);
i << Vector3i(si + 0, si + 1, si + 2) << Vector3i(si + 0, si + 2, si + 3);
}
mat.setToIdentity();
mat.rotate(90., 1., 0.,0.);
mat.rotate(90., 1., 0., 0.);
for (int r = 0; r < 2; ++r) {
si = v.size();
mat.rotate(180., 1., 0.,0.);
mat.rotate(180., 1., 0., 0.);
QVector3D cn = mat.map(n[0]);
for (int j = 0; j < 4; ++j) {
n << cn;
v << mat.map(QVector4D(v[j])).toVector3D();
}
t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.);
t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.);
i << Vector3i(si + 0, si + 1, si + 2) << Vector3i(si + 0, si + 2, si + 3);
}
@@ -87,10 +100,10 @@ Mesh * Primitive::cube(float width, float length, float height) {
Mesh * Primitive::ellipsoid(int segments_wl, int segments_h, float radius, float end_angle) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & ind(ret->indicesTriangles());
QVector<Vector3i> & ind(ret->indicesTriangles());
int hseg = segments_h + 1, wlseg = segments_wl + 1;
double crw, crl, a, ch, twl;
double eang = deg2rad * end_angle;
@@ -99,16 +112,16 @@ Mesh * Primitive::ellipsoid(int segments_wl, int segments_h, float radius, float
for (int i = 0; i <= hseg; i++) {
ch = -cos((double)i / hseg * M_PI);
cp.setZ(ch * radius);
twl = sqrt(1. - ch * ch);
crw = twl * radius;
crl = twl * radius;
twl = sqrt(1. - ch * ch);
crw = twl * radius;
crl = twl * radius;
int cvcnt = wlseg * 2;
for (int j = 0; j < cvcnt; j++) {
a = (double)j / (cvcnt - 1) * eang;
cp.setX(crl * cos(a));
cp.setY(crw * sin(a));
v << cp;
t << QVector2D((double)j / (cvcnt - 1), ch/2.f + 0.5f);
t << QVector2D((double)j / (cvcnt - 1), ch / 2.f + 0.5f);
n << cp.normalized();
int si = v.size() - 1;
if (j > 0 && i > 0) {
@@ -118,7 +131,7 @@ Mesh * Primitive::ellipsoid(int segments_wl, int segments_h, float radius, float
}
}
if (end_angle < 360.) {
Mesh * cap = Primitive::disc(segments_h+1, radius, 180);
Mesh * cap = Primitive::disc(segments_h + 1, radius, 180);
cap->rotatePoints(90, 0, 1, 0);
cap->rotatePoints(-90, 0, 0, 1);
ret->append(cap);
@@ -133,10 +146,10 @@ Mesh * Primitive::ellipsoid(int segments_wl, int segments_h, float radius, float
Mesh * Primitive::disc(int segments, float radius, float end_angle) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & ind(ret->indicesTriangles());
QVector<Vector3i> & ind(ret->indicesTriangles());
segments = qMax(segments + 1, 4);
QVector3D cp;
@@ -173,10 +186,10 @@ QVector3D coneNormal(double r, double height, double ang) {
Mesh * Primitive::cone(int segments, float radius, float height) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & ind(ret->indicesTriangles());
QVector<Vector3i> & ind(ret->indicesTriangles());
int seg = qMax(segments + 1, 4);
QVector3D cp;
@@ -194,8 +207,7 @@ Mesh * Primitive::cone(int segments, float radius, float height) {
t << QVector2D((double)i / (seg - 1), 0.f);
n << coneNormal(radius, height, a);
int si = v.size() - 1;
if (i > 0)
ind << Vector3i(si - 1, si - 2, si);
if (i > 0) ind << Vector3i(si - 1, si - 2, si);
}
Mesh * cap = Primitive::disc(segments, radius);
@@ -209,10 +221,10 @@ Mesh * Primitive::cone(int segments, float radius, float height) {
Mesh * Primitive::cylinder(int segments, float radius, float height, float end_angle) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & ind(ret->indicesTriangles());
QVector<Vector3i> & ind(ret->indicesTriangles());
int seg = qMax(segments + 1, 4);
QVector3D cp, norm;
@@ -229,7 +241,8 @@ Mesh * Primitive::cylinder(int segments, float radius, float height, float end_a
v << cp;
t << QVector2D((double)i / (seg - 1), 0.f);
t << QVector2D((double)i / (seg - 1), 1.f);
n << norm; n << norm;
n << norm;
n << norm;
int si = v.size() - 1;
if (i > 0) {
ind << Vector3i(si - 2, si - 1, si);
@@ -248,7 +261,7 @@ Mesh * Primitive::cylinder(int segments, float radius, float height, float end_a
if (end_angle < 360.) {
Mesh * cap = Primitive::plane(radius, height);
cap->rotatePoints(90, 1, 0, 0);
cap->translatePoints(radius/2, 0, height/2);
cap->translatePoints(radius / 2, 0, height / 2);
ret->append(cap);
cap->flipNormals();
cap->rotatePoints(end_angle, 0, 0, 1);
@@ -263,8 +276,8 @@ Mesh * Primitive::cylinder(int segments, float radius, float height, float end_a
Mesh * Primitive::arrow(int segments, float thick, float angle) {
double cone_r = 1.5 * thick;
double cone_h = 2. * cone_r / tan(angle * deg2rad);
Mesh * ret = new Mesh();
Mesh * m = Primitive::cylinder(segments, thick / 2., 1. - cone_h);
Mesh * ret = new Mesh();
Mesh * m = Primitive::cylinder(segments, thick / 2., 1. - cone_h);
ret->append(m);
delete m;
m = Primitive::cone(segments, cone_r, cone_h);
@@ -277,10 +290,10 @@ Mesh * Primitive::arrow(int segments, float thick, float angle) {
Mesh * Primitive::torus(int segments_main, int segments_second, float radius_main, float radius_second, float end_angle) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector3i> & ind(ret->indicesTriangles());
QVector<Vector3i> & ind(ret->indicesTriangles());
QVector<QVector3D> cv, cn;
QVector<QVector2D> ct;
@@ -315,7 +328,7 @@ Mesh * Primitive::torus(int segments_main, int segments_second, float radius_mai
pcnt = v.size();
}
if (end_angle < 360.) {
Mesh * cap = Primitive::disc(segments_second-1, radius_second);
Mesh * cap = Primitive::disc(segments_second - 1, radius_second);
cap->rotatePoints(90, 1, 0, 0);
cap->translatePoints(radius_main, 0, 0);
ret->append(cap);
@@ -328,22 +341,20 @@ Mesh * Primitive::torus(int segments_main, int segments_second, float radius_mai
}
Mesh * Primitive::cubeFrame(float width, float length, float height) {
Mesh * ret = new Mesh(GL_LINES);
QVector3D scale(width, length, height);
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector2i> & i(ret->indicesLines());
QVector<Vector2i> & i(ret->indicesLines());
float hs = 0.5f;
v << QVector3D(-hs, -hs, -hs) << QVector3D(-hs, hs, -hs) << QVector3D( hs, hs, -hs) << QVector3D( hs, -hs, -hs);
v << QVector3D(-hs, -hs, hs) << QVector3D(-hs, hs, hs) << QVector3D( hs, hs, hs) << QVector3D( hs, -hs, hs);
v << QVector3D(-hs, -hs, -hs) << QVector3D(-hs, hs, -hs) << QVector3D(hs, hs, -hs) << QVector3D(hs, -hs, -hs);
v << QVector3D(-hs, -hs, hs) << QVector3D(-hs, hs, hs) << QVector3D(hs, hs, hs) << QVector3D(hs, -hs, hs);
for (int j = 0; j < 8; ++j) {
v[j] *= scale;
t << QVector2D(0, 0);
n << QVector3D(0,0,1);
n << QVector3D(0, 0, 1);
}
for (int j = 0; j < 4; ++j) {
i << Vector2i(j, (j + 1) % 4);
@@ -356,10 +367,10 @@ Mesh * Primitive::cubeFrame(float width, float length, float height) {
Mesh * Primitive::ellipsoidFrame(int segments_wl, int segments_h, float radius) {
Mesh * ret = new Mesh(GL_LINES);
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector2i> & ind(ret->indicesLines());
QVector<Vector2i> & ind(ret->indicesLines());
int hseg = segments_h + 1, wlseg = segments_wl + 1;
double crw, crl, a, ch, twl;
@@ -367,16 +378,16 @@ Mesh * Primitive::ellipsoidFrame(int segments_wl, int segments_h, float radius)
for (int i = 0; i <= hseg; i++) {
ch = -cos((double)i / hseg * M_PI);
cp.setZ(ch * radius);
twl = sqrt(1. - ch * ch);
crw = twl * radius;
crl = twl * radius;
twl = sqrt(1. - ch * ch);
crw = twl * radius;
crl = twl * radius;
int cvcnt = wlseg * 2;
for (int j = 0; j < cvcnt; j++) {
a = (double)j / (cvcnt - 1) * M_2PI;
cp.setX(crl * cos(a));
cp.setY(crw * sin(a));
v << cp;
t << QVector2D((double)j / (cvcnt - 1), ch/2.f + 0.5f);
t << QVector2D((double)j / (cvcnt - 1), ch / 2.f + 0.5f);
n << cp.normalized();
int si = v.size() - 1;
if (j > 0 && i > 0) {
@@ -391,10 +402,10 @@ Mesh * Primitive::ellipsoidFrame(int segments_wl, int segments_h, float radius)
Mesh * Primitive::coneFrame(int segments, float radius, float height) {
Mesh * ret = new Mesh(GL_LINES);
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector2i> & ind(ret->indicesLines());
QVector<Vector2i> & ind(ret->indicesLines());
int seg = qMax(segments + 1, 4);
QVector3D cp;
@@ -424,13 +435,13 @@ Mesh * Primitive::coneFrame(int segments, float radius, float height) {
Mesh * Primitive::lineFrame(QVector3D p0, QVector3D p1) {
Mesh * ret = new Mesh(GL_LINES);
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector< Vector2i> & ind(ret->indicesLines());
QVector<Vector2i> & ind(ret->indicesLines());
v << p0 << p1;
n << QVector3D(0,0,1) << QVector3D(0,0,1);
t << QVector2D(0,0) << QVector2D(1,0);
n << QVector3D(0, 0, 1) << QVector3D(0, 0, 1);
t << QVector2D(0, 0) << QVector2D(1, 0);
ind << Vector2i(0, 1);
return ret;
}

View File

@@ -0,0 +1,57 @@
/*
QGL Primitives
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 GLPRIMITIVE_CUBE_H
#define GLPRIMITIVE_CUBE_H
#include "gltypes.h"
namespace Primitive {
QGLENGINE_CORE_EXPORT Mesh * plane(float width = 1., float length = 1., int width_segments = 1, int length_segments = 1);
QGLENGINE_CORE_EXPORT Mesh *
cube(float width = 1., float length = 1., float height = 1., int width_segments = 1, int length_segments = 1, int height_segments = 1);
QGLENGINE_CORE_EXPORT Mesh * ellipsoid(int segments_wl, int segments_h, float radius = 1., float end_angle = 360.);
QGLENGINE_CORE_EXPORT Mesh * disc(int segments, float radius = 1., float end_angle = 360.);
QGLENGINE_CORE_EXPORT Mesh * cone(int segments, float radius = 1., float height = 1.);
QGLENGINE_CORE_EXPORT Mesh * cylinder(int segments, float radius = 1., float height = 1., float end_angle = 360.);
QGLENGINE_CORE_EXPORT Mesh * arrow(int segments = 16, float thick = 0.04, float angle = 30.); // length = 1
QGLENGINE_CORE_EXPORT Mesh *
torus(int segments_main = 30, int segments_second = 16, float radius_main = 2.5, float radius_second = 0.5, float end_angle = 360.);
QGLENGINE_CORE_EXPORT Mesh * lineFrame(QVector3D p0, QVector3D p1);
QGLENGINE_CORE_EXPORT Mesh * cubeFrame(float width = 1., float length = 1., float height = 1.);
QGLENGINE_CORE_EXPORT Mesh * ellipsoidFrame(int segments_wl, int segments_h, float radius = 1.);
QGLENGINE_CORE_EXPORT Mesh * coneFrame(int segments, float radius = 1., float height = 1.);
} // namespace Primitive
#endif // GLPRIMITIVE_CUBE_H

View File

@@ -1,54 +1,63 @@
/*
QGLEngineShaders
Ivan Pelipenko peri4ko@yandex.ru
QGLEngineShaders
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 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.
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/>.
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/>.
*/
#include "glshaders.h"
#include "glshaders_headers.h"
#include "gltypes.h"
#include "qglview.h"
#include "glshaders.h"
#include "glshaders_headers.h"
using namespace QGLEngineShaders;
bool addShader(QOpenGLShaderProgram * prog, QOpenGLShader::ShaderType type, QString & content, const QString & file, bool add_qgl, const QString & defs) {
bool addShader(QOpenGLShaderProgram * prog,
QOpenGLShader::ShaderType type,
QString & content,
const QString & file,
bool add_qgl,
const QString & defs) {
if (type == 0 || content.isEmpty()) {
content.clear();
return true;
}
//qDebug() << "[QGLEngine] Shader" << file << "found" << (QOpenGLShader::ShaderTypeBit)(int)type << "section ...";
// qDebug() << "[QGLEngine] Shader" << file << "found" << (QOpenGLShader::ShaderTypeBit)(int)type << "section ...";
if (add_qgl) {
switch (type) {
case QOpenGLShader::Fragment:
content.prepend(qgl_material_head);
content.prepend(qgl_fragment_head);
content.prepend(qgl_uniform);
content.prepend(qgl_uniform_light);
content.prepend(qgl_uniform_material);
content.prepend(qgl_structs);
break;
case QOpenGLShader::Vertex :
content.prepend(qgl_vertex_head );
break;
case QOpenGLShader::Geometry:
content.prepend(qgl_geometry_head);
case QOpenGLShader::Vertex:
content.prepend(qgl_material_head);
content.prepend(qgl_vertex_head);
content.prepend(qgl_uniform_material);
content.prepend(qgl_structs);
break;
case QOpenGLShader::Geometry: content.prepend(qgl_geometry_head); break;
}
}
content.prepend(defs);
content.prepend(qgl_common_head);
bool ret = prog->addShaderFromSourceCode(type, content.toLatin1());
if (!ret) qDebug() << "[QGLEngine] Shader" << file << "Compile error:\n" << prog->log();
if (!ret) qDebug() << "[QGLEngine] Shader" << file << "Compile error:\n" << prog->log().toLocal8Bit().constData();
content.clear();
return ret;
}
@@ -57,15 +66,18 @@ bool addShader(QOpenGLShaderProgram * prog, QOpenGLShader::ShaderType type, QStr
QString prepareDefines(const QStringList & defines) {
if (defines.isEmpty()) return QString();
QString ret;
foreach (QString s, defines)
foreach(QString s, defines)
ret.append("#define " + s + "\n");
return ret;
}
bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QString & file, bool add_qgl, const QStringList & defines) {
if (!prog)
prog = new QOpenGLShaderProgram();
bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog,
const QString & file,
bool add_qgl,
const QStringList & defines,
const QString & custom_header) {
if (!prog) prog = new QOpenGLShaderProgram();
prog->removeAllShaders();
QFile f(file);
if (!f.open(QIODevice::ReadOnly)) {
@@ -73,11 +85,11 @@ bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QStr
return false;
}
QTextStream ts(&f);
QString cur_shader, line, pl, defs = prepareDefines(defines);
QString cur_shader, line, pl, defs = prepareDefines(defines) + "\n" + custom_header;
QOpenGLShader::ShaderType type = QOpenGLShader::ShaderType();
while (!ts.atEnd()) {
line = ts.readLine();
pl = line.trimmed().remove(' ').remove('\t').mid(2).toLower();
pl = line.trimmed().remove(' ').remove('\t').mid(2).toLower();
pl.chop(2);
if (pl == "vertex" || pl == "vert") {
if (!addShader(prog, type, cur_shader, file, add_qgl, defs)) return false;
@@ -109,7 +121,7 @@ bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QStr
}
if (!addShader(prog, type, cur_shader, file, add_qgl, defs)) return false;
if (!prog->link()) {
qDebug() << "[QGLEngine] Shader" << file << "Link error:\n" << prog->log();
qDebug() << "[QGLEngine] Shader" << file << "Link error:\n" << prog->log().toLocal8Bit().constData();
return false;
}
qDebug() << "[QGLEngine] Shader" << file << "ok";
@@ -117,15 +129,18 @@ bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QStr
}
bool QGLEngineShaders::loadShaders(QOpenGLShaderProgram *& prog, const QStringList & files, bool add_qgl, const QStringList & defines) {
if (!prog)
prog = new QOpenGLShaderProgram();
bool QGLEngineShaders::loadShaders(QOpenGLShaderProgram *& prog,
const QStringList & files,
bool add_qgl,
const QStringList & defines,
const QString & custom_header) {
if (!prog) prog = new QOpenGLShaderProgram();
prog->removeAllShaders();
QString cur_shader, defs = prepareDefines(defines);
foreach (QString f, files) {
QString cur_shader, defs = prepareDefines(defines) + "\n" + custom_header;
foreach(QString f, files) {
QFileInfo fi(f);
QOpenGLShader::ShaderType type = QOpenGLShader::ShaderType();
if (fi.suffix().toLower() == "vert") type = QOpenGLShader::Vertex ;
if (fi.suffix().toLower() == "vert") type = QOpenGLShader::Vertex;
if (fi.suffix().toLower() == "frag") type = QOpenGLShader::Fragment;
if (fi.suffix().toLower() == "geom") type = QOpenGLShader::Geometry;
if (type == 0) continue;
@@ -138,7 +153,7 @@ bool QGLEngineShaders::loadShaders(QOpenGLShaderProgram *& prog, const QStringLi
if (!addShader(prog, type, cur_shader, f, add_qgl, defs)) return false;
}
if (!prog->link()) {
qDebug() << "[QGLEngine] Shader" << files << "Link error:\n" << prog->log();
qDebug() << "[QGLEngine] Shader" << files << "Link error:\n" << prog->log().toLocal8Bit().constData();
return false;
}
qDebug() << "[QGLEngine] Shader" << files << "ok";

39
src/core/core/glshaders.h Normal file
View File

@@ -0,0 +1,39 @@
/*
QGLEngineShaders
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 GLSHADERS_H
#define GLSHADERS_H
#include "gltypes.h"
namespace QGLEngineShaders {
QGLENGINE_CORE_EXPORT bool loadShadersMulti(QOpenGLShaderProgram *& prog,
const QString & file,
bool add_qgl = true,
const QStringList & defines = QStringList(),
const QString & custom_header = QString());
QGLENGINE_CORE_EXPORT bool loadShaders(QOpenGLShaderProgram *& prog,
const QStringList & files,
bool add_qgl = true,
const QStringList & defines = QStringList(),
const QString & custom_header = QString());
} // namespace QGLEngineShaders
#endif // GLSHADERS_H

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@@ -0,0 +1,129 @@
/*
QGLEngineShaders
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 GLSHADERS_HEADERS_H
#define GLSHADERS_HEADERS_H
namespace QGLEngineShaders {
const int max_materials = 128;
const int max_lights = 256;
const char qgl_common_head[] = "#version 400 core\n"
"";
const char qgl_vertex_head[] = "layout(location = 1 ) in vec3 qgl_Vertex ;\n"
"layout(location = 2 ) in vec3 qgl_Normal ;\n"
"layout(location = 3 ) in vec3 qgl_Tangent ;\n"
"layout(location = 4 ) in vec3 qgl_Bitangent ;\n"
"layout(location = 5 ) in vec2 qgl_Texture ;\n"
"layout(location = 6 ) in uvec4 qgl_ObjectIntegers;\n"
"layout(location = 7 ) in uint qgl_ObjectSelected;\n"
"layout(location = 8 ) in vec4 qgl_ObjectColor ;\n"
"layout(location = 9 ) in mat4 qgl_ModelMatrix ;\n"
"layout(location = 13) in mat2x3 qgl_TextureMatrix ;\n"
"out vec2 qgl_FragTexture;\n"
"flat out uint qgl_MaterialIndex;\n"
"uniform mat4 qgl_ViewMatrix;\n"
"uniform mat4 qgl_ViewProjMatrix;\n"
"mat3 qgl_getNormalMatrix() {return inverse(mat3(qgl_ViewMatrix * qgl_ModelMatrix));}\n"
"mat3 qgl_getTangentMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n"
"vec2 qgl_getFragTexture() {return (vec3(qgl_Texture, 1.f) * qgl_TextureMatrix).xy;}\n"
"vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1.f));}\n"
"#define qgl_Material qgl_ObjectIntegers[0]\n"
"#define qgl_ObjectID qgl_ObjectIntegers[1]\n"
"#define qgl_ObjectFlags qgl_ObjectIntegers[2]\n"
"";
const char qgl_material_head[] =
"vec4 qgl_materialTexture(uint type, vec2 coord, vec4 tex_shift) {\n"
" coord *= qgl_material[qgl_MaterialIndex].map[type].scale;\n"
" vec4 t = texture(qgl_texture_array[qgl_material[qgl_MaterialIndex].map[type].array_index],\n"
" vec3(coord, qgl_material[qgl_MaterialIndex].map[type].map_index));\n"
" t += tex_shift;\n"
" t.rgb = t.rgb * qgl_material[qgl_MaterialIndex].map[type].amount + qgl_material[qgl_MaterialIndex].map[type].offset;\n"
" return t;\n"
"}\n"
"";
const char qgl_fragment_head[] = "in vec2 qgl_FragTexture;\n"
"flat in uint qgl_MaterialIndex;\n"
"out vec4 qgl_FragData[gl_MaxDrawBuffers];\n"
"uniform vec2 qgl_ViewSize;\n"
"#define qgl_FragColor qgl_FragData[0]\n"
"";
const char qgl_geometry_head[] = "";
const char qgl_structs[] = "#define QGL_MAPS_COUNT 6\n"
"#define QGL_MAP_DIFFUSE 0\n"
"#define QGL_MAP_NORMAL 1\n"
"#define QGL_MAP_METALNESS 2\n"
"#define QGL_MAP_ROUGHNESS 3\n"
"#define QGL_MAP_EMISSION 4\n"
"#define QGL_MAP_RELIEF 5\n"
"#define QGL_TEXTURE_ARRAY_EMPTY 0\n"
"#define QGL_TEXTURE_ARRAY_MAPS 1\n"
"struct QGLMap {\n"
" float offset;\n"
" float amount;\n"
" vec2 scale;\n"
" uint array_index;\n"
" uint map_index;\n"
"};\n"
"struct QGLMaterial {\n"
" vec4 color_diffuse;\n"
" vec4 color_emission;\n"
" float transparency;\n"
" float reflectivity;\n"
" float iof;\n"
" float dispersion;\n"
" QGLMap map[QGL_MAPS_COUNT];\n"
"};\n"
"struct QGLLightParameter {\n"
" vec4 color;\n"
" vec4 decay_intensity;\n"
" vec4 angles;\n"
" float size;\n"
" float flags;\n"
" QGLMap map;\n"
"};\n"
"struct QGLLightPosition {\n"
" vec4 position;\n"
" vec4 direction;\n"
" mat4 shadow_matrix;\n"
"};\n"
"";
const char qgl_uniform_material[] = "layout (std140) uniform QGLMaterialData {\n"
" QGLMaterial qgl_material[128];\n"
"};\n"
"uniform sampler2DArray qgl_texture_array[2];\n"
"";
const char qgl_uniform_light[] = "layout (std140) uniform QGLLightParameterData {\n"
" QGLLightParameter qgl_light_parameter[256];\n"
"};\n"
"layout (std140) uniform QGLLightPositionData {\n"
" QGLLightPosition qgl_light_position[256];\n"
"};\n"
"";
} // namespace QGLEngineShaders
#endif // GLSHADERS_HEADERS_H

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@@ -0,0 +1,108 @@
/*
QGLEngineShaders
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/>.
*/
#include "glshaders_types.h"
QGLEngineShaders::QGLMap::QGLMap() {
offset = 0.;
amount = 1.;
scale = QVector2D(1., 1.);
array_index = map_index = 0;
}
QGLEngineShaders::QGLMaterial::QGLMaterial() {
color_diffuse = QVector4D(1., 1., 1., 0.);
color_emission = QVector4D(0., 0., 0., 0.);
transparency = 0.;
reflectivity = 0.;
iof = 0.;
dispersion = 0.;
map[mtNormal].map_index = emrBlue;
map[mtRelief].map_index = emrBlack;
map[mtRoughness].amount = 0.75;
map[mtMetalness].amount = 0.25;
}
void QGLEngineShaders::prepareDrawGeom(QOpenGLExtraFunctions * f) {
// qDebug() << "prepareDrawGeom";
f->glEnableVertexAttribArray(pos_loc);
f->glEnableVertexAttribArray(normal_loc);
f->glEnableVertexAttribArray(tangent_loc);
f->glEnableVertexAttribArray(bitangent_loc);
f->glEnableVertexAttribArray(tex_loc);
int size = sizeof(Vertex);
f->glVertexAttribPointer(pos_loc, 3, GL_FLOAT, GL_FALSE, size, (const void *)pos_offset);
f->glVertexAttribPointer(normal_loc, 3, GL_FLOAT, GL_FALSE, size, (const void *)normal_offset);
f->glVertexAttribPointer(tangent_loc, 3, GL_FLOAT, GL_FALSE, size, (const void *)tangent_offset);
f->glVertexAttribPointer(bitangent_loc, 3, GL_FLOAT, GL_FALSE, size, (const void *)bitangent_offset);
f->glVertexAttribPointer(tex_loc, 2, GL_FLOAT, GL_FALSE, size, (const void *)tex_offset);
}
void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) {
// qDebug() << "prepareDrawObj";
f->glEnableVertexAttribArray(integers_loc);
f->glEnableVertexAttribArray(color_loc);
for (int i = 0; i < 4; ++i)
f->glEnableVertexAttribArray(modelmatrix_loc + i);
for (int i = 0; i < 2; ++i)
f->glEnableVertexAttribArray(texturematrix_loc + i);
GLsizei size = sizeof(Object);
f->glVertexAttribIPointer(integers_loc, 4, GL_UNSIGNED_INT, size, (const void *)integers_offset);
f->glVertexAttribPointer(color_loc, 4, GL_FLOAT, GL_FALSE, size, (const void *)color_offset);
for (int i = 0; i < 4; ++i) {
f->glVertexAttribPointer(modelmatrix_loc + i,
4,
GL_FLOAT,
GL_FALSE,
size,
(const void *)(modelmatrix_offset + sizeof(QVector4D) * i));
}
for (int i = 0; i < 2; ++i) {
f->glVertexAttribPointer(texturematrix_loc + i,
3,
GL_FLOAT,
GL_FALSE,
size,
(const void *)(texturematrix_offset + sizeof(QVector3D) * i));
}
f->glVertexAttribDivisor(integers_loc, 1);
f->glVertexAttribDivisor(color_loc, 1);
for (int i = 0; i < 4; ++i)
f->glVertexAttribDivisor(modelmatrix_loc + i, 1);
for (int i = 0; i < 2; ++i)
f->glVertexAttribDivisor(texturematrix_loc + i, 1);
}
void QGLEngineShaders::prepareDrawSel(QOpenGLExtraFunctions * f) {
// qDebug() << "prepareDrawObj";
f->glEnableVertexAttribArray(is_selected_loc);
GLsizei size = 1;
f->glVertexAttribIPointer(is_selected_loc, 1, GL_UNSIGNED_BYTE, size, (const void *)is_selected_offset);
f->glVertexAttribDivisor(is_selected_loc, 1);
}

View File

@@ -0,0 +1,170 @@
/*
QGLEngineShaders
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 GLSHADERS_TYPES_H
#define GLSHADERS_TYPES_H
#include "gltypes.h"
namespace QGLEngineShaders {
/// VBO
// geometry
const GLsizei pos_offset = 0;
const GLsizei normal_offset = sizeof(QVector3D) + pos_offset;
const GLsizei tangent_offset = sizeof(QVector3D) + normal_offset;
const GLsizei bitangent_offset = sizeof(QVector3D) + tangent_offset;
const GLsizei tex_offset = sizeof(QVector3D) + bitangent_offset;
// object
const GLsizei integers_offset = 0;
const GLsizei color_offset = sizeof(GLuint) * 4 + integers_offset;
const GLsizei modelmatrix_offset = sizeof(QVector4D) + color_offset;
const GLsizei texturematrix_offset = sizeof(QVector4D) * 4 + modelmatrix_offset;
const GLsizei is_selected_offset = 0;
const GLuint pos_loc = 1; // qgl_Vertex
const GLuint normal_loc = 2; // qgl_Normal
const GLuint tangent_loc = 3; // qgl_Tangent
const GLuint bitangent_loc = 4; // qgl_Bitangent
const GLuint tex_loc = 5; // qgl_Texture
const GLuint integers_loc = 6; // qgl_ObjectIntegers
const GLuint color_loc = 8; // qgl_ObjectColor
const GLuint modelmatrix_loc = 9; // qgl_ModelViewProjectionMatrix
const GLuint texturematrix_loc = 13; // qgl_TextureMatrix
const GLuint is_selected_loc = 7; // qgl_ObjectSelected
#pragma pack(push, 1)
struct Vertex {
QVector3D pos;
QVector3D normal;
QVector3D tangent;
QVector3D bitangent;
QVector2D tex;
};
struct Object {
Object() {
material = object_id = flags = 0;
color = QVector4D(1, 1, 1, 1);
QMatrix4x4().copyDataTo(modelmatrix);
QMatrix2x3().transposed().copyDataTo(texturematrix);
}
GLuint material;
GLuint object_id;
union {
GLuint flags;
struct {
GLuint f_accept_light : 1;
GLuint f_accept_fog : 1;
GLuint f_accept_cast_shadow: 1;
GLuint f_accept_rec_shadow : 1;
};
};
GLuint _reserve;
QVector4D color;
GLfloat modelmatrix[16];
GLfloat texturematrix[6];
};
#pragma pack(pop)
/// UBO
enum BindingPoints {
bpMaterials,
bpLightParameters,
bpLightPositions,
};
enum MapType {
mtDiffuse = 0,
mtNormal = 1,
mtMetalness = 2,
mtRoughness = 3,
mtEmission = 4,
mtRelief = 5,
};
enum TextureRole {
trCoeffBRDF = 10,
trEnvironment = 11,
};
enum TextureArrayRole {
tarEmpty = 12,
tarMaps = 13,
tarShadowsCone = 16,
tarShadowsOmni = 17,
tarDepthsCone = 18,
tarDepthsOmni = 19,
};
enum EmptyMapRole {
emrWhite,
emrBlue,
emrBlack,
emrCount,
};
#define QGL_MAPS_COUNT 6
#pragma pack(push, 1)
struct QGLMap {
QGLMap();
GLfloat offset;
GLfloat amount;
QVector2D scale;
GLuint array_index;
GLuint map_index;
GLfloat __res_2[2];
};
struct QGLMaterial {
QGLMaterial();
QVector4D color_diffuse;
QVector4D color_emission;
GLfloat transparency;
GLfloat reflectivity;
GLfloat iof;
GLfloat dispersion;
QGLMap map[QGL_MAPS_COUNT];
};
struct QGLLightParameter {
QVector4D color;
QVector4D decay_intensity; // [^0, ^1, ^2, intensity]
QVector4D angles; // [start, cos(start), end, cos(end)]
GLfloat size = 0.1f;
GLfloat flags = 0;
GLfloat _align[2];
QGLMap map;
};
struct QGLLightPosition {
QGLLightPosition() { QMatrix4x4().copyDataTo(shadowmatrix); }
QVector4D position;
QVector4D direction;
GLfloat shadowmatrix[16];
};
#pragma pack(pop)
void prepareDrawGeom(QOpenGLExtraFunctions * f);
void prepareDrawObj(QOpenGLExtraFunctions * f);
void prepareDrawSel(QOpenGLExtraFunctions * f);
} // namespace QGLEngineShaders
#endif // GLSHADERS_TYPES_H

View File

@@ -1,36 +1,37 @@
/*
QGL Texture2DArray
Ivan Pelipenko peri4ko@yandex.ru
QGL Texture2DArray
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 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.
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/>.
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include <QOpenGLExtraFunctions>
#include "gltexturearray.h"
#include <QOpenGLExtraFunctions>
Texture2DArray::Texture2DArray(bool filter) {
target_ = GL_TEXTURE_2D_ARRAY;
texture_ = 0;
layers_ = 0;
Texture2DArray::Texture2DArray(GLenum format, bool filter) {
target_ = GL_TEXTURE_2D_ARRAY;
format_ = format;
texture_ = 0;
layers_ = 0;
filtering_ = filter;
}
Texture2DArray::~Texture2DArray() {
}
Texture2DArray::~Texture2DArray() {}
void Texture2DArray::init(QOpenGLExtraFunctions * f) {
@@ -48,6 +49,12 @@ void Texture2DArray::destroy(QOpenGLExtraFunctions * f) {
}
void Texture2DArray::reinit() {
texture_ = 0;
layers_ = 0;
}
void Texture2DArray::bind(QOpenGLExtraFunctions * f, int channel) {
f->glActiveTexture(GL_TEXTURE0 + channel);
f->glBindTexture(target_, texture_);
@@ -62,7 +69,7 @@ void Texture2DArray::release(QOpenGLExtraFunctions * f) {
bool Texture2DArray::resize(QOpenGLExtraFunctions * f, QSize new_size, int layers_count) {
if (new_size.isNull() || layers_count <= 0) return false;
if ((size_ == new_size) && (layers_ >= layers_count)) return false;
size_ = new_size;
size_ = new_size;
layers_ = layers_count;
f->glBindTexture(target_, texture_);
f->glTexParameteri(target_, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -75,17 +82,26 @@ bool Texture2DArray::resize(QOpenGLExtraFunctions * f, QSize new_size, int layer
f->glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
f->glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
f->glTexImage3D(target_, 0, GL_RGBA8, size_.width(), size_.height(), layers_, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLenum bformat = format_;
GLenum btype = GL_UNSIGNED_BYTE;
if (format_ == GL_R16F || format_ == GL_R32F) {
bformat = GL_RED;
btype = GL_FLOAT;
}
if (format_ == GL_DEPTH_COMPONENT || format_ == GL_DEPTH_COMPONENT16 || format_ == GL_DEPTH_COMPONENT24 ||
format_ == GL_DEPTH_COMPONENT32) {
bformat = GL_DEPTH_COMPONENT;
}
f->glTexImage3D(target_, 0, format_, size_.width(), size_.height(), layers_, 0, bformat, btype, nullptr);
return true;
}
void Texture2DArray::load(QOpenGLExtraFunctions * f, const QImage & image, int layer) {
if (image.isNull() || size_.isNull() || layer < 0 || layer >= layers_) return;
QImage im = image.mirrored(false, true)
.scaled(size_, Qt::IgnoreAspectRatio, Qt::SmoothTransformation)
.convertToFormat(QImage::Format_RGBA8888);
//qDebug() << "Texture2DArray::load image" << image.size() << "to layer" << layer;
QImage im =
image.mirrored(false, true).scaled(size_, Qt::IgnoreAspectRatio, Qt::SmoothTransformation).convertToFormat(QImage::Format_RGBA8888);
// qDebug() << "Texture2DArray::load image" << image.size() << "to layer" << layer;
f->glTexSubImage3D(target_, 0, 0, 0, layer, size_.width(), size_.height(), 1, GL_RGBA, GL_UNSIGNED_BYTE, im.constBits());
}

View File

@@ -0,0 +1,55 @@
/*
QGL Texture2DArray
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 GLTEXTUREARRAY_H
#define GLTEXTUREARRAY_H
#include "gltypes.h"
class QGLENGINE_CORE_EXPORT Texture2DArray {
public:
Texture2DArray(GLenum format, bool filter);
~Texture2DArray();
void init(QOpenGLExtraFunctions * f);
void destroy(QOpenGLExtraFunctions * f);
void reinit();
void bind(QOpenGLExtraFunctions * f, int channel = 0);
void release(QOpenGLExtraFunctions * f);
// returns true if size changed
bool resize(QOpenGLExtraFunctions * f, QSize new_size, int layers_count);
void load(QOpenGLExtraFunctions * f, const QImage & image, int layer);
void mipmaps(QOpenGLExtraFunctions * f);
GLuint ID() const { return texture_; }
bool isInit() const { return texture_ != 0; }
int layersCount() const { return layers_; }
private:
GLenum target_, format_;
GLuint texture_;
QSize size_;
int layers_;
bool filtering_;
};
#endif // GLTEXTUREARRAY_H

View File

@@ -1,36 +1,50 @@
/*
QGL Transform
Ivan Pelipenko peri4ko@yandex.ru
QGL Transform
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 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.
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/>.
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/>.
*/
#include "gltransform.h"
#include "gltypes.h"
#include <cmath>
inline void composeQMatrix4x4(const QVector3D & position, const QVector3D & orientation, const QVector3D & scale, QMatrix4x4 &m) {
inline void composeQMatrix4x4(const QVector3D & position, const QVector3D & orientation, const QVector3D & scale, QMatrix4x4 & m) {
const QMatrix3x3 rot3x3(Transform::toRotationMatrix(orientation));
// set up final matrix with scale, rotation and translation
m(0, 0) = scale.x() * rot3x3(0, 0); m(0, 1) = scale.y() * rot3x3(0, 1); m(0, 2) = scale.z() * rot3x3(0, 2); m(0, 3) = position.x();
m(1, 0) = scale.x() * rot3x3(1, 0); m(1, 1) = scale.y() * rot3x3(1, 1); m(1, 2) = scale.z() * rot3x3(1, 2); m(1, 3) = position.y();
m(2, 0) = scale.x() * rot3x3(2, 0); m(2, 1) = scale.y() * rot3x3(2, 1); m(2, 2) = scale.z() * rot3x3(2, 2); m(2, 3) = position.z();
m(0, 0) = scale.x() * rot3x3(0, 0);
m(0, 1) = scale.y() * rot3x3(0, 1);
m(0, 2) = scale.z() * rot3x3(0, 2);
m(0, 3) = position.x();
m(1, 0) = scale.x() * rot3x3(1, 0);
m(1, 1) = scale.y() * rot3x3(1, 1);
m(1, 2) = scale.z() * rot3x3(1, 2);
m(1, 3) = position.y();
m(2, 0) = scale.x() * rot3x3(2, 0);
m(2, 1) = scale.y() * rot3x3(2, 1);
m(2, 2) = scale.z() * rot3x3(2, 2);
m(2, 3) = position.z();
// no projection term
m(3, 0) = 0.0f; m(3, 1) = 0.0f; m(3, 2) = 0.0f; m(3, 3) = 1.0f;
m(3, 0) = 0.0f;
m(3, 1) = 0.0f;
m(3, 2) = 0.0f;
m(3, 3) = 1.0f;
}
inline void decomposeQMatrix3x3(const QMatrix3x3 & m, QMatrix3x3 & Q, QVector3D & D, QVector3D & U) {
@@ -62,24 +76,24 @@ inline void decomposeQMatrix3x3(const QMatrix3x3 & m, QMatrix3x3 & Q, QVector3D
// build orthogonal matrix Q
float invLen = 1.0f / std::sqrt(m(0, 0) * m(0, 0) + m(1, 0) * m(1, 0) + m(2, 0) * m(2, 0));
Q(0, 0) = m(0, 0) * invLen;
Q(1, 0) = m(1, 0) * invLen;
Q(2, 0) = m(2, 0) * invLen;
Q(0, 0) = m(0, 0) * invLen;
Q(1, 0) = m(1, 0) * invLen;
Q(2, 0) = m(2, 0) * invLen;
float dot = Q(0, 0) * m(0, 1) + Q(1, 0) * m(1, 1) + Q(2, 0) * m(2, 1);
Q(0, 1) = m(0, 1) - dot * Q(0, 0);
Q(1, 1) = m(1, 1) - dot * Q(1, 0);
Q(2, 1) = m(2, 1) - dot * Q(2, 0);
invLen = 1.0f / std::sqrt(Q(0, 1) * Q(0, 1) + Q(1, 1) * Q(1, 1) + Q(2, 1) * Q(2, 1));
float dot = Q(0, 0) * m(0, 1) + Q(1, 0) * m(1, 1) + Q(2, 0) * m(2, 1);
Q(0, 1) = m(0, 1) - dot * Q(0, 0);
Q(1, 1) = m(1, 1) - dot * Q(1, 0);
Q(2, 1) = m(2, 1) - dot * Q(2, 0);
invLen = 1.0f / std::sqrt(Q(0, 1) * Q(0, 1) + Q(1, 1) * Q(1, 1) + Q(2, 1) * Q(2, 1));
Q(0, 1) *= invLen;
Q(1, 1) *= invLen;
Q(2, 1) *= invLen;
dot = Q(0, 0) * m(0, 2) + Q(1, 0) * m(1, 2) + Q(2, 0) * m(2, 2);
dot = Q(0, 0) * m(0, 2) + Q(1, 0) * m(1, 2) + Q(2, 0) * m(2, 2);
Q(0, 2) = m(0, 2) - dot * Q(0, 0);
Q(1, 2) = m(1, 2) - dot * Q(1, 0);
Q(2, 2) = m(2, 2) - dot * Q(2, 0);
dot = Q(0, 1) * m(0, 2) + Q(1, 1) * m(1, 2) + Q(2, 1) * m(2, 2);
dot = Q(0, 1) * m(0, 2) + Q(1, 1) * m(1, 2) + Q(2, 1) * m(2, 2);
Q(0, 2) -= dot * Q(0, 1);
Q(1, 2) -= dot * Q(1, 1);
Q(2, 2) -= dot * Q(2, 1);
@@ -89,11 +103,9 @@ inline void decomposeQMatrix3x3(const QMatrix3x3 & m, QMatrix3x3 & Q, QVector3D
Q(2, 2) *= invLen;
// guarantee that orthogonal matrix has determinant 1 (no reflections)
const float det = Q(0, 0) * Q(1, 1) * Q(2, 2) + Q(0, 1) * Q(1, 2) * Q(2, 0) +
Q(0, 2) * Q(1, 0) * Q(2, 1) - Q(0, 2) * Q(1, 1) * Q(2, 0) -
Q(0, 1) * Q(1, 0) * Q(2, 2) - Q(0, 0) * Q(1, 2) * Q(2, 1);
if (det < 0.0f)
Q *= -1.0f;
const float det = Q(0, 0) * Q(1, 1) * Q(2, 2) + Q(0, 1) * Q(1, 2) * Q(2, 0) + Q(0, 2) * Q(1, 0) * Q(2, 1) -
Q(0, 2) * Q(1, 1) * Q(2, 0) - Q(0, 1) * Q(1, 0) * Q(2, 2) - Q(0, 0) * Q(1, 2) * Q(2, 1);
if (det < 0.0f) Q *= -1.0f;
// build "right" matrix R
QMatrix3x3 R(Qt::Uninitialized);
@@ -105,30 +117,26 @@ inline void decomposeQMatrix3x3(const QMatrix3x3 & m, QMatrix3x3 & Q, QVector3D
R(2, 2) = Q(0, 2) * m(0, 2) + Q(1, 2) * m(1, 2) + Q(2, 2) * m(2, 2);
// the scaling component
D[0] = R(0, 0);
D[1] = R(1, 1);
D[2] = R(2, 2);
D[0] = R(0, 0);
D[1] = R(1, 1);
D[2] = R(2, 2);
// the shear component
U[0] = R(0, 1) / D[0];
U[1] = R(0, 2) / D[0];
U[2] = R(1, 2) / D[1];
U[0] = R(0, 1) / D[0];
U[1] = R(0, 2) / D[0];
U[2] = R(1, 2) / D[1];
}
inline bool hasScale(const QMatrix4x4 &m) {
inline bool hasScale(const QMatrix4x4 & m) {
// If the columns are orthonormal and form a right-handed system, then there is no scale
float t(m.determinant());
if (!qFuzzyIsNull(t - 1.0f))
return true;
if (!qFuzzyIsNull(t - 1.0f)) return true;
t = m(0, 0) * m(0, 0) + m(1, 0) * m(1, 0) + m(2, 0) * m(2, 0);
if (!qFuzzyIsNull(t - 1.0f))
return true;
if (!qFuzzyIsNull(t - 1.0f)) return true;
t = m(0, 1) * m(0, 1) + m(1, 1) * m(1, 1) + m(2, 1) * m(2, 1);
if (!qFuzzyIsNull(t - 1.0f))
return true;
if (!qFuzzyIsNull(t - 1.0f)) return true;
t = m(0, 2) * m(0, 2) + m(1, 2) * m(1, 2) + m(2, 2) * m(2, 2);
if (!qFuzzyIsNull(t - 1.0f))
return true;
if (!qFuzzyIsNull(t - 1.0f)) return true;
return false;
}
@@ -142,64 +150,57 @@ inline void decomposeQMatrix4x4(const QMatrix4x4 & m, QVector3D & position, QVec
decomposeQMatrix3x3(m3x3, rot3x3, scale, position);
} else {
// we know there is no scaling part; no need for QDU decomposition
scale = QVector3D(1.0f, 1.0f, 1.0f);
scale = QVector3D(1.0f, 1.0f, 1.0f);
rot3x3 = m3x3;
}
orientation = Transform::fromRotationMatrix(rot3x3);
position = QVector3D(m(0, 3), m(1, 3), m(2, 3));
position = QVector3D(m(0, 3), m(1, 3), m(2, 3));
}
Transform::Transform(): m_scale(1.0f, 1.0f, 1.0f), m_translation(), m_eulerRotationAngles(), m_matrixDirty(false) {}
Transform::Transform(): m_scale(1.0f, 1.0f, 1.0f),
m_translation(), m_eulerRotationAngles(), m_matrixDirty(false) {
}
Transform & Transform::operator =(const Transform & t) {
m_scale = t.m_scale;
m_translation = t.m_translation;
Transform & Transform::operator=(const Transform & t) {
m_scale = t.m_scale;
m_translation = t.m_translation;
m_eulerRotationAngles = t.m_eulerRotationAngles;
m_matrixDirty = true;
m_matrixDirty = true;
return *this;
}
void Transform::setMatrix(const QMatrix4x4 & m) {
if (m != matrix()) {
m_matrix = m;
m_matrix = m;
m_matrixDirty = false;
QVector3D s;
QVector3D t;
QVector3D r;
decomposeQMatrix4x4(m, t, r, s);
m_scale = s;
m_translation = t;
m_scale = s;
m_translation = t;
m_eulerRotationAngles = r;
}
}
void Transform::setRotationX(float r) {
if (m_eulerRotationAngles.x() == r)
return;
if (m_eulerRotationAngles.x() == r) return;
m_eulerRotationAngles.setX(r);
m_matrixDirty = true;
}
void Transform::setRotationY(float r) {
if (m_eulerRotationAngles.y() == r)
return;
if (m_eulerRotationAngles.y() == r) return;
m_eulerRotationAngles.setY(r);
m_matrixDirty = true;
}
void Transform::setRotationZ(float r) {
if (m_eulerRotationAngles.z() == r)
return;
if (m_eulerRotationAngles.z() == r) return;
m_eulerRotationAngles.setZ(r);
m_matrixDirty = true;
}
@@ -230,7 +231,7 @@ QMatrix4x4 Transform::matrixRotateScale() const {
QVector3D Transform::direction() const {
return matrixRotate().mapVector(QVector3D(0,0,-1)).normalized();
return matrixRotate().mapVector(QVector3D(0, 0, -1)).normalized();
}
@@ -238,7 +239,7 @@ void Transform::buildMatrix() const {
if (m_matrixDirty) {
composeQMatrix4x4(m_translation, m_eulerRotationAngles, m_scale, m_matrix);
composeQMatrix4x4(QVector3D(), m_eulerRotationAngles, m_scale, m_matrixWT);
composeQMatrix4x4(QVector3D(), m_eulerRotationAngles, QVector3D(1,1,1), m_matrixR);
composeQMatrix4x4(QVector3D(), m_eulerRotationAngles, QVector3D(1, 1, 1), m_matrixR);
composeQMatrix4x4(QVector3D(), QVector3D(), m_scale, m_matrixS);
m_matrixDirty = false;
}
@@ -262,7 +263,7 @@ float Transform::rotationZ() const {
void Transform::setScale(const QVector3D & s) {
if (s != m_scale) {
m_scale = s;
m_scale = s;
m_matrixDirty = true;
}
}
@@ -305,7 +306,7 @@ float Transform::scale() const {
void Transform::setRotation(const QVector3D & r) {
if (r != m_eulerRotationAngles) {
m_eulerRotationAngles = r;
m_matrixDirty = true;
m_matrixDirty = true;
}
}
@@ -362,17 +363,19 @@ QQuaternion Transform::fromAxisAndAngle(float x, float y, float z, float angle)
}
QQuaternion Transform::fromAxesAndAngles(const QVector3D & axis1, float angle1,
const QVector3D & axis2, float angle2) {
QQuaternion Transform::fromAxesAndAngles(const QVector3D & axis1, float angle1, const QVector3D & axis2, float angle2) {
const QQuaternion q1 = QQuaternion::fromAxisAndAngle(axis1, angle1);
const QQuaternion q2 = QQuaternion::fromAxisAndAngle(axis2, angle2);
return q2 * q1;
}
QQuaternion Transform::fromAxesAndAngles(const QVector3D & axis1, float angle1,
const QVector3D & axis2, float angle2,
const QVector3D & axis3, float angle3) {
QQuaternion Transform::fromAxesAndAngles(const QVector3D & axis1,
float angle1,
const QVector3D & axis2,
float angle2,
const QVector3D & axis3,
float angle3) {
const QQuaternion q1 = QQuaternion::fromAxisAndAngle(axis1, angle1);
const QQuaternion q2 = QQuaternion::fromAxisAndAngle(axis2, angle2);
const QQuaternion q3 = QQuaternion::fromAxisAndAngle(axis3, angle3);
@@ -398,16 +401,16 @@ QVector3D Transform::fromDirection(QVector3D d, float pitch) {
QVector3D Transform::fromRotationMatrix(const QMatrix3x3 & m) {
float sy = sqrt(m(0,0) * m(0,0) + m(1,0) * m(1,0));
float sy = sqrt(m(0, 0) * m(0, 0) + m(1, 0) * m(1, 0));
bool singular = sy < 1.E-6; // If
float x, y, z;
if (!singular) {
x = atan2( m(2,1), m(2,2));
y = atan2(-m(2,0), sy);
z = atan2( m(1,0), m(0,0));
x = atan2(m(2, 1), m(2, 2));
y = atan2(-m(2, 0), sy);
z = atan2(m(1, 0), m(0, 0));
} else {
x = atan2(-m(1,2), m(1,1));
y = atan2(-m(2,0), sy);
x = atan2(-m(1, 2), m(1, 1));
y = atan2(-m(2, 0), sy);
z = 0.;
}
return QVector3D(x, y, z) * rad2deg;
@@ -419,7 +422,7 @@ QMatrix3x3 Transform::toRotationMatrix(const QVector3D & r) {
if (r.z() != 0.f) m.rotate(r.z(), 0., 0., 1.);
if (r.y() != 0.f) m.rotate(r.y(), 0., 1., 0.);
if (r.x() != 0.f) m.rotate(r.x(), 1., 0., 0.);
return m.toGenericMatrix<3,3>();
return m.toGenericMatrix<3, 3>();
}
@@ -433,8 +436,20 @@ QMatrix4x4 Transform::rotateAround(const QVector3D & point, float angle, const Q
QMatrix4x4 Transform::rotateFromAxes(const QVector3D & xAxis, const QVector3D & yAxis, const QVector3D & zAxis) {
return QMatrix4x4(xAxis.x(), yAxis.x(), zAxis.x(), 0.0f,
xAxis.y(), yAxis.y(), zAxis.y(), 0.0f,
xAxis.z(), yAxis.z(), zAxis.z(), 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
return QMatrix4x4(xAxis.x(),
yAxis.x(),
zAxis.x(),
0.0f,
xAxis.y(),
yAxis.y(),
zAxis.y(),
0.0f,
xAxis.z(),
yAxis.z(),
zAxis.z(),
0.0f,
0.0f,
0.0f,
0.0f,
1.0f);
}

View File

@@ -1,35 +1,38 @@
/*
QGL Transform
Ivan Pelipenko peri4ko@yandex.ru
QGL Transform
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 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.
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/>.
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 GLTRANSFORM_H
#define GLTRANSFORM_H
#include "qglengine_core_export.h"
#include <QMatrix4x4>
#include <QQuaternion>
#include <QVector3D>
#include <chunkstream.h>
class Transform {
friend QDataStream & operator >>(QDataStream & s, Transform & v);
class QGLENGINE_CORE_EXPORT Transform {
friend QDataStream & operator>>(QDataStream & s, Transform & v);
public:
Transform();
Transform & operator =(const Transform & t);
Transform & operator=(const Transform & t);
float scale() const;
QVector3D scale3D() const;
@@ -45,7 +48,7 @@ public:
float rotationY() const;
float rotationZ() const;
void setScale(float s) {setScale(QVector3D(s, s, s));}
void setScale(float s) { setScale(QVector3D(s, s, s)); }
void setScale(const QVector3D & s);
void setScaleX(float s);
void setScaleY(float s);
@@ -62,17 +65,15 @@ public:
void setTranslationZ(float t);
void setMatrix(const QMatrix4x4 & matrix);
void setDirty(bool yes = true) {m_matrixDirty = yes;}
void setDirty(bool yes = true) { m_matrixDirty = yes; }
static QQuaternion fromAxisAndAngle(const QVector3D & axis, float angle);
static QQuaternion fromAxisAndAngle(float x, float y, float z, float angle);
static QQuaternion fromAxesAndAngles(const QVector3D & axis1, float angle1,
const QVector3D & axis2, float angle2);
static QQuaternion fromAxesAndAngles(const QVector3D & axis1, float angle1,
const QVector3D & axis2, float angle2,
const QVector3D & axis3, float angle3);
static QQuaternion fromAxesAndAngles(const QVector3D & axis1, float angle1, const QVector3D & axis2, float angle2);
static QQuaternion
fromAxesAndAngles(const QVector3D & axis1, float angle1, const QVector3D & axis2, float angle2, const QVector3D & axis3, float angle3);
static QQuaternion fromAxes(const QVector3D & xAxis, const QVector3D & yAxis, const QVector3D & zAxis);
static QVector3D fromDirection(QVector3D d, float pitch = 0.f);
@@ -91,14 +92,14 @@ protected:
mutable QMatrix4x4 m_matrix, m_matrixWT, m_matrixR, m_matrixS;
mutable bool m_matrixDirty;
};
inline QDataStream & operator <<(QDataStream & s, const Transform & v) {
s << v.matrix(); return s;
inline QDataStream & operator<<(QDataStream & s, const Transform & v) {
s << v.matrix();
return s;
}
inline QDataStream & operator >>(QDataStream & s, Transform & v) {
inline QDataStream & operator>>(QDataStream & s, Transform & v) {
QMatrix4x4 m;
s >> m;
v.setMatrix(m);

View File

@@ -1,26 +1,27 @@
/*
QGLView Types
Ivan Pelipenko peri4ko@yandex.ru
QGLView Types
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 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.
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/>.
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/>.
*/
#include "glcamera.h"
#include "qglview.h"
#include "gltexture_manager.h"
#include "qglview.h"
#include <QPainter>
#include <QRandomGenerator>
QString readCharsUntilNull(QDataStream & s) {
@@ -37,15 +38,14 @@ QString readCharsUntilNull(QDataStream & s) {
QString findFile(const QString & file, const QStringList & pathes) {
QFileInfo fi(QString(file).replace("\\", "/"));
//qDebug() << "search" << file << "in" << pathes;
// qDebug() << "search" << file << "in" << pathes;
if (fi.exists()) return fi.absoluteFilePath();
QString fn = fi.fileName();
if (fn.contains("/")) fn = fn.mid(fn.lastIndexOf("/"));
foreach (QString p, pathes) {
foreach(QString p, pathes) {
QFileInfoList fil = QDir(p).entryInfoList(QStringList(fn), QDir::Files | QDir::NoDotAndDotDot);
//qDebug() << "findFile" << fn << "in" << p << "->" << fil.size();
if (!fil.isEmpty())
return fil[0].absoluteFilePath();
// qDebug() << "findFile" << fn << "in" << p << "->" << fil.size();
if (!fil.isEmpty()) return fil[0].absoluteFilePath();
}
return QString();
}
@@ -55,21 +55,28 @@ void glDrawQuad(QOpenGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x,
glSetPolygonMode(GL_FILL);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
int loc = prog ? prog->attributeLocation("qgl_Color") : -1,
locv = prog ? prog->attributeLocation("qgl_Vertex") : -1,
loct = prog ? prog->attributeLocation("qgl_Texture") : -1,
locc = prog ? prog->attributeLocation("view_corner") : -1;
// glColor4f(1, 1, 1, 1);
int loc = prog ? prog->attributeLocation("qgl_Color") : -1, locv = prog ? prog->attributeLocation("qgl_Vertex") : -1,
loct = prog ? prog->attributeLocation("qgl_Texture") : -1, locc = prog ? prog->attributeLocation("view_corner") : -1;
QOpenGLFunctions * glFuncs = QOpenGLContext::currentContext()->functions();
if (prog) {
static const GLfloat cols [] = {1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f};
static const GLfloat verts[] = {x, y, x+w, y, x, y+h, x+w, y+h};
static const GLfloat texs [] = {0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 1.f, 1.f};
GLfloat vcs[] = {0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f};
static const GLfloat cols[] = {1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f};
static const GLfloat verts[] = {x, y, x + w, y, x, y + h, x + w, y + h};
static const GLfloat texs[] = {0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 1.f, 1.f};
GLfloat vcs[] = {0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f};
if (corner_dirs) {
vcs[0] = corner_dirs[0].x(); vcs[1] = corner_dirs[0].y(); vcs[2] = corner_dirs[0].z();
vcs[3] = corner_dirs[1].x(); vcs[4] = corner_dirs[1].y(); vcs[5] = corner_dirs[1].z();
vcs[6] = corner_dirs[2].x(); vcs[7] = corner_dirs[2].y(); vcs[8] = corner_dirs[2].z();
vcs[9] = corner_dirs[3].x(); vcs[10] = corner_dirs[3].y(); vcs[11] = corner_dirs[3].z();
vcs[0] = corner_dirs[0].x();
vcs[1] = corner_dirs[0].y();
vcs[2] = corner_dirs[0].z();
vcs[3] = corner_dirs[1].x();
vcs[4] = corner_dirs[1].y();
vcs[5] = corner_dirs[1].z();
vcs[6] = corner_dirs[2].x();
vcs[7] = corner_dirs[2].y();
vcs[8] = corner_dirs[2].z();
vcs[9] = corner_dirs[3].x();
vcs[10] = corner_dirs[3].y();
vcs[11] = corner_dirs[3].z();
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
@@ -92,10 +99,14 @@ void glDrawQuad(QOpenGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x,
} else {
glBegin(GL_TRIANGLE_STRIP);
glColor4f(1.f, 1.f, 1.f, 1.f);
glTexCoord2f(0.f, 0.f); glVertex2f(x, y);
glTexCoord2f(1.f, 0.f); glVertex2f(x+w, y);
glTexCoord2f(0.f, 1.f); glVertex2f(x, y+h);
glTexCoord2f(1.f, 1.f); glVertex2f(x+w, y+h);
glTexCoord2f(0.f, 0.f);
glVertex2f(x, y);
glTexCoord2f(1.f, 0.f);
glVertex2f(x + w, y);
glTexCoord2f(0.f, 1.f);
glVertex2f(x, y + h);
glTexCoord2f(1.f, 1.f);
glVertex2f(x + w, y + h);
glEnd();
}
}
@@ -140,15 +151,13 @@ void createGLTexture(QOpenGLExtraFunctions * f, GLuint & tex, int width, int hei
f->glTexImage2D(target, 0, format, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr);
else {
int type = GL_UNSIGNED_BYTE;
int fmt = GL_RGBA;
if (format == GL_RGB32F || format == GL_RGB16F || format == GL_RGBA32F || format == GL_RGBA16F)
type = GL_FLOAT;
if (format == GL_RGB32F || format == GL_RGB16F || format == GL_RGB8 || format == GL_RGB)
fmt = GL_RGB;
int fmt = GL_RGBA;
if (format == GL_RGB32F || format == GL_RGB16F || format == GL_RGBA32F || format == GL_RGBA16F) type = GL_FLOAT;
if (format == GL_RGB32F || format == GL_RGB16F || format == GL_RGB8 || format == GL_RGB) fmt = GL_RGB;
f->glTexImage2D(target, 0, format, width, height, 0, fmt, type, nullptr);
//qDebug() << "glTexImage2D" << width << height << QString::number(t, 16);
// qDebug() << "glTexImage2D" << width << height << QString::number(t, 16);
}
//qDebug() << QString::number(glGetError(), 16);
// qDebug() << QString::number(glGetError(), 16);
}
@@ -174,7 +183,7 @@ void createGLTexture(QOpenGLExtraFunctions * f, GLuint & tex, const QImage & ima
if (target == GL_TEXTURE_1D || target == GL_TEXTURE_2D || target == GL_TEXTURE_3D) {
f->glGenerateMipmap(target);
}
//qDebug() << target << format << tex << im.width() << im.height() << im.bits() << QString::number(glGetError(), 16);
// qDebug() << target << format << tex << im.width() << im.height() << im.bits() << QString::number(glGetError(), 16);
}
@@ -216,14 +225,15 @@ QImage rotateQImageRight(const QImage & im) {
}
QColor colorFromString(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
int i = s.indexOf("\t");
float r, g, b;
r = s.left(i).toFloat(); s = s.right(s.length() - i - 1); i = s.indexOf("\t");
g = s.left(i).toFloat(); s = s.right(s.length() - i - 1);
r = s.left(i).toFloat();
s = s.right(s.length() - i - 1);
i = s.indexOf("\t");
g = s.left(i).toFloat();
s = s.right(s.length() - i - 1);
b = s.toFloat();
return QColor(r * 255.f, g * 255.f, b * 255.f);
}
@@ -232,9 +242,12 @@ QColor colorFromString(const QString & str) {
QVector3D orthToVector(const QVector3D & v, const float & scale) {
if (v.isNull()) return QVector3D();
QVector3D rv, fn, sn;
if (v.x() != 0.f) rv.setZ(1.);
else if (v.y() != 0.f) rv.setX(1.);
else rv.setY(1.);
if (v.x() != 0.f)
rv.setZ(1.);
else if (v.y() != 0.f)
rv.setX(1.);
else
rv.setY(1.);
fn = QVector3D::crossProduct(v, rv).normalized();
sn = QVector3D::crossProduct(v, fn).normalized();
return fn * urand(scale) + sn * urand(scale);
@@ -268,18 +281,22 @@ void lengthenVector(QVector3D & v, const float & l) {
Vector2i::Vector2i(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
p0 = s.left(i).toInt(); s = s.right(s.length() - i - 1);
p1 = s.toInt();
int i = s.indexOf("\t");
p0 = s.left(i).toInt();
s = s.right(s.length() - i - 1);
p1 = s.toInt();
}
Vector3i::Vector3i(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
p0 = s.left(i).toInt(); s = s.right(s.length() - i - 1); i = s.indexOf("\t");
p1 = s.left(i).toInt(); s = s.right(s.length() - i - 1);
p2 = s.toInt();
int i = s.indexOf("\t");
p0 = s.left(i).toInt();
s = s.right(s.length() - i - 1);
i = s.indexOf("\t");
p1 = s.left(i).toInt();
s = s.right(s.length() - i - 1);
p2 = s.toInt();
}
@@ -305,8 +322,6 @@ void glClearFramebuffer(const QColor & color, bool depth) {
}
Box3D::Box3D(const QVector<QVector3D> & points) {
x = y = z = width = length = height = angle_z = angle_xy = angle_roll = 0.f;
if (points.isEmpty()) return;
@@ -315,13 +330,16 @@ Box3D::Box3D(const QVector<QVector3D> & points) {
iy = ay = points[0].y();
iz = az = points[0].z();
for (int i = 1; i < points.size(); ++i) {
ix = qMin<float>(ix, points[i].x()); ax = qMax<float>(ax, points[i].x());
iy = qMin<float>(iy, points[i].y()); ay = qMax<float>(ay, points[i].y());
iz = qMin<float>(iz, points[i].z()); az = qMax<float>(az, points[i].z());
ix = qMin<float>(ix, points[i].x());
ax = qMax<float>(ax, points[i].x());
iy = qMin<float>(iy, points[i].y());
ay = qMax<float>(ay, points[i].y());
iz = qMin<float>(iz, points[i].z());
az = qMax<float>(az, points[i].z());
}
x = ix;
y = iy;
z = iz;
x = ix;
y = iy;
z = iz;
length = ax - ix;
width = ay - iy;
height = az - iz;
@@ -331,32 +349,60 @@ Box3D::Box3D(const QVector<QVector3D> & points) {
QVector<QVector3D> Box3D::corners() const {
QVector<QVector3D> ret;
ret << QVector3D(x, y, z) << QVector3D(x, y + width, z) << QVector3D(x, y, z + height) << QVector3D(x, y + width, z + height)
<< QVector3D(x + length, y, z) << QVector3D(x + length, y + width, z)
<< QVector3D(x + length, y, z + height) << QVector3D(x + length, y + width, z + height);
<< QVector3D(x + length, y, z) << QVector3D(x + length, y + width, z) << QVector3D(x + length, y, z + height)
<< QVector3D(x + length, y + width, z + height);
return ret;
}
Box3D & Box3D::operator |=(const Box3D & o) {
Box3D & Box3D::operator|=(const Box3D & o) {
if (o.isEmpty()) return *this;
if (isEmpty()) *this = o;
if (isEmpty())
*this = o;
else {
GLfloat mx = x + length, my = y + width, mz = z + height;
GLfloat omx = o.x + o.length, omy = o.y + o.width, omz = o.z + o.height;
x = qMin(x, o.x); y = qMin(y, o.y); z = qMin(z, o.z);
mx = qMax(mx, omx); my = qMax(my, omy); mz = qMax(mz, omz);
length = mx - x; width = my - y; height = mz - z;
x = qMin(x, o.x);
y = qMin(y, o.y);
z = qMin(z, o.z);
mx = qMax(mx, omx);
my = qMax(my, omy);
mz = qMax(mz, omz);
length = mx - x;
width = my - y;
height = mz - z;
}
return *this;
}
QVector3D vectorFromString(const QString & str) {
QTextStream s(const_cast<QString*>(&str), QIODevice::ReadOnly);
QTextStream s(const_cast<QString *>(&str), QIODevice::ReadOnly);
QVector3D ret;
float f(0.f);
s >> f; ret.setX(f);
s >> f; ret.setY(f);
s >> f; ret.setZ(f);
s >> f;
ret.setX(f);
s >> f;
ret.setY(f);
s >> f;
ret.setZ(f);
return ret;
}
QImage generateNoise(QSize sz) {
QImage im(sz, QImage::Format_ARGB32);
QRandomGenerator rg[2] = {1, 2};
uint pcnt = im.sizeInBytes() / sizeof(QRgb);
QRgb * data = (QRgb *)im.bits();
for (uint i = 0; i < pcnt; ++i) {
double r = rg[0].generateDouble();
double a = rg[0].generateDouble() * M_2PI;
double x = r * cos(a) / 2. + 0.5, y = r * sin(a) / 2. + 0.5;
data[i] = qRgba(qRound(x * 256),
qRound(y * 256),
(rg[1].generate() % sz.width()) % 256,
(rg[1].generate() % sz.height()) % 256); // argb GLSL
}
return im;
}

500
src/core/core/gltypes.h Normal file
View File

@@ -0,0 +1,500 @@
/*
QGLView Types
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 <QColor>
#include <QDataStream>
#include <QDebug>
#include <QDir>
#include <QFile>
#include <QImage>
#include <QMatrix4x4>
#include <QMutex>
#include <QOpenGLExtraFunctions>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QVector2D>
#include <QVector3D>
#include <cmath>
#include <float.h>
#include <qopenglext.h>
#ifndef QNX
# include <cmath>
# include <complex>
#else
# include <complex.h>
# include <math.h>
#endif
#include "pimathbase.h"
#include "qglengine_core_export.h"
#include "qglengine_version.h"
#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);
}
inline uint letobe_i(const uint & v) {
return (v >> 24) | ((v >> 8) & 0xFF00) | ((v << 8) & 0xFF0000) | ((v << 24) & 0xFF000000);
}
#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;
}
QGLENGINE_CORE_EXPORT QString readCharsUntilNull(QDataStream & s);
QGLENGINE_CORE_EXPORT 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));
}
inline void qglColor(const QColor & c) {
glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF());
}
inline void glClearError() {
int c = 100;
while (glGetError() != GL_NO_ERROR && --c > 0)
glGetError();
}
inline void glSetCapEnabled(GLenum cap, bool on = true) {
if (on)
glEnable(cap);
else
glDisable(cap);
}
inline void glSetPolygonMode(GLenum mode) {
glPolygonMode(GL_FRONT_AND_BACK, mode);
}
inline void deleteGLTexture(QOpenGLExtraFunctions * f, GLuint & tex) {
if (tex != 0) f->glDeleteTextures(1, &tex);
tex = 0;
}
QGLENGINE_CORE_EXPORT void glEnableDepth();
QGLENGINE_CORE_EXPORT void glDisableDepth();
QGLENGINE_CORE_EXPORT void glClearFramebuffer(const QColor & color = Qt::black, bool depth = true);
QGLENGINE_CORE_EXPORT void glDrawQuad(QOpenGLShaderProgram * prog = nullptr,
QVector4D * corner_dirs = nullptr,
GLfloat x = -1.f,
GLfloat y = -1.f,
GLfloat w = 2.f,
GLfloat h = 2.f);
QGLENGINE_CORE_EXPORT void createGLTexture(QOpenGLExtraFunctions * f,
GLuint & tex,
int width,
int height,
const GLenum & format = GL_RGBA,
const GLenum & target = GL_TEXTURE_2D);
QGLENGINE_CORE_EXPORT void createGLTexture(QOpenGLExtraFunctions * f,
GLuint & tex,
const QImage & image,
const GLenum & format = GL_RGBA,
const GLenum & target = GL_TEXTURE_2D);
QGLENGINE_CORE_EXPORT QMatrix4x4 glMatrixPerspective(float angle, float aspect, float near_);
QGLENGINE_CORE_EXPORT QImage rotateQImageLeft(const QImage & im);
QGLENGINE_CORE_EXPORT QImage rotateQImageRight(const QImage & im);
inline QImage rotateQImage180(const QImage & im) {
return im.mirrored(true, true);
}
class QGLView;
class MouseController;
class ObjectBase;
class AimedObject;
class Light;
class Camera;
class Texture;
class CubeTexture;
class Map;
class Material;
class TextureManager;
class Texture2DArray;
class Framebuffer;
class FramebufferMipmap;
class FramebufferEffectBase;
class VertexObject;
class Mesh;
class Scene;
class RendererBase;
class Renderer;
class RendererMaterial;
class RendererService;
class RendererSelection;
enum RenderPass {
rpSolid,
rpTransparent,
};
typedef QList<ObjectBase *> ObjectBaseList;
struct QGLENGINE_CORE_EXPORT 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;
}
#pragma pack(push, 1)
struct QGLENGINE_CORE_EXPORT Vector2i {
Vector2i(int p0_ = 0, int p1_ = 0) {
p0 = p0_;
p1 = p1_;
}
Vector2i(const QString & str);
Vector2i movedX(const int & o) { return Vector2i(p0 + o, p1); }
Vector2i movedY(const int & o) { return Vector2i(p0, p1 + o); }
Vector2i moved(const int & x, const int & y) { return Vector2i(p0 + x, p1 + y); }
GLint p0;
GLint p1;
bool operator==(const Vector2i & o) const { return p0 == o.p0 && p1 == o.p1; }
bool operator!=(const Vector2i & o) const { return p0 != o.p0 || p1 != o.p1; }
void operator+=(int v) {
p0 += v;
p1 += v;
}
QVector2D toQVector2D() const { return QVector2D(p0, p1); }
};
#pragma pack(pop)
inline Vector2i operator+(const Vector2i & f, const Vector2i & s) {
return Vector2i(f.p0 + s.p0, f.p1 + s.p1);
}
inline Vector2i operator-(const Vector2i & f, const Vector2i & s) {
return Vector2i(f.p0 - s.p0, f.p1 - s.p1);
}
inline Vector2i operator/(const Vector2i & f, const int & s) {
return Vector2i(f.p0 / s, f.p1 / s);
}
inline uint qHash(const Vector2i & v) {
return v.p0 ^ ((v.p1 << 8) | (v.p1 >> 24));
}
inline QDebug operator<<(QDebug d, const Vector2i & v) {
d.nospace() << "{" << v.p0 << ", " << v.p1 << "}";
return d.space();
}
inline QDataStream & operator<<(QDataStream & s, const Vector2i & v) {
s << v.p0 << v.p1;
return s;
}
inline QDataStream & operator>>(QDataStream & s, Vector2i & v) {
s >> v.p0 >> v.p1;
return s;
}
#pragma pack(push, 1)
struct QGLENGINE_CORE_EXPORT 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); }
GLint p0;
GLint p1;
GLint 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; }
void operator+=(int v) {
p0 += v;
p1 += v;
p2 += v;
}
QVector3D toQVector3D() const { return QVector3D(p0, p1, p2); }
};
#pragma pack(pop)
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 << 8) | (v.p1 >> 24)) ^ ((v.p2 << 16) | (v.p2 >> 16));
}
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 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;
}
QGLENGINE_CORE_EXPORT QVector3D vectorFromString(const QString & str);
QGLENGINE_CORE_EXPORT QColor colorFromString(const QString & str);
inline QVector4D QColor2QVector(const QColor & c) {
return QVector4D(c.redF(), c.greenF(), c.blueF(), c.alphaF());
}
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 void normalizeAngleRad(float & a) {
while (a < 0.)
a += M_2PI;
while (a >= M_2PI)
a -= M_2PI;
}
inline void normalizeAngleDeg360(float & a) {
while (a < 0.)
a += 360.;
while (a >= 360.)
a -= 360.;
}
inline QVector3D projection(const QVector3D & v, const QVector3D & to) {
return to.normalized() * v.length() * cosABV(v, to);
}
QGLENGINE_CORE_EXPORT QVector3D orthToVector(const QVector3D & v, const float & scale = 1.);
QGLENGINE_CORE_EXPORT QVector3D rotateVector(const QVector3D & v, const QVector3D & a);
QGLENGINE_CORE_EXPORT void setVectorLength(QVector3D & v, const float & l);
QGLENGINE_CORE_EXPORT 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;
}
QImage generateNoise(QSize sz);
#endif // GLTYPES_H

View File

@@ -1,39 +1,37 @@
/*
QGL VertexObject
Ivan Pelipenko peri4ko@yandex.ru
QGL VertexObject
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 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.
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/>.
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include <QOpenGLExtraFunctions>
#include "glvertexobject.h"
#include <QOpenGLExtraFunctions>
using namespace QGLEngineShaders;
VertexObject::VertexObject():
buffer_obj (GL_ARRAY_BUFFER, GL_STREAM_DRAW),
buffer_sel (GL_ARRAY_BUFFER, GL_STREAM_DRAW) {
vao_ = 0;
buffers_binded = false;
VertexObject::VertexObject(): buffer_obj(GL_ARRAY_BUFFER, GL_STREAM_DRAW), buffer_sel(GL_ARRAY_BUFFER, GL_STREAM_DRAW) {
vao_ = 0;
buffers_binded = false;
objects_changed = selected_changed = true;
}
VertexObject::~VertexObject() {
}
VertexObject::~VertexObject() {}
void VertexObject::init(QOpenGLExtraFunctions * f) {
@@ -55,8 +53,17 @@ void VertexObject::destroy(QOpenGLExtraFunctions * f) {
}
void VertexObject::reinit() {
vao_ = 0;
buffer_obj.reinit();
buffer_sel.reinit();
buffers_binded = false;
objects_changed = selected_changed = true;
}
void VertexObject::bind(QOpenGLExtraFunctions * f) {
//qDebug() << "bind" << target_ << buffer_;
// qDebug() << "bind" << target_ << buffer_;
f->glBindVertexArray(vao_);
}
@@ -104,6 +111,7 @@ void VertexObject::loadSelections(QOpenGLExtraFunctions * f, const QVector<uchar
void VertexObject::draw(QOpenGLExtraFunctions * f, GLenum geom_type, int vert_cout, int obj_count) {
if (obj_count <= 0) return;
bind(f);
f->glDrawElementsInstanced(geom_type, vert_cout, GL_UNSIGNED_INT, 0, obj_count);
release(f);

View File

@@ -0,0 +1,62 @@
/*
QGL VertexObject
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 GLVERTEXOBJECT_H
#define GLVERTEXOBJECT_H
#include "glbuffer.h"
#include "glshaders_types.h"
class QGLENGINE_CORE_EXPORT VertexObject {
public:
VertexObject();
~VertexObject();
void init(QOpenGLExtraFunctions * f);
void destroy(QOpenGLExtraFunctions * f);
void reinit();
void bind(QOpenGLExtraFunctions * f);
void release(QOpenGLExtraFunctions * f);
void bindBuffers(QOpenGLExtraFunctions * f, Buffer & geom, Buffer & elem, bool force = false);
void loadObject(QOpenGLExtraFunctions * f, const QGLEngineShaders::Object & object);
void loadObjects(QOpenGLExtraFunctions * f, const QVector<QGLEngineShaders::Object> & objects);
void loadSelections(QOpenGLExtraFunctions * f, const QVector<uchar> & sels);
void draw(QOpenGLExtraFunctions * f, GLenum geom_type, int vert_cout, int obj_count);
GLuint ID() const { return vao_; }
bool isInit() const { return vao_ != 0; }
bool isObjectsChanged() const { return objects_changed; }
bool isSelectionChanged() const { return selected_changed; }
void setObjectsChanged(bool yes = true) { objects_changed = yes; }
void setSelectionChanged(bool yes = true) { selected_changed = yes; }
private:
void loadBuffer(QOpenGLExtraFunctions * f, Buffer & buf, const void * data, int size);
GLuint vao_;
Buffer buffer_obj, buffer_sel;
bool buffers_binded, objects_changed, selected_changed;
};
#endif // GLVERTEXOBJECT_H

122
src/core/core/hdr.cpp Normal file
View File

@@ -0,0 +1,122 @@
/*
QGL HDR
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/>.
*/
#include "hdr_p.h"
#include <QByteArray>
#include <qmath.h>
#define RGBE_DATA_RED 2
#define RGBE_DATA_GREEN 1
#define RGBE_DATA_BLUE 0
/* number of floats per pixel */
#define RGBE_DATA_SIZE 3
void rgbe2float(float * red, float * green, float * blue, uchar rgbe[4]) {
float f;
if (rgbe[3]) {
f = static_cast<float>(ldexp(1.0, rgbe[3] - (int)(128 + 8)));
*red = rgbe[0] * f;
*green = rgbe[1] * f;
*blue = rgbe[2] * f;
} else
*red = *green = *blue = 0.0;
}
/* simple read routine. will not correctly handle run length encoding */
bool RGBE_ReadPixels(QDataStream * fp, float * data, int numpixels) {
uchar rgbe[4];
while (numpixels-- > 0) {
if (fp->readRawData((char *)rgbe, sizeof(rgbe)) < 1) return false;
rgbe2float(&data[RGBE_DATA_RED], &data[RGBE_DATA_GREEN], &data[RGBE_DATA_BLUE], rgbe);
data += RGBE_DATA_SIZE;
}
return true;
}
bool RGBE_ReadPixels_RLE(QDataStream * fp, float * data, int scanline_width, int num_scanlines) {
uchar rgbe[4], *ptr, *ptr_end;
int i, count;
uchar buf[2];
QByteArray scanline_buffer;
if ((scanline_width < 8) || (scanline_width > 0x7fff)) /* run length encoding is not allowed so read flat*/
return RGBE_ReadPixels(fp, data, scanline_width * num_scanlines);
scanline_buffer.resize(4 * scanline_width);
/* read in each successive scanline */
while (num_scanlines > 0) {
if (fp->readRawData((char *)rgbe, sizeof(rgbe)) < 1) {
return false;
}
if ((rgbe[0] != 2) || (rgbe[1] != 2) || (rgbe[2] & 0x80)) {
/* this file is not run length encoded */
rgbe2float(&data[RGBE_DATA_RED], &data[RGBE_DATA_GREEN], &data[RGBE_DATA_BLUE], rgbe);
data += RGBE_DATA_SIZE;
return RGBE_ReadPixels(fp, data, scanline_width * num_scanlines - 1);
}
if ((((int)rgbe[2]) << 8 | rgbe[3]) != scanline_width) {
return false;
}
ptr = (uchar *)scanline_buffer.data();
/* read each of the four channels for the scanline into the buffer */
for (i = 0; i < 4; i++) {
ptr_end = (uchar *)scanline_buffer.data() + ((i + 1) * scanline_width);
while (ptr < ptr_end) {
if (fp->readRawData((char *)buf, sizeof(buf[0]) * 2) < 1) {
return false;
}
if (buf[0] > 128) {
/* a run of the same value */
count = buf[0] - 128;
if ((count == 0) || (count > ptr_end - ptr)) {
return false;
}
while (count-- > 0)
*ptr++ = buf[1];
} else {
/* a non-run */
count = buf[0];
if ((count == 0) || (count > ptr_end - ptr)) {
return false;
}
*ptr++ = buf[1];
if (--count > 0) {
if (fp->readRawData((char *)ptr, sizeof(*ptr) * count) < 1) {
return false;
}
ptr += count;
}
}
}
}
/* now convert data from buffer into floats */
for (i = 0; i < scanline_width; i++) {
rgbe[0] = scanline_buffer[i];
rgbe[1] = scanline_buffer[i + scanline_width];
rgbe[2] = scanline_buffer[i + 2 * scanline_width];
rgbe[3] = scanline_buffer[i + 3 * scanline_width];
rgbe2float(&data[RGBE_DATA_RED], &data[RGBE_DATA_GREEN], &data[RGBE_DATA_BLUE], rgbe);
data += RGBE_DATA_SIZE;
}
num_scanlines--;
}
return true;
}

26
src/core/core/hdr_p.h Normal file
View File

@@ -0,0 +1,26 @@
/*
QGL HDR
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 HDR_P_H
#define HDR_P_H
#include <QDataStream>
bool RGBE_ReadPixels_RLE(QDataStream * fp, float * data, int scanline_width, int num_scanlines);
#endif // HDR_P_H

View File

@@ -0,0 +1,41 @@
/*
Time mesurer
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/>.
*/
#include "measurer.h"
#include <QOpenGLFunctions>
#include <QTextStream>
Measurer::Measurer(QString * output): out(output) {}
Measurer::~Measurer() {}
void Measurer::begin(const QString & name) {
n = name;
et.reset();
}
void Measurer::end() {
glFinish();
auto ms = et.elapsed_m();
QTextStream ts(out);
ts << n << ": " << QString::number(ms, 'f', 2) << " ms\n";
}

44
src/core/core/measurer.h Normal file
View File

@@ -0,0 +1,44 @@
/*
Time mesurer
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 measurer_H
#define measurer_H
#include "qglengine_core_export.h"
#include <QString>
#include <pitime.h>
class QGLENGINE_CORE_EXPORT Measurer {
friend class ObjectBase;
public:
Measurer(QString * output);
~Measurer();
void begin(const QString & name);
void end();
private:
PITimeMeasurer et;
QString n, *out;
};
#endif

View File

@@ -0,0 +1,30 @@
/*
QGL Framebuffer effect basic
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/>.
*/
#include "parameteredobject.h"
PIValueTree ParameteredObject::parameters() const {
return params;
}
void ParameteredObject::setParameters(const PIValueTree & p) {
params.applyValues(p);
parametersChanged();
}

View File

@@ -0,0 +1,41 @@
/*
QGL Framebuffer effect basic
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 parameteredobject_H
#define parameteredobject_H
#include "qglengine_core_export.h"
#include <QString>
#include <pivaluetree.h>
class QGLENGINE_CORE_EXPORT ParameteredObject {
public:
virtual ~ParameteredObject() {}
PIValueTree parameters() const;
void setParameters(const PIValueTree & p);
protected:
virtual void parametersChanged() {}
PIValueTree params;
};
#endif

View File

@@ -1,41 +1,52 @@
/*
QGL Loader Assimp
Ivan Pelipenko peri4ko@yandex.ru
QGL Loader Assimp
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 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.
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/>.
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/>.
*/
#include "loader_assimp.h"
#include "glscene.h"
#include "glmesh.h"
#include "glmaterial.h"
#include "glmesh.h"
#include "globject.h"
#include "glscene.h"
#include <assimp/Importer.hpp>
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include <assimp/material.h>
QString fromAiString (const aiString & s) {return QString::fromLocal8Bit(s.C_Str());}
QColor fromAiColor (const aiColor4D & c) {return QColor::fromRgbF(piClamp(c.r, 0.f, 1.f), piClamp(c.g, 0.f, 1.f), piClamp(c.b, 0.f, 1.f));}
QVector3D fromAiVector3D(const aiVector3D & v) {return QVector3D(v.x, v.y, v.z);}
Vector3i fromAiFace (const aiFace & v) {return Vector3i(v.mIndices[0], v.mIndices[1], v.mIndices[2]);}
QMatrix4x4 fromAiMatrix4D(const aiMatrix4x4 & v) {return QMatrix4x4(v.a1, v.a2, v.a3, v.a4,
v.b1, v.b2, v.b3, v.b4,
v.c1, v.c2, v.c3, v.c4,
v.d1, v.d2, v.d3, v.d4);}
bool isAiMeshTriangles(const aiMesh * m) {return (m->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) == aiPrimitiveType_TRIANGLE;}
QString fromAiString(const aiString & s) {
return QString::fromLocal8Bit(s.C_Str());
}
QColor fromAiColor(const aiColor4D & c) {
return QColor::fromRgbF(piClamp(c.r, 0.f, 1.f), piClamp(c.g, 0.f, 1.f), piClamp(c.b, 0.f, 1.f));
}
QVector3D fromAiVector3D(const aiVector3D & v) {
return QVector3D(v.x, v.y, v.z);
}
Vector3i fromAiFace(const aiFace & v) {
return Vector3i(v.mIndices[0], v.mIndices[1], v.mIndices[2]);
}
QMatrix4x4 fromAiMatrix4D(const aiMatrix4x4 & v) {
return QMatrix4x4(v.a1, v.a2, v.a3, v.a4, v.b1, v.b2, v.b3, v.b4, v.c1, v.c2, v.c3, v.c4, v.d1, v.d2, v.d3, v.d4);
}
bool isAiMeshTriangles(const aiMesh * m) {
return (m->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) == aiPrimitiveType_TRIANGLE;
}
Mesh * assimpMesh(const aiMesh * m) {
@@ -44,9 +55,11 @@ Mesh * assimpMesh(const aiMesh * m) {
Mesh * ret = new Mesh();
int vcnt = m->mNumVertices, tcnt = m->mNumFaces;
QVector<QVector3D> & v(ret->vertices()); v.resize(vcnt);
QVector<QVector2D> & t(ret->texcoords()); t.resize(vcnt);
QVector< Vector3i> & ind(ret->indicesTriangles());
QVector<QVector3D> & v(ret->vertices());
v.resize(vcnt);
QVector<QVector2D> & t(ret->texcoords());
t.resize(vcnt);
QVector<Vector3i> & ind(ret->indicesTriangles());
for (int i = 0; i < vcnt; ++i)
v[i] = fromAiVector3D(m->mVertices[i]);
@@ -72,12 +85,12 @@ Mesh * assimpMesh(const aiMesh * m) {
ind.resize(tcnt);
int si = 0;
for (int i = 0; i < tcnt; ++i) {
si = i+i+i;
ind[i] = Vector3i(si, si+1, si+2);
si = i + i + i;
ind[i] = Vector3i(si, si + 1, si + 2);
}
}
//qDebug() << "add mesh" << v.size() << ret->normals().size() << ret->texcoords().size() << ret->indices().size();
// qDebug() << "add mesh" << v.size() << ret->normals().size() << ret->texcoords().size() << ret->indices().size();
return ret;
}
@@ -86,7 +99,7 @@ Mesh * assimpMesh(const aiMesh * m) {
QColor aiMatColor(const aiMaterial * m, const char * key, uint s0, uint s1, const QColor & def = Qt::white) {
aiColor4D col;
aiReturn r = m->Get(key, s0, s1, col);
//qDebug() << key << r << col.r << col.g << col.b;
// qDebug() << key << r << col.r << col.g << col.b;
if (r != aiReturn_SUCCESS) return def;
return fromAiColor(col);
}
@@ -98,36 +111,36 @@ float aiMatFloat(const aiMaterial * m, const char * key, uint s0, uint s1, float
}
QString aiMatString(const aiMaterial * m, const char * key, uint s0, uint s1) {
aiString p;
aiReturn r = const_cast<aiMaterial*>(m)->Get(key, s0, s1, p);
//qDebug() << "GetTexture" << key << s0 << r << fromAiString(p);
aiReturn r = const_cast<aiMaterial *>(m)->Get(key, s0, s1, p);
// qDebug() << "GetTexture" << key << s0 << r << fromAiString(p);
if (r != aiReturn_SUCCESS) return QString();
return fromAiString(p);
}
Material * assimpMaterial(const aiMaterial * m) {
if (!m) return 0;
Material * ret = new Material();
///WARNING: no function GetName() in aiMaterial in stable release
//ret->name = fromAiString(const_cast<aiMaterial*>(m)->GetName());
/// WARNING: no function GetName() in aiMaterial in stable release
// ret->name = fromAiString(const_cast<aiMaterial*>(m)->GetName());
aiString name;
const_cast<aiMaterial*>(m)->Get(AI_MATKEY_NAME,name);
ret->name = fromAiString(name);
//qDebug() << "mat" << ret->name;
//for (int i = 0; i < m->mNumProperties; ++i) {
const_cast<aiMaterial *>(m)->Get(AI_MATKEY_NAME, name);
ret->name = fromAiString(name);
// qDebug() << "mat" << ret->name;
// for (int i = 0; i < m->mNumProperties; ++i) {
// qDebug()<< fromAiString(m->mProperties[i]->mKey);// << "=" << aiMatFloat(m, m->mProperties[i]->mKey.C_Str(), 0, 0);
//}
// }
ret->color_diffuse = aiMatColor(m, AI_MATKEY_COLOR_DIFFUSE);
ret->color_emission = aiMatColor(m, AI_MATKEY_COLOR_EMISSIVE);
float shine = aiMatFloat(m, AI_MATKEY_SHININESS, -1.f);
float shine = aiMatFloat(m, AI_MATKEY_SHININESS, -1.f);
if (shine >= 0) {
ret->map_roughness.color_amount = 0.8f - (shine / 100.f * 0.6f);
//qDebug() << "shine" << shine;
// qDebug() << "shine" << shine;
}
ret->map_diffuse .bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_DIFFUSE(0));
ret->map_normal .bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_NORMALS(0));
//ret->map_metalness.bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_SPECULAR(0));
ret->map_diffuse.bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_DIFFUSE(0));
ret->map_normal.bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_NORMALS(0));
// ret->map_metalness.bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_SPECULAR(0));
ret->map_roughness.bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_SHININESS(0));
ret->map_emission .bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_EMISSIVE(0));
ret->transparency = 1.f - aiMatFloat(m, AI_MATKEY_OPACITY, 1.f);
ret->map_emission.bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_EMISSIVE(0));
ret->transparency = 1.f - aiMatFloat(m, AI_MATKEY_OPACITY, 1.f);
ret->detectMaps();
ret->setTypes();
return ret;
@@ -136,19 +149,17 @@ Material * assimpMaterial(const aiMaterial * m) {
Light * assimpLight(const aiLight * l) {
if (!l) return 0;
if (l->mType != aiLightSource_POINT && l->mType != aiLightSource_SPOT)
return 0;
if (l->mType != aiLightSource_POINT && l->mType != aiLightSource_SPOT) return 0;
Light * ret = new Light();
ret->setName(fromAiString(l->mName));
ret->setPos(fromAiVector3D(l->mPosition));
ret->setDirection(fromAiVector3D(l->mDirection));
ret->decay_const = l->mAttenuationConstant ;
ret->decay_linear = l->mAttenuationLinear ;
ret->decay_const = l->mAttenuationConstant;
ret->decay_linear = l->mAttenuationLinear;
ret->decay_quadratic = l->mAttenuationQuadratic;
ret->angle_start = l->mAngleInnerCone * rad2deg;
ret->angle_end = l->mAngleOuterCone * rad2deg;
if (l->mType == aiLightSource_SPOT)
ret->light_type = Light::Cone;
ret->angle_start = l->mAngleInnerCone * rad2deg;
ret->angle_end = l->mAngleOuterCone * rad2deg;
if (l->mType == aiLightSource_SPOT) ret->light_type = Light::Cone;
QVector3D col(l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b);
ret->intensity = col.length();
col /= ret->intensity;
@@ -157,25 +168,28 @@ Light * assimpLight(const aiLight * l) {
}
ObjectBaseList assimpObject(const aiNode * n, const QVector<Mesh * > & meshes, aiMesh ** ai_meshes,
const QVector<Material*> & materials,
const QMap<QString, Light * > & light_by_name, QVector<Light*> & out_lights) {
ObjectBaseList assimpObject(const aiNode * n,
const QVector<Mesh *> & meshes,
aiMesh ** ai_meshes,
const QVector<Material *> & materials,
const QMap<QString, Light *> & light_by_name,
QVector<Light *> & out_lights) {
if (!n) return ObjectBaseList();
ObjectBaseList ret;
ObjectBase * obj = 0;
QString name = fromAiString(n->mName);
Light * light = light_by_name.value(name, 0);
QString name = fromAiString(n->mName);
Light * light = light_by_name.value(name, 0);
if (light) {
obj = light->clone();
out_lights << (Light*)obj;
out_lights << (Light *)obj;
} else
obj = new ObjectBase();
obj->setName(name);
obj->setMatrix(fromAiMatrix4D(n->mTransformation));
ret << obj;
//qDebug() << "add object" << ret << ret->name();
// qDebug() << "add object" << ret << ret->name();
if (!light) {
//qDebug() << name << "has" << n->mNumMeshes << "meshes";
// qDebug() << name << "has" << n->mNumMeshes << "meshes";
for (uint i = 0; i < n->mNumMeshes; ++i) {
int mi = n->mMeshes[i];
if (meshes[mi]) {
@@ -185,17 +199,16 @@ ObjectBaseList assimpObject(const aiNode * n, const QVector<Mesh * > & meshes, a
}
obj->setMesh(meshes[mi]);
int mati = ai_meshes[mi]->mMaterialIndex;
if (mati >= 0 || mati < materials.size())
obj->setMaterial(materials[mati]);
//ret->setMesh(meshes[mi]);
//qDebug() << "set mesh" << mi << ret->mesh();
//break;
if (mati >= 0 || mati < materials.size()) obj->setMaterial(materials[mati]);
// ret->setMesh(meshes[mi]);
// qDebug() << "set mesh" << mi << ret->mesh();
// break;
}
}
}
for (uint i = 0; i < n->mNumChildren; ++i) {
ObjectBaseList cl = assimpObject(n->mChildren[i], meshes, ai_meshes, materials, light_by_name, out_lights);
foreach (ObjectBase * c, cl)
foreach(ObjectBase * c, cl)
obj->addChild(c);
}
@@ -207,38 +220,36 @@ Scene * loadScene(const QString & filepath) {
if (filepath.isEmpty()) return 0;
qDebug() << "[Loader Assimp] Import" << filepath << "...";
Assimp::Importer importer;
const aiScene * ais = importer.ReadFile(filepath.toUtf8(), aiProcess_Triangulate |
aiProcess_SortByPType |
aiProcess_GenUVCoords |
aiProcess_TransformUVCoords);
const aiScene * ais =
importer.ReadFile(filepath.toUtf8(),
aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_GenUVCoords | aiProcess_TransformUVCoords);
if (!ais) {
qDebug() << "[Loader Assimp] Error: \"" + QString(importer.GetErrorString()) + "\"";
return 0;
}
qDebug() << "[Loader Assimp] Imported" << ais->mNumMeshes << "meshes";
QVector<Mesh * > meshes;
QVector<Mesh *> meshes;
for (uint i = 0; i < ais->mNumMeshes; ++i)
meshes << assimpMesh(ais->mMeshes[i]);
QVector<Material * > materials;
QVector<Material *> materials;
for (uint i = 0; i < ais->mNumMaterials; ++i)
materials << assimpMaterial(ais->mMaterials[i]);
QVector<Light * > lights;
QVector<Light *> lights;
for (uint i = 0; i < ais->mNumLights; ++i)
lights << assimpLight(ais->mLights[i]);
QMap<QString, Light * > light_by_name;
foreach (Light * l, lights)
if (l)
light_by_name[l->name()] = l;
QMap<QString, Light *> light_by_name;
foreach(Light * l, lights)
if (l) light_by_name[l->name()] = l;
QVector<Light*> out_lights;
QVector<Light *> out_lights;
ObjectBaseList rootl = assimpObject(ais->mRootNode, meshes, ais->mMeshes, materials, light_by_name, out_lights);
if (rootl.isEmpty()) return 0;
ObjectBase * root = rootl[0];
root->transferTransformToChildren(true);
ObjectBaseList rcl = root->children(true);
foreach (ObjectBase * c, rcl) {
foreach (Light * l, out_lights) {
foreach(ObjectBase * c, rcl) {
foreach(Light * l, out_lights) {
if (c->name() == (l->name() + ".Target")) {
l->setDistance((l->worldPos() - c->worldPos()).length());
delete c;
@@ -250,7 +261,7 @@ Scene * loadScene(const QString & filepath) {
Scene * scene = new Scene();
scene->setName(root->name());
foreach (ObjectBase * o, root->children())
foreach(ObjectBase * o, root->children())
scene->addObject(o);
lights.removeAll(nullptr);
qDeleteAll(lights);

View File

@@ -0,0 +1,27 @@
/*
QGL Loader Assimp
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 LOADER_ASSIMP_H
#define LOADER_ASSIMP_H
#include "gltypes.h"
QGLENGINE_CORE_EXPORT Scene * loadScene(const QString & filepath);
QGLENGINE_CORE_EXPORT QStringList supportedFormats();
#endif // LOADER_ASSIMP_H

View File

@@ -1,23 +1,25 @@
/*
QGL Loader QGL
Ivan Pelipenko peri4ko@yandex.ru
QGL Loader QGL
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 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.
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/>.
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/>.
*/
#include "loader_qgl.h"
#include "glscene.h"
#include <chunkstream.h>
@@ -37,7 +39,7 @@ Scene * loadFromQGLFile(const QString & filepath) {
return 0;
}
ushort version = 0x1;
f.peek((char*)&version, 2);
f.peek((char *)&version, 2);
if (version != 1) {
qDebug() << "[Loader QGL] Error: \"" + filepath + "\" unsupported version!";
return 0;
@@ -45,7 +47,7 @@ Scene * loadFromQGLFile(const QString & filepath) {
Scene * ret = 0;
s.skipRawData(2);
s >> ret;
//root->buildTransform();
// root->buildTransform();
qDebug() << "[Loader QGL] Loaded" << ret->objectsCount(true) << "objects from" << filepath;
return ret;
}
@@ -53,15 +55,14 @@ Scene * loadFromQGLFile(const QString & filepath) {
bool saveToQGLFile(const QString & filepath, const Scene * scene) {
QFile f(filepath);
if (!f.open(QIODevice::ReadWrite))
return false;
if (!f.open(QIODevice::ReadWrite)) return false;
f.resize(0);
QDataStream s(&f);
s.setVersion(QDataStream::Qt_5_0);
char sign[4] = {'Q', 'G', 'L', 'E'};
char sign[4] = {'Q', 'G', 'L', 'E'};
ushort version = 0x1;
s.writeRawData(sign, 4);
s.writeRawData((char*)&version, 2);
s.writeRawData((char *)&version, 2);
s << scene;
return true;
}

View File

@@ -0,0 +1,29 @@
/*
QGL Loader QGL
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 LOADER_QGL_H
#define LOADER_QGL_H
#include "gltypes.h"
#include <QFileInfo>
QGLENGINE_CORE_EXPORT Scene * loadFromQGLFile(const QString & filepath);
QGLENGINE_CORE_EXPORT bool saveToQGLFile(const QString & filepath, const Scene * scene);
#endif // LOADER_QGL_H

View File

@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="en_US">
</TS>

View File

@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="ru_RU">
</TS>

2
src/core/lang/update.bat Normal file
View File

@@ -0,0 +1,2 @@
lupdate ../ -no-obsolete -ts qglengine_core_ru.ts
lupdate ../ -no-obsolete -ts qglengine_core_en.ts

View File

@@ -0,0 +1,48 @@
<RCC>
<qresource prefix="/">
<file>coeffs_brdf.png</file>
<file>../icons/add-type-camera.png</file>
<file>../icons/add-type-geo.png</file>
<file>../icons/add-type-light.png</file>
<file>../icons/add-type-empty.png</file>
<file>../icons/collapse.png</file>
<file>../icons/expand.png</file>
<file>../icons/edit-rename.png</file>
<file>../icons/alpha.png</file>
<file>../icons/application-exit.png</file>
<file>../icons/configure.png</file>
<file>../icons/dialog-close.png</file>
<file>../icons/document-edit.png</file>
<file>../icons/document-import.png</file>
<file>../icons/document-new.png</file>
<file>../icons/document-open.png</file>
<file>../icons/document-save.png</file>
<file>../icons/document-save-all.png</file>
<file>../icons/edit-clear.png</file>
<file>../icons/edit-clear-locationbar-rtl.png</file>
<file>../icons/edit-copy.png</file>
<file>../icons/edit-delete.png</file>
<file>../icons/edit-find.png</file>
<file>../icons/edit-paste.png</file>
<file>../icons/go-jump.png</file>
<file>../icons/go-top.png</file>
<file>../icons/go-up.png</file>
<file>../icons/go-down.png</file>
<file>../icons/layer-visible-on.png</file>
<file>../icons/layer-visible-off.png</file>
<file>../icons/light-+.png</file>
<file>../icons/list-add.png</file>
<file>../icons/object-flip-horizontal.png</file>
<file>../icons/object-flip-vertical.png</file>
<file>../icons/picker.png</file>
<file>../icons/qglview.png</file>
<file>../icons/transform-move.png</file>
<file>../icons/transform-rotate.png</file>
<file>../icons/transform-scale.png</file>
<file>../icons/type-camera.png</file>
<file>../icons/type-geo.png</file>
<file>../icons/type-light.png</file>
<file>../icons/type-empty.png</file>
<file>../icons/view-refresh.png</file>
</qresource>
</RCC>

View File

@@ -0,0 +1,277 @@
/*
QGL TextureManager
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/>.
*/
#include "gltexture_manager.h"
#include "gltexturearray.h"
#include "gltypes.h"
QStringList TextureManager::search_pathes(".");
QVector3D colorVector(QRgb c) {
return QVector3D(((uchar *)(&c))[0] / 255.f, ((uchar *)(&c))[1] / 255.f, ((uchar *)(&c))[2] / 255.f);
}
void TextureManager::addSearchPath(const QString & path) {
if (!search_pathes.contains(path)) search_pathes << path;
}
QString TextureManager::findFile(const QString & path) {
return ::findFile(path, search_pathes);
}
/*
GLuint TextureManager::loadTexture(const QString & path, bool is_normal, MapBakeOptions opts) {
QString p = findFile(path);
if (p.isEmpty()) return 0;
uint hash = mapHash(p, is_normal, opts);
int tid = cache_loaded.value(hash, 0);
if (tid > 0) {
qDebug() << "[TextureManager] Found" << path << "as" << tid;
return tid;
}
QImage image(p);
if (is_normal) convertToNormal(image);
applyBakeOption(image, opts);
// qDebug() << p << image.width() << image.height() << image.format() << is_normal;
GLuint tid_ = tid;
createGLTexture(f, tid_, image);
tid = tid_;
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << p;
return tid;
}
qDebug() << "[TextureManager] Loaded" << p << "as" << tid;
tex_ids[is_normal ? 1 : 0].insert(p, tid);
tex_im[is_normal ? 1 : 0].insert(p, image);
return tid;
}
*/
QImage TextureManager::loadTextureImage(const QString & path, bool is_normal, MapBakeOptions opts, uint * result_hash) {
if (result_hash) *result_hash = 0;
if (path.isEmpty()) return QImage();
QString p = findFile(path);
if (p.isEmpty()) {
missed << path;
// p = findFile(path);
// if (p.isEmpty()) return QImage();
return QImage();
}
uint hash = mapHash(p, is_normal, opts);
QImage image = cache_image.value(hash);
if (!image.isNull()) {
if (result_hash) *result_hash = hash;
return image;
}
image = QImage(p).convertToFormat(QImage::Format_ARGB32);
if (image.isNull()) return image;
if (is_normal) convertToNormal(image);
applyBakeOption(image, opts);
cache_image[hash] = image;
if (result_hash) *result_hash = hash;
return image;
}
/*
GLuint TextureManager::loadTexture(const QImage & im, bool ownership, bool is_normal, MapBakeOptions opts) {
if (im.isNull()) return 0;
QImage image(im);
if (is_normal) convertToNormal(image);
applyBakeOption(image, opts);
GLuint tid = 0;
createGLTexture(f, tid, im);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load image";
return tid;
}
qDebug() << "[TextureManager] Loaded image as" << tid;
return tid;
}
void TextureManager::reloadTexture(GLuint tid, const QString & path) {
QString p = findFile(path);
if (p.isEmpty() || (tid == 0)) return;
QImage image(p);
createGLTexture(f, tid, image);
if (tid == 0) {
qDebug() << "[TextureManager] Can`t load" << p;
return;
}
qDebug() << "[TextureManager] Reloaded" << p << "as" << tid;
}
void TextureManager::reloadTexture(GLuint tid, const QImage & im) {
if (im.isNull() || (tid == 0)) return;
QImage image(im);
createGLTexture(f, tid, image);
qDebug() << "[TextureManager] Reloaded" << tid;
}
*/
int TextureManager::textureID(const QString & path, bool is_normal, MapBakeOptions opts) {
return cache_loaded.value(mapHash(findFile(path), is_normal, opts), 0);
}
QImage TextureManager::textureImage(const QString & path, bool is_normal, MapBakeOptions opts) {
return cache_image.value(mapHash(findFile(path), is_normal, opts));
}
void TextureManager::convertToNormal(QImage & im) {
if (im.isNull()) return;
float sum[3] = {0., 0., 0.};
llong a = 0;
const uchar * sd = im.constBits();
for (int i = 0; i < im.height(); i++) {
for (int j = 0; j < im.width(); j++) {
sum[2] += sd[a] / 255.f - 0.5f;
++a;
sum[1] += sd[a] / 255.f - 0.5f;
++a;
sum[0] += sd[a] / 255.f - 0.5f;
++a;
++a;
}
}
float wh = im.width() * im.height();
sum[0] /= wh;
sum[1] /= wh;
sum[2] /= wh;
// qDebug() << sum[0] << sum[1] << sum[2];
if ((qAbs(sum[0]) <= 0.05f) && (qAbs(sum[1]) <= 0.05f) && (sum[2] >= 0.25f)) /// already normal
return;
// qDebug() << "convert to normal";
QImage dim = QImage(im.width(), im.height(), QImage::Format_ARGB32);
int tx, ty, w = im.width(), h = im.height();
a = 0;
uchar * dd = dim.bits();
for (int i = 0; i < im.height(); i++) {
for (int j = 0; j < im.width(); j++) {
tx = j - 1;
tx = tx < 0 ? w + tx : tx % w;
ty = i - 1;
ty = ty < 0 ? h + ty : ty % h;
QVector3D p[3], res;
p[0] = colorVector(im.pixel(j, i));
p[1] = colorVector(im.pixel(j, ty));
p[2] = colorVector(im.pixel(tx, i));
res.setY(piClamp(0.5f + (p[0].length() - p[1].length()) / 2.f, 0.f, 1.f));
res.setX(piClamp(0.5f - (p[0].length() - p[2].length()) / 2.f, 0.f, 1.f));
tx = (j + 1) % w;
ty = (i + 1) % h;
p[1] = colorVector(im.pixel(j, ty));
p[2] = colorVector(im.pixel(tx, i));
res.setY(piClamp(0.5f + (p[0].length() - p[1].length()) / 2.f, 0.f, 1.f));
res.setX(piClamp(0.5f - (p[0].length() - p[2].length()) / 2.f, 0.f, 1.f));
res.setZ(1.f);
dd[a] = res.z() * 255;
++a;
dd[a] = res.y() * 255;
++a;
dd[a] = res.x() * 255;
++a;
dd[a] = 255;
++a;
}
}
im = dim;
// im.save("_normal.png");
}
void TextureManager::applyBakeOption(QImage & im, MapBakeOptions opts) {
if (im.isNull()) return;
if (!opts.invert_R && !opts.invert_G && !opts.invert_B) return;
QRgb * data = (QRgb *)im.bits();
uint pixels = im.width() * im.height();
for (uint i = 0; i < pixels; ++i) {
uchar * p = (uchar *)&(data[i]);
if (opts.invert_B) p[0] = 255 - p[0];
if (opts.invert_G) p[1] = 255 - p[1];
if (opts.invert_R) p[2] = 255 - p[2];
}
}
uint TextureManager::mapHash(const QString & path, bool is_normal, MapBakeOptions opts) {
return qHash(path) ^ ((uint)is_normal << 8) ^ opts.hash();
}
/*
bool TextureManager::loadTextures() {
QFileInfoList fil;
foreach(const QString & i, tex_pathes)
loadTexture(i, true);
tex_pathes.clear();
return true;
}
void TextureManager::deleteTextures() {
for (int i = 0; i < 2; ++i) {
QList<GLuint> texs = tex_ids[i].values();
qDebug() << "[TextureManager] Delete" << texs.size() << "textures";
if (!texs.isEmpty()) f->glDeleteTextures(texs.size(), &texs[0]);
tex_ids[i].clear();
tex_im[i].clear();
}
}
void TextureManager::deleteTexture(const QString & name) {
for (int i = 0; i < 2; ++i) {
if (tex_ids[i].contains(name)) {
GLuint id = tex_ids[i][name];
f->glDeleteTextures(1, &id);
tex_ids[i].remove(name);
tex_im[i].remove(name);
}
}
}
*/
void TextureManager::clearImageCache() {
cache_image.clear();
}
void TextureManager::clearMissed() {
missed.clear();
}
void TextureManager::loadToTexture2DArray(Texture2DArray * array, QSize map_size) {
array->resize(f, map_size, texturesCount());
array_layers.clear();
QMapIterator<uint, QImage> it(cache_image);
int cl = -1;
while (it.hasNext()) {
it.next();
array->load(f, it.value(), ++cl);
array_layers[it.key()] = cl;
}
array->mipmaps(f);
emit filesUsed(texturesCount());
}

View File

@@ -0,0 +1,86 @@
/*
QGL TextureManager
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 GLTEXTUREMANAGER_H
#define GLTEXTUREMANAGER_H
#include "glmaterial.h"
#include "qglengine_core_export.h"
#include <QDir>
#include <QFileInfo>
#include <QImage>
#include <QMap>
#include <QOpenGLExtraFunctions>
class QGLENGINE_CORE_EXPORT TextureManager: public QObject {
Q_OBJECT
public:
TextureManager(QOpenGLExtraFunctions * f_): f(f_) {}
virtual ~TextureManager() {}
// GLuint loadTexture(const QString & path, bool is_normal = false, MapBakeOptions opts = {});
// GLuint loadTexture(const QImage & image, bool ownership = true, bool is_normal = false, MapBakeOptions opts = {});
QImage loadTextureImage(const QString & path, bool is_normal = false, MapBakeOptions opts = {}, uint * result_hash = nullptr);
// void reloadTexture(GLuint tid, const QString & path);
// void reloadTexture(GLuint tid, const QImage & image);
int textureID(const QString & path, bool is_normal = false, MapBakeOptions opts = {});
QImage textureImage(const QString & path, bool is_normal = false, MapBakeOptions opts = {});
QImage textureImage(uint hash) const { return cache_image.value(hash); }
int textureLayer(uint hash) const { return array_layers.value(hash); }
// void addTexture(const QString & path) { tex_pathes << path; }
// bool loadTextures();
// void deleteTextures();
// void deleteTexture(const QString & name);
int texturesCount() const { return cache_image.size(); }
uint texturesHash() const { return qHash(cache_image.keys()); }
void clearImageCache();
void clearMissed();
const QSet<QString> & missedFiles() const { return missed; }
void loadToTexture2DArray(Texture2DArray * array, QSize map_size);
static void addSearchPath(const QString & path);
static void clearSearchPathes() { search_pathes.clear(); }
static QStringList searchPathes() { return search_pathes; }
static void setSearchPathes(const QStringList & pl) { search_pathes = pl; }
static QString findFile(const QString & path);
protected:
static void convertToNormal(QImage & im);
static void applyBakeOption(QImage & im, MapBakeOptions opts);
static uint mapHash(const QString & path, bool is_normal, MapBakeOptions opts);
static QStringList search_pathes;
QOpenGLExtraFunctions * f;
QMap<uint, GLuint> cache_loaded;
QMap<uint, QImage> cache_image;
QMap<uint, int> array_layers;
QSet<QString> missed;
QStringList tex_pathes;
signals:
void loadingDone();
void filesUsed(int);
};
#endif // GLTEXTUREMANAGER_H

View File

@@ -0,0 +1,748 @@
/*
QGL Renderer
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include "renderer.h"
#include "ccm_qglengine_core.h"
#include "glmesh.h"
#include "glshaders.h"
#include "gltexture_manager.h"
#include "qglview.h"
#include <QOpenGLExtraFunctions>
#include <picodeinfo.h>
#include <piiostream.h>
#include <piqt.h>
#include <qad_types.h>
using namespace QGLEngineShaders;
Renderer::Renderer(QGLView * view_)
: RendererBase(view_)
, fbo_ds(view_,
QVector<GLenum>() << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F << GL_RGBA32F
<< GL_RGBA16F)
, fbo_out(view_, obrBuffersCount, false, GL_RGBA16F)
, rend_mat(this)
, rend_service(this)
, rend_selection(this)
, tone_proc(this)
, tex_env(view_, 512) {
mat_norm_to_tex_coord.scale(0.5, 0.5);
mat_norm_to_tex_coord.translate(1, 1);
mat_proj_90 = glMatrixPerspective(90., 1., 0.1);
for (int i = 0; i < 6; ++i) {
QMatrix4x4 fvm;
switch (i) {
case 0:
fvm.rotate(-90., QVector3D(0, 1, 0));
fvm.rotate(180., QVector3D(0, 0, 1));
break;
case 1:
fvm.rotate(90., QVector3D(0, 1, 0));
fvm.rotate(180., QVector3D(0, 0, 1));
break;
case 2: fvm.rotate(-90., QVector3D(1, 0, 0)); break;
case 3: fvm.rotate(90., QVector3D(1, 0, 0)); break;
case 4:
fvm.rotate(180., QVector3D(0, 0, 1));
fvm.rotate(180., QVector3D(0, 1, 0));
break;
case 5: fvm.rotate(180., QVector3D(0, 0, 1)); break;
}
mat_faces[i] = fvm;
}
quad = Primitive::plane(2., 2.);
cam_light = new Light();
cam_light->intensity = 0.75;
cam_light->setName("Camera_Light");
cam_light->setCastShadows(false);
shader_files[srSelectionFill] = "selection.glsl";
shader_files[srSelectionHalo] = "selection_halo.glsl";
shader_files[srSelectionApply] = "selection_apply.glsl";
shader_files[srSelectionFrame] = "selection_frame.glsl";
shader_files[srServiceFill] = "service_fill.glsl";
shader_files[srServiceFrame] = "service_frame.glsl";
shader_files[srServiceLine] = "service_line.glsl";
shader_files[srGeometrySolidPass] = "ds_geom.glsl";
shader_files[srGeometryTransparentPass] = "ds_geom.glsl";
shader_files[srLightOmniPass] = "ds_light.glsl";
shader_files[srLightSpotPass] = "ds_light.glsl";
shader_files[srFinalPass] = "ds_final.glsl";
shader_files[srTonemapPass] = "ds_tonemap.glsl";
shader_files[srShadowConePass] = "shadow.glsl";
shader_files[srShadowOmniPass] = "shadow.glsl";
shader_defines[srGeometrySolidPass] << "SOLID";
shader_defines[srLightSpotPass] << "SPOT";
shader_defines[srShadowOmniPass] << "OMNI";
shader_defines[srLightSpotPass] << "SHADOWS";
shader_defines[srLightOmniPass] << "SHADOWS";
PICodeInfo::EnumInfo * obre = PICodeInfo::enumsInfo->value("Renderer::DeferredBufferRole");
if (obre) {
for (auto e: obre->members) {
obr_defines += "#define " + PI2QString(e.name) + " " + QString::number(e.value) + "\n";
}
}
edit_mode = need_init_shaders = true;
camera_light_mode = QGLView::clmAuto;
}
Renderer::~Renderer() {
delete quad;
delete cam_light;
qDeleteAll(shaders.values());
if (shader_fxaa) delete shader_fxaa;
}
void Renderer::init(int width, int height) {
fbo_ds.reinit();
fbo_out.reinit();
quad->reinit();
buffer_materials.reinit();
buffer_lights.reinit();
buffer_lights_pos.reinit();
textures_maps.reinit();
textures_empty.reinit();
shadow_maps_cone.reinit();
shadow_maps_omni.reinit();
depth_maps_cone.reinit();
depth_maps_omni.reinit();
resize(width, height);
rend_mat.init(width, height);
rend_service.init(width, height);
rend_selection.init(width, height);
tone_proc.init();
initQuad(quad);
initTextureArrays();
initCoeffTextures();
markReloadTextures();
tex_env.init();
if (is_grabbing) fbo_out.enablePixelBuffer();
need_init_shaders = true;
}
void Renderer::resize(int width, int height) {
rend_mat.resize(width, height);
rend_service.resize(width, height);
rend_selection.resize(width, height);
fbo_ds.resize(width, height);
fbo_out.resize(width, height);
tone_proc.resize();
}
void Renderer::reloadShaders() {
__reinit_debug = true;
QMapIterator<ShaderRole, QString> it(shader_files);
qDeleteAll(shaders.values());
shaders.clear();
if (shader_fxaa) delete shader_fxaa;
shader_fxaa = nullptr;
if (tone_proc.shader_sum) delete tone_proc.shader_sum;
tone_proc.shader_sum = nullptr;
QString dir = ":/shaders/";
while (it.hasNext()) {
it.next();
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()), obr_defines);
}
loadShadersMulti(tone_proc.shader_sum, dir + "sum.glsl", false);
QStringList fxaa_defs;
fxaa_defs << "FXAA_PC 1"
<< "FXAA_GLSL_130 1"
<< "FXAA_QUALITY__PRESET 15";
loadShaders(shader_fxaa, QStringList() << (dir + "fxaa.vert") << (dir + "fxaa.frag"), true, fxaa_defs);
for (auto * e: fb_effects) {
e->reloadShaders();
e->is_loaded = true;
}
need_init_shaders = true;
view->scene()->setLightsChanged();
view->scene()->setTreeStructChanged();
view->scene()->setMaterialsChanged();
}
bool Renderer::bindShader(Renderer::ShaderRole role, QOpenGLShaderProgram ** ret) {
QOpenGLShaderProgram * prog = shaders.value(role);
if (ret) *ret = prog;
if (!prog) return false;
if (!prog->isLinked()) return false;
prog->bind();
return true;
}
bool Renderer::bindShader(QOpenGLShaderProgram * sp) {
if (!sp) return true;
if (!sp->isLinked()) return true;
if (!sp->bind()) return false;
return true;
}
void Renderer::initShaders() {
if (!need_init_shaders) return;
need_init_shaders = false;
QOpenGLShaderProgram * prog = 0;
for (ShaderRole role: {srLightOmniPass, srLightSpotPass}) {
if (!bindShader(role, &prog)) continue;
initUniformBuffer(prog, &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(prog, &buffer_lights, bpLightParameters, "QGLLightParameterData");
initUniformBuffer(prog, &buffer_lights_pos, bpLightPositions, "QGLLightPositionData");
for (int i = 0; i <= 5; ++i)
prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
prog->setUniformValue("tex_coeff_brdf", trCoeffBRDF);
prog->setUniformValue("tex_env", trEnvironment);
setUniformMaps(prog);
}
if (bindShader(srFinalPass, &prog)) {
prog->setUniformValue("tex_g1", 0);
prog->setUniformValue("tex_s_0", 1);
prog->setUniformValue("tex_s_1", 2);
prog->setUniformValue("tex_t_0", 3);
prog->setUniformValue("tex_t_1", 4);
}
for (ShaderRole role: {srGeometrySolidPass, srGeometryTransparentPass, srShadowConePass, srShadowOmniPass}) {
if (!bindShader(role, &prog)) continue;
initUniformBuffer(prog, &buffer_materials, bpMaterials, "QGLMaterialData");
setUniformMaps(prog);
}
if (bindShader(srTonemapPass, &prog)) {
prog->setUniformValue("tex_0", 0);
prog->setUniformValue("tex_sum", 1);
}
}
void Renderer::releaseShader() {
view->glUseProgram(0);
}
QVector<int> Renderer::getFreePlanes(int count) {
prev_write_plane = cur_write_plane;
QVector<int> ret;
bool output_done = false;
const int total_count = 4;
for (int i = 0; i < total_count; ++i) {
int plane = obrGeneral0 + i;
if (prev_write_plane == plane) continue;
if (!output_done) {
fbo_out.setWriteBuffer(plane);
cur_write_plane = plane;
output_done = true;
continue;
}
ret << plane;
if (ret.size() == count) break;
}
return ret;
}
void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) {
cur_objects_.resize(ol.size());
for (int i = 0; i < ol.size(); ++i) {
Object & so(cur_objects_[i]);
ObjectBase * o = ol[i];
if (o->material()) {
so.material = o->material()->_index;
so.color = QVector4D(1, 1, 1, 1);
} else {
so.material = 0;
so.color = QColor2QVector(o->color());
}
so.object_id = o->id();
so.flags = 0;
so.f_accept_light = o->isAcceptLight();
so.f_accept_fog = o->isAcceptFog();
so.f_accept_cast_shadow = o->isCastShadows();
so.f_accept_rec_shadow = o->isReceiveShadows();
o->worldTransform().transposed().copyDataTo(so.modelmatrix);
o->textureGLMatrix().copyDataTo(so.texturematrix);
// qDebug() << "load obj" << o->name() << o->textureMatrix() << tmat;
}
// qDebug() << "fillObjectsBuffer" << ol.size();
}
void Renderer::renderObjects(Scene & scene, RenderPass pass) {
QOpenGLExtraFunctions * f = view;
QMapIterator<Mesh *, ObjectBaseList> it(scene.geometries_used[pass]);
bool emit_pos_change = false;
while (it.hasNext()) {
it.next();
Mesh * mesh = it.key();
if (mesh->isObjectsChanged(pass)) {
mesh->setObjectsChanged(pass, false);
emit_pos_change = true;
fillObjectsBuffer(it.value(), pass);
// qDebug() << "loadObjects" << pass << cur_objects_.size();
mesh->loadObjects(f, cur_objects_, pass);
}
if (mesh->isSelectionChanged(pass) && edit_mode) {
mesh->setSelectionChanged(pass, false);
fillSelectionsBuffer(rend_selection.cur_selections_, it.value());
// qDebug() << "fillSelectionsBuffer" << pass << rend_selection.cur_selections_.size();
mesh->loadSelections(f, rend_selection.cur_selections_, pass);
}
// qDebug() << "draw" << pass << it.value().size();
mesh->draw(f, it.value().size(), pass);
}
if (emit_pos_change) emit view->objectsPositionChanged();
}
void Renderer::renderLight(int first_wr_buff, bool clear_only) {
QOpenGLShaderProgram * prog = 0;
Camera * cam = view->camera();
view->glActiveTexture(GL_TEXTURE0 + trCoeffBRDF);
view->glBindTexture(GL_TEXTURE_2D, tex_coeff[0]);
// tex_env.bind((int)Renderer::dbrBuffersCount + 1);
typedef QPair<Renderer::ShaderRole, Light::Type> PassPair;
QVector<PassPair> passes;
passes << PassPair(srLightOmniPass, Light::Omni) << PassPair(srLightSpotPass, Light::Cone);
QColor back = view->fogColor();
back.setAlpha(0);
foreach(PassPair pass, passes) {
if (bindShader(pass.first, &prog)) {
/*if (pass.second == Light::Cone) {
auto & cone_ll(cur_lights[pass.second]);
for (int i = 0; i < cone_ll.size(); ++i) {
Light * l = cone_ll[i];
// l->shadow_map.bindDepthTexture(mtShadowCone + i);
l->shadow_map.bindColorTexture(0, mtShadowCone + i);
}
}*/
fbo_out.setWriteBuffer(first_wr_buff + pass.second);
glClearFramebuffer(back, false);
if (clear_only) continue;
setUniformCamera(prog, cam);
setUniformViewCorners(prog, cam);
prog->setUniformValue("lights_start", lights_start[pass.second]);
prog->setUniformValue("lights_count", (int)cur_lights[pass.second].size());
prog->setUniformValue("fog_color", view->fogColor());
prog->setUniformValue("fog_decay", qMax(view->fogDecay(), 0.001f));
prog->setUniformValue("fog_density", view->fogDensity());
prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3, 3>());
if (shadows_enabled) {
prog->setUniformValue("shadow_size", view->shadow_map_size);
prog->setUniformValue("noise_size", noise_size);
prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);
prog->setUniformValue("tex_depths_omni", (int)tarDepthsOmni);
GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
shadow_maps_cone.bind(view, tarShadowsCone);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
shadow_maps_omni.bind(view, tarShadowsOmni);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
depth_maps_cone.bind(view, tarDepthsCone);
depth_maps_omni.bind(view, tarDepthsOmni);
}
renderQuad(prog, quad, cam);
}
}
}
void Renderer::renderConeShadows() {
QOpenGLExtraFunctions * f = view;
QOpenGLShaderProgram * prog = 0;
if (bindShader(srShadowConePass, &prog)) {
glEnableDepth();
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
auto cone_ll = cur_lights.value(Light::Cone);
if (shadow_maps_cone.resize(f, view->shadow_map_size, cone_ll.size())) {
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
depth_maps_cone.resize(f, view->shadow_map_size, cone_ll.size());
for (int i = 0; i < cone_ll.size(); ++i) {
Light * l = cone_ll[i];
QMatrix4x4 pm = glMatrixPerspective(l->angle_end, 1., 0.1), om, vm;
om.translate(-l->worldAim());
vm.translate(0., 0., -l->distance());
// vm.rotate(-roll_, 0., 0., 1.);
QMatrix4x4 pmat = l->worldTransform();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
vm *= pmat.inverted();
auto vpm = pm * (vm * om);
if (l->isCastShadows()) {
prog->setUniformValue("qgl_ViewProjMatrix", vpm);
renderConeShadow(i, l);
}
l->shadow_matrix = mat_norm_to_tex_coord * vpm * mat_camera_fullview_inv;
}
}
}
void Renderer::renderOmniShadows() {
QOpenGLExtraFunctions * f = view;
QOpenGLShaderProgram * prog = 0;
if (bindShader(srShadowOmniPass, &prog)) {
glEnableDepth();
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
auto omni_ll = cur_lights.value(Light::Omni);
if (shadow_maps_omni.resize(f, view->shadow_map_size, omni_ll.size())) {
f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
depth_maps_omni.resize(f, view->shadow_map_size, omni_ll.size());
for (int i = 0; i < omni_ll.size(); ++i) {
Light * l = omni_ll[i];
QMatrix4x4 om;
om.translate(-l->worldPos());
// vm.translate(0., 0., -l->distance());
// vm.rotate(-roll_, 0., 0., 1.);
if (l->isCastShadows()) {
renderOmniShadow(i, l, prog, om);
}
// l->shadow_matrix = mat_norm_to_tex_coord * vpm * mat_camera_fullview_inv;
}
}
}
void Renderer::renderConeShadow(int index, Light * light) {
Scene & scene(*(view->scene()));
bool force_resize = false;
if (!light->shadow_map.isInit()) {
light->shadow_map.reinit(view);
force_resize = true;
}
light->shadow_map.resize(view->shadow_map_size, force_resize);
light->shadow_map.bind();
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_cone.ID(), 0, index);
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, depth_maps_cone.ID(), 0, index);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearFramebuffer();
renderObjects(scene, rpSolid);
light->shadow_map.release();
}
void Renderer::renderOmniShadow(int index, Light * light, QOpenGLShaderProgram * prog, QMatrix4x4 om) {
Scene & scene(*(view->scene()));
bool force_resize = false;
if (!light->shadow_map.isInit()) {
light->shadow_map.reinit(view);
force_resize = true;
}
light->shadow_map.resize(view->shadow_map_size, force_resize);
light->shadow_map.bind();
for (int i = 0; i < 6; ++i) {
QMatrix4x4 vm = mat_proj_90 * mat_faces[i] * om;
prog->setUniformValue("qgl_ViewProjMatrix", vm);
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_omni.ID(), 0, index * 6 + i);
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, depth_maps_omni.ID(), 0, index * 6 + i);
// static GLenum faces[6] = {GL_COLOR_ATTACHMENT0,
// GL_COLOR_ATTACHMENT1,
// GL_COLOR_ATTACHMENT2,
// GL_COLOR_ATTACHMENT3,
// GL_COLOR_ATTACHMENT4,
// GL_COLOR_ATTACHMENT5};
// view->glDrawBuffers(6, faces);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearFramebuffer();
renderObjects(scene, rpSolid);
}
light->shadow_map.release();
}
void Renderer::renderScene() {
timings.clear();
Measurer phase(&timings);
phase.begin("init");
initShaders();
tex_env.load();
QOpenGLExtraFunctions * f = view;
Scene & scene(*(view->scene()));
Camera * cam = view->camera();
QOpenGLShaderProgram * prog = 0;
bool scene_changed = scene.prepare();
cur_lights = scene.lights_used;
mat_camera_fullview_inv = cam->fullViewMatrix().inverted();
scene.destroyUnused(f);
phase.end();
/// reload materials on change
phase.begin("scene reload");
if (scene_changed || scene.need_reload_materials) {
rend_selection.generateObjectsID(scene);
reloadMaterials(scene);
if (edit_mode) recreateMaterialThumbnails();
emit view->materialsChanged();
}
phase.end();
/// material thumbnails
phase.begin("materials");
if (edit_mode && !scene_changed) {
rend_mat.procQueue();
}
phase.end();
if (shadows_enabled) {
/// cone shadows and shadow matrix
phase.begin("shadows cone");
renderConeShadows();
phase.end();
/// omni shadows and shadow matrix
phase.begin("shadows omni");
renderOmniShadows();
phase.end();
}
/// lights
phase.begin("lights prepare");
bool use_camlight = (camera_light_mode == QGLView::clmOn);
if ((camera_light_mode == QGLView::clmAuto) && cur_lights.isEmpty()) {
use_camlight = true;
}
if (use_camlight) {
cur_lights[Light::Omni] << cam_light;
cam_light->setPos(cam->pos());
}
if (scene.lights_changed) {
scene.lights_changed = false;
reloadLightsParameters(cur_lights);
}
reloadLightsPositions(cam);
phase.end();
/// selection
phase.begin("selection");
if (edit_mode) {
rend_selection.renderSelection(scene);
}
phase.end();
/// solid geometry pass
phase.begin("geometry solid");
fbo_ds.bind();
glEnableDepth();
glClearFramebuffer();
if (bindShader(srGeometrySolidPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
prog->setUniformValue("out_index_normal", dbrNormalZSolid);
prog->setUniformValue("out_index_metal", dbrMetalRoughReflectFlagsSolid);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpSolid);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// fbo_ds.blit(dbrNormalZ, fbo_ds.id(), dbrNormalZSolid, fbo_ds.rect(), fbo_ds.rect());
// fbo_ds.blit(dbrMetalRoughReflectFlags, fbo_ds.id(), dbrMetalRoughReflectFlagsSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
fbo_out.bind();
fbo_ds.bindColorTextures({dbrDiffuse, dbrNormalZSolid, dbrMetalRoughReflectFlagsSolid, dbrEmission, dbrSpeedBitangXY, dbrGeoNormal});
renderLight(obrSolidOmni, scene.geometries_used[rpSolid].isEmpty());
phase.end();
/// transparent geometry pass
phase.begin("geometry trans");
fbo_ds.bind();
glEnableDepth();
fbo_ds.setWriteBuffers({0, 1, 2, 3, 4});
glClearFramebuffer(Qt::black, false);
fbo_ds.setWriteBuffers();
if (bindShader(srGeometryTransparentPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
prog->setUniformValue("out_index_normal", dbrNormalZ);
prog->setUniformValue("out_index_metal", dbrMetalRoughReflectFlags);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpTransparent);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
fbo_out.bind();
fbo_ds.bindColorTextures({dbrDiffuse, dbrNormalZ, dbrMetalRoughReflectFlags, dbrEmission, dbrSpeedBitangXY, dbrGeoNormal});
renderLight(obrTransparentOmni, scene.geometries_used[rpTransparent].isEmpty());
phase.end();
/// blending layers
phase.begin("blending");
if (bindShader(srFinalPass, &prog)) {
fbo_out.bindColorTexture(obrSolidOmni, 1);
fbo_out.bindColorTexture(obrSolidSpot, 2);
fbo_out.bindColorTexture(obrTransparentOmni, 3);
fbo_out.bindColorTexture(obrTransparentSpot, 4);
fbo_out.setWriteBuffer(obrLighting);
renderQuad(prog, quad);
}
phase.end();
fbo_out.bind();
cur_write_plane = obrLighting;
/// tonemapping
phase.begin("tonemap");
tone_proc.process();
auto free = getFreePlanes(0);
if (bindShader(srTonemapPass, &prog)) {
prog->setUniformValue("gamma", gamma_);
prog->setUniformValue("frame_max", tone_proc.frameMax());
// qDebug() << tone_proc.frameMax();
fbo_out.bindColorTexture(prev_write_plane, 0);
renderQuad(prog, quad);
} else {
fbo_out.blit(prev_write_plane, fbo_out.id(), cur_write_plane, fbo_out.rect(), fbo_out.rect());
}
phase.end();
/// FXAA
phase.begin("fxaa");
if (view->FXAA_) {
prog = shader_fxaa;
if (bindShader(prog)) {
auto free = getFreePlanes(0);
setUniformCamera(prog, 0, true, fbo_out.size());
fbo_out.bindColorTexture(prev_write_plane);
renderQuad(prog, quad, 0, false);
}
}
phase.end();
/// custom effects
for (auto * e: fb_effects) {
if (!e->isEnabled()) continue;
phase.begin("fb effect " + e->name());
e->reloadShadersInternal();
e->drawInternal();
phase.end();
}
fbo_out.release();
/// apply hovers and selection frame
phase.begin("service");
if (edit_mode) {
rend_selection.drawSelection(fbo_out, cur_write_plane);
rend_service.renderService();
} else {
fbo_out.blit(cur_write_plane, 0, 0, fbo_out.rect(), QRect(QPoint(), view->pixelSize()));
}
phase.end();
/// grab framebuffer
phase.begin("grab");
if (is_grabbing) {
fbo_out.queryImage(0);
last_img = fbo_out.getImage().mirrored();
// qDebug() << last_img.size();
}
phase.end();
/*
static QOpenGLShaderProgram * tprog = nullptr;
if (tprog && __reinit_debug) {
delete tprog;
tprog = nullptr;
}
if (!tprog) {
loadShadersMulti(tprog, "./shaders/debug.glsl");
tprog->bind();
tprog->setUniformValue("tex_cone", (int)tarShadowsCone);
tprog->setUniformValue("tex_omni", (int)tarShadowsOmni);
tprog->setUniformValue("dep_cone", (int)tarDepthsCone);
tprog->setUniformValue("dep_omni", (int)tarDepthsOmni);
QMatrix4x4 mat;
double sz = 0.33;
mat.translate(sz - 1, sz - 1);
mat.scale(sz, sz);
tprog->setUniformValue("qgl_ViewProjMatrix", mat);
}
__reinit_debug = false;
tprog->bind();
shadow_maps_cone.bind(f, tarShadowsCone);
shadow_maps_omni.bind(f, tarShadowsOmni);
depth_maps_cone.bind(f, tarDepthsCone);
depth_maps_omni.bind(f, tarDepthsOmni);
quad->draw(f, 1);
*/
}
void Renderer::setCameraLightMode(int m) {
camera_light_mode = m;
view->scene()->setLightsChanged();
}
void Renderer::setGrabImage(bool on) {
is_grabbing = on;
// fbo_out.enablePixelBuffer();
}
void Renderer::addFramebufferEffect(FramebufferEffectBase * e) {
e->r = this;
fb_effects << e;
}
void Renderer::setSadowsEnabled(bool on) {
shader_defines[srLightSpotPass].removeAll("SHADOWS");
shader_defines[srLightOmniPass].removeAll("SHADOWS");
if (on) {
shader_defines[srLightSpotPass] << "SHADOWS";
shader_defines[srLightOmniPass] << "SHADOWS";
}
shadows_enabled = on;
reloadShaders();
}

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