Refactor handling of textures and shaders
This commit is contained in:
@@ -51,103 +51,50 @@ void ExampleScene::init() {
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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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// You no longer need to manually bind shader program.
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// + But, you can still bind it if you want to.
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// mTestPhong->bindShaders();
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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(
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mTestPhong->getNormals().data(),
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mTestPhong->getNormals().size() * sizeof(mTestPhong->getNormals()[0]));
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mTestPhong->mProgram.enableAttributeArray(1);
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mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 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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mTestPhong->reallocateNormals(mTestPhong->getNormals());
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// mTestPhong->releaseShaders();
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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(
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mTestAmbient->getNormals().data(),
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mTestAmbient->getNormals().size()
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* sizeof(mTestAmbient->getNormals()[0]));
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mTestAmbient->mProgram.enableAttributeArray(1);
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mTestAmbient->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 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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mTestAmbient->reallocateNormals(mTestAmbient->getNormals());
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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(
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mTestDiffuse->getNormals().data(),
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mTestDiffuse->getNormals().size()
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* sizeof(mTestDiffuse->getNormals()[0]));
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mTestDiffuse->mProgram.enableAttributeArray(1);
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mTestDiffuse->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 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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mTestDiffuse->reallocateNormals(mTestDiffuse->getNormals());
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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->reallocateNormals(mTestSpecular->getNormals());
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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(
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mTestSpecular->getNormals().data(),
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mTestSpecular->getNormals().size()
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* sizeof(mTestSpecular->getNormals()[0]));
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mTestSpecular->mProgram.enableAttributeArray(1);
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mTestSpecular->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 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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@@ -193,7 +140,6 @@ void ExampleScene::init() {
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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(new Qtk::Model(
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"alienTest", ":/models/alien-hominid/alien.obj", ":/model-specular.vert",
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@@ -219,7 +165,6 @@ void ExampleScene::init() {
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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(new Qtk::Model(
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"spartanTest", ":/models/spartan/spartan.obj", ":/model-normals.vert",
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@@ -245,33 +190,15 @@ void ExampleScene::init() {
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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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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mMeshes.push_back(new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
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mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
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mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->getNormals().data(),
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mMeshes.back()->getNormals().size()
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* sizeof(mMeshes.back()->getNormals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 3, sizeof(QVector3D));
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
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mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
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mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
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@@ -282,7 +209,6 @@ void ExampleScene::init() {
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mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
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mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mMeshes.back()->mProgram.release();
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//
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// Create simple shapes using MeshRenderer class and data in mesh.h
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@@ -312,7 +238,6 @@ void ExampleScene::init() {
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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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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//
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// Testing for normals, texture coordinates
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@@ -322,46 +247,25 @@ void ExampleScene::init() {
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new Qtk::MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
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mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
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mMeshes.back()->init();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->getNormals().data(),
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mMeshes.back()->getNormals().size()
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* sizeof(mMeshes.back()->getNormals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 3, sizeof(QVector3D));
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mMeshes.back()->mProgram.release();
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
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mMeshes.push_back(new Qtk::MeshRenderer(
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"rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
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mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
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mMeshes.back()->init();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->getNormals().data(),
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mMeshes.back()->getNormals().size()
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* sizeof(mMeshes.back()->getNormals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 3, sizeof(QVector3D));
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mMeshes.back()->mProgram.release();
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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Texture crateTexture;
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crateTexture.setTexture(":/crate.png");
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Cube cube;
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auto * m = new MeshRenderer("Test Crate", Cube(QTK_DRAW_ARRAYS));
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m->mTransform.setTranslation(0, 0, 13);
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m->setShaders(":/texture2d.vert", ":/texture2d.frag");
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m->setTexture(crateTexture);
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m->setUniform("uTexture", 0);
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m->reallocateTexCoords(cube.getTexCoords());
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mMeshes.push_back(m);
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// Texturing a cube using texture coordinates and glDrawArrays
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// + Texturing with UVs using glDrawElements requires
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@@ -372,53 +276,21 @@ void ExampleScene::init() {
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new Qtk::MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
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mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->setTexture(
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OpenGLTextureFactory::initTexture2D(":/crate.png"));
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mMeshes.back()->setTexture(crateTexture);
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mMeshes.back()->setUniform("uTexture", 0);
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.destroy();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->mShape.getTexCoords().data(),
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mMeshes.back()->mShape.getTexCoords().size()
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* sizeof(mMeshes.back()->mShape.getTexCoords()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 2, sizeof(QVector2D));
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->mProgram.release();
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mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
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// Test drawing a cube with texture coordinates using glDrawElements
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mMeshes.push_back(new Qtk::MeshRenderer(
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"uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f);
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mMeshes.back()->setTexture(":/crate.png");
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mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
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mMeshes.back()->init();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->getTexCoords().data(),
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mMeshes.back()->getTexCoords().size()
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* sizeof(mMeshes.back()->getTexCoords()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 3, sizeof(QVector3D));
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mMeshes.back()->setTexture(
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OpenGLTextureFactory::initTexture2D(":/crate.png"));
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mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
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mMeshes.back()->mProgram.release();
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->bindShaders();
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mMeshes.back()->setUniform("uTexture", 0);
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mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords(), 3);
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mMeshes.back()->releaseShaders();
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mMeshes.back()->mTransform.rotate(45.0f, 0.0f, 1.0f, 0.0f);
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// Texturing a cube using a cube map
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@@ -429,26 +301,9 @@ void ExampleScene::init() {
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mMeshes.back()->mTransform.setRotation(45.0f, 0.0f, 1.0f, 0.0f);
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mMeshes.back()->setShaders(
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":/texture-cubemap.vert", ":/texture-cubemap.frag");
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->setTexture(OpenGLTextureFactory::initCubeMap(":/crate.png"));
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mMeshes.back()->setCubeMap(":/crate.png");
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mMeshes.back()->setUniform("uTexture", 0);
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.destroy();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->mShape.getTexCoords().data(),
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mMeshes.back()->mShape.getTexCoords().size()
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* sizeof(mMeshes.back()->mShape.getTexCoords()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 2, sizeof(QVector2D));
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->mProgram.release();
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mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
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// Create a cube with custom shaders
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// + Apply RGB normals shader and spin the cube for a neat effect
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@@ -456,120 +311,40 @@ void ExampleScene::init() {
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new Qtk::MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
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mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
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mMeshes.back()->init();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mNBO.allocate(
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mMeshes.back()->getNormals().data(),
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mMeshes.back()->getNormals().size()
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* sizeof(mMeshes.back()->getNormals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(
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1, GL_FLOAT, 0, 3, sizeof(QVector3D));
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mMeshes.back()->mProgram.release();
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
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mMeshes.push_back(new Qtk::MeshRenderer(
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"rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f);
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mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
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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()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[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();
|
||||
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
|
||||
|
||||
// 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()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[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();
|
||||
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
|
||||
|
||||
// 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(":/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.getTexCoords().data(),
|
||||
mMeshes.back()->mShape.getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.getTexCoords()[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();
|
||||
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
|
||||
|
||||
// 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(OpenGLTextureFactory::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->mTexture.setTexture(":/crate.png");
|
||||
mMeshes.back()->setTexture(":/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.getTexCoords().data(),
|
||||
mMeshes.back()->mShape.getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.getTexCoords()[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();
|
||||
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
|
||||
|
||||
//
|
||||
// Lighting cube examples
|
||||
@@ -579,10 +354,7 @@ void ExampleScene::init() {
|
||||
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(
|
||||
@@ -612,7 +384,7 @@ void ExampleScene::draw() {
|
||||
mesh->draw();
|
||||
}
|
||||
|
||||
mTestPhong->mProgram.bind();
|
||||
mTestPhong->bindShaders();
|
||||
mTestPhong->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestPhong->mTransform.toMatrix().normalMatrix());
|
||||
@@ -621,16 +393,16 @@ void ExampleScene::draw() {
|
||||
MeshRenderer::getInstance("phongLight")->mTransform.getTranslation());
|
||||
mTestPhong->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
mTestPhong->mProgram.release();
|
||||
mTestPhong->releaseShaders();
|
||||
mTestPhong->draw();
|
||||
|
||||
mTestAmbient->mProgram.bind();
|
||||
mTestAmbient->bindShaders();
|
||||
mTestAmbient->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
mTestAmbient->mProgram.release();
|
||||
mTestAmbient->releaseShaders();
|
||||
mTestAmbient->draw();
|
||||
|
||||
mTestDiffuse->mProgram.bind();
|
||||
mTestDiffuse->bindShaders();
|
||||
mTestDiffuse->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
||||
@@ -639,10 +411,10 @@ void ExampleScene::draw() {
|
||||
MeshRenderer::getInstance("diffuseLight")->mTransform.getTranslation());
|
||||
mTestDiffuse->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
mTestDiffuse->mProgram.release();
|
||||
mTestDiffuse->releaseShaders();
|
||||
mTestDiffuse->draw();
|
||||
|
||||
mTestSpecular->mProgram.bind();
|
||||
mTestSpecular->bindShaders();
|
||||
mTestSpecular->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
||||
@@ -651,65 +423,51 @@ void ExampleScene::draw() {
|
||||
MeshRenderer::getInstance("specularLight")->mTransform.getTranslation());
|
||||
mTestSpecular->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
mTestSpecular->mProgram.release();
|
||||
mTestSpecular->releaseShaders();
|
||||
mTestSpecular->draw();
|
||||
}
|
||||
|
||||
void ExampleScene::update() {
|
||||
auto position =
|
||||
MeshRenderer::getInstance("alienTestLight")->mTransform.getTranslation();
|
||||
Model::getInstance("alienTest")->setUniform("uLight.position", position);
|
||||
Model::getInstance("alienTest")
|
||||
->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::Camera().transform().getTranslation());
|
||||
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);
|
||||
auto alien = Model::getInstance("alienTest");
|
||||
alien->setUniform("uLight.position", position);
|
||||
alien->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
auto posMatrix = alien->mTransform.toMatrix();
|
||||
alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
alien->setUniform("uMVP.model", posMatrix);
|
||||
alien->setUniform("uMVP.view", ExampleScene::Camera().toMatrix());
|
||||
alien->setUniform("uMVP.projection", ExampleScene::Projection());
|
||||
alien->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
position = MeshRenderer::getInstance("spartanTestLight")
|
||||
->mTransform.getTranslation();
|
||||
Model::getInstance("spartanTest")->setUniform("uLight.position", position);
|
||||
Model::getInstance("spartanTest")
|
||||
->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::Camera().transform().getTranslation());
|
||||
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);
|
||||
auto spartan = Model::getInstance("spartanTest");
|
||||
spartan->setUniform("uLight.position", position);
|
||||
spartan->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
posMatrix = spartan->mTransform.toMatrix();
|
||||
spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
spartan->setUniform("uMVP.model", posMatrix);
|
||||
spartan->setUniform("uMVP.view", ExampleScene::Camera().toMatrix());
|
||||
spartan->setUniform("uMVP.projection", ExampleScene::Projection());
|
||||
spartan->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();
|
||||
auto phong = MeshRenderer::getInstance("testPhong");
|
||||
phong->mTransform.rotate(0.75f, 1.0f, 0.5f, 0.0f);
|
||||
phong->bindShaders();
|
||||
position =
|
||||
MeshRenderer::getInstance("testLight")->mTransform.getTranslation();
|
||||
MeshRenderer::getInstance("testPhong")
|
||||
->setUniform("uLight.position", position);
|
||||
MeshRenderer::getInstance("testPhong")
|
||||
->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::Camera().transform().getTranslation());
|
||||
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();
|
||||
phong->setUniform("uLight.position", position);
|
||||
phong->setUniform(
|
||||
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
|
||||
posMatrix = phong->mTransform.toMatrix();
|
||||
phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
phong->setUniform("uMVP.model", posMatrix);
|
||||
phong->setUniform("uMVP.view", ExampleScene::Camera().toMatrix());
|
||||
phong->setUniform("uMVP.projection", ExampleScene::Projection());
|
||||
phong->releaseShaders();
|
||||
|
||||
// Rotate lighting example cubes
|
||||
mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
|
||||
Reference in New Issue
Block a user