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307
src/qtk/model.h
307
src/qtk/model.h
@@ -27,184 +27,185 @@ namespace Qtk {
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* Top-level object that represents 3D models stored within a scene.
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*/
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class QTKAPI Model : public Object {
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public:
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/*************************************************************************
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* Typedefs
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************************************************************************/
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public:
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/*************************************************************************
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* Typedefs
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************************************************************************/
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/** ModelManager typedef that will manage global model access. */
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typedef QHash<QString, Model *> ModelManager;
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/** ModelManager typedef that will manage global model access. */
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typedef QHash<QString, Model *> ModelManager;
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/*************************************************************************
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* Constructors, Destructors
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************************************************************************/
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/*************************************************************************
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* Constructors, Destructors
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************************************************************************/
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/**
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* Constructs a Model
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* If no shaders are provided we will use default shaders.
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*
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* @param name Name to use for the Model's objectName.
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* @param path Path to the model to load for construction.
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* @param vertexShader Optional path to custom vertex shader.
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* @param fragmentShader Optional path to custom fragment shader.
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*/
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inline Model(
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const char *name, const char *path,
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const char *vertexShader = ":/shaders/model-basic.vert",
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const char *fragmentShader = ":/shaders/model-basic.frag") :
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Object(name, QTK_MODEL),
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mModelPath(path), mVertexShader(vertexShader),
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mFragmentShader(fragmentShader) {
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loadModel(mModelPath);
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}
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/**
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* Constructs a Model
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* If no shaders are provided we will use default shaders.
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*
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* @param name Name to use for the Model's objectName.
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* @param path Path to the model to load for construction.
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* @param vertexShader Optional path to custom vertex shader.
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* @param fragmentShader Optional path to custom fragment shader.
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*/
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inline Model(
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const char * name, const char * path,
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const char * vertexShader = ":/shaders/model-basic.vert",
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const char * fragmentShader = ":/shaders/model-basic.frag") :
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Object(name, QTK_MODEL),
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mModelPath(path), mVertexShader(vertexShader),
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mFragmentShader(fragmentShader) {
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loadModel(mModelPath);
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}
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inline Model(
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std::string name, std::string path,
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std::string vertexShader = ":/shaders/model-basic.vert",
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std::string fragmentShader = ":/shaders/model-basic.frag") :
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Model(name.c_str(), path.c_str(), vertexShader.c_str(),
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inline Model(
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std::string name, std::string path,
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std::string vertexShader = ":/shaders/model-basic.vert",
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std::string fragmentShader = ":/shaders/model-basic.frag") :
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Model(
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name.c_str(), path.c_str(), vertexShader.c_str(),
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fragmentShader.c_str()) {}
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inline ~Model() override { mManager.remove(getName().c_str()); }
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inline ~Model() override { mManager.remove(getName().c_str()); }
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/*************************************************************************
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* Public Methods
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************************************************************************/
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/*************************************************************************
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* Public Methods
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************************************************************************/
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/**
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* Draws the model using attached shader program.
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*/
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void draw();
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/**
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* Draws the model using attached shader program.
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*/
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void draw();
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/**
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* Draws the model using a custom shader program.
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*
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* @param shader Shader program to use to draw the model.
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*/
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void draw(QOpenGLShaderProgram &shader);
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/**
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* Draws the model using a custom shader program.
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*
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* @param shader Shader program to use to draw the model.
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*/
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void draw(QOpenGLShaderProgram & shader);
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/**
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* Flip a texture associated with this model
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*
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* @param fileName The name of the texture to flip as it is stored on disk
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* @param flipX Flip the texture along the X axis
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* @param flipY Flip the texture along the Y axis
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*/
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void flipTexture(
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const std::string &fileName, bool flipX = false, bool flipY = true);
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/**
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* Flip a texture associated with this model
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*
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* @param fileName The name of the texture to flip as it is stored on disk
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* @param flipX Flip the texture along the X axis
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* @param flipY Flip the texture along the Y axis
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*/
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void flipTexture(
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const std::string & fileName, bool flipX = false, bool flipY = true);
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/*************************************************************************
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* Setters
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************************************************************************/
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/*************************************************************************
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* Setters
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************************************************************************/
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/**
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* Sets a uniform value for each ModelMesh within this Model.
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*
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* @tparam T The type of the value we are settings
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* @param location The uniform location
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* @param value The value to assign to the uniform
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*/
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template<typename T>
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inline void setUniform(const char *location, T value) {
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for (auto &mesh: mMeshes) {
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mesh.mProgram->bind();
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mesh.mProgram->setUniformValue(location, value);
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mesh.mProgram->release();
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/**
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* Sets a uniform value for each ModelMesh within this Model.
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*
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* @tparam T The type of the value we are settings
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* @param location The uniform location
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* @param value The value to assign to the uniform
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*/
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template <typename T>
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inline void setUniform(const char * location, T value) {
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for(auto & mesh : mMeshes) {
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mesh.mProgram->bind();
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mesh.mProgram->setUniformValue(location, value);
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mesh.mProgram->release();
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}
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}
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}
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/*************************************************************************
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* Accessors
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************************************************************************/
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/*************************************************************************
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* Accessors
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************************************************************************/
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/**
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* Accessor function for retrieving a ModelMesh globally.
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* The mesh is retrieved from the mManager private member.
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*
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* @param name The name of the model to load as it was constructed.
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* @return Pointer to the model stored within the scene.
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*/
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[[nodiscard]] static Model *getInstance(const char *name);
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/**
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* Accessor function for retrieving a ModelMesh globally.
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* The mesh is retrieved from the mManager private member.
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*
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* @param name The name of the model to load as it was constructed.
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* @return Pointer to the model stored within the scene.
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*/
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[[nodiscard]] static Model * getInstance(const char * name);
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/**
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* @return Transform3D attached to this Model.
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*/
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inline Transform3D &getTransform() { return mTransform; }
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/**
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* @return Transform3D attached to this Model.
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*/
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inline Transform3D & getTransform() { return mTransform; }
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private:
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/*************************************************************************
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* Private Methods
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************************************************************************/
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private:
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/*************************************************************************
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* Private Methods
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************************************************************************/
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/**
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* Loads a model in .obj, .fbx, .gltf, and other formats.
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* For a full list of formats see assimp documentation:
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* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
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*
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* Large models should not be loaded into Qt resource system.
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* Instead pass an *absolute* path to this function.
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* Relative paths will break if Qtk is executed from different locations.
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*
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* @param path Absolute path to a model in .obj or another format accepted
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* by assimp.
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*/
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void loadModel(const std::string &path);
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/**
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* Loads a model in .obj, .fbx, .gltf, and other formats.
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* For a full list of formats see assimp documentation:
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* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
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*
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* Large models should not be loaded into Qt resource system.
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* Instead pass an *absolute* path to this function.
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* Relative paths will break if Qtk is executed from different locations.
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*
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* @param path Absolute path to a model in .obj or another format accepted
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* by assimp.
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*/
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void loadModel(const std::string & path);
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/**
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* Process a node in the model's geometry using Assimp.
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*
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* @param node The Assimp node to process.
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* @param scene The Assimp scene for the loaded model.
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*/
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void processNode(aiNode *node, const aiScene *scene);
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/**
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* Process a node in the model's geometry using Assimp.
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*
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* @param node The Assimp node to process.
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* @param scene The Assimp scene for the loaded model.
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*/
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void processNode(aiNode * node, const aiScene * scene);
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/**
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* Process a mesh within a node using Assimp.
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*
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* @param mesh The Assimp mesh to process.
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* @param scene The Assimp scene for the loaded model.
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* @return
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*/
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ModelMesh processMesh(aiMesh *mesh, const aiScene *scene);
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/**
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* Process a mesh within a node using Assimp.
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*
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* @param mesh The Assimp mesh to process.
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* @param scene The Assimp scene for the loaded model.
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* @return
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*/
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ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
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/**
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* Load a collection of material texture using Assimp.
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* This function loads diffuse, specular, and narmal material textures.
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* A Mesh may have many of any or all of the texture types above.
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* Models can have many Meshes attached.
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* This function returns all textures for a single Mesh within a Model.
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*
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* @param mat Loaded Assimp material.
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* @param type Type of the material.
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* @param typeName Texture type name in string format.
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* @return Collection of all textures for a single ModelMesh.
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*/
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ModelMesh::Textures loadMaterialTextures(
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aiMaterial *mat, aiTextureType type, const std::string &typeName);
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/**
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* Load a collection of material texture using Assimp.
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* This function loads diffuse, specular, and narmal material textures.
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* A Mesh may have many of any or all of the texture types above.
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* Models can have many Meshes attached.
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* This function returns all textures for a single Mesh within a Model.
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*
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* @param mat Loaded Assimp material.
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* @param type Type of the material.
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* @param typeName Texture type name in string format.
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* @return Collection of all textures for a single ModelMesh.
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*/
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ModelMesh::Textures loadMaterialTextures(
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aiMaterial * mat, aiTextureType type, const std::string & typeName);
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/**
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* Sorts each mesh in the Model based on distance from the camera.
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* This is for efficient drawing in OpenGL by preventing the drawing of
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* objects not visible due to being partially or entirely behind another
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* object.
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*/
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void sortModelMeshes();
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/**
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* Sorts each mesh in the Model based on distance from the camera.
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* This is for efficient drawing in OpenGL by preventing the drawing of
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* objects not visible due to being partially or entirely behind another
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* object.
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*/
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void sortModelMeshes();
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/*************************************************************************
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* Private Members
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************************************************************************/
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/*************************************************************************
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* Private Members
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************************************************************************/
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/** Static QHash used to store and access models globally. */
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static ModelManager mManager;
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/** Static QHash used to store and access models globally. */
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static ModelManager mManager;
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/** Container to store N loaded textures for this model. */
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ModelMesh::Textures mTexturesLoaded{};
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/** Container to store N loaded meshes for this model. */
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std::vector<ModelMesh> mMeshes{};
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/** The directory this model and it's textures are stored. */
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std::string mDirectory{};
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/** File names for shaders and 3D model on disk. */
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std::string mVertexShader, mFragmentShader, mModelPath;
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/** Container to store N loaded textures for this model. */
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ModelMesh::Textures mTexturesLoaded {};
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/** Container to store N loaded meshes for this model. */
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std::vector<ModelMesh> mMeshes {};
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/** The directory this model and it's textures are stored. */
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std::string mDirectory {};
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/** File names for shaders and 3D model on disk. */
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std::string mVertexShader, mFragmentShader, mModelPath;
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};
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} // namespace Qtk
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