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This commit is contained in:
@@ -14,13 +14,15 @@ using namespace Qtk;
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* Constructors, Destructors
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******************************************************************************/
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QtkScene::QtkScene() {
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QtkScene::QtkScene()
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{
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setSceneName("Qtk Scene");
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getCamera().getTransform().setTranslation(0.0f, 0.0f, 20.0f);
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getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
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}
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QtkScene::~QtkScene() {
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QtkScene::~QtkScene()
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{
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delete mTestPhong;
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delete mTestSpecular;
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delete mTestDiffuse;
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@@ -31,7 +33,8 @@ QtkScene::~QtkScene() {
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* Public Member Functions
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******************************************************************************/
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void QtkScene::init() {
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void QtkScene::init()
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{
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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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@@ -116,8 +119,8 @@ void QtkScene::init() {
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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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mTestPhong->setShaders(
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":/shaders/solid-phong.vert", ":/shaders/solid-phong.frag");
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mTestPhong->setShaders(":/shaders/solid-phong.vert",
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":/shaders/solid-phong.frag");
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// For example this would technically not be efficient, because each one of
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// these calls will bind, set, release. We could instead bind, set N uniforms,
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@@ -143,16 +146,16 @@ void QtkScene::init() {
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/* Example of a cube with no lighting applied */
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mesh = addObject(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
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mesh->getTransform().setTranslation(5.0f, 0.0f, -2.0f);
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mesh->setShaders(
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":/shaders/solid-perspective.vert", ":/shaders/solid-perspective.frag");
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mesh->setShaders(":/shaders/solid-perspective.vert",
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":/shaders/solid-perspective.frag");
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mesh->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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// No light source needed for this lighting technique
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/* Initialize Ambient example cube */
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mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
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mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
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mTestAmbient->setShaders(
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":/shaders/solid-ambient.vert", ":/shaders/solid-ambient.frag");
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mTestAmbient->setShaders(":/shaders/solid-ambient.vert",
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":/shaders/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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mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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@@ -163,8 +166,8 @@ void QtkScene::init() {
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/* Initialize Diffuse example cube */
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mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
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mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
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mTestDiffuse->setShaders(
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":/shaders/solid-diffuse.vert", ":/shaders/solid-diffuse.frag");
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mTestDiffuse->setShaders(":/shaders/solid-diffuse.vert",
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":/shaders/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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mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
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@@ -179,8 +182,8 @@ void QtkScene::init() {
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/* Initialize Specular example cube */
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mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
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mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
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mTestSpecular->setShaders(
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":/shaders/solid-specular.vert", ":/shaders/solid-specular.frag");
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mTestSpecular->setShaders(":/shaders/solid-specular.vert",
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":/shaders/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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mTestSpecular->setUniform("uAmbientStrength", 0.2f);
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@@ -246,8 +249,8 @@ void QtkScene::init() {
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model->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Light source for alienTest object.
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mesh = addObject(new Qtk::MeshRenderer(
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"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
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mesh = addObject(new Qtk::MeshRenderer("alienTestLight",
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Triangle(Qtk::QTK_DRAW_ELEMENTS)));
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mesh->getTransform().setTranslation(4.0f, 1.5f, 10.0f);
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mesh->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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@@ -290,8 +293,8 @@ void QtkScene::init() {
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mesh->reallocateNormals(mesh->getNormals());
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// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
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mesh = addObject(new Qtk::MeshRenderer(
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"rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh = addObject(new Qtk::MeshRenderer("rgbNormalsCubeElementsTest",
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Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh->getTransform().setTranslation(5.0f, 0.0f, 2.0f);
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mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
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mesh->reallocateNormals(mesh->getNormals());
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@@ -321,8 +324,8 @@ void QtkScene::init() {
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mesh->reallocateTexCoords(mesh->getTexCoords());
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// Test drawing a cube with texture coordinates using glDrawElements
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mesh = addObject(new Qtk::MeshRenderer(
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"uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh = addObject(new Qtk::MeshRenderer("uvCubeElementsTest",
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Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh->getTransform().setTranslation(-1.7f, 0.0f, -2.0f);
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mesh->setTexture(":/textures/crate.png");
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mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
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@@ -339,8 +342,8 @@ void QtkScene::init() {
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addObject(new Qtk::MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
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mesh->getTransform().setTranslation(-3.0f, 1.0f, -2.0f);
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mesh->getTransform().setRotation(45.0f, 0.0f, 1.0f, 0.0f);
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mesh->setShaders(
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":/shaders/texture-cubemap.vert", ":/shaders/texture-cubemap.frag");
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mesh->setShaders(":/shaders/texture-cubemap.vert",
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":/shaders/texture-cubemap.frag");
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mesh->setCubeMap(":/textures/crate.png");
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mesh->setUniform("uTexture", 0);
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mesh->reallocateTexCoords(mesh->getTexCoords());
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@@ -354,15 +357,15 @@ void QtkScene::init() {
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mesh->reallocateNormals(mesh->getNormals());
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// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
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mesh = addObject(new Qtk::MeshRenderer(
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"rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
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mesh = addObject(new Qtk::MeshRenderer("rgbTriangleArraysTest",
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Triangle(QTK_DRAW_ARRAYS)));
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mesh->getTransform().setTranslation(7.0f, 0.0f, 2.0f);
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mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
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mesh->reallocateNormals(mesh->getNormals());
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// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
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mesh = addObject(new Qtk::MeshRenderer(
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"rgbTriangleElementsTest", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh = addObject(new Qtk::MeshRenderer("rgbTriangleElementsTest",
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Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh->getTransform().setTranslation(7.0f, 0.0f, 4.0f);
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mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
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mesh->reallocateNormals(mesh->getNormals());
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@@ -378,8 +381,8 @@ void QtkScene::init() {
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mesh->reallocateTexCoords(mesh->getTexCoords());
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// Test drawing triangle with glDrawElements with texture coordinates
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mesh = addObject(new Qtk::MeshRenderer(
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"testTriangleElementsUV", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh = addObject(new Qtk::MeshRenderer("testTriangleElementsUV",
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Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
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mesh->getTransform().setTranslation(-2.5f, 0.0f, -1.0f);
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mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
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mesh->setTexture(":/textures/crate.png");
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@@ -387,20 +390,20 @@ void QtkScene::init() {
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mesh->reallocateTexCoords(mesh->getTexCoords());
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}
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void QtkScene::draw() {
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void QtkScene::draw()
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{
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// WARNING: We must call the base class draw() function first.
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// + This will handle rendering core scene components like the Skybox.
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Scene::draw();
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mTestPhong->bindShaders();
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mTestPhong->setUniform(
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"uModelInverseTransposed",
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mTestPhong->getTransform().toMatrix().normalMatrix());
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mTestPhong->setUniform("uModelInverseTransposed",
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mTestPhong->getTransform().toMatrix().normalMatrix());
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mTestPhong->setUniform(
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"uLightPosition",
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MeshRenderer::getInstance("phongLight")->getTransform().getTranslation());
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mTestPhong->setUniform(
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"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
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mTestPhong->setUniform("uCameraPosition",
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QtkScene::getCamera().getTransform().getTranslation());
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mTestPhong->releaseShaders();
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mTestPhong->draw();
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@@ -414,10 +417,10 @@ void QtkScene::draw() {
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mTestDiffuse->setUniform(
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"uModelInverseTransposed",
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mTestDiffuse->getTransform().toMatrix().normalMatrix());
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mTestDiffuse->setUniform(
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"uLightPosition", MeshRenderer::getInstance("diffuseLight")
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->getTransform()
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.getTranslation());
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mTestDiffuse->setUniform("uLightPosition",
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MeshRenderer::getInstance("diffuseLight")
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->getTransform()
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.getTranslation());
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mTestDiffuse->setUniform(
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"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
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mTestDiffuse->releaseShaders();
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@@ -427,17 +430,18 @@ void QtkScene::draw() {
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mTestSpecular->setUniform(
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"uModelInverseTransposed",
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mTestSpecular->getTransform().toMatrix().normalMatrix());
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mTestSpecular->setUniform(
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"uLightPosition", MeshRenderer::getInstance("specularLight")
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->getTransform()
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.getTranslation());
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mTestSpecular->setUniform("uLightPosition",
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MeshRenderer::getInstance("specularLight")
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->getTransform()
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.getTranslation());
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mTestSpecular->setUniform(
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"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
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mTestSpecular->releaseShaders();
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mTestSpecular->draw();
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}
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void QtkScene::update() {
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void QtkScene::update()
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{
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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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@@ -449,8 +453,8 @@ void QtkScene::update() {
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.getTranslation();
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auto alien = Model::getInstance("alienTest");
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alien->setUniform("uLight.position", position);
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alien->setUniform(
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"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
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alien->setUniform("uCameraPosition",
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QtkScene::getCamera().getTransform().getTranslation());
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auto posMatrix = alien->getTransform().toMatrix();
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alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
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alien->setUniform("uMVP.model", posMatrix);
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@@ -463,8 +467,8 @@ void QtkScene::update() {
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.getTranslation();
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auto spartan = Model::getInstance("spartanTest");
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spartan->setUniform("uLight.position", position);
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spartan->setUniform(
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"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
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spartan->setUniform("uCameraPosition",
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QtkScene::getCamera().getTransform().getTranslation());
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posMatrix = spartan->getTransform().toMatrix();
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spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
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spartan->setUniform("uMVP.model", posMatrix);
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@@ -478,8 +482,8 @@ void QtkScene::update() {
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position =
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MeshRenderer::getInstance("testLight")->getTransform().getTranslation();
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phong->setUniform("uLight.position", position);
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phong->setUniform(
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"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
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phong->setUniform("uCameraPosition",
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QtkScene::getCamera().getTransform().getTranslation());
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posMatrix = phong->getTransform().toMatrix();
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phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
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phong->setUniform("uMVP.model", posMatrix);
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@@ -489,8 +493,8 @@ void QtkScene::update() {
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// Rotate lighting example cubes
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mTestPhong->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
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MeshRenderer::getInstance("noLight")->getTransform().rotate(
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0.75f, 0.5f, 0.3f, 0.2f);
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MeshRenderer::getInstance("noLight")->getTransform().rotate(0.75f, 0.5f, 0.3f,
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0.2f);
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mTestAmbient->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
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mTestDiffuse->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
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mTestSpecular->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
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@@ -517,7 +521,7 @@ void QtkScene::update() {
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->getTransform()
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.getTranslation()
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.x();
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if(posX < limit || posX > limit + 4.0f) {
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if (posX < limit || posX > limit + 4.0f) {
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translateX = -translateX;
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}
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MeshRenderer::getInstance("topTriangle")
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Block a user