ultimatepp/bazaar/SurfaceCtrl/SurfaceCtrl.cpp
xemuth 02cb43b94f SurfaceCtrl: Adding click and drag
git-svn-id: svn://ultimatepp.org/upp/trunk@14822 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2020-08-14 15:26:34 +00:00

305 lines
No EOL
11 KiB
C++

#include "SurfaceCtrl.h"
namespace Upp{
SurfaceCtrl::SurfaceCtrl(){
InitCamera();
OnBegin = [&]{InitOpenGLFeatures();};
}
SurfaceCtrl::~SurfaceCtrl(){
OnEnd();
}
void SurfaceCtrl::InitShader(){
DrawMeshNoLight.AttachShader(OpenGLShader(GL_VERTEX_SHADER,
#include "shaders/VertexSimple.glsl"
)).AttachShader(OpenGLShader(GL_FRAGMENT_SHADER,
#include "shaders/FragmentNoLight.glsl"
)).Link();
DrawMeshLight.AttachShader(OpenGLShader(GL_VERTEX_SHADER,
#include "shaders/VertexSimple.glsl"
)).AttachShader(OpenGLShader(GL_FRAGMENT_SHADER,
#include "shaders/FragmentLightTesselated.glsl"
)).AttachShader(OpenGLShader(GL_TESS_CONTROL_SHADER,
#include "shaders/TesselationControlTriangles.glsl"
)).AttachShader(OpenGLShader(GL_TESS_EVALUATION_SHADER,
#include "shaders/TesselationEvaluationTriangles.glsl"
)).AttachShader(OpenGLShader(GL_GEOMETRY_SHADER,
#include "shaders/GeometrySimple.glsl"
)).Link();
DrawMeshLine.AttachShader(OpenGLShader(GL_VERTEX_SHADER,
#include "shaders/VertexSimple.glsl"
)).AttachShader(OpenGLShader(GL_GEOMETRY_SHADER,
#include "shaders/GeometryTriangleTesselated.glsl"
)).AttachShader(OpenGLShader(GL_FRAGMENT_SHADER,
#include "shaders/FragmentBlackTesselated.glsl"
)).Link();
DrawMeshNormal.AttachShader(OpenGLShader(GL_VERTEX_SHADER,
#include "shaders/Vertex.glsl"
)).AttachShader(OpenGLShader(GL_GEOMETRY_SHADER,
#include "shaders/GeometryNormal.glsl"
)).AttachShader(OpenGLShader(GL_FRAGMENT_SHADER,
#include "shaders/FragmentBlack.glsl"
)).Link();
}
void SurfaceCtrl::InitOpenGLFeatures()noexcept{
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_BLEND);//Gestion of alpha
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //Gestion de l'alpha sur les textures
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO); //Gestion pour le RGB uniquement
InitShader();
}
void SurfaceCtrl::GLPaint(){
if(!loaded){
OnBegin();
Axis = objProvider.Begin(GL_LINES).AddAxis(0,0,0,200000).End();
CameraFocus = objProvider.Begin(GL_TRIANGLE_FAN).AddCube(0.0f,0.0f,0.0f,1,LtYellow()).End();
loaded = true;
}
MemoryIgnoreLeaksBlock __;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
WhenPaint(); //The function wich loop arround all object and draw using proper VAO and shaders
if(ShowAxis)
Axis.Draw(camera.GetProjectionMatrix(), camera.GetViewMatrix(),camera.GetTransform().GetPosition(), DrawMeshNoLight,DrawMeshNoLight,DrawMeshNoLight,DrawMeshNoLight);
if(ShowCameraFocus){
if(allObjects.GetCount() > 0){
CameraFocus.GetTransform().SetPosition(camera.GetFocus());
CameraFocus.Draw(camera.GetProjectionMatrix(), camera.GetViewMatrix(),camera.GetTransform().GetPosition(), DrawMeshNoLight,DrawMeshNoLight,DrawMeshNoLight,DrawMeshNoLight);
}
}
}
void SurfaceCtrl::CreateObject(Surface& surf, Color color)noexcept{
Object3D& obj = allObjects.Create<Object3D>(surf,color);
obj.GetTransform().Rotate(-90.0f,glm::vec3(1.0f,0.0f,0.0f));
obj.GetTransform().SetScale(glm::vec3(0.5f,0.5f,0.5f));
//obj.GetTransform().Move(50.0f,10.0f,0.0f);
obj.SetVolumeEnvelope(surf.env);
obj.SetLineWidth(2.0f);
ZoomToFit();
Refresh();
}
void SurfaceCtrl::ZoomToFit()noexcept{
double mxGlobal=0;
for(Object3D& obj : allObjects){
if(obj.GetVolumeEnvelope()){
VolumeEnvelope env = *obj.GetVolumeEnvelope();
double mx = max(max(env.maxX, env.maxY), env.maxZ);
if(mx > mxGlobal) mxGlobal = mx;
}
}
glm::vec3 camPos = camera.GetTransform().GetPosition();
if(camPos.x > camPos.y && camPos.x > camPos.z) camera.GetTransform().SetPosition(glm::vec3((float)mxGlobal,camPos.y,camPos.z));
if(camPos.y > camPos.z && camPos.y > camPos.x) camera.GetTransform().SetPosition(glm::vec3(camPos.x,(float)mxGlobal,camPos.z));
if(camPos.z > camPos.x && camPos.z > camPos.y) camera.GetTransform().SetPosition(glm::vec3(camPos.x,camPos.y,(float)mxGlobal));
camera.GetTransform().SetRotation(0.0f,0.0f,0.0f);
}
void SurfaceCtrl::DrawAllObjects(){
for(Object3D& obj : allObjects){
obj.Draw(camera.GetProjectionMatrix(), camera.GetViewMatrix(),camera.GetTransform().GetPosition(), DrawMeshNoLight,DrawMeshLight,DrawMeshLine,DrawMeshNormal );
}
}
void SurfaceCtrl::InitCamera()noexcept{
camera.Init();
camera.SetMouseSensitivity(0.2f);
camera.SetMouvementSpeed(0.09f);
camera.SetAllObjects(allObjects);
camera.SetAllSelected(SelectedObject);
}
void SurfaceCtrl::GLResize(int w, int h){
sizeW = w;
sizeH = h;
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
camera.SetScreenSize(w,h);
Refresh();
}
bool SurfaceCtrl::Key(dword key,int count){
if( key == K_Z){
for(Object3D* obj : SelectedObject)
obj->GetTransform().Move(camera.GetTransform().GetUp());
camera.CenterFocus();
}
if( key == K_S){
for(Object3D* obj : SelectedObject)
obj->GetTransform().Move(-(camera.GetTransform().GetUp()));
camera.CenterFocus();
}
if( key == K_Q){
for(Object3D* obj : SelectedObject)
obj->GetTransform().Move(-(camera.GetTransform().GetRight()));
camera.CenterFocus();
}
if( key == K_D){
for(Object3D* obj : SelectedObject)
obj->GetTransform().Move(camera.GetTransform().GetRight());
camera.CenterFocus();
}
if( key == K_R){
/* float data[] = { 230.0f/255.0f, 140.0f/255.0f, 30.0f/255.0f};
if(allObjects.GetCount() > 0) allObjects[0].UpdateColors(0,allObjects[0].GetSurfaceCount()/2,data);*/
camera.GetTransform().SetPosition(0,0,camera.GetTransform().GetPosition().z);
camera.GetTransform().SetRotation(0.0f,0.0f,0.0f);
}
if( key == K_L){
for(Object3D* obj : SelectedObject)
obj->ShowMeshLine(!obj->GetShowMeshLine());
}
if( key == K_M){
for(Object3D* obj : SelectedObject)
obj->ShowMesh(!obj->GetShowMesh());
}
if( key == K_P){
for(Object3D* obj : SelectedObject)
obj->ShowLight(!obj->GetShowLight());
}
if( key == K_N){
for(Object3D* obj : SelectedObject)
obj->ShowMeshNormal(!obj->GetShowMeshNormal());
}
if(key == K_ADD){
camera.SetFOV(camera.GetFOV() + 5);
}
if(key == K_SUBTRACT){
camera.SetFOV(camera.GetFOV() - 5);
}
if(key == K_C){
static unsigned short e = 0;
camera.SetCameraType((CameraType)e);
e++;if(e == 2) e = 0;
}
if(key == K_A){
ShowAxis = !ShowAxis;
}
if(key == K_F){
ShowCameraFocus = !ShowCameraFocus;
}
if(key == K_X){
Cout() << "Current camera Position : " << camera.GetTransform().GetPosition().x << "," << camera.GetTransform().GetPosition().y << "," << camera.GetTransform().GetPosition().z << EOL;
// Cout() << "Current dezoom factor : " << camera.GetDezoomFactor() << EOL;
Cout() << "Current quaterion : " << camera.GetTransform().GetRotation().w << "," << camera.GetTransform().GetRotation().x << "," << camera.GetTransform().GetRotation().y << "," << camera.GetTransform().GetRotation().z << EOL;
Cout() << "Up vector : "<< camera.GetTransform().GetUp().x << "," << camera.GetTransform().GetUp().y << "," << camera.GetTransform().GetUp().z << EOL;
Cout() << "Right vector : "<< camera.GetTransform().GetRight().x << "," << camera.GetTransform().GetRight().y << "," << camera.GetTransform().GetRight().z << EOL;
Cout() << "Front vector : "<< camera.GetTransform().GetFront().x << "," << camera.GetTransform().GetFront().y << "," << camera.GetTransform().GetFront().z << EOL;
}
/*
Material change
*/
if(key == K_U){ //Increase diffuse
if(allObjects.GetCount() > 0){
allObjects[0].GetMaterial().SetDiffuse(allObjects[0].GetMaterial().GetDiffuse() + glm::vec3(0.1f,0.1f,0.1f));
}
}
if(key == K_I){ //decrease diffuse
if(allObjects.GetCount() > 0){
allObjects[0].GetMaterial().SetDiffuse(allObjects[0].GetMaterial().GetDiffuse() - glm::vec3(0.1f,0.1f,0.1f));
}
}
if(key == K_J){ //Increase specular
if(allObjects.GetCount() > 0){
allObjects[0].GetMaterial().SetSpecular(allObjects[0].GetMaterial().GetSpecular() + glm::vec3(0.1f,0.1f,0.1f));
LOG(allObjects[0].GetMaterial().GetSpecular().x + AsString(" ") + allObjects[0].GetMaterial().GetSpecular().y + AsString(" ") + allObjects[0].GetMaterial().GetSpecular().z);
}
}
if(key == K_K){ //decrease specular
if(allObjects.GetCount() > 0){
allObjects[0].GetMaterial().SetSpecular(allObjects[0].GetMaterial().GetSpecular() - glm::vec3(0.1f,0.1f,0.1f));
LOG( AsString(allObjects[0].GetMaterial().GetSpecular().x) + " " + AsString(allObjects[0].GetMaterial().GetSpecular().y) + " " + AsString(allObjects[0].GetMaterial().GetSpecular().z));
}
}
if(key == K_Y){ //Increase Shininess
if(allObjects.GetCount() > 0){
allObjects[0].GetMaterial().SetShininess(allObjects[0].GetMaterial().GetShininess() + 0.1f);
LOG(allObjects[0].GetMaterial().GetShininess());
}
}
if(key == K_H){ //decrease Shininess
if(allObjects.GetCount() > 0){
allObjects[0].GetMaterial().SetShininess(allObjects[0].GetMaterial().GetShininess() - 0.1f);
LOG(allObjects[0].GetMaterial().GetShininess());
}
}
if(key == K_ESCAPE){ //removing all selection
for(Object3D* obj : SelectedObject){
obj->ShowBoundingBox(false);
}
SelectedObject.Clear();
camera.ResetFocus();
}
Refresh();
return true;
}
void SurfaceCtrl::MouseMove(Point p, dword keyflags){
if(camera.MouseMiddlePressed || camera.MouseLeftPressed ){
camera.ProcessMouveMouvement(p.x - camera.lastPress.x,p.y - camera.lastPress.y);
Refresh();
}
camera.lastPress = p;
}
void SurfaceCtrl::MouseWheel(Point p,int zdelta,dword keyflags){
// camera.forceZoom = keyflags & K_CTRL;
camera.ProcessMouseScroll(zdelta);
Refresh();
}
void SurfaceCtrl::LeftDown(Point p, dword){
camera.lastPress = p;
camera.MouseLeftPressed = true;
Object3D* obj = camera.ProcessMouseLeftClick(p.x,p.y);
if(obj != nullptr){
bool trouver = false;
int e = 0;
for(Object3D* ob : SelectedObject){
if( obj == ob){
trouver = true;
obj->ShowBoundingBox(false);
SelectedObject.Remove(e,1);
break;
}
e++;
}
if(!trouver){
obj->ShowBoundingBox(true);
SelectedObject.Add(obj);
}
camera.CenterFocus();
}else{
for(Object3D* obj : SelectedObject){
obj->ShowBoundingBox(false);
}
SelectedObject.Clear();
camera.ResetFocus();
}
Refresh();
}
void SurfaceCtrl::LeftUp(Point p, dword){
camera.MouseLeftPressed = false;
}
void SurfaceCtrl::MiddleDown(Point p, dword keyflags){
camera.MouseMiddlePressed = true;
camera.ShiftPressed = keyflags & K_SHIFT;
camera.lastPress = p;
}
void SurfaceCtrl::MiddleUp(Point p, dword keyflags){
camera.MouseMiddlePressed = false;
camera.ShiftPressed = false;
}
void SurfaceCtrl::MouseLeave(){
camera.MouseMiddlePressed = false;
camera.MouseLeftPressed = false;
camera.ShiftPressed = false;
return;
}
}