Files
qglengine/src/core/scene/globject.h
peri4 484a7f972f multimaterial support, "preset"
each preset contains visibility, flags and material
2023-05-16 18:18:26 +03:00

356 lines
11 KiB
C++

/*
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 "gltransform.h"
#include "gltypes.h"
class QGLENGINE_CORE_EXPORT ObjectBase {
friend class Scene;
friend class RendererSelection;
friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase *& p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const Scene * p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, Scene *& p);
public:
enum Type {
glMesh,
glLight,
glCamera,
glParticlesSystem
};
explicit ObjectBase(Mesh * geom = nullptr, Material * mat = nullptr);
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_; }
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 currentPreset().receive_shadow; }
bool isCastShadows() const { return currentPreset().cast_shadow; }
void setReceiveShadows(bool on);
void setCastShadows(bool on);
void move(const QVector3D & dv);
void moveTo(const QVector3D & dv);
void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.);
void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.);
void moveX(GLfloat o);
void moveY(GLfloat o);
void moveZ(GLfloat o);
void setPosX(GLfloat o);
void setPosY(GLfloat o);
void setPosZ(GLfloat o);
void setPos(GLfloat x, GLfloat y, GLfloat z);
void setPos(const QVector3D & p);
void resetPos();
QVector3D pos() const { return trans.translation(); }
float posX() const { return trans.translation().x(); }
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);
void rotateY(GLfloat a);
void rotateZ(GLfloat a);
void setRotationX(GLfloat a);
void setRotationY(GLfloat a);
void setRotationZ(GLfloat a);
void setRotation(const QVector3D & a);
void resetRotation();
QVector3D scale() { return trans.scale3D(); }
float scaleX() { return trans.scale3D().x(); }
float scaleY() { return trans.scale3D().y(); }
float scaleZ() { return trans.scale3D().z(); }
void scale(const QVector3D & sv);
void scale(GLfloat sx, GLfloat sy, GLfloat sz);
void scale(GLfloat sx, GLfloat sy);
void scale(GLfloat sx);
void scaleX(GLfloat a);
void scaleY(GLfloat a);
void scaleZ(GLfloat a);
void setScale(const QVector3D & a);
void setScale(GLfloat a);
void setScaleX(GLfloat a);
void setScaleY(GLfloat a);
void setScaleZ(GLfloat a);
void resetScale();
Transform transform() { return trans; }
void setTransform(const Transform & t);
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();
Transform textureTransform() { return trans_texture; }
void setTextureTransform(const Transform & t);
void setTextureMatrix(const QMatrix4x4 & t);
QMatrix4x4 textureMatrix() const;
QGenericMatrix<3, 2, float> textureGLMatrix() const;
bool isAcceptLight() const { return currentPreset().accept_light; }
void setAcceptLight(bool yes);
bool isAcceptFog() const { return currentPreset().accept_fog; }
void setAcceptFog(bool 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 currentPreset().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);
void setPreset(int preset);
QVector3D pos_h;
protected:
struct Preset {
bool visible = true;
bool accept_light = true;
bool accept_fog = true;
bool cast_shadow = true;
bool receive_shadow = true;
Material * material = nullptr;
};
friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase::Preset & p);
friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase::Preset & p);
virtual void transformChanged() {}
void addChildren(ObjectBaseList & list, ObjectBase * where);
void buildTransform(bool force = false);
void initInternal();
void setSceneTreeChanged();
void setObjectsChanged();
void localTransform(QMatrix4x4 & m);
QMatrix4x4 worldMatrix(QMatrix4x4 parent) const;
const Preset & currentPreset() const { return presets[cur_preset]; }
Preset & currentPreset() { return presets[cur_preset]; }
int prev_pass = rpSolid; // Pass
int cur_preset = 0;
bool is_init = false, select_ = true, selected_ = false, raw_matrix = false;
bool is_root = false, selected_aim = false;
float line_width = -1.f;
QVector<Preset> presets;
QColor color_ = Qt::white;
uint id_ = 0;
Type type_ = glMesh;
Box3D bound;
Transform trans, trans_texture;
ObjectBaseList children_;
QMatrix4x4 itransform_, mat_;
QString name_;
GLenum blend_src, blend_dest;
ObjectBase * parent_ = nullptr;
Scene * scene_ = nullptr;
Mesh * mesh_ = nullptr;
QVariantMap meta;
};
inline bool operator<(const ObjectBase & f, const ObjectBase & s) {
return f.pos_h.z() < s.pos_h.z();
}
class QGLENGINE_CORE_EXPORT 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 QGLENGINE_CORE_EXPORT Light: public AimedObject {
friend class QGLView;
friend class RendererBase;
public:
enum Type {
Omni,
Cone,
Directional
};
Light(const QVector3D & p = QVector3D(), 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;
float size;
Type light_type;
Framebuffer shadow_map;
QMatrix4x4 shadow_matrix;
Map light_map;
};
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);
}
QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase::Preset & p);
QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase::Preset & p);
QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase *& p);
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