Work on adding more doxygen comments

This commit is contained in:
2022-11-25 14:36:12 -05:00
parent 443c09da7c
commit d37484d75c
28 changed files with 1067 additions and 525 deletions

View File

@@ -6,12 +6,12 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <abstractscene.h>
#include <camera3d.h>
#include <examplescene.h>
#include <meshrenderer.h>
#include <model.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
using namespace Qtk;
@@ -21,8 +21,8 @@ using namespace Qtk;
******************************************************************************/
ExampleScene::ExampleScene() {
Camera().transform().setTranslation(0.0f, 0.0f, 20.0f);
Camera().transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
getCamera().getTransform().setTranslation(0.0f, 0.0f, 20.0f);
getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
ExampleScene::~ExampleScene() {
@@ -44,60 +44,40 @@ ExampleScene::~ExampleScene() {
******************************************************************************/
void ExampleScene::init() {
auto * sb = new Qtk::Skybox("Skybox");
setSkybox(sb);
setSkybox(new Qtk::Skybox("Skybox"));
// Initialize Phong example cube
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
//
// Create simple shapes using MeshRenderer class and data in mesh.h
// You no longer need to manually bind shader program.
// + But, you can still bind it if you want to.
// mTestPhong->bindShaders();
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->reallocateNormals(mTestPhong->getNormals());
// mTestPhong->releaseShaders();
mMeshes.push_back(
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
// Initialize Ambient example cube
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
mTestAmbient->init();
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->reallocateNormals(mTestAmbient->getNormals());
mMeshes.push_back(
new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
// Initialize Diffuse example cube
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
mTestDiffuse->init();
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->reallocateNormals(mTestDiffuse->getNormals());
mMeshes.push_back(
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
// Initialize Specular example cube
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
mTestSpecular->init();
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->reallocateNormals(mTestSpecular->getNormals());
mMeshes.push_back(
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back(
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
//
// Model loading
// 3D Model loading
mModels.push_back(
new Qtk::Model("backpack", ":/models/backpack/backpack.obj"));
@@ -129,18 +109,124 @@ void ExampleScene::init() {
new Qtk::Model("masterChief", ":/models/spartan/spartan.obj"));
mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
//
// Building example mesh objects
// Simple cube lighting examples.
// Render an alien with specular
// Test alien Model with phong lighting and specular mapping
mMeshes.push_back(new Qtk::MeshRenderer(
"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
/* Phong lighting example on a basic cube. */
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
// NOTE: You no longer need to manually bind shader program to set uniforms.
// + You can still bind it if you want to for performance reasons.
// + Qtk will only bind / release if the shader program is not already bound.
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
// For example this would technically not be efficient, because each one of
// these calls will bind, set, release. We could instead bind, set N uniforms,
// and release when we are finished.
// mTestPhong->bindShaders();
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->releaseShaders();
mTestPhong->reallocateNormals(mTestPhong->getNormals());
// NOTE: This is only an example and I won't worry about this kind of
// efficiency while initializing the following objects.
// Phong lighting example light source. This is just for visual reference.
// + We refer to the position of this object in draw() to update lighting.
mMeshes.push_back(
new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
/* Example of a cube with no lighting applied */
mMeshes.push_back(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(
":/solid-perspective.vert", ":/solid-perspective.frag");
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
// No light source needed for this lighting technique
/* Initialize Ambient example cube */
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
// Changing these uniform values will alter lighting effects.
mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestAmbient->setUniform("uAmbientStrength", 0.2f);
mTestAmbient->reallocateNormals(mTestAmbient->getNormals());
// No light source needed for this lighting technique
/* Initialize Diffuse example cube */
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
mTestDiffuse->reallocateNormals(mTestDiffuse->getNormals());
// Diffuse lighting example light source. This is just for visual reference.
mMeshes.push_back(
new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
/* Initialize Specular example cube */
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestSpecular->setUniform("uAmbientStrength", 0.2f);
mTestSpecular->setUniform("uSpecularStrength", 0.50f);
mTestSpecular->setUniform("uSpecularShine", 256);
mTestSpecular->reallocateNormals(mTestSpecular->getNormals());
// Specular lighting example light source. This is just for visual reference.
mMeshes.push_back(
new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
/* Test basic cube with phong.vert and phong.frag shaders */
mMeshes.push_back(new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
// WARNING: Set color before reallocating normals.
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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));
// Light source for testPhong cube
mMeshes.push_back(
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
mMeshes.back()->setColor(RED);
//
// Building more complex objects for showing examples of lighting techniques
/* Test alien Model with phong lighting and specular mapping. */
mModels.push_back(new Qtk::Model(
"alienTest", ":/models/alien-hominid/alien.obj", ":/model-specular.vert",
":/model-specular.frag"));
@@ -158,14 +244,15 @@ void ExampleScene::init() {
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 Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
// Light source for alienTest object.
mMeshes.push_back(new Qtk::MeshRenderer(
"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
/* Test spartan Model with phong lighting, specular and normal mapping. */
mModels.push_back(new Qtk::Model(
"spartanTest", ":/models/spartan/spartan.obj", ":/model-normals.vert",
":/model-normals.frag"));
@@ -182,65 +269,17 @@ void ExampleScene::init() {
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
// Light source for spartanTest object.
mMeshes.push_back(
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
mMeshes.push_back(new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals());
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));
//
// Create simple shapes using MeshRenderer class and data in mesh.h
mMeshes.push_back(
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
mMeshes.push_back(
new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
mMeshes.push_back(
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
mMeshes.push_back(
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back(
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
//
// Testing for normals, texture coordinates
// Test drawing simple geometry with various OpenGL drawing modes
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
mMeshes.push_back(
@@ -345,35 +384,11 @@ void ExampleScene::init() {
mMeshes.back()->setTexture(":/crate.png");
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
//
// Lighting cube examples
// Example of a cube with no lighting applied
mMeshes.push_back(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(
":/solid-perspective.vert", ":/solid-perspective.frag");
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
// Create objects that represent light sources for lighting examples
mMeshes.push_back(
new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back(
new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back(
new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
}
void ExampleScene::draw() {
// WARNING: We must call the base class draw() function first.
// + This will handle rendering core scene components like the Skybox.
Scene::draw();
for(const auto & model : mModels) {
@@ -392,13 +407,15 @@ void ExampleScene::draw() {
"uLightPosition",
MeshRenderer::getInstance("phongLight")->mTransform.getTranslation());
mTestPhong->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
mTestPhong->releaseShaders();
mTestPhong->draw();
mTestAmbient->bindShaders();
mTestAmbient->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
mTestAmbient->releaseShaders();
mTestAmbient->draw();
@@ -410,7 +427,8 @@ void ExampleScene::draw() {
"uLightPosition",
MeshRenderer::getInstance("diffuseLight")->mTransform.getTranslation());
mTestDiffuse->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
mTestDiffuse->releaseShaders();
mTestDiffuse->draw();
@@ -422,7 +440,8 @@ void ExampleScene::draw() {
"uLightPosition",
MeshRenderer::getInstance("specularLight")->mTransform.getTranslation());
mTestSpecular->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
mTestSpecular->releaseShaders();
mTestSpecular->draw();
}
@@ -433,12 +452,13 @@ void ExampleScene::update() {
auto alien = Model::getInstance("alienTest");
alien->setUniform("uLight.position", position);
alien->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
auto posMatrix = alien->mTransform.toMatrix();
alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
alien->setUniform("uMVP.model", posMatrix);
alien->setUniform("uMVP.view", ExampleScene::Camera().toMatrix());
alien->setUniform("uMVP.projection", ExampleScene::Projection());
alien->setUniform("uMVP.view", ExampleScene::getCamera().toMatrix());
alien->setUniform("uMVP.projection", ExampleScene::getProjectionMatrix());
alien->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
position = MeshRenderer::getInstance("spartanTestLight")
@@ -446,12 +466,13 @@ void ExampleScene::update() {
auto spartan = Model::getInstance("spartanTest");
spartan->setUniform("uLight.position", position);
spartan->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
posMatrix = spartan->mTransform.toMatrix();
spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
spartan->setUniform("uMVP.model", posMatrix);
spartan->setUniform("uMVP.view", ExampleScene::Camera().toMatrix());
spartan->setUniform("uMVP.projection", ExampleScene::Projection());
spartan->setUniform("uMVP.view", ExampleScene::getCamera().toMatrix());
spartan->setUniform("uMVP.projection", ExampleScene::getProjectionMatrix());
spartan->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
auto phong = MeshRenderer::getInstance("testPhong");
@@ -461,12 +482,13 @@ void ExampleScene::update() {
MeshRenderer::getInstance("testLight")->mTransform.getTranslation();
phong->setUniform("uLight.position", position);
phong->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().getTranslation());
"uCameraPosition",
ExampleScene::getCamera().getTransform().getTranslation());
posMatrix = phong->mTransform.toMatrix();
phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
phong->setUniform("uMVP.model", posMatrix);
phong->setUniform("uMVP.view", ExampleScene::Camera().toMatrix());
phong->setUniform("uMVP.projection", ExampleScene::Projection());
phong->setUniform("uMVP.view", ExampleScene::getCamera().toMatrix());
phong->setUniform("uMVP.projection", ExampleScene::getProjectionMatrix());
phong->releaseShaders();
// Rotate lighting example cubes

View File

@@ -9,22 +9,65 @@
#ifndef QTK_EXAMPLE_SCENE_H
#define QTK_EXAMPLE_SCENE_H
#include <abstractscene.h>
#include <camera3d.h>
#include <scene.h>
#include <skybox.h>
#include <QMatrix4x4>
/**
* Example scene using QtkWidget to render 3D models and simple geometry within
* QtOpenGLWidgets. This scene also shows some examples of using GLSL shaders to
* apply the basic lighting techniques leading up to Phong.
*
* The Qtk::Scene base class provides containers for N pointers to MeshRenderer
* and Model objects. We can create and insert as many as we like within this
* child class implementation. This child class does not need to manually draw
* objects inserted into these containers. The child class would only need to
* update uniform or other data that may change per-frame.
* See scene.h and `init()` for more information.
*
* To modify the scene objects should be initialized within the `init()` public
* method. Any required movement or updates should be applied within `draw()` or
* `update()`.
*
* To create your own Scene from scratch see Qtk::Scene.
*/
class ExampleScene : public Qtk::Scene {
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
ExampleScene();
~ExampleScene();
/***************************************************************************
* Inherited Public Overrides
**************************************************************************/
/**
* Initialize objects within the scene
*/
void init() override;
/**
* Called when OpenGL repaints the widget.
*/
void draw() override;
/**
* Called when the Qt `frameSwapped` signal is caught.
* See definition of `QtkWidget::initializeGL()`
*/
void update() override;
private:
/***************************************************************************
* Private Members
**************************************************************************/
// Additional example objects created within this example.
// + The base class Scene manages objects stored within mMeshes or mModels
Qtk::MeshRenderer * mTestPhong {};
Qtk::MeshRenderer * mTestSpecular {};
Qtk::MeshRenderer * mTestDiffuse {};

View File

@@ -16,20 +16,6 @@
int main(int argc, char * argv[]) {
QApplication a(argc, argv);
// Set OpenGL Version information
// Note: This format must be set before show() is called.
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 5);
// Set the number of samples used for glEnable(GL_MULTISAMPLING)
format.setSamples(4);
// Set the size of the depth bufer for glEnable(GL_DEPTH_TEST)
format.setDepthBufferSize(16);
#ifdef QTK_DEBUG
format.setOption(QSurfaceFormat::DebugContext);
#endif // QTK_DEBUG
// Create window for Qt application using custom mainwindow.h
MainWindow w;
w.show();

View File

@@ -1,22 +1,37 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MainWindow for creating an example Qt application using QtkWidget ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <mainwindow.h>
#include <qtkwidget.h>
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget * parent) :
QMainWindow(parent), ui(new Ui::MainWindow) {
ui->setupUi(this);
// For use in design mode using Qt Creator
// + We can use the `ui` member to access nested widgets by name
ui->setupUi(this);
// Find all QtkWidgets in this QMainWindow and initialize their scenes.
for(const auto widget : ui->qWidget->children()) {
auto qtkWidget = dynamic_cast<Qtk::QtkWidget *>(widget);
if(qtkWidget != nullptr) {
std::string key = qtkWidget->objectName().toStdString();
// Initialize each scene into a map if it doesn't exist.
if(mScenes[key] == nullptr) {
mScenes[qtkWidget->objectName().toStdString()] = new ExampleScene();
mScenes[key] = new ExampleScene();
}
qtkWidget->setScene(mScenes[qtkWidget->objectName().toStdString()]);
// Set the QtkWidget to use the scene associated with this widget.
qtkWidget->setScene(mScenes[key]);
}
}
// Set the window icon used for Qtk.
// TODO: Update this to be something other than kilroy.
setWindowIcon(QIcon("../resources/icon.png"));
}

View File

@@ -1,3 +1,11 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MainWindow for creating an example Qt application using QtkWidget ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
@@ -12,16 +20,32 @@ namespace Ui {
class MainWindow;
}
class QTK_WIDGET_EXPORT MainWindow
: public QMainWindow {
/**
* MainWindow class to provide an example of using a QtkWidget within a Qt
* window application.
*/
class QTK_WIDGET_EXPORT MainWindow : public QMainWindow {
Q_OBJECT
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
/**
* This ctor also initializes the Scene for each QtkWidget in the window.
* To load a different scene this would need to be updated.
*
* @param parent The parent for this QMainWindow
*/
explicit MainWindow(QWidget * parent = nullptr);
~MainWindow() override;
private:
/***************************************************************************
* Private Members
**************************************************************************/
Ui::MainWindow * ui {};
std::unordered_map<std::string, Qtk::Scene *> mScenes {};
};

View File

@@ -13,6 +13,19 @@
#ifndef QTK_RESOURCEMANAGER_H
#define QTK_RESOURCEMANAGER_H
/**
* ResourceManager class used to construct absolute paths to files within the Qt
* resources path. There is no need to manually call this method.
* Model::loadModel(...) will use this method if a Qt resource path is provided.
* The Model constructor behaves the same. If a path is prefixed with `:/` this
* static method will be used to resolve a full system path.
*
* This will likely be deprecated. It has a single call site and it is not
* meant for public use. It is public only for convenience.
*
* RM::getPath(":/models/alien-hominid/alien.obj") =
* /full/path/to/models/alien-hominid/alien.obj
*/
typedef class ResourceManager {
public:
/**
@@ -24,7 +37,7 @@ typedef class ResourceManager {
* ':/models/backpack/backpack.obj' An asset at location
* qtk/resources/path/to/asset.obj Should be given in qrc format:
* ':/path/to/asset.obj'
* @return Absoulte system path to a qtk asset
* @return Absolute system path to a qtk asset
*/
static std::string getPath(const std::string & path) {
// Only construct qtk resource path if in qrc format; else return it as-is