Work on separating widget from main application
+ Thanks @OgreTransporter for help in #4! + Closes #4
This commit is contained in:
17
app/mainwindow.cpp
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17
app/mainwindow.cpp
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#include <mainwindow.h>
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#include <ui_mainwindow.h>
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MainWindow::MainWindow(QWidget *parent) :
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QMainWindow(parent),
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ui(new Ui::MainWindow)
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{
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ui->setupUi(this);
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mScene = new ExampleScene();
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ui->openGLWidget->setScene(mScene);
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setWindowIcon(QIcon("../resources/icon.png"));
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}
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MainWindow::~MainWindow()
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{
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delete ui;
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}
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27
app/mainwindow.h
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27
app/mainwindow.h
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#ifndef MAINWINDOW_H
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#define MAINWINDOW_H
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#include <QMainWindow>
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#include <qtk-widget_export.h>
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#include <scene.h>
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namespace Ui {
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class MainWindow;
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}
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class QTK_WIDGET_EXPORT MainWindow : public QMainWindow
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{
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Q_OBJECT
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public:
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explicit MainWindow(QWidget *parent = nullptr);
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~MainWindow();
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private:
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Ui::MainWindow *ui;
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Qtk::Scene * mScene;
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};
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#endif // MAINWINDOW_H
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104
app/mainwindow.ui
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104
app/mainwindow.ui
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<?xml version="1.0" encoding="UTF-8"?>
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<ui version="4.0">
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<class>MainWindow</class>
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<widget class="QMainWindow" name="MainWindow">
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<property name="geometry">
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<rect>
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<x>0</x>
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<y>0</y>
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<width>800</width>
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<height>600</height>
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</rect>
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</property>
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<property name="windowTitle">
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<string>Qtk - MainWindow</string>
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</property>
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<widget class="QWidget" name="centralwidget">
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<widget class="Qtk::MainWidget" name="openGLWidget">
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<property name="geometry">
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<rect>
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<x>10</x>
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<y>10</y>
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<width>775</width>
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<height>550</height>
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</rect>
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</property>
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</widget>
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</widget>
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<widget class="QMenuBar" name="menubar">
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<property name="geometry">
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<rect>
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<x>0</x>
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<y>0</y>
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<width>800</width>
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<height>22</height>
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</rect>
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</property>
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<widget class="QMenu" name="menuTest">
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<property name="title">
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<string>File</string>
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</property>
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<addaction name="actionOpen"/>
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<addaction name="actionSave_2"/>
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<addaction name="actionSave_as"/>
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<addaction name="actionExit"/>
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</widget>
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<widget class="QMenu" name="menuView">
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<property name="title">
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<string>View</string>
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</property>
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<addaction name="actionShow_Console"/>
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</widget>
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<addaction name="menuTest"/>
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<addaction name="menuView"/>
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</widget>
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<widget class="QStatusBar" name="statusbar"/>
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<action name="actionOtherTest">
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<property name="text">
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<string>Save</string>
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</property>
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</action>
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<action name="actionSave">
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<property name="text">
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<string>Save</string>
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</property>
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</action>
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<action name="actionOpen">
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<property name="text">
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<string>Open...</string>
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</property>
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</action>
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<action name="actionSave_2">
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<property name="text">
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<string>Save</string>
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</property>
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</action>
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<action name="actionSave_as">
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<property name="text">
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<string>Save as...</string>
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</property>
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</action>
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<action name="actionExit">
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<property name="text">
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<string>Exit</string>
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</property>
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</action>
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<action name="actionShow_Console">
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<property name="checkable">
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<bool>true</bool>
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</property>
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<property name="text">
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<string>Show Console</string>
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</property>
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</action>
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</widget>
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<customwidgets>
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<customwidget>
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<class>MainWidget</class>
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<extends>QOpenGLWidget</extends>
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<header>mainwidget.h</header>
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</customwidget>
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</customwidgets>
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<resources/>
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<connections/>
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</ui>
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9
app/resourcemanager.cpp
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9
app/resourcemanager.cpp
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/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Manage files and resources used by qtk ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include <resourcemanager.h>
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35
app/resourcemanager.h
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35
app/resourcemanager.h
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/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Manage files and resources used by qtk ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include <string>
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#include <resources.h>
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#ifndef QTK_RESOURCEMANAGER_H
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#define QTK_RESOURCEMANAGER_H
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typedef class ResourceManager {
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public:
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/**
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* Takes a path using qrc format and constructs full system path to qtk assets
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* Qrc format prefix ':/' is trimmed from the path for the caller
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* Assets used with RM may (or may not) appear in qtk/resources.qrc
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*
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* @param path Path relative to qtk/resources/; ie) ':/models/backpack/backpack.obj'
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* An asset at location qtk/resources/path/to/asset.obj
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* Should be given in qrc format: ':/path/to/asset.obj'
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* @return Absoulte system path to a qtk asset
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*/
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static std::string getPath(const std::string & path) {
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// Only construct qtk resource path if in qrc format; else return it as-is
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return path[0] == ':' ? QTK_RESOURCES_DIR + path.substr(1) : path;
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}
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} RM;
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#endif //QTK_RESOURCEMANAGER_H
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748
app/scene.cpp
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748
app/scene.cpp
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@@ -0,0 +1,748 @@
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/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Classes for managing objects and data within a scene ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include <abstractscene.h>
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#include <camera3d.h>
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#include <meshrenderer.h>
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#include <model.h>
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#include <resourcemanager.h>
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#include <scene.h>
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#include <texture.h>
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using namespace Qtk;
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/*******************************************************************************
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* Constructors, Destructors
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******************************************************************************/
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ExampleScene::ExampleScene()
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{
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Camera().transform().setTranslation(0.0f, 0.0f, 20.0f);
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Camera().transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
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}
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ExampleScene::~ExampleScene()
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{
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delete mTestPhong;
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delete mTestSpecular;
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delete mTestDiffuse;
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delete mTestAmbient;
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for (auto & mesh : mMeshes) delete mesh;
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for (auto & model : mModels) delete model;
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delete mSkybox;
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}
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/*******************************************************************************
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* Public Member Functions
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******************************************************************************/
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void ExampleScene::init()
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{
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Qtk::Skybox * sb = new Qtk::Skybox("Skybox");
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setSkybox(sb);
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// Initialize Phong example cube
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mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
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mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
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mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
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mTestPhong->init();
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mTestPhong->mProgram.bind();
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mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestPhong->setUniform("uAmbientStrength", 0.2f);
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mTestPhong->setUniform("uSpecularStrength", 0.50f);
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mTestPhong->setUniform("uSpecularShine", 256);
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mTestPhong->mVAO.bind();
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mTestPhong->mNBO.create();
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mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestPhong->mNBO.bind();
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mTestPhong->mNBO.allocate(mTestPhong->normals().data(),
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mTestPhong->normals().size()
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* sizeof(mTestPhong->normals()[0]));
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mTestPhong->mProgram.enableAttributeArray(1);
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mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestPhong->mNBO.release();
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mTestPhong->mVAO.release();
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mTestPhong->mProgram.release();
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// Initialize Ambient example cube
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mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
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mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
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mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
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mTestAmbient->init();
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mTestAmbient->mProgram.bind();
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mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestAmbient->setUniform("uAmbientStrength", 0.2f);
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mTestAmbient->mVAO.bind();
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mTestAmbient->mNBO.create();
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mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestAmbient->mNBO.bind();
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mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(),
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mTestAmbient->normals().size()
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* sizeof(mTestAmbient->normals()[0]));
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mTestAmbient->mProgram.enableAttributeArray(1);
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mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestAmbient->mNBO.release();
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mTestAmbient->mVAO.release();
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mTestAmbient->mProgram.release();
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// Initialize Diffuse example cube
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mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
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mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
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mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
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mTestDiffuse->init();
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mTestDiffuse->mProgram.bind();
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mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
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mTestDiffuse->mVAO.bind();
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mTestDiffuse->mNBO.create();
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mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestDiffuse->mNBO.bind();
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mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(),
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mTestDiffuse->normals().size()
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* sizeof(mTestDiffuse->normals()[0]));
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mTestDiffuse->mProgram.enableAttributeArray(1);
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mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestDiffuse->mNBO.release();
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mTestDiffuse->mVAO.release();
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mTestDiffuse->mProgram.release();
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// Initialize Specular example cube
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mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
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mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
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mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
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mTestSpecular->init();
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mTestSpecular->mProgram.bind();
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mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestSpecular->setUniform("uAmbientStrength", 0.2f);
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mTestSpecular->setUniform("uSpecularStrength", 0.50f);
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mTestSpecular->setUniform("uSpecularShine", 256);
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mTestSpecular->mVAO.bind();
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mTestSpecular->mNBO.create();
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mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestSpecular->mNBO.bind();
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mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(),
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mTestSpecular->normals().size()
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* sizeof(mTestSpecular->normals()[0]));
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mTestSpecular->mProgram.enableAttributeArray(1);
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mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestSpecular->mNBO.release();
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mTestSpecular->mVAO.release();
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mTestSpecular->mProgram.release();
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//
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// Model loading
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mModels.push_back(new Qtk::Model("backpack", ":/models/backpack/backpack.obj"));
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// Sometimes model textures need flipped in certain directions
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mModels.back()->flipTexture("diffuse.jpg", false, true);
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mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
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mModels.push_back(new Qtk::Model("bird", ":/models/bird/bird.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
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// Sometimes the models are very large
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mModels.back()->mTransform.scale(0.0025f);
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mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(new Qtk::Model("lion", ":/models/lion/lion.obj"));
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mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(new Qtk::Model("alien", ":/models/alien-hominid/alien.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(new Qtk::Model("scythe", ":/models/scythe/scythe.obj"));
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mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(new Qtk::Model("masterChief", ":/models/spartan/spartan.obj"));
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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//
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// Building example mesh objects
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// Render an alien with specular
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// Test alien Model with phong lighting and specular mapping
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mMeshes.push_back(
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new Qtk::MeshRenderer("alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mModels.push_back(
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new Qtk::Model("alienTest", ":/models/alien-hominid/alien.obj",
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":/model-specular.vert", ":/model-specular.frag")
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);
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mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.ambientStrength", 0.8f);
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mModels.back()->setUniform("uMaterial.diffuseStrength", 0.8f);
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mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.shine", 32.0f);
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mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Test spartan Model with phong lighting, specular and normal mapping
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mMeshes.push_back(
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new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS))
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);
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mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
|
||||
|
||||
mModels.push_back(
|
||||
new Qtk::Model("spartanTest", ":/models/spartan/spartan.obj",
|
||||
":/model-normals.vert", ":/model-normals.frag")
|
||||
);
|
||||
mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
|
||||
mModels.back()->mTransform.scale(2.0f);
|
||||
mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
mModels.back()->setUniform("uMaterial.ambientStrength", 1.0f);
|
||||
mModels.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
|
||||
mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
|
||||
mModels.back()->setUniform("uMaterial.shine", 128.0f);
|
||||
mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
|
||||
|
||||
// Test basic cube with phong.vert and phong.frag shaders
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
||||
// This function changes values we have allocated in a buffer, so init() after
|
||||
mMeshes.back()->setColor(GREEN);
|
||||
mMeshes.back()->init();
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
|
||||
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
|
||||
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
|
||||
mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
|
||||
mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
|
||||
|
||||
mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f);
|
||||
mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
|
||||
mMeshes.back()->setUniform("uMaterial.specularStrength", 1.0f);
|
||||
mMeshes.back()->setUniform("uMaterial.shine", 64.0f);
|
||||
mMeshes.back()->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
|
||||
mMeshes.back()->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
|
||||
mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
|
||||
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
//
|
||||
// Create simple shapes using MeshRenderer class and data in mesh.h
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
||||
// This function changes values we have allocated in a buffer, so init() after
|
||||
mMeshes.back()->setColor(GREEN);
|
||||
mMeshes.back()->init();
|
||||
|
||||
//
|
||||
// Testing for normals, texture coordinates
|
||||
|
||||
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
||||
mMeshes.back()->mProgram.release();
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
|
||||
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
||||
mMeshes.back()->mProgram.release();
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
|
||||
// Texturing a cube using texture coordinates and glDrawArrays
|
||||
// + Texturing with UVs using glDrawElements requires QTK_DRAW_ELEMENTS_NORMALS
|
||||
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
|
||||
// + This is because the same position must use different UV coordinates
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
mMeshes.back()->texture().bind();
|
||||
|
||||
mMeshes.back()->texture().release();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
// Test drawing a cube with texture coordinates using glDrawElements
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->texCoords().data(),
|
||||
mMeshes.back()->texCoords().size()
|
||||
* sizeof(mMeshes.back()->texCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
|
||||
mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
|
||||
mMeshes.back()->mProgram.release();
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mTransform.rotate(45.0f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
// Texturing a cube using a cube map
|
||||
// + Cube map texturing works with both QTK_DRAW_ARRAYS and QTK_DRAW_ELEMENTS
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-3.0f, 1.0f, -2.0f);
|
||||
mMeshes.back()->mTransform.setRotation(45.0f, 0.0f, 1.0f, 0.0f);
|
||||
mMeshes.back()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initCubeMap(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
// Create a cube with custom shaders
|
||||
// + Apply RGB normals shader and spin the cube for a neat effect
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
||||
mMeshes.back()->mProgram.release();
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
|
||||
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("rgbTriangleElementsTest",
|
||||
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
// Test drawing triangle with glDrawArrays with texture coordinates
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
mMeshes.back()->texture().bind();
|
||||
|
||||
mMeshes.back()->texture().release();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
// Test drawing triangle with glDrawElements with texture coordinates
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("testTriangleElementsUV",
|
||||
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
mMeshes.back()->texture().bind();
|
||||
|
||||
mMeshes.back()->texture().release();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
mMeshes.back()->mNBO.release();
|
||||
mMeshes.back()->mVAO.release();
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
//
|
||||
// Lighting cube examples
|
||||
|
||||
// Example of a cube with no lighting applied
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/solid-perspective.vert",
|
||||
":/solid-perspective.frag");
|
||||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
||||
// Create objects that represent light sources for lighting examples
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
}
|
||||
|
||||
void ExampleScene::draw()
|
||||
{
|
||||
mSkybox->draw();
|
||||
|
||||
for (auto & model : mModels) model->draw();
|
||||
|
||||
for (const auto &mesh : mMeshes) mesh->draw();
|
||||
|
||||
mTestPhong->mProgram.bind();
|
||||
mTestPhong->setUniform("uModelInverseTransposed",
|
||||
mTestPhong->mTransform.toMatrix().normalMatrix());
|
||||
mTestPhong->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("phongLight")->mTransform.translation());
|
||||
mTestPhong->setUniform("uCameraPosition",
|
||||
ExampleScene::Camera().transform().translation());
|
||||
mTestPhong->mProgram.release();
|
||||
mTestPhong->draw();
|
||||
|
||||
mTestAmbient->mProgram.bind();
|
||||
mTestAmbient->setUniform("uCameraPosition",
|
||||
ExampleScene::Camera().transform().translation());
|
||||
mTestAmbient->mProgram.release();
|
||||
mTestAmbient->draw();
|
||||
|
||||
mTestDiffuse->mProgram.bind();
|
||||
mTestDiffuse->setUniform("uModelInverseTransposed",
|
||||
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
||||
mTestDiffuse->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
|
||||
mTestDiffuse->setUniform("uCameraPosition", ExampleScene::Camera().transform().translation());
|
||||
mTestDiffuse->mProgram.release();
|
||||
mTestDiffuse->draw();
|
||||
|
||||
mTestSpecular->mProgram.bind();
|
||||
mTestSpecular->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
||||
mTestSpecular->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("specularLight")->mTransform.translation());
|
||||
mTestSpecular->setUniform("uCameraPosition", ExampleScene::Camera().transform().translation());
|
||||
mTestSpecular->mProgram.release();
|
||||
mTestSpecular->draw();
|
||||
}
|
||||
|
||||
void ExampleScene::update()
|
||||
{
|
||||
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uLight.position", position);
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().translation());
|
||||
auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix();
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uMVP.model", posMatrix);
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uMVP.view", ExampleScene::Camera().toMatrix());
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uMVP.projection", ExampleScene::Projection());
|
||||
Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation();
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uLight.position", position);
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().translation());
|
||||
posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix();
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uMVP.model", posMatrix);
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uMVP.view", ExampleScene::Camera().toMatrix());
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uMVP.projection", ExampleScene::Projection());
|
||||
Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
|
||||
|
||||
MeshRenderer::getInstance("testPhong")->mTransform.rotate(
|
||||
0.75f, 1.0f, 0.5f, 0.0f);
|
||||
MeshRenderer::getInstance("testPhong")->mProgram.bind();
|
||||
position = MeshRenderer::getInstance("testLight")->mTransform.translation();
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uLight.position", position);
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().translation());
|
||||
posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix();
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uMVP.model", posMatrix);
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uMVP.view", ExampleScene::Camera().toMatrix());
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uMVP.projection", ExampleScene::Projection());
|
||||
MeshRenderer::getInstance("testPhong")->mProgram.release();
|
||||
|
||||
// Rotate lighting example cubes
|
||||
mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
MeshRenderer::getInstance("noLight")->mTransform.rotate(
|
||||
0.75f, 0.5f, 0.3f, 0.2f);
|
||||
mTestAmbient->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
mTestDiffuse->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
mTestSpecular->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
|
||||
// Examples of various translations and rotations
|
||||
|
||||
// Rotate in multiple directions simultaneously
|
||||
MeshRenderer::getInstance("rgbNormalsCube")->mTransform.rotate(
|
||||
0.75f, 0.2f, 0.4f, 0.6f);
|
||||
|
||||
// Pitch forward and roll sideways
|
||||
MeshRenderer::getInstance("leftTriangle")->mTransform.rotate(
|
||||
0.75f, 1.0f, 0.0f, 0.0f);
|
||||
MeshRenderer::getInstance("rightTriangle")->mTransform.rotate(
|
||||
0.75f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Move between two positions over time
|
||||
static float translateX = 0.025f;
|
||||
float limit = -9.0f; // Origin position.x - 2.0f
|
||||
float posX =
|
||||
MeshRenderer::getInstance("topTriangle")->mTransform.translation().x();
|
||||
if (posX < limit || posX > limit + 4.0f) {
|
||||
translateX = -translateX;
|
||||
}
|
||||
MeshRenderer::getInstance("topTriangle")->mTransform.translate(
|
||||
translateX, 0.0f, 0.0f);
|
||||
MeshRenderer::getInstance("bottomTriangle")->mTransform.translate(
|
||||
-translateX, 0.0f, 0.0f);
|
||||
// And lets rotate the triangles in two directions at once
|
||||
MeshRenderer::getInstance("topTriangle")->mTransform.rotate(
|
||||
0.75f, 0.2f, 0.0f, 0.4f);
|
||||
MeshRenderer::getInstance("bottomTriangle")->mTransform.rotate(
|
||||
0.75f, 0.0f, 0.2f, 0.4f);
|
||||
// And make the bottom triangle green, instead of RGB
|
||||
|
||||
// Rotate center cube in several directions simultaneously
|
||||
// + Not subject to gimbal lock since we are using quaternions :)
|
||||
MeshRenderer::getInstance("centerCube")->mTransform.rotate(
|
||||
0.75f, 0.2f, 0.4f, 0.6f);
|
||||
}
|
||||
36
app/scene.h
Normal file
36
app/scene.h
Normal file
@@ -0,0 +1,36 @@
|
||||
/*##############################################################################
|
||||
## Author: Shaun Reed ##
|
||||
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
|
||||
## About: Classes for managing objects and data within a scene ##
|
||||
## ##
|
||||
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
||||
##############################################################################*/
|
||||
|
||||
#ifndef QTK_EXAMPLE_SCENE_H
|
||||
#define QTK_EXAMPLE_SCENE_H
|
||||
|
||||
#include <abstractscene.h>
|
||||
#include <camera3d.h>
|
||||
#include <skybox.h>
|
||||
|
||||
#include <QMatrix4x4>
|
||||
|
||||
|
||||
class ExampleScene : public Qtk::Scene {
|
||||
public:
|
||||
ExampleScene();
|
||||
~ExampleScene();
|
||||
|
||||
virtual void init();
|
||||
virtual void draw();
|
||||
virtual void update();
|
||||
|
||||
private:
|
||||
|
||||
Qtk::MeshRenderer * mTestPhong;
|
||||
Qtk::MeshRenderer * mTestSpecular;
|
||||
Qtk::MeshRenderer * mTestDiffuse;
|
||||
Qtk::MeshRenderer * mTestAmbient;
|
||||
};
|
||||
|
||||
#endif // QTK_EXAMPLE_SCENE_H
|
||||
Reference in New Issue
Block a user