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251 lines
12 KiB
C++
251 lines
12 KiB
C++
#ifndef _SurfaceCtrl_Object3D_h_
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#define _SurfaceCtrl_Object3D_h_
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#include "Definition.h"
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#include "BoundingBox.h"
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#include "Mesh.h"
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#include "Transform.h"
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namespace Upp{
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/*
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struct Light{
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Light(){
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Position =vec3( 1.2, 80.0, 2.0);
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Ambient =vec3( 0.9, 0.9, 0.9);
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Diffuse =vec3( 0.5, 0.5, 0.5);
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Specular =vec3( 0.0, 1.0, 1.0);
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}
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Light(glm::vec3 _position, glm::vec3 _ambient, glm::vec3 _diffuse, glm::vec3 _specular){
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Position = _position;
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Ambient = _ambient;
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Diffuse = _diffuse;
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Specular = _specular;
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}
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glm::vec3 Position;
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glm::vec3 Ambient;
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glm::vec3 Diffuse;
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glm::vec3 Specular;
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};*/
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struct Texture : public Moveable<Texture>{
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Upp::String name="";
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unsigned int id =0;
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String ToString()const{return "name=" + name + " | " + "id=" + AsString(id);}
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Texture& operator=(const Texture& t){
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name = t.name;
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id = t.id;
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return *this;
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}
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};
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class Object3D : public Upp::Moveable<Object3D>{
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public:
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Object3D();
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Object3D(Object3D&& obj):ID(GlobalID++){*this = pick(obj);}
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Object3D& operator=(Object3D&& obj); //move will prevent your object to be deleted (from OpenGL perspective)
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Object3D(const Object3D& obj):ID(GlobalID++){*this = obj;}
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Object3D& operator=(const Object3D& obj);//copy also VBO and VAO , what mean when object is destroyed , every copy will lost their 3D representation in OpenGL
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~Object3D();
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int GetID()const{return ID;}
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Function <void(Object3D& obj)> WhenInit;
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Function <void(const glm::mat4& projectionMatrix,const glm::mat4& viewMatrix,const glm::vec3& viewPosition,Object3D& obj)> WhenDraw;
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Function <void(Object3D& obj)> WhenClear;
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Function <void(Object3D& obj)> WhenReload;
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bool IsLoaded(){return loaded;}
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Object3D& Show(){visible = true;return *this;}
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Object3D& Hide(){visible = false;return *this;}
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Object3D& SetVisible(bool b = true){visible = b; return *this;}
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bool& IsVisible(){return visible;}
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bool GetShowBoundingBox()const noexcept{return showBoundingBox;}
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Object3D& ShowBoundingBox(bool b = true)noexcept{showBoundingBox = b; return *this;}
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Transform& GetTransform()noexcept{return transform;}
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const Transform& GetTransform()const noexcept{return transform;}
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BoundingBox& GetBoundingBox(){return boundingBox;}
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BoundingBox GetBoundingBoxTransformed()const noexcept{BoundingBox box(boundingBox);return box.TransformBy(transform.GetModelMatrix());}
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Material& GetMaterial()noexcept{return material;}
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const Material& GetMaterial()const noexcept{return material;}
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const Upp::Vector<Mesh>& GetMeshes() const noexcept{return meshes;}
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Upp::Vector<Mesh>& GetMeshes()noexcept{return meshes;}
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const Vector<Texture>& GetTextures()const noexcept{return textures;}
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Vector<Texture>& GetTextures()noexcept{return textures;}
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const Vector<OpenGLProgram>& GetProgram()const noexcept{return program;}
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Vector<OpenGLProgram>& GetProgram()noexcept{return program;}
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const VectorMap<String,Value>& GetObjectValues()const noexcept{return objectValues;}
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VectorMap<String,Value>& GetObjectValues()noexcept{return objectValues;}
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Object3D& SetDrawType(GLenum drawtype)noexcept{drawType = drawtype;return *this;}
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GLenum GetDrawType()const noexcept{return drawType;}
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/** LoadModel load multiple kind of object file using Assimp lib, you can specify some custom
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load routine by editing pFlags, if pFlags = 0 then SurfaceCtrl default behavior about assimp will be used**/
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Object3D& LoadModel(const String& FileObj, Color color = Gray(), int alpha =255, unsigned int pFlags = 0);
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Object3D& LoadSurface(Surface& surface, Upp::Color = Green(), int alpha =255);
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Surface GetSurface();
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//Check if texture provided is already load, then return the iterator of the texture Object3D
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int InsertTexture(const String& filename,int indice = -1, FlipMode flipmode = FLIP_NONE)noexcept; //insert texture in object3D
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int InsertTexture(const Image& m,int indice = -1, FlipMode flipmode = FLIP_NONE)noexcept; //insert texture in object3D
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int InsertTexture(const TexturesMaterial& tm,int indice = -1, FlipMode flipmode = FLIP_NONE)noexcept; //Insert one of SurfaceCtrl provided texture
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const Texture& GetTexture(int indice){if(indice < textures.GetCount()) return textures[indice];else throw Exc("int indice higher than textures.getCount()");}//Return the indice, Can throw exception
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Object3D& AttachTexture(int TexNo,int MeshNo, int NumberMeshToAffect =1);//Attach a texture to the range of mesh
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Object3D& GenerateTextureCoordinate(int MeshNo, int NumberMeshToAffect =1, bool CustomTextureCoordinate = false,const Vector<float>& tc = Vector<float>());// Generate new Texture coordinate for the selected range of mesh
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Mesh& CreateMesh()noexcept{return meshes.Add();}
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Object3D& SetLineColor(Color color)noexcept{lineColor = color; return *this;}
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Object3D& SetNormalColor(Color color)noexcept{normalColor = color; return *this;}
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Object3D& ShowMesh(bool b = true)noexcept{showMesh = b; return *this;}
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Object3D& ShowMeshLine(bool b = true)noexcept{showMeshLine = b; return *this;}
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Object3D& ShowMeshNormal(bool b = true)noexcept{showMeshNormal = b; return *this;}
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Object3D& ShowLight(bool b = true)noexcept{showLight = b; return *this;}
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Object3D& SetNormalLength(float length)noexcept{normalLength = length; return *this;}
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Object3D& SetLineOpacity(float opacity)noexcept{lineOpacity = opacity; return *this;}
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Object3D& SetLineWidth(float width)noexcept{lineWidth = width; return *this;}
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Object3D& SetNormalOpacity(float opacity)noexcept{normalOpacity = opacity; return *this;}
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Object3D& SetProgramNoLight(const OpenGLProgram& prog)noexcept{programNoLight = program.GetCount(); program.Add(prog); return *this;}
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Object3D& SetProgramLight(const OpenGLProgram& prog)noexcept{programLight = program.GetCount(); program.Add(prog); return *this;}
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Object3D& SetProgramLine(const OpenGLProgram& prog)noexcept{programLine = program.GetCount(); program.Add(prog); return *this;}
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Object3D& SetProgramNormal(const OpenGLProgram& prog)noexcept{programNormal = program.GetCount(); program.Add(prog); return *this;}
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Upp::Color GetLineColor()const noexcept{return lineColor;}
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Upp::Color GetNormalColor()const noexcept{return normalColor;}
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bool GetShowMesh()const noexcept{return showMesh;}
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bool GetShowMeshLine()const noexcept{return showMeshLine;}
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bool GetShowMeshNormal()const noexcept{return showMeshNormal;}
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bool GetShowLight()const noexcept{return showLight;}
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float GetNormalOpacity()const noexcept{return normalOpacity;}
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float GetNormalLength()const noexcept{return normalLength;}
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float GetLineOpacity()const noexcept{return lineOpacity;}
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float GetLineWidth()const noexcept{return lineWidth;}
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int GetProgramNoLight(){return programNoLight;}
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int GetProgramLight(){return programLight;}
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int GetProgramLine(){return programLine;}
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int GetProgramNormal(){return programNormal;}
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void CreateBoundingBox(); // Create Bounding box
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void RemoveBoundingBox(); // Delete the bounding box
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bool TestLineIntersection(const glm::vec3 & start, const glm::vec3 & end)const{BoundingBox box = Upp::pick(GetBoundingBoxTransformed());return box.LineIntersection(start,end);}
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/*Write into OpenGL buffer return true if operation have been done correctly.
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/!\ True do not mean OpenGL will provide good things, it just mean buffer have been
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writted correctly*/
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bool UpdateColor(int MeshNo, int SurfaceNumber, int r, int g, int b,int alpha)noexcept;
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bool UpdateColor(int MeshNo, int SurfaceNumber, float r, float g, float b,float alpha)noexcept;
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bool UpdateColor(int MeshNo, int SurfaceNumber, glm::vec3 color,float alpha)noexcept;
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bool UpdateColor(int MeshNo, int SurfaceNumber, Upp::Color color,int alpha)noexcept;
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bool UpdateColors(int MeshNo, int SurfaceNumber,int Count, const float * data)noexcept;
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bool UpdateNormal(int MeshNo, int SurfaceNumber, float x, float y, float z)noexcept;
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bool UpdateNormal(int MeshNo, int SurfaceNumber, glm::vec3 normal)noexcept;
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bool UpdateNormals(int MeshNo, int SurfaceNumber,int Count, const float * data)noexcept;
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bool UpdateVertice(int MeshNo, int SurfaceNumber, float x, float y, float z)noexcept;
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bool UpdateVertice(int MeshNo, int SurfaceNumber, glm::vec3 vertice)noexcept;
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bool UpdateVertices(int MeshNo, int SurfaceNumber,int Count, const float * data)noexcept;
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//Read OpenGL buffer and return data in Upp::Vector
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Vector<float> ReadColors(int MeshNo, int SurfaceNumber, int count);
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Vector<float> ReadNormals(int MeshNo, int SurfaceNumber, int count);
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Vector<float> ReadVertices(int MeshNo, int SurfaceNumber, int count);
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void DefaultInit(Object3D& obj);
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void DefaultDraw(const glm::mat4& projectionMatrix,const glm::mat4& viewMatrix,const glm::vec3& viewPosition,Object3D& obj)noexcept;
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void DefaultClear(Object3D& obj);
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void DefaultReload(Object3D& obj);
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void Init(){ WhenInit(*this); loaded = true;} //Load all data in graphic memory It's called automaticly by using Load function, but you must call it if you set manually all data
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void Draw(const glm::mat4& projectionMatrix,const glm::mat4& viewMatrix,const glm::vec3& viewPosition)noexcept{WhenDraw(projectionMatrix,viewMatrix,viewPosition, *this);}
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void Clear(){WhenClear(*this); loaded = false;}
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void Reload(){WhenReload(*this);}
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private:
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static int GlobalID;
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int ID;
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Transform transform;
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BoundingBox boundingBox;
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Material material; //The material object is a representation of material property of the object (it change how light affect it)
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Vector<Mesh> meshes;
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Vector<Texture> textures; //Vector carrying all texture of the object, every meshes refer to it via one iterator
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Vector<OpenGLProgram> program;
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VectorMap<String,Value> objectValues; //In case data need to be used in Init() Clear() and Draw();
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bool loaded = false;
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bool moved = false;
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bool visible = true;
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bool showBoundingBox = false;
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int programNoLight = 0;//The program will draw figure without light
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int programLine = 0;//THe program will draw figure line
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int programNormal = 0;//The program will draw Normal
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int programLight = 0;//the program will draw figure with light
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GLenum drawType = GL_TRIANGLES;
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//All this value are here by default
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Color lineColor = Black();
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float lineOpacity = 0.5f;
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float lineWidth = 1.0f;
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Color normalColor = Red();
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float normalOpacity = 1.0f;
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float normalLength = 1.0f;
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bool showMesh = true;
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bool showMeshLine = false;
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bool showMeshNormal = false;
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bool showLight = true;
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bool UpdateBuffer(GLuint buffer, int SurfaceCount , int SurfaceNumber,int count ,int numberOfElement, const float * data)noexcept;
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Vector<float> ReadBuffer(GLuint buffer, int SurfaceCount , int SurfaceNumber,int count, int numberOfElement)noexcept;
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//Texture loading function
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//Return position of the texture object carrying this texture
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int LoadTexture(const Image& img , const String& name, int indiceWhereInsert = -1);
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//Assimp loading function
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bool InitFromScene(const aiScene* pScene, const String& Filename);
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void InitMesh(unsigned int Index, const aiMesh* paiMesh);
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bool InitMaterials(const aiScene* pScene, const String& Filename);
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};
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class Skybox {
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public:
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Skybox(){}
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~Skybox(){Clear();}
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Skybox& Show(bool b = true){show = b; return *this;}
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bool IsShown(){return show;}
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bool IsLoaded(){return ID;}
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Skybox& Init(const Image& skybox_right,const Image& skybox_left,const Image& skybox_top,const Image& skybox_bottom,const Image& skybox_front,const Image& skybox_back); //Load all image provided as skybox
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Skybox& Clear();
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Skybox& Draw(const glm::mat4& projectionMatrix,const glm::mat4& viewMatrix);
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private:
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unsigned int ID = 0;
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GLuint VBO, VAO;
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bool show = false;
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OpenGLProgram program;
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Skybox& Init(const Vector<Image>& images); //Load this vector of image as Skybox
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};
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}
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#endif
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