Add Scene class to manage active object data
+ Move MainWidget::Camera() to Scene::Camera() + Move MainWidget::Projection() to Scene::Projection() + Add Scene::View() static function to retrieve camera view matrix
This commit is contained in:
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aebab76915
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@ -73,21 +73,23 @@ target_link_libraries(texture PUBLIC Qt5::Widgets)
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add_library(object lib/object.cpp)
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add_library(object lib/object.cpp)
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target_include_directories(object PUBLIC lib/)
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target_include_directories(object PUBLIC lib/)
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target_link_libraries(object PUBLIC Qt5::Widgets)
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target_link_libraries(object PUBLIC Qt5::Widgets)
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target_link_libraries(object INTERFACE mesh)
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# MeshRenderer
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# MeshRenderer
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add_library(meshrenderer lib/meshrenderer.cpp)
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add_library(meshrenderer lib/meshrenderer.cpp)
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target_include_directories(meshrenderer PUBLIC lib/)
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target_include_directories(meshrenderer PUBLIC lib/)
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target_link_libraries(meshrenderer PUBLIC Qt5::Widgets)
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target_link_libraries(meshrenderer PUBLIC object)
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# Camera3D
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# Camera3D
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add_library(camera3d lib/camera3d.cpp)
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add_library(camera3d lib/camera3d.cpp)
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target_include_directories(camera3d PUBLIC lib/)
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target_include_directories(camera3d PUBLIC lib/)
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target_link_libraries(camera3d INTERFACE input)
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target_link_libraries(camera3d PUBLIC Qt5::Widgets)
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target_link_libraries(camera3d PUBLIC Qt5::Widgets)
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# Skybox
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# Skybox
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add_library(skybox lib/skybox.cpp)
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add_library(skybox lib/skybox.cpp)
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# Skybox needs Mesh, Camera3D, and Qt5::Widgets
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target_link_libraries(skybox PRIVATE mesh)
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target_link_libraries(skybox PRIVATE mesh)
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# Skybox needs Mesh and Camera3D and Qt5::Widgets
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target_link_libraries(skybox PRIVATE camera3d)
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target_link_libraries(skybox PRIVATE camera3d)
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# Transform3D
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# Transform3D
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@ -102,19 +104,22 @@ target_link_libraries(model PRIVATE assimp)
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# Model library requires transform3d and Qt5::Widgets
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# Model library requires transform3d and Qt5::Widgets
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target_link_libraries(model PUBLIC transform3d)
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target_link_libraries(model PUBLIC transform3d)
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# Scene
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add_library(scene lib/scene.cpp)
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target_include_directories(scene PUBLIC lib/)
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target_link_libraries(scene PUBLIC model)
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target_link_libraries(scene PUBLIC meshrenderer)
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target_link_libraries(scene PUBLIC skybox)
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target_link_libraries(scene PUBLIC texture)
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################################################################################
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################################################################################
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# Final Application
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# Final Application
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################################################################################
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################################################################################
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target_link_libraries(main-widget PUBLIC model)
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#target_link_libraries(main-widget PRIVATE input)
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target_link_libraries(main-widget PRIVATE input)
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target_link_libraries(main-widget PRIVATE transform3d)
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target_link_libraries(main-widget PRIVATE object)
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target_link_libraries(main-widget PRIVATE meshrenderer)
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target_link_libraries(main-widget PRIVATE texture)
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target_link_libraries(main-widget PRIVATE skybox)
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target_link_libraries(main-widget PRIVATE mesh)
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target_link_libraries(main-widget PRIVATE mesh)
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target_link_libraries(main-widget PUBLIC scene)
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# Link qtk executable to main main-widget library
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# Link qtk executable to main main-widget library
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target_link_libraries(qtk PUBLIC main-widget)
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target_link_libraries(qtk PUBLIC main-widget)
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@ -8,14 +8,14 @@ You can import your own models within `mainwdget.cpp`, inside the
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to explain which model or example I'm modifying. Rotations and translations
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to explain which model or example I'm modifying. Rotations and translations
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happen in `MainWidget::update()`, to get textures loading on models look into
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happen in `MainWidget::update()`, to get textures loading on models look into
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[material files](http://www.paulbourke.net/dataformats/mtl/) and see some
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[material files](http://www.paulbourke.net/dataformats/mtl/) and see some
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examples in the `resources/models/` directory.
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examples in the `resources/models/` directory. For more in-depth examples, see
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`scene.h` and `scene.cpp`
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Can be built with cmake manually or using
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Can be built with cmake manually or using
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[Qt Creator](https://github.com/qt-creator/qt-creator).
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[Qt Creator](https://github.com/qt-creator/qt-creator).
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To build and run `qtk` on Ubuntu -
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To build and run `qtk` on Ubuntu -
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```bash
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```bash
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# Qt Creator
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sudo apt update -y && sudo apt install qttools5-dev freeglut3-dev libassimp-dev cmake build-essential
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sudo apt update -y && sudo apt install qttools5-dev freeglut3-dev libassimp-dev cmake build-essential
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git clone https://gitlab.com/shaunrd0/qtk && cd qtk
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git clone https://gitlab.com/shaunrd0/qtk && cd qtk
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mkdir build && cd build
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mkdir build && cd build
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@ -45,7 +45,7 @@ Spartan with normals -
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"Scythe World Of Warcraft" (https://skfb.ly/6UooG) by Warcraft-3D-Models is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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"Scythe World Of Warcraft" (https://skfb.ly/6UooG) by Warcraft-3D-Models is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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"Spartan Armour MKV - Halo Reach" () by McCarthy3D is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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"Spartan Armour MKV - Halo Reach" (https://skfb.ly/6QVvM) by McCarthy3D is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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"Survival Guitar Backpack (Low Poly)" (https://skfb.ly/6RnCB) by Berk Gedik is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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"Survival Guitar Backpack (Low Poly)" (https://skfb.ly/6RnCB) by Berk Gedik is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
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@ -10,18 +10,11 @@
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#include <input.h>
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#include <input.h>
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#include <mesh.h>
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#include <mesh.h>
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#include <meshrenderer.h>
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#include <model.h>
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#include <object.h>
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#include <object.h>
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#include <skybox.h>
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#include <scene.h>
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#include <texture.h>
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#include <mainwidget.h>
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#include <mainwidget.h>
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// Static member initialization
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QMatrix4x4 MainWidget::mProjection;
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Camera3D MainWidget::mCamera;
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/*******************************************************************************
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/*******************************************************************************
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* Constructors, Destructors
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* Constructors, Destructors
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@ -66,575 +59,11 @@ void MainWidget::teardownGL()
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void MainWidget::initObjects()
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void MainWidget::initObjects()
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{
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{
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mCamera.transform().setTranslation(0.0f, 0.0f, 5.0f);
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mScene = new Scene;
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mCamera.transform().setRotation(180.0f, 0.0f, 1.0f, 0.0f);
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mSkybox = new Skybox;
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//
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// Model loading
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mModels.push_back(new Model("backpack",
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"../resources/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.push_back(
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new Model("bird",
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"../resources/models/bird/bird.obj"));
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mModels.back()->mTransform.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.push_back(new Model("lion",
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"../resources/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.push_back(
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new Model("alien",
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"../resources/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.push_back(
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new Model("scythe",
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"../resources/models/scythe/scythe.obj")
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);
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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.push_back(
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new Model("masterChief",
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"../resources/models/spartan/spartan.obj"));
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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// Render an alien with specular
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// Test alien Model with phong lighting and specular mapping
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mMeshes.push_back(
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new MeshRenderer("alienTestLight", Triangle(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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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mModels.push_back(
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new Model("alienTest",
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"../resources/models/alien-hominid/alien.obj",
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":/model-specular.vert", ":/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()->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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mModels.back()->setUniform("uMaterial.ambientStrength", 0.8f);
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mModels.back()->setUniform("uMaterial.diffuseStrength", 0.8f);
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mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.shine", 32.0f);
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mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Test spartan Model with phong lighting, specular and normal mapping
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mMeshes.push_back(
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new 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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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mModels.push_back(
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new Model("spartanTest",
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"../resources/models/spartan/spartan.obj",
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":/model-normals.vert", ":/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()->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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mModels.back()->setUniform("uMaterial.ambientStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.shine", 128.0f);
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mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Test basic cube with phong.vert and phong.frag shaders
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mMeshes.push_back(
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new 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()->setDrawType(GL_LINE_LOOP);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mMeshes.push_back(
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new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
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mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
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mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
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mMeshes.back()->normals().size()
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* sizeof(mMeshes.back()->normals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
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mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
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mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.shine", 64.0f);
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mMeshes.back()->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
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mMeshes.back()->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
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mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
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mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mMeshes.back()->mProgram.release();
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//
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// Creating simple objects with the MeshRenderer class
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mMeshes.push_back(
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new 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.push_back(
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new 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.push_back(
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new 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()->setDrawType(GL_LINE_LOOP);
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mMeshes.push_back(
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new 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.push_back(
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new 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()->setColor(GREEN);
|
|
||||||
// This function changes values we have allocated in a buffer, so init() after
|
|
||||||
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
|
||||||
mMeshes.back()->init();
|
|
||||||
|
|
||||||
|
|
||||||
//
|
|
||||||
// Testing for normals, texture coordinates
|
|
||||||
|
|
||||||
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
|
|
||||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
||||||
mMeshes.back()->normals().size()
|
|
||||||
* sizeof(mMeshes.back()->normals()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
|
|
||||||
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
||||||
mMeshes.back()->normals().size()
|
|
||||||
* sizeof(mMeshes.back()->normals()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
|
|
||||||
// Texturing a cube using texture coordinates and glDrawArrays
|
|
||||||
// + Texturing with UVs using glDrawElements requires QTK_DRAW_ELEMENTS_NORMALS
|
|
||||||
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
|
|
||||||
// + This is because the same position must use different UV coordinates
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
||||||
mMeshes.back()->setUniform("uTexture", 0);
|
|
||||||
mMeshes.back()->texture().bind();
|
|
||||||
|
|
||||||
mMeshes.back()->texture().release();
|
|
||||||
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.destroy();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
||||||
mMeshes.back()->mShape.texCoords().size()
|
|
||||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
2, sizeof(QVector2D));
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
// Test drawing a cube with texture coordinates using glDrawElements
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->texCoords().data(),
|
|
||||||
mMeshes.back()->texCoords().size()
|
|
||||||
* sizeof(mMeshes.back()->texCoords()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
||||||
|
|
||||||
mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mTransform.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 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()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->setTexture(Texture::initCubeMap(":/crate.png"));
|
|
||||||
mMeshes.back()->setUniform("uTexture", 0);
|
|
||||||
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.destroy();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
||||||
mMeshes.back()->mShape.texCoords().size()
|
|
||||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
2, sizeof(QVector2D));
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
// Create a cube with custom shaders
|
|
||||||
// + Apply RGB normals shader and spin the cube for a neat effect
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
||||||
mMeshes.back()->normals().size()
|
|
||||||
* sizeof(mMeshes.back()->normals()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
|
|
||||||
|
|
||||||
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
||||||
mMeshes.back()->normals().size()
|
|
||||||
* sizeof(mMeshes.back()->normals()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("rgbTriangleElementsTest",
|
|
||||||
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f);
|
|
||||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
||||||
mMeshes.back()->normals().size()
|
|
||||||
* sizeof(mMeshes.back()->normals()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
// Test drawing triangle with glDrawArrays with texture coordinates
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
||||||
mMeshes.back()->setUniform("uTexture", 0);
|
|
||||||
mMeshes.back()->texture().bind();
|
|
||||||
|
|
||||||
mMeshes.back()->texture().release();
|
|
||||||
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.destroy();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
||||||
mMeshes.back()->mShape.texCoords().size()
|
|
||||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
2, sizeof(QVector2D));
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
// Test drawing triangle with glDrawElements with texture coordinates
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("testTriangleElementsUV",
|
|
||||||
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f);
|
|
||||||
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
|
|
||||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
||||||
mMeshes.back()->setUniform("uTexture", 0);
|
|
||||||
mMeshes.back()->texture().bind();
|
|
||||||
|
|
||||||
mMeshes.back()->texture().release();
|
|
||||||
|
|
||||||
mMeshes.back()->mVAO.bind();
|
|
||||||
mMeshes.back()->mNBO.destroy();
|
|
||||||
mMeshes.back()->mNBO.create();
|
|
||||||
mMeshes.back()->mNBO.bind();
|
|
||||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
||||||
mMeshes.back()->mShape.texCoords().size()
|
|
||||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
||||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
||||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
2, sizeof(QVector2D));
|
|
||||||
mMeshes.back()->mNBO.release();
|
|
||||||
mMeshes.back()->mVAO.release();
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
|
|
||||||
//
|
|
||||||
// Lighting cube examples
|
|
||||||
|
|
||||||
// Example of a cube with no lighting applied
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
|
|
||||||
mMeshes.back()->setShaders(":/solid-perspective.vert",
|
|
||||||
":/solid-perspective.frag");
|
|
||||||
mMeshes.back()->init();
|
|
||||||
mMeshes.back()->mProgram.bind();
|
|
||||||
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
|
||||||
mMeshes.back()->mProgram.release();
|
|
||||||
|
|
||||||
// Create objects that represent light sources for lighting examples
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
|
|
||||||
mMeshes.back()->mTransform.scale(0.25f);
|
|
||||||
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
|
|
||||||
mMeshes.back()->mTransform.scale(0.25f);
|
|
||||||
|
|
||||||
mMeshes.push_back(
|
|
||||||
new MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
|
|
||||||
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
|
|
||||||
mMeshes.back()->mTransform.scale(0.25f);
|
|
||||||
|
|
||||||
// Initialize Phong example cube
|
|
||||||
mTestPhong = new MeshRenderer("phong", Cube());
|
|
||||||
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
|
|
||||||
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
|
|
||||||
mTestPhong->init();
|
|
||||||
mTestPhong->mProgram.bind();
|
|
||||||
mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
|
||||||
mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
|
||||||
mTestPhong->setUniform("uAmbientStrength", 0.2f);
|
|
||||||
mTestPhong->setUniform("uSpecularStrength", 0.50f);
|
|
||||||
mTestPhong->setUniform("uSpecularShine", 256);
|
|
||||||
|
|
||||||
mTestPhong->mVAO.bind();
|
|
||||||
mTestPhong->mNBO.create();
|
|
||||||
mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
|
||||||
mTestPhong->mNBO.bind();
|
|
||||||
mTestPhong->mNBO.allocate(mTestPhong->normals().data(),
|
|
||||||
mTestPhong->normals().size()
|
|
||||||
* sizeof(mTestPhong->normals()[0]));
|
|
||||||
mTestPhong->mProgram.enableAttributeArray(1);
|
|
||||||
mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mTestPhong->mNBO.release();
|
|
||||||
mTestPhong->mVAO.release();
|
|
||||||
mTestPhong->mProgram.release();
|
|
||||||
|
|
||||||
|
|
||||||
// Initialize Ambient example cube
|
|
||||||
mTestAmbient = new MeshRenderer("ambient", Cube());
|
|
||||||
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
|
|
||||||
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
|
|
||||||
mTestAmbient->init();
|
|
||||||
mTestAmbient->mProgram.bind();
|
|
||||||
mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
|
||||||
mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
|
||||||
mTestAmbient->setUniform("uAmbientStrength", 0.2f);
|
|
||||||
|
|
||||||
mTestAmbient->mVAO.bind();
|
|
||||||
mTestAmbient->mNBO.create();
|
|
||||||
mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
|
||||||
mTestAmbient->mNBO.bind();
|
|
||||||
mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(),
|
|
||||||
mTestAmbient->normals().size()
|
|
||||||
* sizeof(mTestAmbient->normals()[0]));
|
|
||||||
mTestAmbient->mProgram.enableAttributeArray(1);
|
|
||||||
mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mTestAmbient->mNBO.release();
|
|
||||||
mTestAmbient->mVAO.release();
|
|
||||||
mTestAmbient->mProgram.release();
|
|
||||||
|
|
||||||
// Initialize Diffuse example cube
|
|
||||||
mTestDiffuse = new MeshRenderer("diffuse", Cube());
|
|
||||||
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
|
|
||||||
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
|
|
||||||
mTestDiffuse->init();
|
|
||||||
mTestDiffuse->mProgram.bind();
|
|
||||||
mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
|
||||||
mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
|
||||||
mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
|
|
||||||
|
|
||||||
mTestDiffuse->mVAO.bind();
|
|
||||||
mTestDiffuse->mNBO.create();
|
|
||||||
mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
|
||||||
mTestDiffuse->mNBO.bind();
|
|
||||||
mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(),
|
|
||||||
mTestDiffuse->normals().size()
|
|
||||||
* sizeof(mTestDiffuse->normals()[0]));
|
|
||||||
mTestDiffuse->mProgram.enableAttributeArray(1);
|
|
||||||
mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mTestDiffuse->mNBO.release();
|
|
||||||
mTestDiffuse->mVAO.release();
|
|
||||||
mTestDiffuse->mProgram.release();
|
|
||||||
|
|
||||||
// Initialize Specular example cube
|
|
||||||
mTestSpecular = new MeshRenderer("specular", Cube());
|
|
||||||
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
|
|
||||||
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
|
|
||||||
mTestSpecular->init();
|
|
||||||
mTestSpecular->mProgram.bind();
|
|
||||||
mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
|
||||||
mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
|
||||||
mTestSpecular->setUniform("uAmbientStrength", 0.2f);
|
|
||||||
mTestSpecular->setUniform("uSpecularStrength", 0.50f);
|
|
||||||
mTestSpecular->setUniform("uSpecularShine", 256);
|
|
||||||
|
|
||||||
mTestSpecular->mVAO.bind();
|
|
||||||
mTestSpecular->mNBO.create();
|
|
||||||
mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
|
||||||
mTestSpecular->mNBO.bind();
|
|
||||||
mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(),
|
|
||||||
mTestSpecular->normals().size()
|
|
||||||
* sizeof(mTestSpecular->normals()[0]));
|
|
||||||
mTestSpecular->mProgram.enableAttributeArray(1);
|
|
||||||
mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
||||||
3, sizeof(QVector3D));
|
|
||||||
mTestSpecular->mNBO.release();
|
|
||||||
mTestSpecular->mVAO.release();
|
|
||||||
mTestSpecular->mProgram.release();
|
|
||||||
|
|
||||||
|
|
||||||
// Drawing a primitive object using Qt and OpenGL
|
// Drawing a primitive object using Qt and OpenGL
|
||||||
// The Object class only stores basic QOpenGL* members and shape data
|
// The Object class only stores basic QOpenGL* members and shape data
|
||||||
|
// + Within mainwidget, mObject serves as a basic QOpenGL example
|
||||||
mObject = new Object("testObject");
|
mObject = new Object("testObject");
|
||||||
mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).vertices());
|
mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).vertices());
|
||||||
mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).indices());
|
mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).indices());
|
||||||
|
@ -681,63 +110,19 @@ void MainWidget::paintGL()
|
||||||
// Clear buffers
|
// Clear buffers
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
mSkybox->draw();
|
// Draw the scene first, since it handles drawing our skybox
|
||||||
|
mScene->draw();
|
||||||
for (auto & model : mModels) model->draw();
|
|
||||||
|
|
||||||
mTestPhong->mProgram.bind();
|
|
||||||
mTestPhong->setUniform("uModelInverseTransposed",
|
|
||||||
mTestPhong->mTransform.toMatrix().normalMatrix());
|
|
||||||
mTestPhong->setUniform(
|
|
||||||
"uLightPosition",
|
|
||||||
MeshRenderer::getInstance("phongLight")->mTransform.translation());
|
|
||||||
mTestPhong->setUniform("uCameraPosition",
|
|
||||||
mCamera.transform().translation());
|
|
||||||
mTestPhong->mProgram.release();
|
|
||||||
mTestPhong->draw();
|
|
||||||
|
|
||||||
mTestAmbient->mProgram.bind();
|
|
||||||
mTestAmbient->setUniform("uCameraPosition",
|
|
||||||
mCamera.transform().translation());
|
|
||||||
mTestAmbient->mProgram.release();
|
|
||||||
mTestAmbient->draw();
|
|
||||||
|
|
||||||
mTestDiffuse->mProgram.bind();
|
|
||||||
mTestDiffuse->setUniform("uModelInverseTransposed",
|
|
||||||
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
|
||||||
mTestDiffuse->setUniform(
|
|
||||||
"uLightPosition",
|
|
||||||
MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
|
|
||||||
mTestDiffuse->setUniform("uCameraPosition",
|
|
||||||
mCamera.transform().translation());
|
|
||||||
mTestDiffuse->mProgram.release();
|
|
||||||
mTestDiffuse->draw();
|
|
||||||
|
|
||||||
mTestSpecular->mProgram.bind();
|
|
||||||
mTestSpecular->setUniform(
|
|
||||||
"uModelInverseTransposed",
|
|
||||||
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
|
||||||
mTestSpecular->setUniform(
|
|
||||||
"uLightPosition",
|
|
||||||
MeshRenderer::getInstance("specularLight")->mTransform.translation());
|
|
||||||
mTestSpecular->setUniform("uCameraPosition",
|
|
||||||
mCamera.transform().translation());
|
|
||||||
mTestSpecular->mProgram.release();
|
|
||||||
mTestSpecular->draw();
|
|
||||||
|
|
||||||
|
|
||||||
|
// Draw any additional objects within mainwidget manually
|
||||||
mObject->mProgram.bind();
|
mObject->mProgram.bind();
|
||||||
mObject->mVAO.bind();
|
mObject->mVAO.bind();
|
||||||
mObject->mProgram.setUniformValue("uModel",
|
mObject->mProgram.setUniformValue("uModel", mObject->mTransform.toMatrix());
|
||||||
mObject->mTransform.toMatrix());
|
mObject->mProgram.setUniformValue("uView", Scene::Camera().toMatrix());
|
||||||
mObject->mProgram.setUniformValue("uView", mCamera.toMatrix());
|
mObject->mProgram.setUniformValue("uProjection", Scene::Projection());
|
||||||
mObject->mProgram.setUniformValue("uProjection", mProjection);
|
|
||||||
glDrawElements(GL_TRIANGLES, mObject->indices().size(),
|
glDrawElements(GL_TRIANGLES, mObject->indices().size(),
|
||||||
GL_UNSIGNED_INT, mObject->indices().data());
|
GL_UNSIGNED_INT, mObject->indices().data());
|
||||||
mObject->mVAO.release();
|
mObject->mVAO.release();
|
||||||
mObject->mProgram.release();
|
mObject->mProgram.release();
|
||||||
|
|
||||||
for (const auto &mesh : mMeshes) mesh->draw();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainWidget::initializeGL()
|
void MainWidget::initializeGL()
|
||||||
|
@ -775,8 +160,8 @@ void MainWidget::initializeGL()
|
||||||
|
|
||||||
void MainWidget::resizeGL(int width, int height)
|
void MainWidget::resizeGL(int width, int height)
|
||||||
{
|
{
|
||||||
mProjection.setToIdentity();
|
Scene::Projection().setToIdentity();
|
||||||
mProjection.perspective(45.0f,
|
Scene::Projection().perspective(45.0f,
|
||||||
float(width) / float(height),
|
float(width) / float(height),
|
||||||
0.1f, 1000.0f);
|
0.1f, 1000.0f);
|
||||||
}
|
}
|
||||||
|
@ -790,103 +175,7 @@ void MainWidget::update()
|
||||||
{
|
{
|
||||||
updateCameraInput();
|
updateCameraInput();
|
||||||
|
|
||||||
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
|
mScene->update();
|
||||||
Model::getInstance("alienTest")->setUniform(
|
|
||||||
"uLight.position", position);
|
|
||||||
Model::getInstance("alienTest")->setUniform(
|
|
||||||
"uCameraPosition", mCamera.transform().translation());
|
|
||||||
auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix();
|
|
||||||
Model::getInstance("alienTest")->setUniform(
|
|
||||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
|
||||||
Model::getInstance("alienTest")->setUniform(
|
|
||||||
"uMVP.model", posMatrix);
|
|
||||||
Model::getInstance("alienTest")->setUniform(
|
|
||||||
"uMVP.view", MainWidget::Camera().toMatrix());
|
|
||||||
Model::getInstance("alienTest")->setUniform(
|
|
||||||
"uMVP.projection", MainWidget::Projection());
|
|
||||||
Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
|
||||||
|
|
||||||
position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation();
|
|
||||||
Model::getInstance("spartanTest")->setUniform(
|
|
||||||
"uLight.position", position);
|
|
||||||
Model::getInstance("spartanTest")->setUniform(
|
|
||||||
"uCameraPosition", mCamera.transform().translation());
|
|
||||||
posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix();
|
|
||||||
Model::getInstance("spartanTest")->setUniform(
|
|
||||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
|
||||||
Model::getInstance("spartanTest")->setUniform(
|
|
||||||
"uMVP.model", posMatrix);
|
|
||||||
Model::getInstance("spartanTest")->setUniform(
|
|
||||||
"uMVP.view", MainWidget::Camera().toMatrix());
|
|
||||||
Model::getInstance("spartanTest")->setUniform(
|
|
||||||
"uMVP.projection", MainWidget::Projection());
|
|
||||||
Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
MeshRenderer::getInstance("testPhong")->mTransform.rotate(
|
|
||||||
0.75f, 1.0f, 0.5f, 0.0f);
|
|
||||||
MeshRenderer::getInstance("testPhong")->mProgram.bind();
|
|
||||||
position = MeshRenderer::getInstance("testLight")->mTransform.translation();
|
|
||||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
||||||
"uLight.position", position);
|
|
||||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
||||||
"uCameraPosition", mCamera.transform().translation());
|
|
||||||
posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix();
|
|
||||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
||||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
|
||||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
||||||
"uMVP.model", posMatrix);
|
|
||||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
||||||
"uMVP.view", MainWidget::Camera().toMatrix());
|
|
||||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
||||||
"uMVP.projection", MainWidget::Projection());
|
|
||||||
MeshRenderer::getInstance("testPhong")->mProgram.release();
|
|
||||||
|
|
||||||
// Rotate lighting example cubes
|
|
||||||
mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
|
||||||
MeshRenderer::getInstance("noLight")->mTransform.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);
|
|
||||||
|
|
||||||
// Examples of various translations and rotations
|
|
||||||
|
|
||||||
// Rotate in multiple directions simultaneously
|
|
||||||
MeshRenderer::getInstance("rgbNormalsCube")->mTransform.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);
|
|
||||||
MeshRenderer::getInstance("rightTriangle")->mTransform.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.translation().x();
|
|
||||||
if (posX < limit || posX > limit + 4.0f) {
|
|
||||||
translateX = -translateX;
|
|
||||||
}
|
|
||||||
MeshRenderer::getInstance("topTriangle")->mTransform.translate(
|
|
||||||
translateX, 0.0f, 0.0f);
|
|
||||||
MeshRenderer::getInstance("bottomTriangle")->mTransform.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);
|
|
||||||
MeshRenderer::getInstance("bottomTriangle")->mTransform.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);
|
|
||||||
|
|
||||||
|
|
||||||
QWidget::update();
|
QWidget::update();
|
||||||
}
|
}
|
||||||
|
@ -1034,31 +323,31 @@ void MainWidget::updateCameraInput()
|
||||||
static const float rotSpeed = 0.5f;
|
static const float rotSpeed = 0.5f;
|
||||||
|
|
||||||
// Handle rotations
|
// Handle rotations
|
||||||
mCamera.transform().rotate(-rotSpeed * Input::mouseDelta().x(),
|
Scene::Camera().transform().rotate(-rotSpeed * Input::mouseDelta().x(),
|
||||||
Camera3D::LocalUp);
|
Camera3D::LocalUp);
|
||||||
mCamera.transform().rotate(-rotSpeed * Input::mouseDelta().y(),
|
Scene::Camera().transform().rotate(-rotSpeed * Input::mouseDelta().y(),
|
||||||
mCamera.right());
|
Scene::Camera().right());
|
||||||
|
|
||||||
// Handle translations
|
// Handle translations
|
||||||
QVector3D translation;
|
QVector3D translation;
|
||||||
if (Input::keyPressed(Qt::Key_W)) {
|
if (Input::keyPressed(Qt::Key_W)) {
|
||||||
translation += mCamera.forward();
|
translation += Scene::Camera().forward();
|
||||||
}
|
}
|
||||||
if (Input::keyPressed(Qt::Key_S)) {
|
if (Input::keyPressed(Qt::Key_S)) {
|
||||||
translation -= mCamera.forward();
|
translation -= Scene::Camera().forward();
|
||||||
}
|
}
|
||||||
if (Input::keyPressed(Qt::Key_A)) {
|
if (Input::keyPressed(Qt::Key_A)) {
|
||||||
translation -= mCamera.right();
|
translation -= Scene::Camera().right();
|
||||||
}
|
}
|
||||||
if (Input::keyPressed(Qt::Key_D)) {
|
if (Input::keyPressed(Qt::Key_D)) {
|
||||||
translation += mCamera.right();
|
translation += Scene::Camera().right();
|
||||||
}
|
}
|
||||||
if (Input::keyPressed(Qt::Key_Q)) {
|
if (Input::keyPressed(Qt::Key_Q)) {
|
||||||
translation -= mCamera.up() / 2.0f;
|
translation -= Scene::Camera().up() / 2.0f;
|
||||||
}
|
}
|
||||||
if (Input::keyPressed(Qt::Key_E)) {
|
if (Input::keyPressed(Qt::Key_E)) {
|
||||||
translation += mCamera.up() / 2.0f;
|
translation += Scene::Camera().up() / 2.0f;
|
||||||
}
|
}
|
||||||
mCamera.transform().translate(transSpeed * translation);
|
Scene::Camera().transform().translate(transSpeed * translation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -15,13 +15,12 @@
|
||||||
#include <QOpenGLFunctions>
|
#include <QOpenGLFunctions>
|
||||||
#include <QOpenGLWidget>
|
#include <QOpenGLWidget>
|
||||||
|
|
||||||
#include <camera3d.h>
|
|
||||||
|
|
||||||
#define QTK_DEBUG
|
#define QTK_DEBUG
|
||||||
|
|
||||||
class MeshRenderer;
|
class MeshRenderer;
|
||||||
class Model;
|
class Model;
|
||||||
class Object;
|
class Object;
|
||||||
|
class Scene;
|
||||||
class Skybox;
|
class Skybox;
|
||||||
class Texture;
|
class Texture;
|
||||||
|
|
||||||
|
@ -35,10 +34,6 @@ public:
|
||||||
explicit MainWidget(const QSurfaceFormat &format);
|
explicit MainWidget(const QSurfaceFormat &format);
|
||||||
~MainWidget() override;
|
~MainWidget() override;
|
||||||
|
|
||||||
// Static Members
|
|
||||||
static inline QMatrix4x4 &Projection() { return mProjection;}
|
|
||||||
static inline Camera3D &Camera() { return mCamera;}
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void teardownGL();
|
void teardownGL();
|
||||||
void initObjects();
|
void initObjects();
|
||||||
|
@ -65,18 +60,8 @@ private:
|
||||||
void printContextInformation();
|
void printContextInformation();
|
||||||
void updateCameraInput();
|
void updateCameraInput();
|
||||||
|
|
||||||
// Private Members
|
Scene * mScene;
|
||||||
static Camera3D mCamera;
|
|
||||||
static QMatrix4x4 mProjection;
|
|
||||||
|
|
||||||
Skybox * mSkybox;
|
|
||||||
Object * mObject;
|
Object * mObject;
|
||||||
MeshRenderer * mTestPhong;
|
|
||||||
MeshRenderer * mTestSpecular;
|
|
||||||
MeshRenderer * mTestDiffuse;
|
|
||||||
MeshRenderer * mTestAmbient;
|
|
||||||
std::vector<MeshRenderer *> mMeshes;
|
|
||||||
std::vector<Model *> mModels;
|
|
||||||
|
|
||||||
QOpenGLDebugLogger * mDebugLogger;
|
QOpenGLDebugLogger * mDebugLogger;
|
||||||
};
|
};
|
||||||
|
|
|
@ -8,7 +8,7 @@
|
||||||
|
|
||||||
#include <QImageReader>
|
#include <QImageReader>
|
||||||
|
|
||||||
#include <mainwidget.h>
|
#include <scene.h>
|
||||||
#include <texture.h>
|
#include <texture.h>
|
||||||
|
|
||||||
#include <meshrenderer.h>
|
#include <meshrenderer.h>
|
||||||
|
@ -129,8 +129,8 @@ void MeshRenderer::setShaders(const std::string & vert, const std::string & frag
|
||||||
void MeshRenderer::setUniformMVP(const char * model, const char * view,
|
void MeshRenderer::setUniformMVP(const char * model, const char * view,
|
||||||
const char * projection)
|
const char * projection)
|
||||||
{
|
{
|
||||||
mProgram.setUniformValue(projection, MainWidget::Projection());
|
mProgram.setUniformValue(projection, Scene::Projection());
|
||||||
mProgram.setUniformValue(view, MainWidget::Camera().toMatrix());
|
mProgram.setUniformValue(view, Scene::View());
|
||||||
mProgram.setUniformValue(model, mTransform.toMatrix());
|
mProgram.setUniformValue(model, mTransform.toMatrix());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -9,7 +9,7 @@
|
||||||
|
|
||||||
#include <QFileInfo>
|
#include <QFileInfo>
|
||||||
|
|
||||||
#include <mainwidget.h>
|
#include <scene.h>
|
||||||
#include <texture.h>
|
#include <texture.h>
|
||||||
|
|
||||||
#include <model.h>
|
#include <model.h>
|
||||||
|
@ -105,8 +105,8 @@ void ModelMesh::draw(QOpenGLShaderProgram & shader)
|
||||||
|
|
||||||
// Set Model View Projection values
|
// Set Model View Projection values
|
||||||
shader.setUniformValue("uModel", mTransform.toMatrix());
|
shader.setUniformValue("uModel", mTransform.toMatrix());
|
||||||
shader.setUniformValue("uView", MainWidget::Camera().toMatrix());
|
shader.setUniformValue("uView", Scene::View());
|
||||||
shader.setUniformValue("uProjection", MainWidget::Projection());
|
shader.setUniformValue("uProjection", Scene::Projection());
|
||||||
|
|
||||||
GLuint diffuseCount = 1;
|
GLuint diffuseCount = 1;
|
||||||
GLuint specularCount = 1;
|
GLuint specularCount = 1;
|
||||||
|
@ -389,7 +389,7 @@ ModelMesh::Textures Model::loadMaterialTextures(
|
||||||
|
|
||||||
void Model::sortModels()
|
void Model::sortModels()
|
||||||
{
|
{
|
||||||
auto cameraPos = MainWidget::Camera().transform();
|
auto cameraPos = Scene::Camera().transform();
|
||||||
auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b)
|
auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b)
|
||||||
{
|
{
|
||||||
// Sort by the first vertex position, since all transforms will be the same
|
// Sort by the first vertex position, since all transforms will be the same
|
||||||
|
|
|
@ -0,0 +1,759 @@
|
||||||
|
/*##############################################################################
|
||||||
|
## Author: Shaun Reed ##
|
||||||
|
## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ##
|
||||||
|
## About: Classes for managing objects and data within a scene ##
|
||||||
|
## ##
|
||||||
|
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
||||||
|
##############################################################################*/
|
||||||
|
|
||||||
|
#include <camera3d.h>
|
||||||
|
#include <texture.h>
|
||||||
|
#include <meshrenderer.h>
|
||||||
|
#include <model.h>
|
||||||
|
|
||||||
|
#include <scene.h>
|
||||||
|
|
||||||
|
|
||||||
|
Camera3D Scene::mCamera;
|
||||||
|
QMatrix4x4 Scene::mProjection;
|
||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************************
|
||||||
|
* Constructors, Destructors
|
||||||
|
******************************************************************************/
|
||||||
|
|
||||||
|
Scene::Scene()
|
||||||
|
{
|
||||||
|
init();
|
||||||
|
}
|
||||||
|
|
||||||
|
Scene::~Scene()
|
||||||
|
{
|
||||||
|
delete mTestPhong;
|
||||||
|
delete mTestSpecular;
|
||||||
|
delete mTestDiffuse;
|
||||||
|
delete mTestAmbient;
|
||||||
|
for (auto & mesh : mMeshes) delete mesh;
|
||||||
|
for (auto & model : mModels) delete model;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************************
|
||||||
|
* Public Member Functions
|
||||||
|
******************************************************************************/
|
||||||
|
|
||||||
|
void Scene::init()
|
||||||
|
{
|
||||||
|
mCamera.transform().setTranslation(0.0f, 0.0f, 5.0f);
|
||||||
|
mCamera.transform().setRotation(180.0f, 0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
|
||||||
|
// Initialize Phong example cube
|
||||||
|
mTestPhong = new MeshRenderer("phong", Cube());
|
||||||
|
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
|
||||||
|
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
|
||||||
|
mTestPhong->init();
|
||||||
|
mTestPhong->mProgram.bind();
|
||||||
|
mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mTestPhong->setUniform("uAmbientStrength", 0.2f);
|
||||||
|
mTestPhong->setUniform("uSpecularStrength", 0.50f);
|
||||||
|
mTestPhong->setUniform("uSpecularShine", 256);
|
||||||
|
|
||||||
|
mTestPhong->mVAO.bind();
|
||||||
|
mTestPhong->mNBO.create();
|
||||||
|
mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
||||||
|
mTestPhong->mNBO.bind();
|
||||||
|
mTestPhong->mNBO.allocate(mTestPhong->normals().data(),
|
||||||
|
mTestPhong->normals().size()
|
||||||
|
* sizeof(mTestPhong->normals()[0]));
|
||||||
|
mTestPhong->mProgram.enableAttributeArray(1);
|
||||||
|
mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mTestPhong->mNBO.release();
|
||||||
|
mTestPhong->mVAO.release();
|
||||||
|
mTestPhong->mProgram.release();
|
||||||
|
|
||||||
|
|
||||||
|
// Initialize Ambient example cube
|
||||||
|
mTestAmbient = new MeshRenderer("ambient", Cube());
|
||||||
|
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
|
||||||
|
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
|
||||||
|
mTestAmbient->init();
|
||||||
|
mTestAmbient->mProgram.bind();
|
||||||
|
mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mTestAmbient->setUniform("uAmbientStrength", 0.2f);
|
||||||
|
|
||||||
|
mTestAmbient->mVAO.bind();
|
||||||
|
mTestAmbient->mNBO.create();
|
||||||
|
mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
||||||
|
mTestAmbient->mNBO.bind();
|
||||||
|
mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(),
|
||||||
|
mTestAmbient->normals().size()
|
||||||
|
* sizeof(mTestAmbient->normals()[0]));
|
||||||
|
mTestAmbient->mProgram.enableAttributeArray(1);
|
||||||
|
mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mTestAmbient->mNBO.release();
|
||||||
|
mTestAmbient->mVAO.release();
|
||||||
|
mTestAmbient->mProgram.release();
|
||||||
|
|
||||||
|
// Initialize Diffuse example cube
|
||||||
|
mTestDiffuse = new MeshRenderer("diffuse", Cube());
|
||||||
|
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
|
||||||
|
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
|
||||||
|
mTestDiffuse->init();
|
||||||
|
mTestDiffuse->mProgram.bind();
|
||||||
|
mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
|
||||||
|
|
||||||
|
mTestDiffuse->mVAO.bind();
|
||||||
|
mTestDiffuse->mNBO.create();
|
||||||
|
mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
||||||
|
mTestDiffuse->mNBO.bind();
|
||||||
|
mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(),
|
||||||
|
mTestDiffuse->normals().size()
|
||||||
|
* sizeof(mTestDiffuse->normals()[0]));
|
||||||
|
mTestDiffuse->mProgram.enableAttributeArray(1);
|
||||||
|
mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mTestDiffuse->mNBO.release();
|
||||||
|
mTestDiffuse->mVAO.release();
|
||||||
|
mTestDiffuse->mProgram.release();
|
||||||
|
|
||||||
|
// Initialize Specular example cube
|
||||||
|
mTestSpecular = new MeshRenderer("specular", Cube());
|
||||||
|
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
|
||||||
|
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
|
||||||
|
mTestSpecular->init();
|
||||||
|
mTestSpecular->mProgram.bind();
|
||||||
|
mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mTestSpecular->setUniform("uAmbientStrength", 0.2f);
|
||||||
|
mTestSpecular->setUniform("uSpecularStrength", 0.50f);
|
||||||
|
mTestSpecular->setUniform("uSpecularShine", 256);
|
||||||
|
|
||||||
|
mTestSpecular->mVAO.bind();
|
||||||
|
mTestSpecular->mNBO.create();
|
||||||
|
mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
||||||
|
mTestSpecular->mNBO.bind();
|
||||||
|
mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(),
|
||||||
|
mTestSpecular->normals().size()
|
||||||
|
* sizeof(mTestSpecular->normals()[0]));
|
||||||
|
mTestSpecular->mProgram.enableAttributeArray(1);
|
||||||
|
mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mTestSpecular->mNBO.release();
|
||||||
|
mTestSpecular->mVAO.release();
|
||||||
|
mTestSpecular->mProgram.release();
|
||||||
|
|
||||||
|
//
|
||||||
|
// Model loading
|
||||||
|
|
||||||
|
mModels.push_back(new Model("backpack",
|
||||||
|
"../resources/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.push_back(
|
||||||
|
new Model("bird",
|
||||||
|
"../resources/models/bird/bird.obj"));
|
||||||
|
mModels.back()->mTransform.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.push_back(new Model("lion",
|
||||||
|
"../resources/models/lion/lion.obj"));
|
||||||
|
mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
|
||||||
|
mModels.back()->mTransform.scale(0.15f);
|
||||||
|
|
||||||
|
mModels.push_back(
|
||||||
|
new Model("alien",
|
||||||
|
"../resources/models/alien-hominid/alien.obj"));
|
||||||
|
mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
|
||||||
|
mModels.back()->mTransform.scale(0.15f);
|
||||||
|
|
||||||
|
mModels.push_back(
|
||||||
|
new Model("scythe",
|
||||||
|
"../resources/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.push_back(
|
||||||
|
new Model("masterChief",
|
||||||
|
"../resources/models/spartan/spartan.obj"));
|
||||||
|
mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
// Building example mesh objects
|
||||||
|
|
||||||
|
// Render an alien with specular
|
||||||
|
// Test alien Model with phong lighting and specular mapping
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("alienTestLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
|
||||||
|
mMeshes.back()->mTransform.scale(0.25f);
|
||||||
|
// This function changes values we have allocated in a buffer, so init() after
|
||||||
|
mMeshes.back()->setColor(GREEN);
|
||||||
|
mMeshes.back()->init();
|
||||||
|
|
||||||
|
mModels.push_back(
|
||||||
|
new Model("alienTest",
|
||||||
|
"../resources/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()->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));
|
||||||
|
mModels.back()->setUniform("uMaterial.ambientStrength", 0.8f);
|
||||||
|
mModels.back()->setUniform("uMaterial.diffuseStrength", 0.8f);
|
||||||
|
mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
|
||||||
|
mModels.back()->setUniform("uMaterial.shine", 32.0f);
|
||||||
|
|
||||||
|
mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
|
||||||
|
|
||||||
|
// Test spartan Model with phong lighting, specular and normal mapping
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
|
||||||
|
mMeshes.back()->mTransform.scale(0.25f);
|
||||||
|
// This function changes values we have allocated in a buffer, so init() after
|
||||||
|
mMeshes.back()->setColor(GREEN);
|
||||||
|
mMeshes.back()->init();
|
||||||
|
|
||||||
|
mModels.push_back(
|
||||||
|
new Model("spartanTest",
|
||||||
|
"../resources/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()->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));
|
||||||
|
mModels.back()->setUniform("uMaterial.ambientStrength", 1.0f);
|
||||||
|
mModels.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
|
||||||
|
mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
|
||||||
|
mModels.back()->setUniform("uMaterial.shine", 128.0f);
|
||||||
|
mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
|
||||||
|
|
||||||
|
// Test basic cube with phong.vert and phong.frag shaders
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
|
||||||
|
mMeshes.back()->mTransform.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);
|
||||||
|
mMeshes.back()->init();
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
|
||||||
|
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
|
||||||
|
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||||
|
mMeshes.back()->normals().size()
|
||||||
|
* sizeof(mMeshes.back()->normals()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
|
||||||
|
mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
|
||||||
|
mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
|
||||||
|
|
||||||
|
mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
|
||||||
|
mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f);
|
||||||
|
mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
|
||||||
|
mMeshes.back()->setUniform("uMaterial.specularStrength", 1.0f);
|
||||||
|
mMeshes.back()->setUniform("uMaterial.shine", 64.0f);
|
||||||
|
mMeshes.back()->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
|
||||||
|
mMeshes.back()->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
|
||||||
|
mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
|
||||||
|
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
//
|
||||||
|
// Create simple shapes using MeshRenderer class and data in mesh.h
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
|
||||||
|
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
|
||||||
|
mMeshes.back()->mTransform.scale(0.25f);
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
|
||||||
|
mMeshes.back()->mTransform.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);
|
||||||
|
mMeshes.back()->init();
|
||||||
|
|
||||||
|
//
|
||||||
|
// Testing for normals, texture coordinates
|
||||||
|
|
||||||
|
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
|
||||||
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||||
|
mMeshes.back()->normals().size()
|
||||||
|
* sizeof(mMeshes.back()->normals()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
|
||||||
|
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||||
|
mMeshes.back()->normals().size()
|
||||||
|
* sizeof(mMeshes.back()->normals()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
|
||||||
|
// Texturing a cube using texture coordinates and glDrawArrays
|
||||||
|
// + Texturing with UVs using glDrawElements requires QTK_DRAW_ELEMENTS_NORMALS
|
||||||
|
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
|
||||||
|
// + This is because the same position must use different UV coordinates
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||||
|
mMeshes.back()->setUniform("uTexture", 0);
|
||||||
|
mMeshes.back()->texture().bind();
|
||||||
|
|
||||||
|
mMeshes.back()->texture().release();
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.destroy();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||||
|
mMeshes.back()->mShape.texCoords().size()
|
||||||
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
2, sizeof(QVector2D));
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
// Test drawing a cube with texture coordinates using glDrawElements
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->texCoords().data(),
|
||||||
|
mMeshes.back()->texCoords().size()
|
||||||
|
* sizeof(mMeshes.back()->texCoords()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||||
|
|
||||||
|
mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mTransform.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 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()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->setTexture(Texture::initCubeMap(":/crate.png"));
|
||||||
|
mMeshes.back()->setUniform("uTexture", 0);
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.destroy();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||||
|
mMeshes.back()->mShape.texCoords().size()
|
||||||
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
2, sizeof(QVector2D));
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
// Create a cube with custom shaders
|
||||||
|
// + Apply RGB normals shader and spin the cube for a neat effect
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||||
|
mMeshes.back()->normals().size()
|
||||||
|
* sizeof(mMeshes.back()->normals()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
|
||||||
|
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||||
|
mMeshes.back()->normals().size()
|
||||||
|
* sizeof(mMeshes.back()->normals()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("rgbTriangleElementsTest",
|
||||||
|
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f);
|
||||||
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||||
|
mMeshes.back()->normals().size()
|
||||||
|
* sizeof(mMeshes.back()->normals()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
3, sizeof(QVector3D));
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
// Test drawing triangle with glDrawArrays with texture coordinates
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||||
|
mMeshes.back()->setUniform("uTexture", 0);
|
||||||
|
mMeshes.back()->texture().bind();
|
||||||
|
|
||||||
|
mMeshes.back()->texture().release();
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.destroy();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||||
|
mMeshes.back()->mShape.texCoords().size()
|
||||||
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
2, sizeof(QVector2D));
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
// Test drawing triangle with glDrawElements with texture coordinates
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("testTriangleElementsUV",
|
||||||
|
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f);
|
||||||
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
|
||||||
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||||
|
mMeshes.back()->setUniform("uTexture", 0);
|
||||||
|
mMeshes.back()->texture().bind();
|
||||||
|
|
||||||
|
mMeshes.back()->texture().release();
|
||||||
|
|
||||||
|
mMeshes.back()->mVAO.bind();
|
||||||
|
mMeshes.back()->mNBO.destroy();
|
||||||
|
mMeshes.back()->mNBO.create();
|
||||||
|
mMeshes.back()->mNBO.bind();
|
||||||
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||||
|
mMeshes.back()->mShape.texCoords().size()
|
||||||
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||||
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||||
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||||
|
2, sizeof(QVector2D));
|
||||||
|
mMeshes.back()->mNBO.release();
|
||||||
|
mMeshes.back()->mVAO.release();
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
//
|
||||||
|
// Lighting cube examples
|
||||||
|
|
||||||
|
// Example of a cube with no lighting applied
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
|
||||||
|
mMeshes.back()->setShaders(":/solid-perspective.vert",
|
||||||
|
":/solid-perspective.frag");
|
||||||
|
mMeshes.back()->init();
|
||||||
|
mMeshes.back()->mProgram.bind();
|
||||||
|
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
||||||
|
mMeshes.back()->mProgram.release();
|
||||||
|
|
||||||
|
// Create objects that represent light sources for lighting examples
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
|
||||||
|
mMeshes.back()->mTransform.scale(0.25f);
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
|
||||||
|
mMeshes.back()->mTransform.scale(0.25f);
|
||||||
|
|
||||||
|
mMeshes.push_back(
|
||||||
|
new MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||||
|
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
|
||||||
|
mMeshes.back()->mTransform.scale(0.25f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Scene::draw()
|
||||||
|
{
|
||||||
|
mSkybox.draw();
|
||||||
|
|
||||||
|
for (auto & model : mModels) model->draw();
|
||||||
|
|
||||||
|
for (const auto &mesh : mMeshes) mesh->draw();
|
||||||
|
|
||||||
|
mTestPhong->mProgram.bind();
|
||||||
|
mTestPhong->setUniform("uModelInverseTransposed",
|
||||||
|
mTestPhong->mTransform.toMatrix().normalMatrix());
|
||||||
|
mTestPhong->setUniform(
|
||||||
|
"uLightPosition",
|
||||||
|
MeshRenderer::getInstance("phongLight")->mTransform.translation());
|
||||||
|
mTestPhong->setUniform("uCameraPosition",
|
||||||
|
Scene::Camera().transform().translation());
|
||||||
|
mTestPhong->mProgram.release();
|
||||||
|
mTestPhong->draw();
|
||||||
|
|
||||||
|
mTestAmbient->mProgram.bind();
|
||||||
|
mTestAmbient->setUniform("uCameraPosition",
|
||||||
|
Scene::Camera().transform().translation());
|
||||||
|
mTestAmbient->mProgram.release();
|
||||||
|
mTestAmbient->draw();
|
||||||
|
|
||||||
|
mTestDiffuse->mProgram.bind();
|
||||||
|
mTestDiffuse->setUniform("uModelInverseTransposed",
|
||||||
|
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
||||||
|
mTestDiffuse->setUniform(
|
||||||
|
"uLightPosition",
|
||||||
|
MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
|
||||||
|
mTestDiffuse->setUniform("uCameraPosition", Scene::Camera().transform().translation());
|
||||||
|
mTestDiffuse->mProgram.release();
|
||||||
|
mTestDiffuse->draw();
|
||||||
|
|
||||||
|
mTestSpecular->mProgram.bind();
|
||||||
|
mTestSpecular->setUniform(
|
||||||
|
"uModelInverseTransposed",
|
||||||
|
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
||||||
|
mTestSpecular->setUniform(
|
||||||
|
"uLightPosition",
|
||||||
|
MeshRenderer::getInstance("specularLight")->mTransform.translation());
|
||||||
|
mTestSpecular->setUniform("uCameraPosition", Scene::Camera().transform().translation());
|
||||||
|
mTestSpecular->mProgram.release();
|
||||||
|
mTestSpecular->draw();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Scene::update()
|
||||||
|
{
|
||||||
|
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
|
||||||
|
Model::getInstance("alienTest")->setUniform(
|
||||||
|
"uLight.position", position);
|
||||||
|
Model::getInstance("alienTest")->setUniform(
|
||||||
|
"uCameraPosition", Scene::Camera().transform().translation());
|
||||||
|
auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix();
|
||||||
|
Model::getInstance("alienTest")->setUniform(
|
||||||
|
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||||
|
Model::getInstance("alienTest")->setUniform(
|
||||||
|
"uMVP.model", posMatrix);
|
||||||
|
Model::getInstance("alienTest")->setUniform(
|
||||||
|
"uMVP.view", Scene::Camera().toMatrix());
|
||||||
|
Model::getInstance("alienTest")->setUniform(
|
||||||
|
"uMVP.projection", Scene::Projection());
|
||||||
|
Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation();
|
||||||
|
Model::getInstance("spartanTest")->setUniform(
|
||||||
|
"uLight.position", position);
|
||||||
|
Model::getInstance("spartanTest")->setUniform(
|
||||||
|
"uCameraPosition", Scene::Camera().transform().translation());
|
||||||
|
posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix();
|
||||||
|
Model::getInstance("spartanTest")->setUniform(
|
||||||
|
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||||
|
Model::getInstance("spartanTest")->setUniform(
|
||||||
|
"uMVP.model", posMatrix);
|
||||||
|
Model::getInstance("spartanTest")->setUniform(
|
||||||
|
"uMVP.view", Scene::Camera().toMatrix());
|
||||||
|
Model::getInstance("spartanTest")->setUniform(
|
||||||
|
"uMVP.projection", Scene::Projection());
|
||||||
|
Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
MeshRenderer::getInstance("testPhong")->mTransform.rotate(
|
||||||
|
0.75f, 1.0f, 0.5f, 0.0f);
|
||||||
|
MeshRenderer::getInstance("testPhong")->mProgram.bind();
|
||||||
|
position = MeshRenderer::getInstance("testLight")->mTransform.translation();
|
||||||
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||||
|
"uLight.position", position);
|
||||||
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||||
|
"uCameraPosition", Scene::Camera().transform().translation());
|
||||||
|
posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix();
|
||||||
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||||
|
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||||
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||||
|
"uMVP.model", posMatrix);
|
||||||
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||||
|
"uMVP.view", Scene::Camera().toMatrix());
|
||||||
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||||
|
"uMVP.projection", Scene::Projection());
|
||||||
|
MeshRenderer::getInstance("testPhong")->mProgram.release();
|
||||||
|
|
||||||
|
// Rotate lighting example cubes
|
||||||
|
mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
||||||
|
MeshRenderer::getInstance("noLight")->mTransform.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);
|
||||||
|
|
||||||
|
// Examples of various translations and rotations
|
||||||
|
|
||||||
|
// Rotate in multiple directions simultaneously
|
||||||
|
MeshRenderer::getInstance("rgbNormalsCube")->mTransform.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);
|
||||||
|
MeshRenderer::getInstance("rightTriangle")->mTransform.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.translation().x();
|
||||||
|
if (posX < limit || posX > limit + 4.0f) {
|
||||||
|
translateX = -translateX;
|
||||||
|
}
|
||||||
|
MeshRenderer::getInstance("topTriangle")->mTransform.translate(
|
||||||
|
translateX, 0.0f, 0.0f);
|
||||||
|
MeshRenderer::getInstance("bottomTriangle")->mTransform.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);
|
||||||
|
MeshRenderer::getInstance("bottomTriangle")->mTransform.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);
|
||||||
|
}
|
|
@ -0,0 +1,45 @@
|
||||||
|
/*##############################################################################
|
||||||
|
## Author: Shaun Reed ##
|
||||||
|
## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ##
|
||||||
|
## About: Classes for managing objects and data within a scene ##
|
||||||
|
## ##
|
||||||
|
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
||||||
|
##############################################################################*/
|
||||||
|
|
||||||
|
#ifndef QTK_SCENE_H
|
||||||
|
#define QTK_SCENE_H
|
||||||
|
|
||||||
|
#include <camera3d.h>
|
||||||
|
#include <skybox.h>
|
||||||
|
|
||||||
|
#include <QMatrix4x4>
|
||||||
|
|
||||||
|
class MeshRenderer;
|
||||||
|
class Model;
|
||||||
|
|
||||||
|
class Scene {
|
||||||
|
public:
|
||||||
|
Scene();
|
||||||
|
~Scene();
|
||||||
|
|
||||||
|
void init();
|
||||||
|
void draw();
|
||||||
|
void update();
|
||||||
|
|
||||||
|
static Camera3D & Camera() { return mCamera;}
|
||||||
|
static QMatrix4x4 View() { return mCamera.toMatrix();}
|
||||||
|
static QMatrix4x4 & Projection() { return mProjection;}
|
||||||
|
private:
|
||||||
|
static Camera3D mCamera;
|
||||||
|
static QMatrix4x4 mProjection;
|
||||||
|
|
||||||
|
Skybox mSkybox;
|
||||||
|
MeshRenderer * mTestPhong;
|
||||||
|
MeshRenderer * mTestSpecular;
|
||||||
|
MeshRenderer * mTestDiffuse;
|
||||||
|
MeshRenderer * mTestAmbient;
|
||||||
|
std::vector<MeshRenderer *> mMeshes;
|
||||||
|
std::vector<Model *> mModels;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // QTK_SCENE_H
|
|
@ -6,6 +6,7 @@
|
||||||
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
|
||||||
##############################################################################*/
|
##############################################################################*/
|
||||||
|
|
||||||
|
#include <scene.h>
|
||||||
#include <texture.h>
|
#include <texture.h>
|
||||||
|
|
||||||
#include <skybox.h>
|
#include <skybox.h>
|
||||||
|
@ -46,8 +47,8 @@ void Skybox::draw()
|
||||||
mProgram.bind();
|
mProgram.bind();
|
||||||
mCubeMap->bind();
|
mCubeMap->bind();
|
||||||
|
|
||||||
mProgram.setUniformValue("uProjectionMatrix", MainWidget::Projection());
|
mProgram.setUniformValue("uProjectionMatrix", Scene::Projection());
|
||||||
mProgram.setUniformValue("uViewMatrix", MainWidget::Camera().toMatrix());
|
mProgram.setUniformValue("uViewMatrix", Scene::Camera().toMatrix());
|
||||||
mProgram.setUniformValue("uTexture", 0);
|
mProgram.setUniformValue("uTexture", 0);
|
||||||
glDrawElements(GL_TRIANGLES, mIndices.size(),
|
glDrawElements(GL_TRIANGLES, mIndices.size(),
|
||||||
GL_UNSIGNED_INT, mIndices.data());
|
GL_UNSIGNED_INT, mIndices.data());
|
||||||
|
|
|
@ -15,7 +15,6 @@
|
||||||
#include <QOpenGLVertexArrayObject>
|
#include <QOpenGLVertexArrayObject>
|
||||||
|
|
||||||
#include <camera3d.h>
|
#include <camera3d.h>
|
||||||
#include <mainwidget.h>
|
|
||||||
#include <mesh.h>
|
#include <mesh.h>
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue