Example of using new simple API
+ Clean up some TODOs + More docs + Disable clang-format in Mesh
This commit is contained in:
@@ -44,35 +44,45 @@ ExampleScene::~ExampleScene() {
|
||||
******************************************************************************/
|
||||
|
||||
void ExampleScene::init() {
|
||||
// Add a skybox to the scene using default cube map images and settings.
|
||||
setSkybox(new Qtk::Skybox("Skybox"));
|
||||
|
||||
/* Create a red cube with a mini master chief on top. */
|
||||
auto * myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
|
||||
myCube->setColor(RED);
|
||||
mMeshes.push_back(myCube);
|
||||
|
||||
auto mySpartan = new Model("My spartan", ":/models/spartan/spartan.obj");
|
||||
mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
|
||||
mySpartan->getTransform().setScale(0.5f);
|
||||
mModels.push_back(mySpartan);
|
||||
|
||||
//
|
||||
// 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.back()->getTransform().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.back()->getTransform().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()->getTransform().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.back()->getTransform().setTranslation(-7.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->getTransform().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()->getTransform().setTranslation(-7.0f, -2.0f, -2.0f);
|
||||
mMeshes.back()->getTransform().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);
|
||||
|
||||
|
||||
@@ -83,31 +93,31 @@ void ExampleScene::init() {
|
||||
new Qtk::Model("backpack", ":/models/backpack/backpack.obj"));
|
||||
// Sometimes model textures need flipped in certain directions
|
||||
mModels.back()->flipTexture("diffuse.jpg", false, true);
|
||||
mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
|
||||
mModels.back()->getTransform().setTranslation(0.0f, 0.0f, -10.0f);
|
||||
|
||||
mModels.push_back(new Qtk::Model("bird", ":/models/bird/bird.obj"));
|
||||
mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
|
||||
mModels.back()->getTransform().setTranslation(2.0f, 2.0f, -10.0f);
|
||||
// Sometimes the models are very large
|
||||
mModels.back()->mTransform.scale(0.0025f);
|
||||
mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
|
||||
mModels.back()->getTransform().scale(0.0025f);
|
||||
mModels.back()->getTransform().rotate(-110.0f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
mModels.push_back(new Qtk::Model("lion", ":/models/lion/lion.obj"));
|
||||
mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
|
||||
mModels.back()->mTransform.scale(0.15f);
|
||||
mModels.back()->getTransform().setTranslation(-3.0f, -1.0f, -10.0f);
|
||||
mModels.back()->getTransform().scale(0.15f);
|
||||
|
||||
mModels.push_back(
|
||||
new Qtk::Model("alien", ":/models/alien-hominid/alien.obj"));
|
||||
mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
|
||||
mModels.back()->mTransform.scale(0.15f);
|
||||
mModels.back()->getTransform().setTranslation(2.0f, -1.0f, -5.0f);
|
||||
mModels.back()->getTransform().scale(0.15f);
|
||||
|
||||
mModels.push_back(new Qtk::Model("scythe", ":/models/scythe/scythe.obj"));
|
||||
mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
|
||||
mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
|
||||
mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
|
||||
mModels.back()->getTransform().setTranslation(-6.0f, 0.0f, -10.0f);
|
||||
mModels.back()->getTransform().rotate(-90.0f, 1.0f, 0.0f, 0.0f);
|
||||
mModels.back()->getTransform().rotate(90.0f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
mModels.push_back(
|
||||
new Qtk::Model("masterChief", ":/models/spartan/spartan.obj"));
|
||||
mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
|
||||
mModels.back()->getTransform().setTranslation(-1.5f, 0.5f, -2.0f);
|
||||
|
||||
|
||||
//
|
||||
@@ -115,7 +125,7 @@ void ExampleScene::init() {
|
||||
|
||||
/* Phong lighting example on a basic cube. */
|
||||
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
|
||||
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
|
||||
mTestPhong->getTransform().setTranslation(3.0f, 0.0f, -2.0f);
|
||||
// NOTE: You no longer need to manually bind shader program to set uniforms.
|
||||
// + You can still bind it if you want to for performance reasons.
|
||||
// + Qtk will only bind / release if the shader program is not already bound.
|
||||
@@ -139,12 +149,12 @@ void ExampleScene::init() {
|
||||
// + We refer to the position of this object in draw() to update lighting.
|
||||
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.back()->getTransform().setTranslation(3.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->getTransform().scale(0.25f);
|
||||
|
||||
/* 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()->getTransform().setTranslation(5.0f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(
|
||||
":/solid-perspective.vert", ":/solid-perspective.frag");
|
||||
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||
@@ -152,7 +162,7 @@ void ExampleScene::init() {
|
||||
|
||||
/* Initialize Ambient example cube */
|
||||
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
|
||||
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
|
||||
mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
|
||||
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
|
||||
// Changing these uniform values will alter lighting effects.
|
||||
mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||
@@ -163,7 +173,7 @@ void ExampleScene::init() {
|
||||
|
||||
/* Initialize Diffuse example cube */
|
||||
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
|
||||
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
|
||||
mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
|
||||
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
|
||||
mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||
mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
@@ -173,12 +183,12 @@ void ExampleScene::init() {
|
||||
// Diffuse lighting example light source. This is just for visual reference.
|
||||
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.back()->getTransform().setTranslation(9.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->getTransform().scale(0.25f);
|
||||
|
||||
/* Initialize Specular example cube */
|
||||
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
|
||||
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
|
||||
mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
|
||||
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
|
||||
mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||
mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
||||
@@ -190,13 +200,13 @@ void ExampleScene::init() {
|
||||
// Specular lighting example light source. This is just for visual reference.
|
||||
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);
|
||||
mMeshes.back()->getTransform().setTranslation(11.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->getTransform().scale(0.25f);
|
||||
|
||||
|
||||
/* Test basic cube with phong.vert and phong.frag shaders */
|
||||
mMeshes.push_back(new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
|
||||
mMeshes.back()->getTransform().setTranslation(5.0f, 0.0f, 10.0f);
|
||||
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
|
||||
// WARNING: Set color before reallocating normals.
|
||||
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
|
||||
@@ -217,8 +227,8 @@ void ExampleScene::init() {
|
||||
// Light source for testPhong cube
|
||||
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()->getTransform().setTranslation(5.0f, 1.25f, 10.0f);
|
||||
mMeshes.back()->getTransform().scale(0.25f);
|
||||
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
||||
mMeshes.back()->setColor(RED);
|
||||
|
||||
@@ -230,8 +240,8 @@ void ExampleScene::init() {
|
||||
mModels.push_back(new Qtk::Model(
|
||||
"alienTest", ":/models/alien-hominid/alien.obj", ":/model-specular.vert",
|
||||
":/model-specular.frag"));
|
||||
mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
|
||||
mModels.back()->mTransform.scale(0.15f);
|
||||
mModels.back()->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
|
||||
mModels.back()->getTransform().scale(0.15f);
|
||||
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));
|
||||
@@ -247,8 +257,8 @@ void ExampleScene::init() {
|
||||
// Light source for alienTest object.
|
||||
mMeshes.push_back(new Qtk::MeshRenderer(
|
||||
"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
mMeshes.back()->getTransform().setTranslation(4.0f, 1.5f, 10.0f);
|
||||
mMeshes.back()->getTransform().scale(0.25f);
|
||||
// This function changes values we have allocated in a buffer, so init() after
|
||||
mMeshes.back()->setColor(GREEN);
|
||||
|
||||
@@ -256,8 +266,8 @@ void ExampleScene::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()->getTransform().setTranslation(0.0f, -1.0f, 10.0f);
|
||||
mModels.back()->getTransform().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));
|
||||
@@ -272,8 +282,8 @@ void ExampleScene::init() {
|
||||
// Light source for spartanTest object.
|
||||
mMeshes.push_back(
|
||||
new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
mMeshes.back()->getTransform().setTranslation(1.0f, 1.5f, 10.0f);
|
||||
mMeshes.back()->getTransform().scale(0.25f);
|
||||
// This function changes values we have allocated in a buffer, so init() after
|
||||
mMeshes.back()->setColor(GREEN);
|
||||
|
||||
@@ -284,14 +294,14 @@ void ExampleScene::init() {
|
||||
// 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()->getTransform().setTranslation(5.0f, 0.0f, 4.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
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()->getTransform().setTranslation(5.0f, 0.0f, 2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
|
||||
|
||||
@@ -299,7 +309,7 @@ void ExampleScene::init() {
|
||||
crateTexture.setTexture(":/crate.png");
|
||||
Cube cube;
|
||||
auto * m = new MeshRenderer("Test Crate", Cube(QTK_DRAW_ARRAYS));
|
||||
m->mTransform.setTranslation(0, 0, 13);
|
||||
m->getTransform().setTranslation(0, 0, 13);
|
||||
m->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
m->setTexture(crateTexture);
|
||||
m->setUniform("uTexture", 0);
|
||||
@@ -313,7 +323,7 @@ void ExampleScene::init() {
|
||||
// + 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()->getTransform().setTranslation(-3.0f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->setTexture(crateTexture);
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
@@ -322,7 +332,7 @@ void ExampleScene::init() {
|
||||
// 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()->getTransform().setTranslation(-1.7f, 0.0f, -2.0f);
|
||||
mMeshes.back()->setTexture(":/crate.png");
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->bindShaders();
|
||||
@@ -330,14 +340,14 @@ void ExampleScene::init() {
|
||||
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);
|
||||
mMeshes.back()->getTransform().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()->getTransform().setTranslation(-3.0f, 1.0f, -2.0f);
|
||||
mMeshes.back()->getTransform().setRotation(45.0f, 0.0f, 1.0f, 0.0f);
|
||||
mMeshes.back()->setShaders(
|
||||
":/texture-cubemap.vert", ":/texture-cubemap.frag");
|
||||
mMeshes.back()->setCubeMap(":/crate.png");
|
||||
@@ -348,28 +358,28 @@ void ExampleScene::init() {
|
||||
// + 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()->getTransform().setTranslation(5.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
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()->getTransform().setTranslation(7.0f, 0.0f, 2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
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()->getTransform().setTranslation(7.0f, 0.0f, 4.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
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()->getTransform().setTranslation(-3.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
|
||||
mMeshes.back()->setTexture(":/crate.png");
|
||||
@@ -379,7 +389,7 @@ void ExampleScene::init() {
|
||||
// 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()->getTransform().setTranslation(-2.5f, 0.0f, -1.0f);
|
||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||
mMeshes.back()->setTexture(":/crate.png");
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
@@ -402,10 +412,10 @@ void ExampleScene::draw() {
|
||||
mTestPhong->bindShaders();
|
||||
mTestPhong->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestPhong->mTransform.toMatrix().normalMatrix());
|
||||
mTestPhong->getTransform().toMatrix().normalMatrix());
|
||||
mTestPhong->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("phongLight")->mTransform.getTranslation());
|
||||
MeshRenderer::getInstance("phongLight")->getTransform().getTranslation());
|
||||
mTestPhong->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::getCamera().getTransform().getTranslation());
|
||||
@@ -422,10 +432,11 @@ void ExampleScene::draw() {
|
||||
mTestDiffuse->bindShaders();
|
||||
mTestDiffuse->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
||||
mTestDiffuse->getTransform().toMatrix().normalMatrix());
|
||||
mTestDiffuse->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("diffuseLight")->mTransform.getTranslation());
|
||||
"uLightPosition", MeshRenderer::getInstance("diffuseLight")
|
||||
->getTransform()
|
||||
.getTranslation());
|
||||
mTestDiffuse->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::getCamera().getTransform().getTranslation());
|
||||
@@ -435,10 +446,11 @@ void ExampleScene::draw() {
|
||||
mTestSpecular->bindShaders();
|
||||
mTestSpecular->setUniform(
|
||||
"uModelInverseTransposed",
|
||||
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
||||
mTestSpecular->getTransform().toMatrix().normalMatrix());
|
||||
mTestSpecular->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("specularLight")->mTransform.getTranslation());
|
||||
"uLightPosition", MeshRenderer::getInstance("specularLight")
|
||||
->getTransform()
|
||||
.getTranslation());
|
||||
mTestSpecular->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::getCamera().getTransform().getTranslation());
|
||||
@@ -447,44 +459,52 @@ void ExampleScene::draw() {
|
||||
}
|
||||
|
||||
void ExampleScene::update() {
|
||||
auto position =
|
||||
MeshRenderer::getInstance("alienTestLight")->mTransform.getTranslation();
|
||||
auto mySpartan = Model::getInstance("My spartan");
|
||||
mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
auto myCube = MeshRenderer::getInstance("My cube");
|
||||
myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
auto position = MeshRenderer::getInstance("alienTestLight")
|
||||
->getTransform()
|
||||
.getTranslation();
|
||||
auto alien = Model::getInstance("alienTest");
|
||||
alien->setUniform("uLight.position", position);
|
||||
alien->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::getCamera().getTransform().getTranslation());
|
||||
auto posMatrix = alien->mTransform.toMatrix();
|
||||
auto posMatrix = alien->getTransform().toMatrix();
|
||||
alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
alien->setUniform("uMVP.model", posMatrix);
|
||||
alien->setUniform("uMVP.view", ExampleScene::getCamera().toMatrix());
|
||||
alien->setUniform("uMVP.projection", ExampleScene::getProjectionMatrix());
|
||||
alien->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
alien->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
position = MeshRenderer::getInstance("spartanTestLight")
|
||||
->mTransform.getTranslation();
|
||||
->getTransform()
|
||||
.getTranslation();
|
||||
auto spartan = Model::getInstance("spartanTest");
|
||||
spartan->setUniform("uLight.position", position);
|
||||
spartan->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::getCamera().getTransform().getTranslation());
|
||||
posMatrix = spartan->mTransform.toMatrix();
|
||||
posMatrix = spartan->getTransform().toMatrix();
|
||||
spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
spartan->setUniform("uMVP.model", posMatrix);
|
||||
spartan->setUniform("uMVP.view", ExampleScene::getCamera().toMatrix());
|
||||
spartan->setUniform("uMVP.projection", ExampleScene::getProjectionMatrix());
|
||||
spartan->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
spartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
auto phong = MeshRenderer::getInstance("testPhong");
|
||||
phong->mTransform.rotate(0.75f, 1.0f, 0.5f, 0.0f);
|
||||
phong->getTransform().rotate(0.75f, 1.0f, 0.5f, 0.0f);
|
||||
phong->bindShaders();
|
||||
position =
|
||||
MeshRenderer::getInstance("testLight")->mTransform.getTranslation();
|
||||
MeshRenderer::getInstance("testLight")->getTransform().getTranslation();
|
||||
phong->setUniform("uLight.position", position);
|
||||
phong->setUniform(
|
||||
"uCameraPosition",
|
||||
ExampleScene::getCamera().getTransform().getTranslation());
|
||||
posMatrix = phong->mTransform.toMatrix();
|
||||
posMatrix = phong->getTransform().toMatrix();
|
||||
phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
phong->setUniform("uMVP.model", posMatrix);
|
||||
phong->setUniform("uMVP.view", ExampleScene::getCamera().toMatrix());
|
||||
@@ -492,46 +512,56 @@ void ExampleScene::update() {
|
||||
phong->releaseShaders();
|
||||
|
||||
// Rotate lighting example cubes
|
||||
mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
MeshRenderer::getInstance("noLight")->mTransform.rotate(
|
||||
mTestPhong->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
MeshRenderer::getInstance("noLight")->getTransform().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);
|
||||
mTestAmbient->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
mTestDiffuse->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||
mTestSpecular->getTransform().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);
|
||||
->getTransform()
|
||||
.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);
|
||||
->getTransform()
|
||||
.rotate(0.75f, 1.0f, 0.0f, 0.0f);
|
||||
MeshRenderer::getInstance("rightTriangle")
|
||||
->mTransform.rotate(0.75f, 0.0f, 0.0f, 1.0f);
|
||||
->getTransform()
|
||||
.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.getTranslation().x();
|
||||
float posX = MeshRenderer::getInstance("topTriangle")
|
||||
->getTransform()
|
||||
.getTranslation()
|
||||
.x();
|
||||
if(posX < limit || posX > limit + 4.0f) {
|
||||
translateX = -translateX;
|
||||
}
|
||||
MeshRenderer::getInstance("topTriangle")
|
||||
->mTransform.translate(translateX, 0.0f, 0.0f);
|
||||
->getTransform()
|
||||
.translate(translateX, 0.0f, 0.0f);
|
||||
MeshRenderer::getInstance("bottomTriangle")
|
||||
->mTransform.translate(-translateX, 0.0f, 0.0f);
|
||||
->getTransform()
|
||||
.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);
|
||||
->getTransform()
|
||||
.rotate(0.75f, 0.2f, 0.0f, 0.4f);
|
||||
MeshRenderer::getInstance("bottomTriangle")
|
||||
->mTransform.rotate(0.75f, 0.0f, 0.2f, 0.4f);
|
||||
->getTransform()
|
||||
.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);
|
||||
->getTransform()
|
||||
.rotate(0.75f, 0.2f, 0.4f, 0.6f);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/*##############################################################################
|
||||
## Author: Shaun Reed ##
|
||||
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
|
||||
## About: MainWindow for creating an example Qt application using QtkWidget ##
|
||||
## About: MainWindow for creating an example Qt application ##
|
||||
## ##
|
||||
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
||||
##############################################################################*/
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/*##############################################################################
|
||||
## Author: Shaun Reed ##
|
||||
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
|
||||
## About: MainWindow for creating an example Qt application using QtkWidget ##
|
||||
## About: MainWindow for creating an example Qt application ##
|
||||
## ##
|
||||
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
||||
##############################################################################*/
|
||||
|
||||
Reference in New Issue
Block a user