/***************************************************************************
* Copyright (C) 2004 by Raphael Langerhorst *
* raphael-langerhorst@gmx.at *
* *
* Permission is hereby granted, free of charge, to any person obtaining *
* a copy of this software and associated documentation files (the *
* "Software"), to deal in the Software without restriction, including *
* without limitation the rights to use, copy, modify, merge, publish, *
* distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to *
* the following conditions: *
* *
* The above copyright notice and this permission notice shall be *
* included in all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, *
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF *
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR *
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, *
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR *
* OTHER DEALINGS IN THE SOFTWARE. *
***************************************************************************/
#ifndef OPENGLFRAMEH
#define OPENGLFRAMEH
//G includes
#include <GForm.h>
#include <GVector3.h>
#include <GElementID.h>
#include <GElement.h>
#include <GweController.h>
//Qt includes
#include <qgl.h>
#include <qmutex.h>
#include <qthread.h>
#include <qvaluelist.h>
#include <qtimer.h>
//this belongs to the client engine
namespace GCE
{
/**
* \class CViewProperties GOpenGLFrame.h
* \brief Holds information that is relevant for camera settings
* @author Raphael Langerhorst
* @todo Move this class into GGOpenGLFrame as it needs not really be independent.
*/
class CViewProperties
{
public:
CViewProperties()
: ViewPosition(0,0,-1),
ViewTarget(0,0,0),
ViewUp(0,1,0),
fov(90),
NearClippingPlane(0.01),
FarClippingPlane(10),
width(768),
height(1024),
CameraElement(0)
{
}
GCS::GVector3 ViewPosition;
GCS::GVector3 ViewTarget;
GCS::GVector3 ViewUp;
double fov;
double NearClippingPlane;
double FarClippingPlane;
int width, height;
/**
* Holds the ID of the element for which the
* view properties apply since this modifies
* the view transformation.
* @note If CameraElement.getID() returns 0 then
* there is no parent transformation.
*/
GCS::GElementID CameraElement;
void update()
{
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov,(double)width/(double)height,NearClippingPlane,FarClippingPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
};
/**
* \class GGOpenGLFrame GGOpenGLFrame.h
* \brief A frame that can draw GOpenGLForm objects.
* @author Raphael Langerhorst
*
* @todo The client interface could use MUCH improvement, its currently a very basic implementation.
* This class represents the 3D interface. It allows for hierarchical rendering
* of elements, specifically elements that use GOpenGLForm.
*/
class GOpenGLFrame : public QGLWidget, public QMutex
{
Q_OBJECT
private:
const GWE::GweController* Gwe;
QValueList<GCS::GElementID> TopElements;
/**
* Used to know for which elements the respective server name should be shown.
* It's determined at the beginning of each render cycle and stored here.
*/
GCS::GElementID CameraParent;
/**
* Stores the time for the last rendering periods.
* This is used for frames per second calculations.
* On each FPS update the list is cleared.
*/
QValueList<double> RenderingPeriods;
/**
* The calculated fps value.
*/
double FramesPerSecond;
/**
* Time since last fps update. This is summed up in each
* rendering cycle, if it reaches 1 second, the FPS value
* is updated. The unit is milliseconds.
*/
double TimeSinceFpsUpdate;
/**
* Used to measure rendering periods.
*/
QTime FpsTimer;
protected:
void renderElement(const GCS::GElement* element);
protected:
/**
* Transforms the matrix on the stack according to given form.
* Position, rotation and scale (ellipsoid) are taken into account.
*/
void transform(const GCS::GForm* form) const;
/**
* Renders given form
* @param RGBA an array with 4 float values, red, green, blue and alpha
*/
void render(const GCS::GForm* form, float* RGBA) const;
/**
* Started as singleshot timer after each redraw,
* connected to update()
*/
QTimer RedrawTimer;
bool StopRendering;
/**
* How many milliseconds to wait after finishing drawing
* before redrawing.
*/
int RedrawSleepTime_ms;
public:
CViewProperties ViewProperties;
GOpenGLFrame(const GWE::GweController* gwe, QWidget* parent = 0, const char* name = 0);
~GOpenGLFrame()
{}
public slots:
/**
* starts a thread that constantly sends paint events to this OpenGL frame
* to ensure repainting;
* a value of 20 means a framerate of 50 fps under optimum conditions;
*/
virtual void startRendering(int sleep_ms_between_updates_min = 20);
virtual void stopRendering();
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();
virtual void addTopElement(const GCS::GElementID& element);
virtual void removeTopElement(const GCS::GElementID& element);
signals:
/**
* Emitted just before starting the rendering cycle,
* no transformation,... done before emitting this signal.
*/
void beforeRendering();
/**
* Emitted after rendering, all content is rendered.
*/
void afterRendering();
};
}
#endif
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