Example of using new simple API
+ Clean up some TODOs + More docs + Disable clang-format in Mesh
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@ -179,9 +179,13 @@ configure_file(
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# Add our Qt resources.qrc file to our application
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set(
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QTK_APP_SOURCES app/main.cpp
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app/examplescene.cpp app/examplescene.h
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app/mainwindow.cpp app/mainwindow.h app/mainwindow.ui
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QTK_APP_SOURCES
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app/main.cpp
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app/examplescene.cpp
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app/examplescene.h
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app/mainwindow.cpp
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app/mainwindow.h
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app/mainwindow.ui
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app/resourcemanager.h
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src/qtkresources.h.in
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)
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37
README.md
37
README.md
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@ -2,7 +2,6 @@
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[![All Builds](https://github.com/shaunrd0/qtk/actions/workflows/all-builds.yml/badge.svg)](https://github.com/shaunrd0/qtk/actions/workflows/all-builds.yml)
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[![Linting](https://github.com/shaunrd0/qtk/actions/workflows/linting.yml/badge.svg)](https://github.com/shaunrd0/qtk/actions/workflows/linting.yml)
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Practice project for learning about using OpenGL in Qt widget applications.
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Model loader using [Assimp](https://assimp.org/) within a Qt widget application.
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You can import your own models within `app/examplescene.cpp`, inside the
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@ -12,6 +11,41 @@ happen in `ExampleScene::update()`.
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To get textures loading on models look into [material files](http://www.paulbourke.net/dataformats/mtl/)
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and see some examples in the `resources/models/` directory.
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The syntax for adding shapes and models is seen in the example below.
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This would result in a scene with a red cube and a miniature spartan model placed on top.
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```C++
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// From: qtk/app/examplescene.cpp
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void ExampleScene::init() {
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// Add a skybox to the scene using default cube map images and settings.
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setSkybox(new Qtk::Skybox("Skybox"));
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/* Create a red cube with a mini master chief on top. */
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auto * myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
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myCube->setColor(RED);
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mMeshes.push_back(myCube);
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auto mySpartan = new Model("My spartan", ":/models/spartan/spartan.obj");
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mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
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mySpartan->getTransform().setScale(0.5f);
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mModels.push_back(mySpartan);
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}
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```
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If we want to make our spartan spin, we need to apply rotation in `update`
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```C++
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// From: qtk/app/examplescene.cpp
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void ExampleScene::update() {
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auto mySpartan = Model::getInstance("My spartan");
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mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
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auto myCube = MeshRenderer::getInstance("My cube");
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myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
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}
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```
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### Source Builds
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@ -132,7 +166,6 @@ Spartan with normals -
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### QtkWidget in Qt Creator
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The `QtkWidget` class is exported as a shared library for use in Qt Creator's design mode.
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We can add more QtkWidgets to view and render the scene from multiple perspectives.
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There is still some work to be done here, so there isn't a builtin way to add an additional view within the application.
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@ -44,35 +44,45 @@ ExampleScene::~ExampleScene() {
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******************************************************************************/
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void ExampleScene::init() {
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// Add a skybox to the scene using default cube map images and settings.
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setSkybox(new Qtk::Skybox("Skybox"));
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/* Create a red cube with a mini master chief on top. */
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auto * myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
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myCube->setColor(RED);
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mMeshes.push_back(myCube);
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auto mySpartan = new Model("My spartan", ":/models/spartan/spartan.obj");
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mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
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mySpartan->getTransform().setScale(0.5f);
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mModels.push_back(mySpartan);
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//
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// Create simple shapes using MeshRenderer class and data in mesh.h
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mMeshes.push_back(
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new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
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mMeshes.back()->getTransform().setTranslation(-5.0f, 0.0f, -2.0f);
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mMeshes.push_back(
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new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
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mMeshes.back()->getTransform().setTranslation(-7.0f, 0.0f, -2.0f);
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mMeshes.push_back(
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new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
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mMeshes.back()->getTransform().setTranslation(-9.0f, 0.0f, -2.0f);
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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mMeshes.push_back(
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new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(-7.0f, 2.0f, -2.0f);
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mMeshes.back()->getTransform().scale(0.25f);
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mMeshes.push_back(
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new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(-7.0f, -2.0f, -2.0f);
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mMeshes.back()->getTransform().scale(0.25f);
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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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@ -83,31 +93,31 @@ void ExampleScene::init() {
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new Qtk::Model("backpack", ":/models/backpack/backpack.obj"));
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// Sometimes model textures need flipped in certain directions
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mModels.back()->flipTexture("diffuse.jpg", false, true);
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mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
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mModels.back()->getTransform().setTranslation(0.0f, 0.0f, -10.0f);
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mModels.push_back(new Qtk::Model("bird", ":/models/bird/bird.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
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mModels.back()->getTransform().setTranslation(2.0f, 2.0f, -10.0f);
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// Sometimes the models are very large
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mModels.back()->mTransform.scale(0.0025f);
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mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.back()->getTransform().scale(0.0025f);
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mModels.back()->getTransform().rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(new Qtk::Model("lion", ":/models/lion/lion.obj"));
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mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->getTransform().setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->getTransform().scale(0.15f);
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mModels.push_back(
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new Qtk::Model("alien", ":/models/alien-hominid/alien.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->getTransform().setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->getTransform().scale(0.15f);
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mModels.push_back(new Qtk::Model("scythe", ":/models/scythe/scythe.obj"));
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mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.back()->getTransform().setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->getTransform().rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->getTransform().rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(
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new Qtk::Model("masterChief", ":/models/spartan/spartan.obj"));
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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mModels.back()->getTransform().setTranslation(-1.5f, 0.5f, -2.0f);
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//
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@ -115,7 +125,7 @@ void ExampleScene::init() {
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/* Phong lighting example on a basic cube. */
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mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
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mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
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mTestPhong->getTransform().setTranslation(3.0f, 0.0f, -2.0f);
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// NOTE: You no longer need to manually bind shader program to set uniforms.
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// + You can still bind it if you want to for performance reasons.
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// + Qtk will only bind / release if the shader program is not already bound.
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@ -139,12 +149,12 @@ void ExampleScene::init() {
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// + We refer to the position of this object in draw() to update lighting.
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mMeshes.push_back(
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new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(3.0f, 2.0f, -2.0f);
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mMeshes.back()->getTransform().scale(0.25f);
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/* Example of a cube with no lighting applied */
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mMeshes.push_back(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
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mMeshes.back()->getTransform().setTranslation(5.0f, 0.0f, -2.0f);
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mMeshes.back()->setShaders(
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":/solid-perspective.vert", ":/solid-perspective.frag");
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mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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@ -152,7 +162,7 @@ void ExampleScene::init() {
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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->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
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mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
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// Changing these uniform values will alter lighting effects.
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mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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@ -163,7 +173,7 @@ void ExampleScene::init() {
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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->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
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mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
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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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@ -173,12 +183,12 @@ void ExampleScene::init() {
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// Diffuse lighting example light source. This is just for visual reference.
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mMeshes.push_back(
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new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(9.0f, 2.0f, -2.0f);
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mMeshes.back()->getTransform().scale(0.25f);
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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->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
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mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
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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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@ -190,13 +200,13 @@ void ExampleScene::init() {
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// Specular lighting example light source. This is just for visual reference.
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mMeshes.push_back(
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new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(11.0f, 2.0f, -2.0f);
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mMeshes.back()->getTransform().scale(0.25f);
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/* Test basic cube with phong.vert and phong.frag shaders */
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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()->getTransform().setTranslation(5.0f, 0.0f, 10.0f);
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mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
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// WARNING: Set color before reallocating normals.
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mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
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@ -217,8 +227,8 @@ void ExampleScene::init() {
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// Light source for testPhong cube
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mMeshes.push_back(
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new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(5.0f, 1.25f, 10.0f);
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mMeshes.back()->getTransform().scale(0.25f);
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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mMeshes.back()->setColor(RED);
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@ -230,8 +240,8 @@ void ExampleScene::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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":/model-specular.frag"));
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mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
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mModels.back()->getTransform().scale(0.15f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Light source for alienTest object.
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mMeshes.push_back(new Qtk::MeshRenderer(
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"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(4.0f, 1.5f, 10.0f);
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mMeshes.back()->getTransform().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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@ -256,8 +266,8 @@ void ExampleScene::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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":/model-normals.frag"));
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mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(2.0f);
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mModels.back()->getTransform().setTranslation(0.0f, -1.0f, 10.0f);
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mModels.back()->getTransform().scale(2.0f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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@ -272,8 +282,8 @@ void ExampleScene::init() {
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// Light source for spartanTest object.
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mMeshes.push_back(
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new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->getTransform().setTranslation(1.0f, 1.5f, 10.0f);
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mMeshes.back()->getTransform().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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@ -284,14 +294,14 @@ void ExampleScene::init() {
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// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
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mMeshes.push_back(
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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()->getTransform().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()->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()->getTransform().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()->reallocateNormals(mMeshes.back()->getNormals());
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||||
|
@ -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 ##
|
||||
##############################################################################*/
|
||||
|
|
254
src/mesh.cpp
254
src/mesh.cpp
|
@ -13,6 +13,9 @@ using namespace Qtk;
|
|||
Cube::Cube(DrawMode mode) {
|
||||
mDrawMode = mode;
|
||||
switch(mode) {
|
||||
// The order of the following assignment values helps to visualize.
|
||||
// clang-format off
|
||||
|
||||
// Cube data for use with glDrawArrays
|
||||
case QTK_DRAW_ARRAYS:
|
||||
mIndices = {/* No indices needed for glDrawArrays */};
|
||||
|
@ -20,51 +23,76 @@ Cube::Cube(DrawMode mode) {
|
|||
mNormals = {FACE_FRONT, FACE_BACK, FACE_TOP,
|
||||
FACE_BOTTOM, FACE_LEFT, FACE_RIGHT};
|
||||
|
||||
mVertices = {// Face 1 (Front)
|
||||
VERTEX_FTR, VERTEX_FTL, VERTEX_FBL, VERTEX_FBL, VERTEX_FBR,
|
||||
VERTEX_FTR,
|
||||
// We're drawing triangles to construct the geometry of a cube.
|
||||
// Each triangle is made up of three points.
|
||||
// The entire cube has 12 triangles to make 6 square faces of the cube.
|
||||
mVertices = {
|
||||
// Face 1 (Front)
|
||||
VERTEX_FTR, VERTEX_FTL, VERTEX_FBL,
|
||||
VERTEX_FBL, VERTEX_FBR, VERTEX_FTR,
|
||||
// Face 2 (Back)
|
||||
VERTEX_BBR, VERTEX_BTL, VERTEX_BTR, VERTEX_BTL, VERTEX_BBR,
|
||||
VERTEX_BBL,
|
||||
VERTEX_BBR, VERTEX_BTL, VERTEX_BTR,
|
||||
VERTEX_BTL, VERTEX_BBR, VERTEX_BBL,
|
||||
// Face 3 (Top)
|
||||
VERTEX_FTR, VERTEX_BTR, VERTEX_BTL, VERTEX_BTL, VERTEX_FTL,
|
||||
VERTEX_FTR,
|
||||
VERTEX_FTR, VERTEX_BTR, VERTEX_BTL,
|
||||
VERTEX_BTL, VERTEX_FTL, VERTEX_FTR,
|
||||
// Face 4 (Bottom)
|
||||
VERTEX_FBR, VERTEX_FBL, VERTEX_BBL, VERTEX_BBL, VERTEX_BBR,
|
||||
VERTEX_FBR,
|
||||
VERTEX_FBR, VERTEX_FBL, VERTEX_BBL,
|
||||
VERTEX_BBL, VERTEX_BBR, VERTEX_FBR,
|
||||
// Face 5 (Left)
|
||||
VERTEX_FBL, VERTEX_FTL, VERTEX_BTL, VERTEX_FBL, VERTEX_BTL,
|
||||
VERTEX_BBL,
|
||||
VERTEX_FBL, VERTEX_FTL, VERTEX_BTL,
|
||||
VERTEX_FBL, VERTEX_BTL, VERTEX_BBL,
|
||||
// Face 6 (Right)
|
||||
VERTEX_FTR, VERTEX_FBR, VERTEX_BBR, VERTEX_BBR, VERTEX_BTR,
|
||||
VERTEX_FTR};
|
||||
VERTEX_FTR, VERTEX_FBR, VERTEX_BBR,
|
||||
VERTEX_BBR, VERTEX_BTR, VERTEX_FTR
|
||||
};
|
||||
|
||||
mColors = {// Face 1 (Front)
|
||||
RED, GREEN, BLUE, BLUE, WHITE, RED,
|
||||
// Setting colors for each vertex that we defined above.
|
||||
// These are defaults and can be overriden by the caller with setColor().
|
||||
// The colors below are interpolated from vertex to vertex.
|
||||
mColors = {
|
||||
// Face 1 (Front)
|
||||
RED, GREEN, BLUE,
|
||||
BLUE, WHITE, RED,
|
||||
// Face 2 (Back)
|
||||
YELLOW, CYAN, MAGENTA, CYAN, YELLOW, BLACK,
|
||||
YELLOW, CYAN, MAGENTA,
|
||||
CYAN, YELLOW, BLACK,
|
||||
// Face 3 (Top)
|
||||
RED, MAGENTA, CYAN, CYAN, GREEN, RED,
|
||||
RED, MAGENTA, CYAN,
|
||||
CYAN, GREEN, RED,
|
||||
// Face 4 (Bottom)
|
||||
WHITE, BLUE, BLACK, BLACK, YELLOW, WHITE,
|
||||
WHITE, BLUE, BLACK,
|
||||
BLACK, YELLOW, WHITE,
|
||||
// Face 5 (Left)
|
||||
BLUE, GREEN, CYAN, BLUE, CYAN, BLACK,
|
||||
BLUE, GREEN, CYAN,
|
||||
BLUE, CYAN, BLACK,
|
||||
// Face 6 (Right)
|
||||
RED, WHITE, YELLOW, YELLOW, MAGENTA, RED};
|
||||
RED, WHITE, YELLOW,
|
||||
YELLOW, MAGENTA, RED
|
||||
};
|
||||
|
||||
mTexCoords = {// Face 1 (Front)
|
||||
UV_TOP, UV_ORIGIN, UV_RIGHT, UV_RIGHT, UV_CORNER, UV_TOP,
|
||||
// Define texture coordinates for the cube.
|
||||
// This defines the orientation of the texture when applied the object.
|
||||
mTexCoords = {
|
||||
// Face 1 (Front)
|
||||
UV_TOP, UV_ORIGIN, UV_RIGHT,
|
||||
UV_RIGHT, UV_CORNER, UV_TOP,
|
||||
// Face 2 (Back)
|
||||
UV_TOP, UV_RIGHT, UV_CORNER, UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
// Face 3 (Top)
|
||||
UV_CORNER, UV_TOP, UV_ORIGIN, UV_ORIGIN, UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_CORNER, UV_TOP, UV_ORIGIN,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Face 4 (Bottom)
|
||||
UV_TOP, UV_ORIGIN, UV_RIGHT, UV_RIGHT, UV_CORNER, UV_TOP,
|
||||
UV_TOP, UV_ORIGIN, UV_RIGHT,
|
||||
UV_RIGHT, UV_CORNER, UV_TOP,
|
||||
// Face 5 (Left)
|
||||
UV_TOP, UV_CORNER, UV_RIGHT, UV_TOP, UV_RIGHT, UV_ORIGIN,
|
||||
UV_TOP, UV_CORNER, UV_RIGHT,
|
||||
UV_TOP, UV_RIGHT, UV_ORIGIN,
|
||||
// Face 6 (Right)
|
||||
UV_TOP, UV_CORNER, UV_RIGHT, UV_RIGHT, UV_ORIGIN, UV_TOP};
|
||||
UV_TOP, UV_CORNER, UV_RIGHT,
|
||||
UV_RIGHT, UV_ORIGIN, UV_TOP
|
||||
};
|
||||
|
||||
break;
|
||||
|
||||
|
@ -81,7 +109,9 @@ Cube::Cube(DrawMode mode) {
|
|||
VERTEX_FTR, VERTEX_FTL, VERTEX_FBL, VERTEX_FBR,
|
||||
// 4 5 6 7
|
||||
VERTEX_BTR, VERTEX_BTL, VERTEX_BBL, VERTEX_BBR};
|
||||
mIndices = {// Face 1 (Front)
|
||||
|
||||
mIndices = {
|
||||
// Face 1 (Front)
|
||||
0, 1, 2, 2, 3, 0,
|
||||
// Face 2 (Back)
|
||||
7, 5, 4, 5, 7, 6,
|
||||
|
@ -92,14 +122,17 @@ Cube::Cube(DrawMode mode) {
|
|||
// Face 5 (Left)
|
||||
2, 1, 5, 2, 5, 6,
|
||||
// Face 6 (Right)
|
||||
0, 3, 7, 7, 4, 0};
|
||||
0, 3, 7, 7, 4, 0
|
||||
};
|
||||
|
||||
break;
|
||||
|
||||
// Cube shape data for using normals and UVs with glDrawElements
|
||||
case QTK_DRAW_ELEMENTS_NORMALS:
|
||||
mColors = {RED, GREEN, BLUE, WHITE, YELLOW, CYAN, MAGENTA, BLACK};
|
||||
|
||||
mVertices = {// Face 1 (Front)
|
||||
mVertices = {
|
||||
// Face 1 (Front)
|
||||
// 0 1 2 3
|
||||
VERTEX_FTL, VERTEX_FBL, VERTEX_FBR, VERTEX_FTR,
|
||||
// Face 2 (Back)
|
||||
|
@ -116,9 +149,11 @@ Cube::Cube(DrawMode mode) {
|
|||
VERTEX_FBL, VERTEX_BBL, VERTEX_BTL, VERTEX_FTL,
|
||||
// Face 6 (Right)
|
||||
// 20 21 22 23
|
||||
VERTEX_FBR, VERTEX_BBR, VERTEX_BTR, VERTEX_FTR};
|
||||
VERTEX_FBR, VERTEX_BBR, VERTEX_BTR, VERTEX_FTR
|
||||
};
|
||||
|
||||
mIndices = {// Face 1 (Front)
|
||||
mIndices = {
|
||||
// Face 1 (Front)
|
||||
0, 1, 2, 2, 3, 0,
|
||||
// Face 2 (Back)
|
||||
4, 5, 6, 6, 7, 4,
|
||||
|
@ -126,11 +161,12 @@ Cube::Cube(DrawMode mode) {
|
|||
8, 9, 10, 10, 11, 8,
|
||||
// Face 4 (Bottom)
|
||||
12, 13, 14, 14, 15, 12,
|
||||
|
||||
// Face 5 (Left)
|
||||
16, 17, 18, 18, 19, 16,
|
||||
// Face 6 (Right)
|
||||
20, 21, 22, 22, 23, 20};
|
||||
20, 21, 22, 22, 23, 20
|
||||
};
|
||||
|
||||
|
||||
mNormals = {
|
||||
VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD,
|
||||
|
@ -143,50 +179,27 @@ Cube::Cube(DrawMode mode) {
|
|||
|
||||
mTexCoords = {
|
||||
// Face 1 (Front)
|
||||
UV_TOP,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
// Face 2 (Back)
|
||||
UV_TOP,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
// Face 3 (Top)
|
||||
UV_TOP,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
// Face 4 (Bottom)
|
||||
UV_TOP,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
// Face 5 (Left)
|
||||
UV_TOP,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
// Face 6 (Right)
|
||||
UV_TOP,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_TOP, UV_RIGHT, UV_CORNER,
|
||||
UV_RIGHT, UV_TOP, UV_ORIGIN,
|
||||
};
|
||||
|
||||
break;
|
||||
// clang-format on
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -194,6 +207,8 @@ Triangle::Triangle(DrawMode mode) {
|
|||
mDrawMode = mode;
|
||||
const QVector3D triangleTop = QVector3D(0.0f, 0.5f, 0.0f);
|
||||
switch(mode) {
|
||||
// clang-format off
|
||||
|
||||
case QTK_DRAW_ARRAYS:
|
||||
mIndices = {/* No indices needed for glDrawArrays */};
|
||||
|
||||
|
@ -201,29 +216,17 @@ Triangle::Triangle(DrawMode mode) {
|
|||
|
||||
mVertices = {
|
||||
// Bottom face (Base of the pyramid)
|
||||
VERTEX_BBL,
|
||||
VERTEX_BBR,
|
||||
VERTEX_FBR,
|
||||
VERTEX_FBR,
|
||||
VERTEX_FBL,
|
||||
VERTEX_BBL,
|
||||
VERTEX_BBL, VERTEX_BBR, VERTEX_FBR,
|
||||
VERTEX_FBR, VERTEX_FBL, VERTEX_BBL,
|
||||
|
||||
// Front face
|
||||
VERTEX_FBL,
|
||||
VERTEX_FBR,
|
||||
triangleTop,
|
||||
VERTEX_FBL, VERTEX_FBR, triangleTop,
|
||||
// Back face
|
||||
VERTEX_BBR,
|
||||
VERTEX_BBL,
|
||||
triangleTop,
|
||||
VERTEX_BBR, VERTEX_BBL, triangleTop,
|
||||
// Left face
|
||||
VERTEX_BBL,
|
||||
VERTEX_FBL,
|
||||
triangleTop,
|
||||
VERTEX_BBL, VERTEX_FBL, triangleTop,
|
||||
// Right face
|
||||
VERTEX_FBR,
|
||||
VERTEX_BBR,
|
||||
triangleTop,
|
||||
VERTEX_FBR, VERTEX_BBR, triangleTop,
|
||||
};
|
||||
|
||||
// Find normals for each triangle of the mesh
|
||||
|
@ -238,29 +241,17 @@ Triangle::Triangle(DrawMode mode) {
|
|||
|
||||
mTexCoords = {
|
||||
// Bottom face (Base of the pyramid)
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_CORNER,
|
||||
UV_TOP,
|
||||
UV_ORIGIN,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
UV_CORNER, UV_TOP, UV_ORIGIN,
|
||||
|
||||
// Front face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Back face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Left face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Right face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
};
|
||||
|
||||
break;
|
||||
|
@ -296,34 +287,22 @@ Triangle::Triangle(DrawMode mode) {
|
|||
mVertices = {
|
||||
// Bottom face
|
||||
// 0 1 2
|
||||
VERTEX_FBL,
|
||||
VERTEX_FBR,
|
||||
VERTEX_BBL,
|
||||
VERTEX_FBL, VERTEX_FBR, VERTEX_BBL,
|
||||
// 3 4 5
|
||||
VERTEX_BBR,
|
||||
VERTEX_FBR,
|
||||
VERTEX_BBL,
|
||||
VERTEX_BBR, VERTEX_FBR, VERTEX_BBL,
|
||||
|
||||
// Front face
|
||||
// 6 7 8
|
||||
VERTEX_FBL,
|
||||
VERTEX_FBR,
|
||||
triangleTop,
|
||||
VERTEX_FBL, VERTEX_FBR, triangleTop,
|
||||
// Back face
|
||||
// 9 10 11
|
||||
VERTEX_BBR,
|
||||
VERTEX_BBL,
|
||||
triangleTop,
|
||||
VERTEX_BBR, VERTEX_BBL, triangleTop,
|
||||
// Left face
|
||||
// 12 13 14
|
||||
VERTEX_BBL,
|
||||
VERTEX_FBL,
|
||||
triangleTop,
|
||||
VERTEX_BBL, VERTEX_FBL, triangleTop,
|
||||
// Right face
|
||||
// 15 16 17
|
||||
VERTEX_FBR,
|
||||
VERTEX_BBR,
|
||||
triangleTop,
|
||||
VERTEX_FBR, VERTEX_BBR, triangleTop,
|
||||
};
|
||||
|
||||
mIndices = {
|
||||
|
@ -350,30 +329,19 @@ Triangle::Triangle(DrawMode mode) {
|
|||
|
||||
mTexCoords = {
|
||||
// Bottom face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_CORNER,
|
||||
UV_RIGHT,
|
||||
UV_TOP,
|
||||
UV_ORIGIN, UV_RIGHT, UV_TOP,
|
||||
UV_CORNER, UV_RIGHT, UV_TOP,
|
||||
|
||||
// Front face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Back face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Left face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
// Right face
|
||||
UV_ORIGIN,
|
||||
UV_RIGHT,
|
||||
UV_CORNER,
|
||||
UV_ORIGIN, UV_RIGHT, UV_CORNER,
|
||||
};
|
||||
break;
|
||||
// clang-format on
|
||||
}
|
||||
}
|
||||
|
|
29
src/mesh.h
29
src/mesh.h
|
@ -46,21 +46,22 @@ namespace Qtk {
|
|||
#define VECTOR_ONE QVector3D(1.0f, 1.0f, 1.0f)
|
||||
#define VECTOR_ZERO QVector3D(0.0f, 0.0f, 0.0f)
|
||||
|
||||
// clang-format off
|
||||
// A series of direction vectors to represent cube face normal
|
||||
#define FACE_TOP \
|
||||
VECTOR_UP, VECTOR_UP, VECTOR_UP, VECTOR_UP, VECTOR_UP, VECTOR_UP
|
||||
#define FACE_BOTTOM \
|
||||
VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN
|
||||
#define FACE_LEFT \
|
||||
VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT
|
||||
#define FACE_RIGHT \
|
||||
VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, \
|
||||
VECTOR_RIGHT
|
||||
#define FACE_FRONT \
|
||||
VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, \
|
||||
VECTOR_FORWARD, VECTOR_FORWARD
|
||||
#define FACE_BACK \
|
||||
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, VECTOR_BACK
|
||||
#define FACE_TOP VECTOR_UP, VECTOR_UP, VECTOR_UP, \
|
||||
VECTOR_UP, VECTOR_UP, VECTOR_UP
|
||||
#define FACE_BOTTOM VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, \
|
||||
VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN
|
||||
#define FACE_LEFT VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, \
|
||||
VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT
|
||||
#define FACE_RIGHT VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, \
|
||||
VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT
|
||||
#define FACE_FRONT VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, \
|
||||
VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD
|
||||
#define FACE_BACK VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, \
|
||||
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK
|
||||
// clang-format on
|
||||
|
||||
|
||||
// Colors using QVector3Ds as RGB values
|
||||
#define WHITE VECTOR_ONE
|
||||
|
|
|
@ -110,7 +110,7 @@ namespace Qtk {
|
|||
}
|
||||
|
||||
/*************************************************************************
|
||||
* Getters
|
||||
* Accessors
|
||||
************************************************************************/
|
||||
|
||||
/**
|
||||
|
@ -120,6 +120,8 @@ namespace Qtk {
|
|||
*/
|
||||
static MeshRenderer * getInstance(const QString & name);
|
||||
|
||||
Transform3D & getTransform() { return mTransform; }
|
||||
|
||||
private:
|
||||
/*************************************************************************
|
||||
* Private Members
|
||||
|
|
13
src/model.h
13
src/model.h
|
@ -29,7 +29,7 @@
|
|||
|
||||
namespace Qtk {
|
||||
/**
|
||||
* 3D models will store this data for each vertex in geometry
|
||||
* 3D models will store this data for each vertex in geometry.
|
||||
*/
|
||||
struct QTKAPI ModelVertex {
|
||||
QVector3D mPosition;
|
||||
|
@ -199,13 +199,7 @@ namespace Qtk {
|
|||
*/
|
||||
static Model * getInstance(const char * name);
|
||||
|
||||
/*************************************************************************
|
||||
* Public Members
|
||||
************************************************************************/
|
||||
|
||||
/* The position of this model in 3D space */
|
||||
// TODO: Make private
|
||||
Transform3D mTransform;
|
||||
Transform3D & getTransform() { return mTransform; }
|
||||
|
||||
private:
|
||||
/*************************************************************************
|
||||
|
@ -246,6 +240,9 @@ namespace Qtk {
|
|||
* Private Members
|
||||
************************************************************************/
|
||||
|
||||
/* The position of this model in 3D space */
|
||||
Transform3D mTransform;
|
||||
|
||||
/* Static QHash used to store and access models globally. */
|
||||
static ModelManager mManager;
|
||||
|
||||
|
|
44
src/object.h
44
src/object.h
|
@ -51,19 +51,31 @@ namespace Qtk {
|
|||
* Accessors
|
||||
************************************************************************/
|
||||
|
||||
inline const Colors & getColors() { return mShape.mColors; }
|
||||
[[nodiscard]] inline const Colors & getColors() const {
|
||||
return mShape.mColors;
|
||||
}
|
||||
|
||||
inline const Indices & getIndexData() { return mShape.mIndices; }
|
||||
[[nodiscard]] inline const Indices & getIndexData() const {
|
||||
return mShape.mIndices;
|
||||
}
|
||||
|
||||
inline const Normals & getNormals() { return mShape.mNormals; }
|
||||
[[nodiscard]] inline const Normals & getNormals() const {
|
||||
return mShape.mNormals;
|
||||
}
|
||||
|
||||
[[nodiscard]] inline const Shape & getShape() const { return mShape; }
|
||||
|
||||
inline const TexCoords & getTexCoords() { return mShape.mTexCoords; }
|
||||
[[nodiscard]] inline const TexCoords & getTexCoords() const {
|
||||
return mShape.mTexCoords;
|
||||
}
|
||||
|
||||
inline Texture & getTexture() { return mTexture; }
|
||||
[[nodiscard]] inline const Texture & getTexture() const {
|
||||
return mTexture;
|
||||
}
|
||||
|
||||
inline const Vertices & getVertices() { return mShape.mVertices; }
|
||||
[[nodiscard]] inline const Vertices & getVertices() const {
|
||||
return mShape.mVertices;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* Setters
|
||||
|
@ -118,25 +130,19 @@ namespace Qtk {
|
|||
mProgram.release();
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* Public Members
|
||||
************************************************************************/
|
||||
|
||||
QOpenGLBuffer mVBO, mNBO;
|
||||
QOpenGLVertexArrayObject mVAO;
|
||||
|
||||
Transform3D mTransform;
|
||||
Shape mShape;
|
||||
Texture mTexture;
|
||||
const char * mName;
|
||||
bool mBound;
|
||||
|
||||
private:
|
||||
/*************************************************************************
|
||||
* Private Members
|
||||
************************************************************************/
|
||||
|
||||
QOpenGLShaderProgram mProgram;
|
||||
QOpenGLBuffer mVBO, mNBO;
|
||||
QOpenGLVertexArrayObject mVAO;
|
||||
Transform3D mTransform;
|
||||
Shape mShape;
|
||||
Texture mTexture;
|
||||
const char * mName;
|
||||
bool mBound;
|
||||
};
|
||||
} // namespace Qtk
|
||||
|
||||
|
|
Loading…
Reference in New Issue