Refactor handling of textures and shaders

This commit is contained in:
2022-11-24 15:30:12 -05:00
parent 08620e33a9
commit 42970781db
9 changed files with 245 additions and 357 deletions

View File

@@ -51,103 +51,50 @@ void ExampleScene::init() {
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
mTestPhong->init();
mTestPhong->mProgram.bind();
// You no longer need to manually bind shader program.
// + But, you can still bind it if you want to.
// mTestPhong->bindShaders();
mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestPhong->setUniform("uAmbientStrength", 0.2f);
mTestPhong->setUniform("uSpecularStrength", 0.50f);
mTestPhong->setUniform("uSpecularShine", 256);
mTestPhong->mVAO.bind();
mTestPhong->mNBO.create();
mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestPhong->mNBO.bind();
mTestPhong->mNBO.allocate(
mTestPhong->getNormals().data(),
mTestPhong->getNormals().size() * sizeof(mTestPhong->getNormals()[0]));
mTestPhong->mProgram.enableAttributeArray(1);
mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D));
mTestPhong->mNBO.release();
mTestPhong->mVAO.release();
mTestPhong->mProgram.release();
mTestPhong->reallocateNormals(mTestPhong->getNormals());
// mTestPhong->releaseShaders();
// Initialize Ambient example cube
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
mTestAmbient->init();
mTestAmbient->mProgram.bind();
mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestAmbient->setUniform("uAmbientStrength", 0.2f);
mTestAmbient->mVAO.bind();
mTestAmbient->mNBO.create();
mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestAmbient->mNBO.bind();
mTestAmbient->mNBO.allocate(
mTestAmbient->getNormals().data(),
mTestAmbient->getNormals().size()
* sizeof(mTestAmbient->getNormals()[0]));
mTestAmbient->mProgram.enableAttributeArray(1);
mTestAmbient->mProgram.setAttributeBuffer(
1, GL_FLOAT, 0, 3, sizeof(QVector3D));
mTestAmbient->mNBO.release();
mTestAmbient->mVAO.release();
mTestAmbient->mProgram.release();
mTestAmbient->reallocateNormals(mTestAmbient->getNormals());
// Initialize Diffuse example cube
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
mTestDiffuse->init();
mTestDiffuse->mProgram.bind();
mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
mTestDiffuse->mVAO.bind();
mTestDiffuse->mNBO.create();
mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestDiffuse->mNBO.bind();
mTestDiffuse->mNBO.allocate(
mTestDiffuse->getNormals().data(),
mTestDiffuse->getNormals().size()
* sizeof(mTestDiffuse->getNormals()[0]));
mTestDiffuse->mProgram.enableAttributeArray(1);
mTestDiffuse->mProgram.setAttributeBuffer(
1, GL_FLOAT, 0, 3, sizeof(QVector3D));
mTestDiffuse->mNBO.release();
mTestDiffuse->mVAO.release();
mTestDiffuse->mProgram.release();
mTestDiffuse->reallocateNormals(mTestDiffuse->getNormals());
// Initialize Specular example cube
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
mTestSpecular->init();
mTestSpecular->mProgram.bind();
mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestSpecular->setUniform("uAmbientStrength", 0.2f);
mTestSpecular->setUniform("uSpecularStrength", 0.50f);
mTestSpecular->setUniform("uSpecularShine", 256);
mTestSpecular->reallocateNormals(mTestSpecular->getNormals());
mTestSpecular->mVAO.bind();
mTestSpecular->mNBO.create();
mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestSpecular->mNBO.bind();
mTestSpecular->mNBO.allocate(
mTestSpecular->getNormals().data(),
mTestSpecular->getNormals().size()
* sizeof(mTestSpecular->getNormals()[0]));
mTestSpecular->mProgram.enableAttributeArray(1);
mTestSpecular->mProgram.setAttributeBuffer(
1, GL_FLOAT, 0, 3, sizeof(QVector3D));
mTestSpecular->mNBO.release();
mTestSpecular->mVAO.release();
mTestSpecular->mProgram.release();
//
// Model loading
@@ -193,7 +140,6 @@ void ExampleScene::init() {
mMeshes.back()->mTransform.scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
mMeshes.back()->init();
mModels.push_back(new Qtk::Model(
"alienTest", ":/models/alien-hominid/alien.obj", ":/model-specular.vert",
@@ -219,7 +165,6 @@ void ExampleScene::init() {
mMeshes.back()->mTransform.scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
mMeshes.back()->init();
mModels.push_back(new Qtk::Model(
"spartanTest", ":/models/spartan/spartan.obj", ":/model-normals.vert",
@@ -245,33 +190,15 @@ void ExampleScene::init() {
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()->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()->reallocateNormals(mMeshes.back()->getNormals());
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);
@@ -282,7 +209,6 @@ void ExampleScene::init() {
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
@@ -312,7 +238,6 @@ void ExampleScene::init() {
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
@@ -322,46 +247,25 @@ void ExampleScene::init() {
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()->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()->mProgram.release();
mMeshes.back()->mNBO.release();
mMeshes.back()->mVAO.release();
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
// 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()->reallocateNormals(mMeshes.back()->getNormals());
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()->mProgram.release();
mMeshes.back()->mNBO.release();
mMeshes.back()->mVAO.release();
Texture crateTexture;
crateTexture.setTexture(":/crate.png");
Cube cube;
auto * m = new MeshRenderer("Test Crate", Cube(QTK_DRAW_ARRAYS));
m->mTransform.setTranslation(0, 0, 13);
m->setShaders(":/texture2d.vert", ":/texture2d.frag");
m->setTexture(crateTexture);
m->setUniform("uTexture", 0);
m->reallocateTexCoords(cube.getTexCoords());
mMeshes.push_back(m);
// Texturing a cube using texture coordinates and glDrawArrays
// + Texturing with UVs using glDrawElements requires
@@ -372,53 +276,21 @@ void ExampleScene::init() {
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(
OpenGLTextureFactory::initTexture2D(":/crate.png"));
mMeshes.back()->setTexture(crateTexture);
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 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()->setTexture(":/crate.png");
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()->getTexCoords().data(),
mMeshes.back()->getTexCoords().size()
* sizeof(mMeshes.back()->getTexCoords()[0]));
mMeshes.back()->mProgram.enableAttributeArray(1);
mMeshes.back()->mProgram.setAttributeBuffer(
1, GL_FLOAT, 0, 3, sizeof(QVector3D));
mMeshes.back()->setTexture(
OpenGLTextureFactory::initTexture2D(":/crate.png"));
mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
mMeshes.back()->mProgram.release();
mMeshes.back()->mNBO.release();
mMeshes.back()->mVAO.release();
mMeshes.back()->bindShaders();
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords(), 3);
mMeshes.back()->releaseShaders();
mMeshes.back()->mTransform.rotate(45.0f, 0.0f, 1.0f, 0.0f);
// Texturing a cube using a cube map
@@ -429,26 +301,9 @@ void ExampleScene::init() {
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(OpenGLTextureFactory::initCubeMap(":/crate.png"));
mMeshes.back()->setCubeMap(":/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());
// Create a cube with custom shaders
// + Apply RGB normals shader and spin the cube for a neat effect
@@ -456,120 +311,40 @@ void ExampleScene::init() {
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()->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()->mProgram.release();
mMeshes.back()->mNBO.release();
mMeshes.back()->mVAO.release();
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
// 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()->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);