385 lines
16 KiB
C++
385 lines
16 KiB
C++
/// \file glview.hpp
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/// \brief OpenGL visualisation.
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/// \author smal.root@gmail.com
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/// \date 2016
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#pragma once
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// Header files, Qt.
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#include <QtOpenGL>
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// Header files Assimp
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#include <assimp/scene.h>
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/// \class CGLView
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/// Class which hold and render scene.
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class CGLView : public QGLWidget
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{
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Q_OBJECT
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/**********************************/
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/************* Types **************/
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/**********************************/
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private:
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/// \struct SBBox
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/// Bounding box for object.
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struct SBBox
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{
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aiVector3D Minimum;///< Minimum values of coordinates.
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aiVector3D Maximum;///< Maximum values of coordinates.
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};
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/// \struct SHelper_Mesh
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/// Helper object for fast rendering of mesh (\ref aiMesh).
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struct SHelper_Mesh
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{
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const size_t Quantity_Point;///< Quantity of points.
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const size_t Quantity_Line;///< Quantity of lines.
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const size_t Quantity_Triangle;///< Quantity of triangles.
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GLuint* Index_Point;///< Array of indices for drawing points.
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GLuint* Index_Line;///< Array of indices for drawing lines.
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GLuint* Index_Triangle;///< Array of indices for drawing triangles.
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const SBBox BBox;///< BBox of mesh.
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/// \fn explicit SHelper_Mesh(const size_t pQuantity_Point, const size_t pQuantity_Line, const size_t pQuantity_Triangle, const SBBox& pBBox = {{0, 0, 0}, {0, 0, 0}})
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/// Constructor.
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/// \param [in] pQuantity_Point - quantity of points.
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/// \param [in] pQuantity_Line - quantity of lines.
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/// \param [in] pQuantity_Triangle - quantity of triangles.
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/// \param [in] pBBox - BBox of mesh.
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explicit SHelper_Mesh(const size_t pQuantity_Point, const size_t pQuantity_Line, const size_t pQuantity_Triangle, const SBBox& pBBox = {{0, 0, 0}, {0, 0, 0}});
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/// \fn ~SHelper_Mesh()
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/// Destructor.
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~SHelper_Mesh();
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};
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/// \struct SHelper_Camera
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/// Information about position of the camera in space.
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struct SHelper_Camera
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{
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aiVector3D Position;///< Coordinates of the camera.
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aiVector3D Target;///< Target point of the camera.
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// Transformation path:
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// set Camera -> Rotation_AroundCamera -> Translation_ToScene -> Rotation_Scene -> draw Scene
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aiMatrix4x4 Rotation_AroundCamera;///< Rotation matrix which set rotation angles of the scene around camera.
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aiMatrix4x4 Rotation_Scene;///< Rotation matrix which set rotation angles of the scene around own center.
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aiVector3D Translation_ToScene;///< Translation vector from camera to the scene.
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/// \fn void SetDefault()
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/// Set default parameters of camera.
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void SetDefault();
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};
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public:
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/// \enum ELightType
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/// Type of light source.
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enum class ELightType { Directional, Point, Spot };
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/// \struct SLightParameters
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/// Parameters of light source.
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struct SLightParameters
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{
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aiLightSourceType Type;///< Type of light source.
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aiColor4D Ambient;///< Ambient RGBA intensity of the light.
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aiColor4D Diffuse;///< Diffuse RGBA intensity of the light.
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aiColor4D Specular;///< Specular RGBA intensity of the light.
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union UFor
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{
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/// \struct SDirectional
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/// Parameters of directional light source.
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struct SDirectional
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{
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aiVector3D Direction;
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SDirectional() {}
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} Directional;
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/// \struct SPoint
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/// Parameters of point light source.
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struct SPoint
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{
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aiVector3D Position;
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GLfloat Attenuation_Constant;
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GLfloat Attenuation_Linear;
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GLfloat Attenuation_Quadratic;
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SPoint() {}
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} Point;
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/// \struct SSpot
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/// Parameters of spot light source.
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struct SSpot
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{
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aiVector3D Position;
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GLfloat Attenuation_Constant;
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GLfloat Attenuation_Linear;
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GLfloat Attenuation_Quadratic;
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aiVector3D Direction;
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GLfloat CutOff;
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SSpot() {}
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} Spot;
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UFor() {}
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} For;
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SLightParameters() {}
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};
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/**********************************/
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/************ Variables ***********/
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/**********************************/
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private:
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// Scene
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const aiScene* mScene = nullptr;///< Copy of pointer to scene (\ref aiScene).
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SBBox mScene_BBox;///< Bounding box of scene.
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aiVector3D mScene_Center;///< Coordinates of center of the scene.
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bool mScene_DrawBBox = false;///< Flag which control drawing scene BBox.
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// Meshes
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size_t mHelper_Mesh_Quantity = 0;///< Quantity of meshes in scene.
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SHelper_Mesh** mHelper_Mesh = nullptr;///< Array of pointers to helper objects for drawing mesh. Sequence of meshes are equivalent to \ref aiScene::mMeshes.
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// Cameras
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SHelper_Camera mHelper_Camera;///< Information about current camera placing in space.
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SHelper_Camera mHelper_CameraDefault;///< Information about default camera initial placing in space.
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bool mCamera_DefaultAdded = true;///< If true then scene has no defined cameras and default was added, if false - scene has defined cameras.
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GLdouble mCamera_FOVY = 45.0;///< Specifies the field of view angle, in degrees, in the y direction.
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GLdouble mCamera_Viewport_AspectRatio;///< Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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// Lighting
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bool mLightingEnabled = false;///< If true then OpenGL lighting is enabled (glEnable(GL_LIGHTING)), if false - disabled.
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// Textures
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///TODO: map is goooood, but not for case when one image can be used in different materials with difference in: texture transformation, targeting of the
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/// texture (ambient or emission, or even height map), texture properties.
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QMap<QString, GLuint> mTexture_IDMap;///< Map image filenames to textures ID's.
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/**********************************/
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/************ Functions ***********/
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/**********************************/
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private:
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// Why in some cases pointers are used? Because: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=36566
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template<typename TArg> void AssignIfLesser(TArg* pBaseValue, const TArg pTestValue) { if(pTestValue < *pBaseValue) *pBaseValue = pTestValue; }
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template<typename TArg> void AssignIfGreater(TArg* pBaseValue, const TArg pTestValue) { if(pTestValue > *pBaseValue) *pBaseValue = pTestValue; }
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template<typename TArg> void AssignIfLesser(TArg& pBaseValue, const TArg pTestValue) { if(pTestValue < pBaseValue) pBaseValue = pTestValue; }
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template<typename TArg> void AssignIfGreater(TArg& pBaseValue, const TArg pTestValue) { if(pTestValue > pBaseValue) pBaseValue = pTestValue; }
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/// \fn void Material_Apply(const aiMaterial* pMaterial)
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/// Enable pointed material.
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/// \param [in] pMaterial - pointer to material which must be used.
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void Material_Apply(const aiMaterial* pMaterial);
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/// \fn void Matrix_NodeToRoot(const aiNode* pNode, aiMatrix4x4& pOutMatrix)
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/// Calculate matrix for transforming coordinates from pointed node to root node (read as "global coordinate system").
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/// \param [in] pNode - pointer initial node from which relative coordintaes will be taken,
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/// \param [out] pOutMatrix - matrix for transform relative coordinates in \ref pNode to coordinates in root node (\ref aiScene::mRootNode).
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void Matrix_NodeToRoot(const aiNode* pNode, aiMatrix4x4& pOutMatrix);
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/// \fn void ImportTextures()
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/// Import textures.
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/// \param [in] pScenePath - path to the file of the scene.
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void ImportTextures(const QString& pScenePath);
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/// \fn void BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParentNode_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign)
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/// Calculate BBox for pointed node. Function walk thru child nodes and apply all transformations.
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/// \param [in] pNode - reference to node for which needed BBox.
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/// \param [in] pParent_TransformationMatrix - reference to parent (parent for pNode) transformation matrix.
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/// \param [in,out] pNodeBBox - reference to where pNode BBox will be placed. It will expanded by child nodes BBoxes.
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/// \param [in] pFirstAssign - means that pNodeBBox not contain valid BBox at now and assign ('=') will used for setting new value, If
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/// false then \ref BBox_Extend will be used for setting new BBox.
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void BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign);
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/// \fn void BBox_Extend(const SBBox& pChild, SBBox& pParent)
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/// Check and if need - extend current node BBox with BBox of child node.
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/// \param [in] pChild - reference to BBox which used for extend parent BBox.
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/// \param [in.out] pParent - BBox which will be extended using child BBox.
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void BBox_Extend(const SBBox& pChild, SBBox& pParent);
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/// \fn void BBox_GetVertices(const SBBox& pBBox, aiVector3D pVertices[8])
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/// Get vertices of a parallelepiped which is described by BBox.
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/// \param [in] pBBox - input BBox.
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/// \param [out] pVertices - array of vertices.
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void BBox_GetVertices(const SBBox& pBBox, aiVector3D pVertices[8]);
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/// \fn void BBox_GetFromVertices(const aiVector3D* pVertices, const size_t pVerticesQuantity, SBBox& pBBox)
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/// Calculate BBox for vertices array.
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/// \param [in] pVertices - vertices array.
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/// \param [in] pVerticesQuantity - quantity of vertices in array. If 0 then pBBox will be assigned with {{0, 0, 0}, {0, 0, 0}}.
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/// \param [out] pBBox - calculated BBox.
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void BBox_GetFromVertices(const aiVector3D* pVertices, const size_t pVerticesQuantity, SBBox& pBBox);
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/********************************************************************/
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/************************ Logging functions *************************/
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/********************************************************************/
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/// \fn void LogInfo(const QString& pMessage)
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/// Add message with severity "Warning" to log.
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void LogInfo(const QString& pMessage);
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/// \fn void LogError(const QString& pMessage)
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/// Add message with severity "Error" to log.
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void LogError(const QString& pMessage);
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/********************************************************************/
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/************************** Draw functions **************************/
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/********************************************************************/
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/// \fn void Draw_Node(const aiNode* pNode)
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/// Apply node transformation and draw meshes assigned to this node.
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/// \param [in] pNode - pointer to node for drawing (\ref aiNode).
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void Draw_Node(const aiNode* pNode);
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/// \fn void Draw_Mesh(const size_t pMesh_Index)
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/// Draw mesh.
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/// \param [in] pMesh_Index - index of mesh which must be drawn. Index point to mesh in \ref mHelper_Mesh.
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void Draw_Mesh(const size_t pMesh_Index);
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/// \fn void Draw_BBox(const SBBox& pBBox)
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/// Draw bounding box using lines.
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/// \param [in] pBBox - bounding box for drawing.
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void Draw_BBox(const SBBox& pBBox);
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/********************************************************************/
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/*********************** Override functions ************************/
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/********************************************************************/
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protected:
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void drawCoordSystem();
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/// \fn void initializeGL() override
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/// Override function to initialise OpenGL.
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void initializeGL() override;
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/// \fn void resizeGL(int pWidth, int pHeight) override
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/// \param [in] pWidth - new width of viewport.
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/// \param [in] pHeight - new height of viewport.
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void resizeGL(int pWidth, int pHeight) override;
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/// \fn void paintGL() override
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/// Override function for rendering.
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void paintGL() override;
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public:
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/********************************************************************/
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/********************** Constructor/Destructor **********************/
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/********************************************************************/
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/// \fn explicit CGLView(QWidget* pParent)
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/// Constructor.
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/// \param [in] pParent - parent widget.
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explicit CGLView(QWidget* pParent);
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/// \fn virtual ~CGLView()
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/// Destructor.
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virtual ~CGLView();
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/********************************************************************/
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/********************* Scene control functions **********************/
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/********************************************************************/
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/// \fn void FreeScene()
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/// Free all helper objects data.
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void FreeScene();
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/// \fn void SetScene(const aiScene* pScene)
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/// Set scene for rendering.
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/// \param [in] pScene - pointer to scene.
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/// \param [in] pScenePath - path to the file of the scene.
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void SetScene(const aiScene* pScene, const QString& pScenePath);
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/// \fn void Enable_SceneBBox(const bool pEnable)
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/// Enable drawing scene bounding box.
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/// \param [in] pEnable - if true then bbox will be drawing, if false - will not be drawing.
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void Enable_SceneBBox(const bool pEnable) { mScene_DrawBBox = pEnable; }
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/// \fn void Enable_Textures(const bool pEnable)
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/// Control textures drawing.
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/// \param [in] pEnable - if true then enable textures, false - disable textures.
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void Enable_Textures(const bool pEnable);
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/********************************************************************/
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/******************** Lighting control functions ********************/
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/********************************************************************/
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/// \fn void Lighting_Enable()
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/// Enable OpenGL lighting.
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void Lighting_Enable();
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/// \fn void Lighting_Disable()
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/// Disable OpenGL lighting.
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void Lighting_Disable();
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/// \fn void Lighting_EditSource(const size_t pLightNumber, const SLightParameters& pLightParameters)
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/// Edit light source properties.
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/// \param [in] pLightNumber - light source number. \ref aiScene::mLights.
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/// \param [in] pLightParameters - light source parameters.
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void Lighting_EditSource(const size_t pLightNumber, const SLightParameters& pLightParameters);///TODO: function set
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/// \fn void Lighting_EnableSource(const size_t pLightNumber)
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/// Enable light source.
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/// \param [in] pLightNumber - light source number. \ref aiScene::mLights.
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void Lighting_EnableSource(const size_t pLightNumber);
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///void Lighting_DisableSource(const size_t pLightNumber)
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/// Disable light source,
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/// \param [in] pLightNumber - light source number. \ref aiScene::mLights.
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void Lighting_DisableSource(const size_t pLightNumber);
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/********************************************************************/
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/******************** Cameras control functions *********************/
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/********************************************************************/
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/// \fn void Camera_Set(const size_t pCameraNumber)
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/// Set view from pointed camera.
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/// \param [in] pCamera_Index - index of the camera (\ref aiScene::mCameras).
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void Camera_Set(const size_t pCameraNumber);
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/// \fn void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z)
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/// Rotate scene around axisees.
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/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
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/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
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/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
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void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z);
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/// \fn void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z)
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/// Rotate camera around axisees.
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/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
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/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
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/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
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void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z);
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/// \fn void Camera_Translate(const size_t pTranslate_X, const size_t pTranslate_Y, const size_t pTranslate_Z)
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/// Translate camera along axises. In local coordinates.
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/// \param [in] pTranslate_X - specifies the X coordinate of translation vector.
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/// \param [in] pTranslate_Y - specifies the Y coordinate of translation vector.
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/// \param [in] pTranslate_Z - specifies the Z coordinate of translation vector.
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void Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z);
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signals:
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/// \fn void Paint_Finished(const size_t pPaintTime, const GLfloat pDistance)
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///< Signal. Emits when execution of \ref paintGL is end.
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/// \param [out] pPaintTime_ms - time spent for rendering, in milliseconds.
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/// \param [out] pDistance - distance between current camera and center of the scene. \sa SHelper_Camera::Translation_ToScene.
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void Paint_Finished(const size_t pPaintTime_ms, const GLfloat pDistance);
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/// \fn void SceneObject_Camera(const QString& pName)
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/// Signal. Emit for every camera found in scene. Also for default camera.
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/// \param [out] pName - name of the camera.
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void SceneObject_Camera(const QString& pName);
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/// \fn void SceneObject_LightSource(const QString& pName)
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/// Signal. Emit for every light source found in scene. Also for default light source.
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/// \param [out] pName - name of the light source.
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void SceneObject_LightSource(const QString& pName);
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};// class CGLView
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