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