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| author | Stefan Suhren <suhren.stefan@fh-swf.de> | 2015-11-03 10:07:31 +0100 |
|---|---|---|
| committer | Stefan Suhren <suhren.stefan@fh-swf.de> | 2015-11-03 10:07:31 +0100 |
| commit | dfc13e1b2c7f83b386cb7fb4e62d46b44c6ba5e4 (patch) | |
| tree | 870a3435403bf913332668551320c5f22006e373 /src/glbody.cpp | |
| parent | f229dfa705b356b1a557ffccfec779642fe0c3f5 (diff) | |
| download | Multimedia-dfc13e1b2c7f83b386cb7fb4e62d46b44c6ba5e4.tar.gz Multimedia-dfc13e1b2c7f83b386cb7fb4e62d46b44c6ba5e4.zip | |
Add GLBody class
Diffstat (limited to 'src/glbody.cpp')
| -rw-r--r-- | src/glbody.cpp | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/src/glbody.cpp b/src/glbody.cpp new file mode 100644 index 0000000..b1be10f --- /dev/null +++ b/src/glbody.cpp @@ -0,0 +1,272 @@ +/*************************************************************************** + * Copyright (C) 2008, 2012 by Walter Roth * + * * + * This program is free software; you can redistribute it and/or modify * + * it under the terms of the GNU General Public License as published by * + * the Free Software Foundation; either version 2 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 General Public License for more details. * + * * + * You should have received a copy of the GNU General Public License * + * along with this program; if not, write to the * + * Free Software Foundation, Inc., * + * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * + ***************************************************************************/ +#include "glbody.h" + +#include <QImage> +#include <QtOpenGL/QGLWidget> +#include <QFile> + +/**Constructor does NOT create the surface. +*/ +GLBody::GLBody(float radius, const GLColorRgba &color, const QString textureFile) +{ + m_surfaceIsValid = false; + this->m_textureFile = textureFile; //DO NOT call setTextureFile here! It needs a current context! + m_texture = 0; + this->m_color = color; + m_specularColor = cl_White; + m_shininess = 50; + this->m_radius = radius; + m_drawingMode = GL_TRIANGLES; + m_selected = false; + m_points = NULL; + m_ownPointsContainer = false; + m_indices = NULL; + m_ownIndexContainer = false; + m_firstPoint = 0; + m_nextPoint = 0; + m_firstIndex = 0; + m_nextIndex = 0; +} + +/** Destructor + */ +GLBody::~GLBody() +{ + if(m_texture != 0){//delete an existing texture + glDeleteTextures(1, &m_texture); + m_texture = 0; + } + if(m_ownPointsContainer) + delete m_points; + if(m_ownIndexContainer) + delete m_indices; +} + +/** Creates the surface. Should be called, when a GL engine is already running. + * Is called automatically by draw, if required. + */ +void GLBody::makeSurface(QVector<GLPoint> *pointContainer, QVector<GLshort> * indexContainer) +{ + if(pointContainer == NULL) + { + m_points = new QVector<GLPoint>(); + m_ownPointsContainer = true; + } + else m_points = pointContainer; + if(indexContainer == NULL) + { + m_indices = new QVector<GLshort>(); + m_ownIndexContainer = true; + } + else m_indices = indexContainer; + setTexture(m_textureFile); + m_surfaceIsValid = true; +} + +void GLBody::calculateDrawMatrix() +{ + m_drawMatrix = m_transformationMatrix; +} + +/** Draws the surface and calls makeSurface if required. + * Needs an active (made current) GL-Context. + */ +void GLBody::draw(GLESRenderer * renderer){ + if(!m_surfaceIsValid) + makeSurface(NULL, NULL); + if(!m_points || m_points->size() == 0) //check for existing points + { + qDebug() << "GLESBody::draw ERROR: No points!"; + return; + } + int stride = sizeof(GLPoint); + bool oldTextureEnabled = false; + + //set colors + renderer->setAmbientAndDiffuseColor(m_color); + + //enable required arrays + renderer->activateAttributeArray(GLESRenderer::VERTEX_LOCATION, + (*m_points)[0].vertexPointer(), stride); + if (renderer->isLightingEnabled()) + renderer->activateAttributeArray(GLESRenderer::NORMAL_LOCATION, + (*m_points)[0].normalPointer(), stride); + if(m_texture != 0){ + glActiveTexture(GL_TEXTURE0); //use texture unit 0 + glBindTexture(GL_TEXTURE_2D, m_texture); + oldTextureEnabled = renderer->isTextureEnabled(); + renderer->setTextureEnabled(true); + } + else renderer->setTextureEnabled(false); + renderer->activateAttributeArray(GLESRenderer::TEXCOORD_LOCATION, + (*m_points)[0].texCoordPointer(), stride); + renderer->activateAttributeArray(GLESRenderer::COLOR_LOCATION, + (*m_points)[0].colorPointer(), stride); + +// for(int i = 0; i < indices.count(); i++) +// points[indices[i]].debugOutput("Point" +QString::number(i) + ":" + QString::number(indices[i]) + " "); + + calculateDrawMatrix(); + renderer->pushMvMatrix(); + renderer->addTransformation(m_drawMatrix); + if(m_firstIndex >= 0 && m_nextIndex > 0) + glDrawElements(m_drawingMode, m_nextIndex -m_firstIndex, + GL_UNSIGNED_SHORT, &m_indices->data()[m_firstIndex]); + else + glDrawArrays(m_drawingMode, m_firstPoint, m_nextPoint - m_firstPoint); + + if(isSelected()) + { + bool lightingOn = renderer->isLightingEnabled(); + if(lightingOn) + renderer->setLightingEnabled(false); + GLColorRgba pointColor(m_color.inverted()); + renderer->setAmbientAndDiffuseColor(pointColor); +#ifdef GLES + glDrawArrays(GL_LINES, 0, m_points->size()); +#else + int oldPointSize = renderer->getPointSize(); + renderer->setPointSize(5); + glDrawArrays(GL_POINTS, 0, m_points->size()); + renderer->setPointSize(oldPointSize); +#endif + if(lightingOn) + renderer->setLightingEnabled(true); + } + //disable arrays + renderer->disableAttributeArrays(); + if(m_texture != 0) + renderer->setTextureEnabled(oldTextureEnabled); + renderer->popMvMatrix(); +} + +/** Set texture from file. Returns true on success + */ +bool GLBody::setTexture(const QString & textureFile){ + if(textureFile == "") + return false; + + QImage image; + if(m_texture != 0){//delete an existing texture + glDeleteTextures(1, &m_texture); + m_texture = 0; + } + + qDebug("%s", QString("Loading Texture:" + textureFile).toLatin1().data()); + if (image.load(textureFile)){ + //we have got a valid image, give it to GL + if (image.format() != QImage::Format_ARGB32) //make shure, that we have 32bit colors + image = image.convertToFormat(QImage::Format_ARGB32); + image = QGLWidget::convertToGLFormat(image); + glGenTextures(1, &m_texture); // get a number (name) for the new texture and create a new texture object + if(m_texture == 0) //GL does not work properly + { + qDebug("Could not create texture object. GL-engine not yet active?"); + return false; + } + glBindTexture(GL_TEXTURE_2D, m_texture); // Bind texture object to OpenGL. + //All following calls work on the bound texture object. + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, + GL_NEAREST); //use values of nearest pixel for magnification. + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + GL_NEAREST); // use nearest pixel minimization. + // Replace with other values if aliasing occurs. See doc for GL_TEXTURE_MAG_FILTER + + //The next call copies the pixel data from the QImage, which is no longer needed afterwards. + glTexImage2D(GL_TEXTURE_2D, + 0, // use only one resolution + GL_RGBA, //internal format to use for the texture + image.width(), + image.height(), + 0, //width of the texture border, may be 0 or 1 + GL_RGBA, //format of the QImage + GL_UNSIGNED_BYTE, // QImage uses values from 0 to 255 for R,G,B,A + image.bits() //pointer to the first pixel in image + ); + glBindTexture(GL_TEXTURE_2D, 0); // finally remove texture from OpenGL machine + return true; + } + else{ //loading failed + qDebug("Texture loading failed"); + return false; + } +} + +/** Set texture file. + */ +bool GLBody::setTextureFile(const QString & textureFile){ + this->m_textureFile = textureFile; + if(m_texture != 0) //we have an activated texture already. Replace it. + return setTexture(textureFile); + else return true; //texture is not yet active, leave it as it is +} + +/** + * Moves the body by adding vMove to all vertices. + */ +void GLBody::move(QVector3D vMove) +{ + for(int i = m_firstPoint; i < m_nextPoint; i++) + (*m_points)[i].move(vMove); + m_center = m_center + vMove; +} + +/** + * Returns true, when line through p1 and p2 intersects body shpere + */ +bool GLBody::isHit(QVector3D p1, QVector3D p2) +{ + QVector3D lineVector = p2 - p1; + double area = QVector3D::crossProduct((m_center - p1), lineVector).length(); + double distance = area / lineVector.length(); + //qDebug("Radius: %f", radius); + return distance < m_radius; +} + +/* + * Returns true, if enclosing spheres touch or intersect + */ +bool GLBody::spheresAreColliding(const GLBody *other) +{ + bool result; + if(this == other) + result = false; + else + { + double distance = (m_center - other->m_center).length(); + result = (m_radius + other->m_radius) >= distance; + } + if(result) + return true; //hook for debugger + else return false; //hook for debugger +} + +/** + * Set new center and invalidate surface. + */ +void GLBody::setCenter(const QVector3D & newVal) +{ + m_center = newVal; + m_surfaceIsValid = false; +} + + |
