Commit 0b8fb87a authored by Weizhen Huang's avatar Weizhen Huang

extend the materialNode class with refractive materials

parent d539e524
......@@ -134,7 +134,7 @@ GLState::GLState(bool _updateGL, bool _compatibilityProfile)
glheight_(2),
near_plane_(1.0),
far_plane_(100.0),
multisampling_(false),
multisampling_(false),
allow_multisampling_(true),
mipmapping_(true),
updateGL_(_updateGL),
......@@ -198,9 +198,9 @@ void GLState::initialize()
// Get max number of texture units
GLint value;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &value);
num_texture_units_ = value;
// lighting
set_twosided_lighting(true);
}
......@@ -399,8 +399,8 @@ void GLState::set_modelview(const GLMatrixd& _m, const GLMatrixd& _inv_m)
void GLState::ortho( double _left, double _right,
double _bottom, double _top,
double _n, double _f )
double _bottom, double _top,
double _n, double _f )
{
near_plane_ = _n;
far_plane_ = _f;
......@@ -422,8 +422,8 @@ void GLState::ortho( double _left, double _right,
void GLState::frustum( double _left, double _right,
double _bottom, double _top,
double _n, double _f )
double _bottom, double _top,
double _n, double _f )
{
near_plane_ = _n;
far_plane_ = _f;
......@@ -445,7 +445,7 @@ void GLState::frustum( double _left, double _right,
void GLState::perspective( double _fovY, double _aspect,
double _n, double _f )
double _n, double _f )
{
near_plane_ = _n;
far_plane_ = _f;
......@@ -467,8 +467,8 @@ void GLState::perspective( double _fovY, double _aspect,
void GLState::viewport( int _left, int _bottom,
int _width, int _height,
int _glwidth, int _glheight)
int _width, int _height,
int _glwidth, int _glheight)
{
left_ = _left;
bottom_ = _bottom;
......@@ -512,8 +512,8 @@ void GLState::viewport( int _left, int _bottom,
void GLState::lookAt( const Vec3d& _eye,
const Vec3d& _center,
const Vec3d& _up )
const Vec3d& _center,
const Vec3d& _up )
{
modelview_.lookAt(_eye, _center, _up);
inverse_modelview_.inverse_lookAt(_eye, _center, _up);
......@@ -530,7 +530,7 @@ void GLState::lookAt( const Vec3d& _eye,
void GLState::translate( double _x, double _y, double _z,
MultiplyFrom _mult_from )
MultiplyFrom _mult_from )
{
if (_mult_from == MULT_FROM_RIGHT)
{
......@@ -561,7 +561,7 @@ void GLState::translate( Vec3d _vector,
void GLState::rotate( double _angle, double _x, double _y, double _z,
MultiplyFrom _mult_from )
MultiplyFrom _mult_from )
{
if (_mult_from == MULT_FROM_RIGHT)
{
......@@ -586,7 +586,7 @@ void GLState::rotate( double _angle, double _x, double _y, double _z,
void GLState::scale( double _sx, double _sy, double _sz,
MultiplyFrom _mult_from )
MultiplyFrom _mult_from )
{
if (_mult_from == MULT_FROM_RIGHT)
{
......@@ -611,7 +611,7 @@ void GLState::scale( double _sx, double _sy, double _sz,
void GLState::mult_matrix( const GLMatrixd& _m, const GLMatrixd& _inv_m,
MultiplyFrom _mult_from )
MultiplyFrom _mult_from )
{
if (_mult_from == MULT_FROM_RIGHT)
{
......@@ -764,7 +764,7 @@ void GLState::set_shininess(float _shininess)
if (updateGL_ && compatibilityProfile_)
{
makeCurrent();
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, _shininess);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, std::min(128.f, _shininess));
}
}
......@@ -891,7 +891,7 @@ Vec3d GLState::eye() const
Vec3d GLState::viewing_direction(int _x, int _y) const
{
Vec3d dir = ( unproject(Vec3d(_x, _y, 1.0)) -
unproject(Vec3d(_x, _y, 0.0)) );
unproject(Vec3d(_x, _y, 0.0)) );
dir.normalize();
return dir;
}
......@@ -903,7 +903,7 @@ Vec3d GLState::viewing_direction(int _x, int _y) const
Vec3d GLState::up() const
{
Vec3d dir( unproject(Vec3d(0.5*width_, height_-1, 0.0)) -
unproject(Vec3d(0.5*width_, 0.5*height_, 0.0)) );
unproject(Vec3d(0.5*width_, 0.5*height_, 0.0)) );
dir.normalize();
return dir;
}
......@@ -915,7 +915,7 @@ Vec3d GLState::up() const
Vec3d GLState::right() const
{
Vec3d dir( unproject(Vec3d(width_-1, 0.5*height_, 0.0)) -
unproject(Vec3d(0.5*width_, 0.5*height_, 0.0)) );
unproject(Vec3d(0.5*width_, 0.5*height_, 0.0)) );
dir.normalize();
return dir;
}
......@@ -925,7 +925,7 @@ Vec3d GLState::right() const
void GLState::viewing_ray( int _x, int _y,
Vec3d& _origin, Vec3d& _direction) const
Vec3d& _origin, Vec3d& _direction) const
{
_origin = unproject(Vec3d(_x, _y, 0.0));
_direction = unproject(Vec3d(_x, _y, 1.0)) - _origin;
......@@ -1338,7 +1338,7 @@ void GLState::syncFromGL()
if (glIsEnabled(caps[i])) stateStack_.back().glStateEnabled_.set(caps[i]);
else stateStack_.back().glStateEnabled_.reset(caps[i]);
}
GLint getparam;
#ifdef GL_VERSION_1_4
......@@ -1364,9 +1364,9 @@ void GLState::syncFromGL()
glGetIntegerv(GL_BLEND_EQUATION_RGB, &getparam);
stateStack_.back().blendEquationState_ = getparam;
glGetFloatv(GL_BLEND_COLOR, stateStack_.back().blendColorState_);
glGetIntegerv(GL_ALPHA_TEST_FUNC, &getparam);
stateStack_.back().alphaFuncState_ = getparam;
......@@ -1381,7 +1381,7 @@ void GLState::syncFromGL()
GLenum bufGets[8] = {
GL_ARRAY_BUFFER_BINDING, GL_ARRAY_BUFFER,
GL_ELEMENT_ARRAY_BUFFER_BINDING, GL_ELEMENT_ARRAY_BUFFER,
GL_ELEMENT_ARRAY_BUFFER_BINDING, GL_ELEMENT_ARRAY_BUFFER,
GL_PIXEL_PACK_BUFFER_BINDING, GL_PIXEL_PACK_BUFFER,
GL_PIXEL_UNPACK_BUFFER_BINDING, GL_PIXEL_UNPACK_BUFFER};
......@@ -1452,7 +1452,7 @@ void GLState::syncFromGL()
GL_TEXTURE_COORD_ARRAY_SIZE, GL_TEXTURE_COORD_ARRAY_TYPE,
GL_TEXTURE_COORD_ARRAY_STRIDE, GL_TEXTURE_COORD_ARRAY_POINTER};
GLStateContext::GLVertexPointer* ptrs[] = {&stateStack_.back().vertexPointer_,
GLStateContext::GLVertexPointer* ptrs[] = {&stateStack_.back().vertexPointer_,
&stateStack_.back().colorPointer_, &stateStack_.back().texcoordPointer_};
for (int i = 0; i < 3 ; ++i)
......@@ -1743,7 +1743,7 @@ void GLState::depthRange(GLclampd _zNear, GLclampd _zFar)
{
if (!depthRangeLock_)
{
#ifdef GLSTATE_AVOID_REDUNDANT_GLCALLS
#ifdef GLSTATE_AVOID_REDUNDANT_GLCALLS
if (abs(_zNear - stateStack_.back().depthRange_[0]) > 1e-6 ||
abs(_zFar - stateStack_.back().depthRange_[1]) > 1e-6)
#endif
......
......@@ -141,9 +141,9 @@ QString Material::serializeToJson() const {
matMap["specularColor"] = col2vl(specularColor_);
matMap["overlayColor"] = col2vl(overlayColor_);
matMap["shininess"] = shininess_;
matMap["illum"] = illum_;
matMap["reflectance"] = reflectance_;
matMap["indexOfRefraction"] = indexOfRefraction_;
matMap["isRefractive"] = isRefractive_;
matMap["pointSize"] = pointSize_;
matMap["lineWidth"] = lineWidth_;
matMap["roundPoints"] = roundPoints_;
......@@ -179,9 +179,9 @@ void Material::deserializeFromVariantMap(const QVariantMap &matMap) {
if (matMap.contains("specularColor")) specularColor_ = vl2col(matMap["specularColor"].toList());
if (matMap.contains("overlayColor")) overlayColor_ = vl2col(matMap["overlayColor"].toList());
if (matMap.contains("shininess")) shininess_ = matMap["shininess"].toFloat();
if (matMap.contains("illum")) illum_ = matMap["illum"].toInt();
if (matMap.contains("reflectance")) reflectance_ = matMap["reflectance"].toDouble();
if (matMap.contains("indexOfRefraction")) indexOfRefraction_ = matMap["indexOfRefraction"].toDouble();
if (matMap.contains("isRefractive")) isRefractive_ = matMap["isRefractive"].toBool();
if (matMap.contains("pointSize")) pointSize_ = matMap["pointSize"].toFloat();
if (matMap.contains("lineWidth")) lineWidth_ = matMap["lineWidth"].toFloat();
if (matMap.contains("roundPoints")) roundPoints_ = matMap["roundPoints"].toBool();
......@@ -484,7 +484,7 @@ MaterialNode::read(std::istream& _is)
char s[200];
float x, y, z, u;
int i;
bool b;
while (_is && (!_is.eof()) && _is.getline(s,200) ) {
std::istringstream buffer(s);
......@@ -546,12 +546,12 @@ MaterialNode::read(std::istream& _is)
material_.shininess(x);
}
}
// Illumination model
else if (specifier == "Illum") {
buffer >> i;
// Refractive
else if (specifier == "isRefractive") {
buffer >> b;
if (buffer.good()) {
material_.illum(i);
material_.set_refractive(b);
}
}
// OverlayColor
......
......@@ -95,9 +95,9 @@ public:
specularColor_(GLState::default_specular_color),
overlayColor_(GLState::default_overlay_color),
shininess_(GLState::default_shininess),
illum_(0),
reflectance_(0.0),
indexOfRefraction_(1.0),
isRefractive_(false),
pointSize_(1.0),
lineWidth_(1.0),
roundPoints_(false),
......@@ -122,9 +122,9 @@ public:
specularColor_(_m.specularColor_),
overlayColor_(_m.overlayColor_),
shininess_(_m.shininess_),
illum_(_m.illum_),
reflectance_(_m.reflectance_),
indexOfRefraction_(_m.indexOfRefraction_),
isRefractive_(_m.isRefractive_),
pointSize_(_m.pointSize_),
lineWidth_(_m.lineWidth_),
roundPoints_(_m.roundPoints_),
......@@ -211,23 +211,20 @@ public:
/// get shininess
float shininess() const { return shininess_; }
/// set illumnation model
void illum(int _m) { illum_ = _m; }
/// get illumination model
int illum() const { return illum_; }
/// set reflectance ( not used in OpenGL Rendering)
void reflectance(double _m) { reflectance_ = _m; }
/// get reflectance ( not used in OpenGL Rendering)
double reflectance() const { return reflectance_; }
/// set index of refraction
void indexOfRefraction(double _m) { indexOfRefraction_ = _m; }
/// get index of refraction ( not used in OpenGL Rendering)
double indexOfRefraction() const { return indexOfRefraction_; }
bool isRefractive() const {return illum_ == 4 || illum_ == 6 || illum_ == 7 || illum_ == 9;}
/// set refractive flag
void set_refractive(bool _r) { isRefractive_ = _r; }
/// get refractive flag
bool isRefractive() const {return isRefractive_;}
/// set point size (default: 1.0)
void pointSize(float _sz) { pointSize_ = _sz; }
......@@ -302,7 +299,7 @@ public:
/// disable backface culling (not active by default, see applyProperties)
void disableBackfaceCulling() { backfaceCulling_ = false; }
bool isEmissive() const { return baseColor_[0] > 0.f || baseColor_[1] > 0.f || baseColor_[2] > 0.f; }
bool isEmissive() const { return (baseColor_[0] > 0.f || baseColor_[1] > 0.f || baseColor_[2] > 0.f); }
protected:
......@@ -313,9 +310,9 @@ protected:
Vec4f overlayColor_;
float shininess_;
int illum_;
double reflectance_;
double indexOfRefraction_;
bool isRefractive_;
float pointSize_;
float lineWidth_;
......@@ -470,11 +467,6 @@ public:
/// get shininess
float shininess() const { return material_.shininess(); }
/// set illumination model
void set_illum(int _m) { material_.illum(_m); }
/// get illumination model
int illum() const { return material_.illum(); }
/// set reflectance
void set_reflectance(double _m) { material_.reflectance(_m); }
/// get reflectance
......@@ -485,6 +477,11 @@ public:
/// get index of refraction
double indexOfRefraction() const { return material_.indexOfRefraction(); }
/// set refractive flag
void set_refractive(bool _r) { material_.isRefractive_ = _r; }
/// get refractive flag
bool isRefractive() const {return material_.isRefractive_;}
/** @} */
//===========================================================================
......
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