Remove large resources. (#16)

This commit is contained in:
2025-03-22 20:55:59 +00:00
parent d0c8316f79
commit d827d02a15
185 changed files with 2504 additions and 527675 deletions

View File

@@ -2,7 +2,7 @@
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
## All Content (c) 2025 Shaun Reed, all rights reserved ##
################################################################################
# Qtk Library
@@ -13,22 +13,22 @@ install(
FILES
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}ConfigVersion.cmake"
COMPONENT qtk_library
COMPONENT qtk
DESTINATION lib/cmake/${PROJECT_NAME}
)
install(
EXPORT qtk_export
FILE ${PROJECT_NAME}Targets.cmake
NAMESPACE ${PROJECT_NAME}::
COMPONENT qtk_library
COMPONENT qtk
DESTINATION lib/cmake/${PROJECT_NAME}
)
# System install for qtk_library
# System install for libqtk
install(
TARGETS qtk_library
# Associate qtk_library target with qtk-export
TARGETS qtk
# Associate libqtk target with qtk-export
EXPORT qtk_export
COMPONENT qtk_library
COMPONENT qtk
FILE_SET HEADERS DESTINATION include
INCLUDES DESTINATION include
LIBRARY DESTINATION lib
@@ -36,60 +36,16 @@ install(
RUNTIME DESTINATION bin
)
# Qtk Application
if(QTK_GUI OR QTK_PLUGINS)
add_subdirectory(app)
endif()
if(QTK_PLUGINS)
install(
TARGETS qtk_plugins qtk_library qtk_plugin_library
COMPONENT qtk_plugins
LIBRARY DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
ARCHIVE DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
RUNTIME DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
)
# The Qtk Application's GUI requires plugins to be built, but not installed.
# If both are disabled we can skip. If QTK_PLUGINS is set we'll install the
# plugins to Qt Designer for use in other projects.
if(QTK_PLUGINS OR QTK_GUI)
add_subdirectory(designer-plugins)
endif()
# Build Qtk Application only if QTK_GUI is set.
if(QTK_GUI)
install(
TARGETS qtk_gui
COMPONENT qtk_gui
BUNDLE DESTINATION .
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib
RUNTIME DESTINATION bin
)
qt_generate_deploy_app_script(
TARGET qtk_gui
OUTPUT_SCRIPT QTK_DEPLOY_SCRIPT
NO_UNSUPPORTED_PLATFORM_ERROR
)
install(SCRIPT ${QTK_DEPLOY_SCRIPT} COMPONENT qtk_gui)
if(WIN32)
if(MSVC AND TARGET Qt6::qmake)
get_target_property(QT6_QMAKE_LOCATION Qt6::qmake IMPORTED_LOCATION)
execute_process(
COMMAND "${QT6_QMAKE_LOCATION}" -query QT_INSTALL_PREFIX
RESULT_VARIABLE return_code
OUTPUT_VARIABLE QT6_INSTALL_PREFIX
OUTPUT_STRIP_TRAILING_WHITESPACE
)
file(TO_NATIVE_PATH "${QT6_INSTALL_PREFIX}/bin" QT6_INSTALL_PREFIX)
set(VSUSER_FILE "${CMAKE_CURRENT_BINARY_DIR}/qtk_gui.vcxproj.user")
file(WRITE ${VSUSER_FILE} "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n")
file(APPEND ${VSUSER_FILE} "<Project xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n")
file(APPEND ${VSUSER_FILE} " <PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} " <LocalDebuggerEnvironment>Path=$(SolutionDir)\\lib\\$(Configuration);${QT6_INSTALL_PREFIX};$(Path)\n")
file(APPEND ${VSUSER_FILE} "$(LocalDebuggerEnvironment)</LocalDebuggerEnvironment>\n")
file(APPEND ${VSUSER_FILE} " <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>\n")
file(APPEND ${VSUSER_FILE} " </PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} "</Project>\n")
endif()
endif()
add_subdirectory(app)
endif()
write_basic_package_version_file(
@@ -103,15 +59,19 @@ configure_package_config_file(
)
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/LICENSE")
set(CPACK_RESOURCE_FILE_README "${CMAKE_SOURCE_DIR}/README.md")
set(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
set(CPACK_PACKAGE_VERSION_MINOR "${PROJECT_VERSION_MINOR}")
set(CPACK_PACKAGE_VENDOR "Shaun Reed")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Qt OpenGL 3D graphics library.")
set(CPACK_PACKAGE_HOMEPAGE_URL "https://github.com/shaunrd0/qtk")
if (QTK_GUI)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Qt OpenGL 3D graphics renderer.")
else()
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Qt OpenGL 3D graphics library.")
endif()
set(CPACK_PACKAGE_HOMEPAGE_URL "https://git.shaunreed.com/shaunrd0/qtk")
set(CPACK_SOURCE_IGNORE_FILES build*;install;\.git;\.github;\.idea)
set(CPACK_PACKAGE_DIRECTORY packages/)
set(CPACK_PACKAGE_CONTACT "shaunreed.com")
#set(CPACK_PACKAGE_ICON "${CMAKE_SOURCE_DIR}/resources/icon.png")
set(CPACK_THREADS 0)
set(CPACK_PACKAGE_INSTALL_DIRECTORY "Qtk")
@@ -122,32 +82,71 @@ if (QTK_SUBMODULES)
list(REMOVE_ITEM CPACK_COMPONENTS_ALL Unspecified)
endif()
# Windows
set(CPACK_NSIS_MODIFY_PATH ON)
set(CPACK_NSIS_ENABLE_UNINSTALL_BEFORE_INSTALL ON)
# https://nsis.sourceforge.io/Reference/CreateShortCut
set(
CPACK_NSIS_CREATE_ICONS_EXTRA
"CreateShortCut '$SMPROGRAMS\\\\$STARTMENU_FOLDER\\\\Qtk.lnk' '$INSTDIR\\\\bin\\\\qtk_gui.exe'"
)
set(
CPACK_NSIS_DELETE_ICONS_EXTRA
"Delete '$SMPROGRAMS\\\\$START_MENU\\\\Qtk.lnk'"
)
# TODO: Icons for NSIS installer.
#set(CPACK_NSIS_MUI_ICON "${CMAKE_SOURCE_DIR}/resources/icon.png")
#set(CPACK_NSIS_MUI_UNIICON "${CMAKE_SOURCE_DIR}/resources/icon.png")
if(WIN32)
# Windows
# Set icon for the splash image used in Windows NSIS installers.
# TODO: Fix NSIS cmake error
# File: "D:/a/qtk/qtk/resources/icons/win/kilroy_splash.bmp" -> no files found.
#set(CPACK_PACKAGE_ICON "${QTK_RESOURCES}/icons/win/kilroy_splash.bmp")
set(CPACK_NSIS_MODIFY_PATH ON)
set(CPACK_NSIS_ENABLE_UNINSTALL_BEFORE_INSTALL ON)
# https://nsis.sourceforge.io/Reference/CreateShortCut
# TODO: Use 4th parameter to pass icon.
set(
CPACK_NSIS_CREATE_ICONS_EXTRA
"CreateShortCut '$SMPROGRAMS\\\\$STARTMENU_FOLDER\\\\Qtk.lnk' '$INSTDIR\\\\bin\\\\qtk_gui.exe'\n\
CreateShortCut '$DESKTOP\\\\Qtk.lnk' '$INSTDIR\\\\bin\\\\qtk_gui.exe'"
)
set(
CPACK_NSIS_DELETE_ICONS_EXTRA
"Delete '$SMPROGRAMS\\\\$START_MENU\\\\Qtk.lnk'\n\
Delete '$DESKTOP\\\\Qtk.lnk'"
)
# Debian
set(CPACK_DEBIAN_PACKAGE_HOMEPAGE ${CPACK_PACKAGE_HOMEPAGE_URL})
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS ON)
# Set icon for the installer executable.
set(CPACK_NSIS_MUI_ICON "${QTK_RESOURCES}/icons/win/kilroy.ico")
# Set icon for uninstaller executable to be the same as the installer.
set(CPACK_NSIS_MUI_UNIICON "${CPACK_NSIS_MUI_ICON}")
elseif(APPLE)
# OSX
# Set icon for the splash image used in OSX DMG installers.
set(CPACK_PACKAGE_ICON "${QTK_RESOURCES}/icons/osx/kilroy_splash.bmp")
# OSX
set(CPACK_BUNDLE_NAME ${PROJECT_NAME})
set(CPACK_BUNDLE_PLIST $<TARGET_BUNDLE_CONTENT_DIR:qtk_gui>/Info.plist)
set(CPACK_BUNDLE_ICON ${QTK_OSX_ICONS})
# Set additional options for the OSX bundle.
set(CPACK_BUNDLE_NAME ${PROJECT_NAME})
set(CPACK_BUNDLE_PLIST $<TARGET_BUNDLE_CONTENT_DIR:qtk_gui>/Info.plist)
set(CPACK_BUNDLE_ICON "${QTK_OSX_ICONS}")
else(UNIX)
# Linux
# Install icons for qtk.
install(FILES "${QTK_RESOURCES}/icons/linux/kilroy-16.png"
DESTINATION /usr/share/icons/hicolor/16x16/apps
RENAME qtk.png)
install(FILES "${QTK_RESOURCES}/icons/linux/kilroy-32.png"
DESTINATION /usr/share/icons/hicolor/32x32/apps
RENAME qtk.png)
install(FILES "${QTK_RESOURCES}/icons/linux/kilroy-48.png"
DESTINATION /usr/share/icons/hicolor/48x48/apps
RENAME qtk.png)
install(FILES "${QTK_RESOURCES}/icons/linux/kilroy-64.png"
DESTINATION /usr/share/icons/hicolor/64x64/apps
RENAME qtk.png)
install(FILES "${QTK_RESOURCES}/icons/linux/kilroy-128.png"
DESTINATION /usr/share/icons/hicolor/128x128/apps
RENAME qtk.png)
install(FILES "${QTK_RESOURCES}/icons/linux/kilroy-256.png"
DESTINATION /usr/share/icons/hicolor/256x256/apps
RENAME qtk.png)
# Install the desktop file for qtk.
install(FILES "${QTK_RESOURCES}/qtk.desktop"
DESTINATION /usr/share/applications)
# Set additional options for the debian APT package.
set(CPACK_DEBIAN_PACKAGE_HOMEPAGE ${CPACK_PACKAGE_HOMEPAGE_URL})
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS ON)
endif()
# Platform defaults for source bundles.
if(WIN32)
set(CPACK_SOURCE_GENERATOR ZIP)
else()

View File

@@ -2,70 +2,99 @@
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
## All Content (c) 2025 Shaun Reed, all rights reserved ##
################################################################################
################################################################################
# Qtk Widget Library
################################################################################
# Create a library of widgets used to build Qtk GUI
set(
QTK_PLUGIN_LIBRARY_SOURCES
qtkwidget.cpp
debugconsole.cpp debugconsole.ui
toolbox.cpp toolbox.ui
treeview.cpp treeview.ui
qtkmainwindow.cpp qtkmainwindow.h qtkmainwindow.ui
)
set(
QTK_PLUGIN_LIBRARY_HEADERS
qtkwidget.h
debugconsole.h
toolbox.h
treeview.h
)
qt_add_library(qtk_plugin_library STATIC EXCLUDE_FROM_ALL)
target_sources(
qtk_plugin_library PRIVATE
"${QTK_PLUGIN_LIBRARY_SOURCES}"
"${QTK_PLUGIN_LIBRARY_HEADERS}"
)
target_link_libraries(qtk_plugin_library PUBLIC Qt6::UiPlugin qtk_library)
################################################################################
# Qtk Widget Plugins
################################################################################
# Create a Qt Designer plugin for a collection of widgets from our library.
qt_add_plugin(qtk_plugins SHARED)
target_sources(
qtk_plugins PRIVATE
widgetplugincollection.cpp widgetplugincollection.h
widgetplugin.cpp widgetplugin.h
)
target_link_libraries(qtk_plugins PUBLIC qtk_plugin_library)
################################################################################
# Final Qtk Application
# Qtk Application
################################################################################
set(
QTK_GUI_SOURCES
qtkscene.cpp qtkscene.h
main.cpp
)
# Build without the example scene if QTK_GUI_SCENE is unset.
if (QTK_GUI_SCENE)
set(QTK_GUI_SOURCES
qtkmainwindow.cpp qtkmainwindow.h qtkmainwindow.ui
# This scene will clone a git repository for required 3D models.
qtkscene.cpp qtkscene.h
main.cpp
)
qt6_add_big_resources(QTK_GUI_SOURCES "${QTK_RESOURCES}/resources.qrc")
else()
# The scene will use a default skybox with no models or examples.
# Models can be added by click-and-dragging an .obj into the scene.
set(QTK_GUI_SOURCES
qtkmainwindow.cpp qtkmainwindow.h qtkmainwindow.ui
main.cpp
)
qt6_add_big_resources(
QTK_GUI_SOURCES
"${QTK_RESOURCES}/minimal_resources.qrc"
)
endif()
qt_add_executable(qtk_gui ${QTK_GUI_SOURCES})
target_link_libraries(qtk_gui PRIVATE qtk_plugin_library)
set_target_properties(
qtk_gui PROPERTIES
WIN32_EXECUTABLE TRUE
if (QTK_GUI_SCENE)
target_compile_definitions(qtk_gui PRIVATE -DQTK_GUI_SCENE)
endif()
if (WIN32)
set_target_properties(qtk_gui PROPERTIES WIN32_EXECUTABLE TRUE)
elseif(APPLE)
set_target_properties(
qtk_gui PROPERTIES
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_NAME Qtk
MACOSX_BUNDLE_ICON_FILE ${QTK_OSX_ICONS}
MACOSX_BUNDLE_ICON_FILE "${QTK_OSX_ICONS}"
MACOSX_BUNDLE_GUI_IDENTIFIER ${CMAKE_PROJECT_NAME}
MACOSX_BUNDLE_INFO_STRING ${CMAKE_PROJECT_DESCRIPTION}
MACOSX_BUNDLE_COPYRIGHT "All Content (c) 2023 Shaun Reed, all rights reserved"
MACOSX_BUNDLE_COPYRIGHT ${QTK_COPYRIGHT}
MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}
)
)
endif()
# qt_generate_deploy_app_script supports Windows and OSX in QtCore >= 6.3.
# qt_generate_deploy_app_script is supported on Linux in QtCore >= 6.5.0.
if((Qt6_VERSION VERSION_GREATER_EQUAL "6.3.0" AND (WIN32 OR APPLE))
OR Qt6_VERSION VERSION_GREATER_EQUAL "6.5.0")
install(
TARGETS qtk_gui
COMPONENT qtk_gui
BUNDLE DESTINATION .
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib
RUNTIME DESTINATION bin
)
qt_generate_deploy_app_script(
TARGET qtk_gui
OUTPUT_SCRIPT QTK_DEPLOY_SCRIPT
NO_UNSUPPORTED_PLATFORM_ERROR
)
install(SCRIPT ${QTK_DEPLOY_SCRIPT} COMPONENT qtk_gui)
endif()
if(WIN32)
if(MSVC AND TARGET Qt6::qmake)
get_target_property(QT6_QMAKE_LOCATION Qt6::qmake IMPORTED_LOCATION)
execute_process(
COMMAND "${QT6_QMAKE_LOCATION}" -query QT_INSTALL_PREFIX
RESULT_VARIABLE return_code
OUTPUT_VARIABLE QT6_INSTALL_PREFIX
OUTPUT_STRIP_TRAILING_WHITESPACE
)
file(TO_NATIVE_PATH "${QT6_INSTALL_PREFIX}/bin" QT6_INSTALL_PREFIX)
set(VSUSER_FILE "${CMAKE_CURRENT_BINARY_DIR}/qtk_gui.vcxproj.user")
file(WRITE ${VSUSER_FILE} "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n")
file(APPEND ${VSUSER_FILE} "<Project xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n")
file(APPEND ${VSUSER_FILE} " <PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} " <LocalDebuggerEnvironment>Path=$(SolutionDir)\\lib\\$(Configuration);${QT6_INSTALL_PREFIX};$(Path)\n")
file(APPEND ${VSUSER_FILE} "$(LocalDebuggerEnvironment)</LocalDebuggerEnvironment>\n")
file(APPEND ${VSUSER_FILE} " <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>\n")
file(APPEND ${VSUSER_FILE} " </PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} "</Project>\n")
endif()
endif()

View File

@@ -9,20 +9,22 @@
#include <QApplication>
#include "qtkmainwindow.h"
#include "qtkscene.h"
int main(int argc, char * argv[]) {
Q_INIT_RESOURCE(resources);
int main(int argc, char * argv[])
{
initResources();
QApplication a(argc, argv);
auto window = MainWindow::getMainWindow();
// Qtk currently uses the decorator pattern to save / load scenes.
// This is a temporary solution and will be improved in the future.
auto emptyScene = new Qtk::SceneEmpty;
window->getQtkWidget()->setScene(new QtkScene(emptyScene));
// NOTE: We set the scene here and not in QtkMainWindow to detach the scene
// from the QtkWidget plugin (qtk_plugin_library build target).
// Once we can save / load scenes, this call, and QtkScene, can be removed.
window->setScene(new AppScene);
window->show();
return QApplication::exec();
}

View File

@@ -7,16 +7,14 @@
##############################################################################*/
#include "qtkmainwindow.h"
#include "qtkscene.h"
#include "ui_qtkmainwindow.h"
MainWindow * MainWindow::mainWindow_ = Q_NULLPTR;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent) {
MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent)
{
ui_ = new Ui::MainWindow;
setObjectName("MainWindow");
// For use in design mode using Qt Creator
@@ -26,19 +24,28 @@ MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent) {
// Initialize static container for all active QtkWidgets
auto qtkWidgets = findChildren<Qtk::QtkWidget *>();
for(auto & qtkWidget : qtkWidgets) {
qtkWidget->setScene(new Qtk::SceneEmpty);
for (auto & qtkWidget : qtkWidgets) {
qtkWidget->setMainWindow(this);
// NOTE: Set a temporary scene for the widget to use for initialization.
// This should be replaced by loading a scene, or creating a new (unsaved)
// scene when Qtk is opened.
qtkWidget->setScene(new EmptyScene);
views_.emplace(qtkWidget->getScene()->getSceneName(), qtkWidget);
// Add GUI 'view' toolbar option to show debug console.
ui_->menuView->addAction(qtkWidget->getActionToggleConsole());
// Refresh GUI widgets when scene or objects are updated.
connect(
qtkWidget->getScene(), &Qtk::Scene::sceneUpdated, this,
&MainWindow::refreshScene);
connect(
qtkWidget, &Qtk::QtkWidget::objectFocusChanged, ui_->qtk__ToolBox,
&Qtk::ToolBox::updateFocus);
connect(qtkWidget->getScene(),
&Qtk::Scene::sceneUpdated,
this,
&MainWindow::refreshScene);
// Update the ToolBox details panel when an item is double-clicked.
connect(qtkWidget,
&Qtk::QtkWidget::objectFocusChanged,
ui_->qtk__ToolBox,
&Qtk::ToolBox::updateFocus);
}
// TODO: Fix / use MainWindow in Qt Designer to add these dock widgets.
@@ -55,10 +62,11 @@ MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent) {
ui_->menuView->addAction(ui_->qtk__TreeView->toggleViewAction());
// Set the window icon used for Qtk.
setWindowIcon(Qtk::getIcon());
setWindowIcon(getIcon());
}
MainWindow::~MainWindow() {
MainWindow::~MainWindow()
{
delete ui_;
}
@@ -66,28 +74,41 @@ MainWindow::~MainWindow() {
* Public Methods
******************************************************************************/
MainWindow * MainWindow::getMainWindow() {
if(mainWindow_ == Q_NULLPTR) {
mainWindow_ = new MainWindow;
}
return mainWindow_;
MainWindow * MainWindow::getMainWindow()
{
static auto * window = new MainWindow;
return window;
}
Qtk::QtkWidget * MainWindow::getQtkWidget(int64_t index) {
if(views_.size() <= index) {
Qtk::QtkWidget * MainWindow::getQtkWidget(int64_t index)
{
if (views_.size() <= index) {
return Q_NULLPTR;
}
return views_.begin(index)->second;
auto it = views_.begin();
std::advance(it, index);
return it->second;
}
Qtk::QtkWidget * MainWindow::getQtkWidget(const QString & name) {
if(!views_.count(name)) {
Qtk::QtkWidget * MainWindow::getQtkWidget(const QString & name)
{
if (!views_.count(name)) {
return Q_NULLPTR;
}
return views_[name];
}
void MainWindow::refreshScene(const QString & sceneName) {
void MainWindow::refreshScene(const QString & sceneName)
{
// TODO: Select TreeView using sceneName
ui_->qtk__TreeView->updateView(getQtkWidget()->getScene());
}
void MainWindow::setScene(Qtk::Scene * scene)
{
connect(scene,
&Qtk::Scene::sceneUpdated,
MainWindow::getMainWindow(),
&MainWindow::refreshScene);
ui_->qtk__QtkWidget->setScene(scene);
}

View File

@@ -14,18 +14,81 @@
#include <QMainWindow>
#include <QPlainTextEdit>
#include "debugconsole.h"
#include "qtkwidget.h"
#include "designer-plugins/debugconsole.h"
namespace Ui {
namespace Ui
{
class MainWindow;
}
/**
* An empty scene used for initializing all QtkWidgets within the MainWindow.
* This serves as a temporary placeholder for QtkScene (for example), which is
* defined in the separate qtk_gui target. The reason for this separation is to
* support the use of QtkWidgets (the qtk_plugins target) within the Qt Designer
* application without implementations provided in the Qtk Desktop Application.
*
* For the Qtk application, this should be replaced by loading the previous
* scene or creating a new _unsaved_ scene when the application is opened.
* Currently we have essentially hard-coded QtkScene to use as examples for
* testing the application. This means that the only way to create or modify a
* scene is to write code. Any modifications made in the application, such as
* moving or resizing objects, will not persist and cannot be saved.
*
* For users of Qtk Designer Plugins, this means that installing
* the `qtk_plugins` target to Qt Designer allows use all of the designer's
* features to build an interface and position or resize a QtkWidget as needed.
* The QtkWidget also appears as widget in the IDE's toolbars and can be added
* to any new application easily, once the plugins are installed.
*
* Once the application is designed, you can define a custom scene and use the
* Qtk API or Qt OpenGL funtions directly to render to it.
*
* Any application using a QtkWidget can set a custom scene in their main
* function. See the MainWindow::MainWindow constructor as an example.
*/
class EmptyScene : public Qtk::Scene
{
void init() override
{
setSkybox(new Qtk::Skybox(":/textures/skybox/right.png",
":/textures/skybox/top.png",
":/textures/skybox/front.png",
":/textures/skybox/left.png",
":/textures/skybox/bottom.png",
":/textures/skybox/back.png",
"Skybox"));
setSceneName("Empty Scene");
}
};
/*
* Conditionally include the QtkScene header if the example is enabled.
* Set AppScene type to use in main() for creating the scene.
* Define helper function to initialize Qt resources for the application.
* These resources are different based on if the example is enabled.
*/
#ifdef QTK_GUI_SCENE
#include "qtkscene.h"
using AppScene = QtkScene;
inline void initResources()
{
Q_INIT_RESOURCE(resources);
}
#else
using AppScene = EmptyScene;
inline void initResources()
{
Q_INIT_RESOURCE(minimal_resources);
}
#endif
/**
* MainWindow class to provide an example of using a QtkWidget within a Qt
* window application.
*/
class MainWindow : public QMainWindow {
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
@@ -64,6 +127,16 @@ class MainWindow : public QMainWindow {
*/
Qtk::QtkWidget * getQtkWidget(const QString & name);
/**
* @param scene The new scene to view.
*/
void setScene(Qtk::Scene * scene);
/**
* @return Default icon to use for Qtk desktop application.
*/
static QIcon getIcon() { return QIcon(":/icons/icon.png"); }
public slots:
/**
* Trigger a refresh for widgets related to a scene that has been updated.
@@ -80,7 +153,6 @@ class MainWindow : public QMainWindow {
MainWindow(const MainWindow &) {};
Ui::MainWindow * ui_ {};
static MainWindow * mainWindow_;
/**
* Maps a scene name to the QtkWidget viewing it.

View File

@@ -21,7 +21,7 @@
</property>
<property name="windowIcon">
<iconset>
<normaloff>../resources/icon.png</normaloff>../resources/icon.png</iconset>
<normaloff>../resources/icons/icon.png</normaloff>../resources/icons/icon.png</iconset>
</property>
<property name="unifiedTitleAndToolBarOnMac">
<bool>true</bool>
@@ -310,19 +310,19 @@
<customwidget>
<class>Qtk::QtkWidget</class>
<extends>QOpenGLWidget</extends>
<header>qtkwidget.h</header>
<header>designer-plugins/qtkwidget.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>Qtk::TreeView</class>
<extends>QDockWidget</extends>
<header>treeview.h</header>
<header>designer-plugins/treeview.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>Qtk::ToolBox</class>
<extends>QDockWidget</extends>
<header>toolbox.h</header>
<header>designer-plugins/toolbox.h</header>
<container>1</container>
</customwidget>
</customwidgets>

View File

@@ -6,6 +6,10 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QCoreApplication>
#include <QDir>
#include <QProcess>
#include "qtkscene.h"
using namespace Qtk;
@@ -14,13 +18,15 @@ using namespace Qtk;
* Constructors, Destructors
******************************************************************************/
QtkScene::QtkScene(Qtk::Scene * scene) : Qtk::SceneInterface(scene) {
QtkScene::QtkScene()
{
setSceneName("Qtk Scene");
getCamera().getTransform().setTranslation(0.0f, 0.0f, 20.0f);
getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
QtkScene::~QtkScene() {
QtkScene::~QtkScene()
{
delete mTestPhong;
delete mTestSpecular;
delete mTestDiffuse;
@@ -31,9 +37,40 @@ QtkScene::~QtkScene() {
* Public Member Functions
******************************************************************************/
void QtkScene::init() {
void QtkScene::init()
{
// Clone qtk-resources if it doesn't already exist.
QDir repoDir("resources/");
if (!repoDir.exists()) {
qDebug() << "Cloning qtk-resources repository to " << repoDir.absolutePath()
<< "...";
// Run git clone
QProcess gitProcess;
gitProcess.setWorkingDirectory(QCoreApplication::applicationDirPath());
gitProcess.start("git",
{"clone",
"https://git.shaunreed.com/shaunrd0/qtk-resources.git",
repoDir.absolutePath()});
// Wait indefinitely for the process to complete
gitProcess.waitForFinished(-1);
// Check the result
if (gitProcess.exitCode() == 0) {
qDebug() << "Repository cloned successfully.";
} else {
qDebug() << "Git clone failed:" << gitProcess.readAllStandardError();
}
}
// Add a skybox to the scene using default cube map images and settings.
setSkybox(new Qtk::Skybox("Skybox"));
setSkybox(new Qtk::Skybox(":/textures/skybox/right.png",
":/textures/skybox/top.png",
":/textures/skybox/front.png",
":/textures/skybox/left.png",
":/textures/skybox/bottom.png",
":/textures/skybox/back.png",
"Skybox"));
/* Create a red cube with a mini master chief on top. */
auto myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
@@ -41,8 +78,7 @@ void QtkScene::init() {
myCube->getTransform().setTranslation(5.0f, 0.0f, 0.0f);
addObject(myCube);
auto mySpartan =
new Model("My spartan", ":/models/models/spartan/spartan.obj");
auto mySpartan = new Model("My spartan", QTK_SPARTAN);
mySpartan->getTransform().setTranslation(5.0f, 0.5f, 0.0f);
mySpartan->getTransform().setScale(0.5f);
addObject(mySpartan);
@@ -79,31 +115,27 @@ void QtkScene::init() {
//
// 3D Model loading
auto model = addObject(
new Qtk::Model("backpack", ":/models/models/backpack/backpack.obj"));
auto model = addObject(new Qtk::Model("backpack", QTK_BACKPACK));
// Sometimes model textures need flipped in certain directions
model->flipTexture("diffuse.jpg", false, true);
model->getTransform().setTranslation(0.0f, 0.0f, -10.0f);
model = addObject(new Qtk::Model("bird", ":/models/models/bird/bird.obj"));
model = addObject(new Qtk::Model("bird", QTK_BIRD));
model->getTransform().setTranslation(2.0f, 2.0f, -10.0f);
// Sometimes the models are very large
model->getTransform().scale(0.0025f);
model->getTransform().rotate(-110.0f, 0.0f, 1.0f, 0.0f);
model = addObject(
new Qtk::Model("alien", ":/models/models/alien-hominid/alien.obj"));
model = addObject(new Qtk::Model("alien", QTK_ALIEN));
model->getTransform().setTranslation(2.0f, -1.0f, -5.0f);
model->getTransform().scale(0.15f);
model = addObject(
new Qtk::Model("My scythe", ":/models/models/scythe/scythe.obj"));
model = addObject(new Qtk::Model("My scythe", QTK_SCYTHE));
model->getTransform().setTranslation(-6.0f, 0.0f, -10.0f);
model->getTransform().rotate(-90.0f, 1.0f, 0.0f, 0.0f);
model->getTransform().rotate(90.0f, 0.0f, 1.0f, 0.0f);
model = addObject(
new Qtk::Model("masterChief", ":/models/models/spartan/spartan.obj"));
model = addObject(new Qtk::Model("masterChief", QTK_SPARTAN));
model->getTransform().setTranslation(-1.5f, 0.5f, -2.0f);
@@ -111,13 +143,13 @@ void QtkScene::init() {
// Simple cube lighting examples.
/* Phong lighting example on a basic cube. */
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
mTestPhong = addObject(new Qtk::MeshRenderer("phongCube", Qtk::Cube()));
mTestPhong->getTransform().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(
":/shaders/solid-phong.vert", ":/shaders/solid-phong.frag");
mTestPhong->setShaders(":/shaders/solid-phong.vert",
":/shaders/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,
@@ -143,16 +175,16 @@ void QtkScene::init() {
/* Example of a cube with no lighting applied */
mesh = addObject(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, -2.0f);
mesh->setShaders(
":/shaders/solid-perspective.vert", ":/shaders/solid-perspective.frag");
mesh->setShaders(":/shaders/solid-perspective.vert",
":/shaders/solid-perspective.frag");
mesh->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 = addObject(new Qtk::MeshRenderer("ambientCube", Cube()));
mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(
":/shaders/solid-ambient.vert", ":/shaders/solid-ambient.frag");
mTestAmbient->setShaders(":/shaders/solid-ambient.vert",
":/shaders/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));
@@ -161,10 +193,10 @@ void QtkScene::init() {
// No light source needed for this lighting technique
/* Initialize Diffuse example cube */
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse = addObject(new Qtk::MeshRenderer("diffuseCube", Cube()));
mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(
":/shaders/solid-diffuse.vert", ":/shaders/solid-diffuse.frag");
mTestDiffuse->setShaders(":/shaders/solid-diffuse.vert",
":/shaders/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);
@@ -177,10 +209,10 @@ void QtkScene::init() {
mesh->getTransform().scale(0.25f);
/* Initialize Specular example cube */
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular = addObject(new Qtk::MeshRenderer("specularCube", Cube()));
mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(
":/shaders/solid-specular.vert", ":/shaders/solid-specular.frag");
mTestSpecular->setShaders(":/shaders/solid-specular.vert",
":/shaders/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);
@@ -228,9 +260,10 @@ void QtkScene::init() {
// Building more complex objects for showing examples of lighting techniques
/* Test alien Model with phong lighting and specular mapping. */
model = addObject(new Qtk::Model(
"alienTest", ":/models/models/alien-hominid/alien.obj",
":/shaders/model-specular.vert", ":/shaders/model-specular.frag"));
model = addObject(new Qtk::Model("alienTest",
QTK_ALIEN,
":/shaders/model-phong.vert",
":/shaders/model-phong.frag"));
model->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
model->getTransform().scale(0.15f);
model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
@@ -238,7 +271,7 @@ void QtkScene::init() {
model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.ambientStrength", 0.8f);
model->setUniform("uMaterial.diffuseStrength", 0.8f);
model->setUniform("uMaterial.specularStrength", 1.0f);
model->setUniform("uMaterial.specularStrength", 0.5f);
model->setUniform("uMaterial.shine", 32.0f);
model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
@@ -246,17 +279,18 @@ void QtkScene::init() {
model->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
// Light source for alienTest object.
mesh = addObject(new Qtk::MeshRenderer(
"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mesh = addObject(new Qtk::MeshRenderer("alienTestLight",
Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(4.0f, 1.5f, 10.0f);
mesh->getTransform().scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mesh->setColor(GREEN);
/* Test spartan Model with phong lighting, specular and normal mapping. */
model = addObject(new Qtk::Model(
"spartanTest", ":/models/models/spartan/spartan.obj",
":/shaders/model-normals.vert", ":/shaders/model-normals.frag"));
model = addObject(new Qtk::Model("spartanTest",
QTK_SPARTAN,
":/shaders/model-phong.vert",
":/shaders/model-phong.frag"));
model->getTransform().setTranslation(0.0f, -1.0f, 10.0f);
model->getTransform().scale(2.0f);
model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
@@ -290,8 +324,8 @@ void QtkScene::init() {
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
mesh = addObject(new Qtk::MeshRenderer(
"rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mesh = addObject(new Qtk::MeshRenderer("rgbNormalsCubeElementsTest",
Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, 2.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
@@ -321,8 +355,8 @@ void QtkScene::init() {
mesh->reallocateTexCoords(mesh->getTexCoords());
// Test drawing a cube with texture coordinates using glDrawElements
mesh = addObject(new Qtk::MeshRenderer(
"uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mesh = addObject(new Qtk::MeshRenderer("uvCubeElementsTest",
Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(-1.7f, 0.0f, -2.0f);
mesh->setTexture(":/textures/crate.png");
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
@@ -339,8 +373,8 @@ void QtkScene::init() {
addObject(new Qtk::MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-3.0f, 1.0f, -2.0f);
mesh->getTransform().setRotation(45.0f, 0.0f, 1.0f, 0.0f);
mesh->setShaders(
":/shaders/texture-cubemap.vert", ":/shaders/texture-cubemap.frag");
mesh->setShaders(":/shaders/texture-cubemap.vert",
":/shaders/texture-cubemap.frag");
mesh->setCubeMap(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
@@ -354,15 +388,15 @@ void QtkScene::init() {
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
mesh = addObject(new Qtk::MeshRenderer(
"rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
mesh = addObject(new Qtk::MeshRenderer("rgbTriangleArraysTest",
Triangle(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(7.0f, 0.0f, 2.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
mesh = addObject(new Qtk::MeshRenderer(
"rgbTriangleElementsTest", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mesh = addObject(new Qtk::MeshRenderer("rgbTriangleElementsTest",
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(7.0f, 0.0f, 4.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
@@ -378,8 +412,8 @@ void QtkScene::init() {
mesh->reallocateTexCoords(mesh->getTexCoords());
// Test drawing triangle with glDrawElements with texture coordinates
mesh = addObject(new Qtk::MeshRenderer(
"testTriangleElementsUV", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mesh = addObject(new Qtk::MeshRenderer("testTriangleElementsUV",
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(-2.5f, 0.0f, -1.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->setTexture(":/textures/crate.png");
@@ -387,26 +421,25 @@ void QtkScene::init() {
mesh->reallocateTexCoords(mesh->getTexCoords());
}
void QtkScene::draw() {
void QtkScene::draw()
{
// WARNING: We must call the base class draw() function first.
// + This will handle rendering core scene components like the Skybox.
Scene::draw();
const QVector3D cameraPosition = getCamera().getTransform().getTranslation();
mTestPhong->bindShaders();
mTestPhong->setUniform(
"uModelInverseTransposed",
mTestPhong->getTransform().toMatrix().normalMatrix());
mTestPhong->setUniform("uModelInverseTransposed",
mTestPhong->getTransform().toMatrix().normalMatrix());
mTestPhong->setUniform(
"uLightPosition",
MeshRenderer::getInstance("phongLight")->getTransform().getTranslation());
mTestPhong->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestPhong->setUniform("uCameraPosition", cameraPosition);
mTestPhong->releaseShaders();
mTestPhong->draw();
mTestAmbient->bindShaders();
mTestAmbient->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestAmbient->setUniform("uCameraPosition", cameraPosition);
mTestAmbient->releaseShaders();
mTestAmbient->draw();
@@ -414,12 +447,11 @@ void QtkScene::draw() {
mTestDiffuse->setUniform(
"uModelInverseTransposed",
mTestDiffuse->getTransform().toMatrix().normalMatrix());
mTestDiffuse->setUniform(
"uLightPosition", MeshRenderer::getInstance("diffuseLight")
->getTransform()
.getTranslation());
mTestDiffuse->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestDiffuse->setUniform("uLightPosition",
MeshRenderer::getInstance("diffuseLight")
->getTransform()
.getTranslation());
mTestDiffuse->setUniform("uCameraPosition", cameraPosition);
mTestDiffuse->releaseShaders();
mTestDiffuse->draw();
@@ -427,70 +459,86 @@ void QtkScene::draw() {
mTestSpecular->setUniform(
"uModelInverseTransposed",
mTestSpecular->getTransform().toMatrix().normalMatrix());
mTestSpecular->setUniform(
"uLightPosition", MeshRenderer::getInstance("specularLight")
->getTransform()
.getTranslation());
mTestSpecular->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestSpecular->setUniform("uLightPosition",
MeshRenderer::getInstance("specularLight")
->getTransform()
.getTranslation());
mTestSpecular->setUniform("uCameraPosition", cameraPosition);
mTestSpecular->releaseShaders();
mTestSpecular->draw();
}
void QtkScene::update() {
auto mySpartan = Model::getInstance("My spartan");
mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
void QtkScene::update()
{
auto getModel = Model::getInstance;
const QVector3D cameraPosition = getCamera().getTransform().getTranslation();
auto myCube = MeshRenderer::getInstance("My cube");
myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
// Models may have failed to load, so we should check before accessing.
if (auto mySpartan = getModel("My spartan"); mySpartan) {
mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
}
auto position = MeshRenderer::getInstance("alienTestLight")
->getTransform()
.getTranslation();
auto alien = Model::getInstance("alienTest");
alien->setUniform("uLight.position", position);
alien->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
auto posMatrix = alien->getTransform().toMatrix();
alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
alien->setUniform("uMVP.model", posMatrix);
alien->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
alien->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
alien->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
if (auto myCube = getModel("My cube"); myCube) {
myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
}
position = MeshRenderer::getInstance("spartanTestLight")
->getTransform()
.getTranslation();
auto spartan = Model::getInstance("spartanTest");
spartan->setUniform("uLight.position", position);
spartan->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
posMatrix = spartan->getTransform().toMatrix();
spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
spartan->setUniform("uMVP.model", posMatrix);
spartan->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
spartan->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
spartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
// Helper lambda to set the light position used by GLSL shaders on the model.
// TODO: This could be a helper function on the Model class.
auto setLightPosition = [](const std::string & lightName, Model * model) {
if (auto light = Model::getInstance(lightName.c_str()); light) {
QVector3D position = light->getTransform().getTranslation();
model->setUniform("uLight.position", position);
} else {
qDebug() << "[QtkScene] Failed to set light position: "
<< lightName.c_str();
}
};
auto phong = MeshRenderer::getInstance("testPhong");
phong->getTransform().rotate(0.75f, 1.0f, 0.5f, 0.0f);
phong->bindShaders();
position =
MeshRenderer::getInstance("testLight")->getTransform().getTranslation();
phong->setUniform("uLight.position", position);
phong->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
posMatrix = phong->getTransform().toMatrix();
phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
phong->setUniform("uMVP.model", posMatrix);
phong->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
phong->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
phong->releaseShaders();
QMatrix4x4 posMatrix;
if (auto alien = getModel("alienTest"); alien) {
setLightPosition("alienTestLight", alien);
alien->setUniform("uCameraPosition", cameraPosition);
posMatrix = alien->getTransform().toMatrix();
alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
alien->setUniform("uMVP.model", posMatrix);
alien->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
alien->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
alien->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
}
if (auto spartan = getModel("spartanTest"); spartan) {
setLightPosition("spartanTestLight", spartan);
spartan->setUniform("uCameraPosition", cameraPosition);
posMatrix = spartan->getTransform().toMatrix();
spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
spartan->setUniform("uMVP.model", posMatrix);
spartan->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
spartan->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
spartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
}
if (auto phong = getModel("testPhong"); phong) {
setLightPosition("testLight", phong);
phong->getTransform().rotate(0.75f, 1.0f, 0.5f, 0.0f);
phong->bindShaders();
phong->setUniform("uCameraPosition", cameraPosition);
posMatrix = phong->getTransform().toMatrix();
phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
phong->setUniform("uMVP.model", posMatrix);
phong->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
phong->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
phong->releaseShaders();
}
// MeshRenderers are lower level opengl objects baked into the source code.
auto getMesh = MeshRenderer::getInstance;
// Rotate lighting example cubes
mTestPhong->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
MeshRenderer::getInstance("noLight")->getTransform().rotate(
0.75f, 0.5f, 0.3f, 0.2f);
getMesh("noLight")->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
mTestAmbient->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
mTestDiffuse->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
mTestSpecular->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
@@ -498,46 +546,27 @@ void QtkScene::update() {
// Examples of various translations and rotations
// Rotate in multiple directions simultaneously
MeshRenderer::getInstance("rgbNormalsCube")
->getTransform()
.rotate(0.75f, 0.2f, 0.4f, 0.6f);
getMesh("rgbNormalsCube")->getTransform().rotate(0.75f, 0.2f, 0.4f, 0.6f);
// Pitch forward and roll sideways
MeshRenderer::getInstance("leftTriangle")
->getTransform()
.rotate(0.75f, 1.0f, 0.0f, 0.0f);
MeshRenderer::getInstance("rightTriangle")
->getTransform()
.rotate(0.75f, 0.0f, 0.0f, 1.0f);
getMesh("leftTriangle")->getTransform().rotate(0.75f, 1.0f, 0.0f, 0.0f);
getMesh("rightTriangle")->getTransform().rotate(0.75f, 0.0f, 0.0f, 1.0f);
// Move between two positions over time
static float translateX = 0.025f;
float limit = -9.0f; // Origin position.x - 2.0f
float posX = MeshRenderer::getInstance("topTriangle")
->getTransform()
.getTranslation()
.x();
if(posX < limit || posX > limit + 4.0f) {
float posX = getMesh("topTriangle")->getTransform().getTranslation().x();
if (posX < limit || posX > limit + 4.0f) {
translateX = -translateX;
}
MeshRenderer::getInstance("topTriangle")
->getTransform()
.translate(translateX, 0.0f, 0.0f);
MeshRenderer::getInstance("bottomTriangle")
->getTransform()
.translate(-translateX, 0.0f, 0.0f);
getMesh("topTriangle")->getTransform().translate(translateX, 0.0f, 0.0f);
getMesh("bottomTriangle")->getTransform().translate(-translateX, 0.0f, 0.0f);
// And lets rotate the triangles in two directions at once
MeshRenderer::getInstance("topTriangle")
->getTransform()
.rotate(0.75f, 0.2f, 0.0f, 0.4f);
MeshRenderer::getInstance("bottomTriangle")
->getTransform()
.rotate(0.75f, 0.0f, 0.2f, 0.4f);
getMesh("topTriangle")->getTransform().rotate(0.75f, 0.2f, 0.0f, 0.4f);
getMesh("bottomTriangle")->getTransform().rotate(0.75f, 0.0f, 0.2f, 0.4f);
// And make the bottom triangle green, instead of RGB
// Rotate center cube in several directions simultaneously
// + Not subject to gimbal lock since we are using quaternions :)
MeshRenderer::getInstance("centerCube")
->getTransform()
.rotate(0.75f, 0.2f, 0.4f, 0.6f);
getMesh("centerCube")->getTransform().rotate(0.75f, 0.2f, 0.4f, 0.6f);
}

View File

@@ -11,6 +11,12 @@
#include <qtk/scene.h>
#define QTK_SPARTAN "resources/models/spartan/spartan.obj"
#define QTK_BACKPACK "resources/models/backpack/backpack.obj"
#define QTK_BIRD "resources/models/bird/bird.obj"
#define QTK_ALIEN "resources/models/alien-hominid/alien.obj"
#define QTK_SCYTHE "resources/models/scythe/scythe.obj"
/**
* Example scene using QtkWidget to render 3D models and simple geometry within
* QtOpenGLWidgets. This scene also shows some examples of using GLSL shaders to
@@ -29,13 +35,14 @@
*
* To create your own Scene from scratch see Qtk::Scene.
*/
class QtkScene : public Qtk::SceneInterface {
class QtkScene : public Qtk::Scene
{
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
QtkScene(Qtk::Scene * scene);
QtkScene();
~QtkScene();

View File

@@ -0,0 +1,56 @@
################################################################################
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2025 Shaun Reed, all rights reserved ##
################################################################################
################################################################################
# Qtk Widget Library
################################################################################
# Create a library of widgets used to build Qtk GUI
set(
QTK_PLUGIN_LIBRARY_SOURCES
qtkwidget.cpp
debugconsole.cpp debugconsole.ui
toolbox.cpp toolbox.ui
treeview.cpp treeview.ui
)
set(
QTK_PLUGIN_LIBRARY_HEADERS
qtkwidget.h
debugconsole.h
toolbox.h
treeview.h
)
qt_add_library(qtk_plugin_library STATIC EXCLUDE_FROM_ALL)
target_sources(
qtk_plugin_library PRIVATE
"${QTK_PLUGIN_LIBRARY_SOURCES}"
"${QTK_PLUGIN_LIBRARY_HEADERS}"
)
target_link_libraries(qtk_plugin_library PUBLIC Qt6::UiPlugin qtk)
################################################################################
# Qtk Widget Plugins
################################################################################
# Create a Qt Designer plugin for a collection of widgets from our library.
qt_add_plugin(qtk_plugins SHARED)
target_sources(
qtk_plugins PRIVATE
widgetplugincollection.cpp widgetplugincollection.h
widgetplugin.cpp widgetplugin.h
)
target_link_libraries(qtk_plugins PUBLIC qtk_plugin_library)
# Install the Qt Designer plugins only if QTK_PLUGINS is set.
# Otherwise, we just use them for building the Qtk desktop application.
if(QTK_PLUGINS)
install(
TARGETS qtk_plugins qtk qtk_plugin_library
COMPONENT qtk_plugins
LIBRARY DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
ARCHIVE DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
RUNTIME DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
)
endif()

View File

@@ -15,10 +15,14 @@
using namespace Qtk;
DebugConsole::DebugConsole(QWidget * owner, const QString & key) :
DebugConsole(owner, key, key + "Debugger") {}
DebugConsole(owner, key, key + "Debugger")
{
}
DebugConsole::DebugConsole(
QWidget * owner, const QString & key, const QString & name) {
DebugConsole::DebugConsole(QWidget * owner,
const QString & key,
const QString & name)
{
ui_ = new Ui::DebugConsole;
ui_->setupUi(this);
setObjectName(name);
@@ -27,7 +31,7 @@ DebugConsole::DebugConsole(
setWindowTitle(name + " Debug Console");
auto qtkWidget = dynamic_cast<QtkWidget *>(owner);
if(qtkWidget) {
if (qtkWidget) {
connect(qtkWidget, &QtkWidget::sendLog, this, &DebugConsole::sendLog);
}
}

View File

@@ -14,14 +14,17 @@
#include <QPlainTextEdit>
#include <QVBoxLayout>
#include "qtkwidget.h"
#include "designer-plugins/qtkwidget.h"
namespace Ui {
namespace Ui
{
class DebugConsole;
}
namespace Qtk {
class DebugConsole : public QDockWidget {
namespace Qtk
{
class DebugConsole : public QDockWidget
{
Q_OBJECT;
public:
@@ -61,7 +64,8 @@ namespace Qtk {
* @param context The DebugContext to use for the message.
* Default value is Status.
*/
inline void sendLog(QString message, DebugContext context = Status) {
inline void sendLog(QString message, DebugContext context = Status)
{
mConsole->setTextColor(logColor(context));
mConsole->append(logPrefix(message, context));
}
@@ -72,7 +76,8 @@ namespace Qtk {
*
* @param name Base name for the DebugConsole window.
*/
inline void setTitle(QString name) {
inline void setTitle(const QString & name)
{
setWindowTitle(name + " Debug Console");
}
@@ -81,8 +86,9 @@ namespace Qtk {
* @param context Log context severity level.
* @return QColor corresponding with the message context.
*/
[[nodiscard]] QColor logColor(const DebugContext & context) const {
switch(context) {
[[nodiscard]] QColor logColor(const DebugContext & context) const
{
switch (context) {
case Status:
return Qt::GlobalColor::darkGray;
case Debug:
@@ -105,10 +111,11 @@ namespace Qtk {
* @param context The log context severity level.
* @return The log message prefixed with the DebugContext level.
*/
[[nodiscard]] QString logPrefix(
QString & message, const DebugContext & context) {
[[nodiscard]] QString logPrefix(QString & message,
const DebugContext & context)
{
QString prefix;
switch(context) {
switch (context) {
case Status:
prefix = "[Status]: ";
break;

View File

@@ -7,24 +7,21 @@
##############################################################################*/
#include <QKeyEvent>
#include <QMainWindow>
#include <QMimeData>
#include <QVBoxLayout>
#include <qtk/input.h>
#include <qtk/scene.h>
#include <qtk/shape.h>
#include <QVBoxLayout>
#include <qtk/input.h>
#include <qtk/scene.h>
#include <qtk/shape.h>
#include "qtk/input.h"
#include "qtk/scene.h"
#include "qtk/shape.h"
#include "debugconsole.h"
#include "qtkmainwindow.h"
#include "qtkwidget.h"
using namespace Qtk;
/// Static manager for all QtkWidget instances.
QtkWidgetManager QtkWidget::mWidgetManager;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
@@ -32,14 +29,19 @@ using namespace Qtk;
QtkWidget::QtkWidget(QWidget * parent) : QtkWidget(parent, "QtkWidget") {}
QtkWidget::QtkWidget(QWidget * parent, const QString & name) :
QtkWidget(parent, name, Q_NULLPTR) {}
QtkWidget(parent, name, Q_NULLPTR)
{
}
QtkWidget::QtkWidget(QWidget * parent, const QString & name, Scene * scene) :
QOpenGLWidget(parent), mDebugLogger(Q_NULLPTR),
mConsole(new DebugConsole(this, name)), mScene(Q_NULLPTR) {
mConsole(new DebugConsole(this, name)), mScene(Q_NULLPTR)
{
setObjectName(name);
mWidgetManager.add_widget(this);
setAcceptDrops(true);
setScene(scene);
setObjectName(name);
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
@@ -54,7 +56,8 @@ QtkWidget::QtkWidget(QWidget * parent, const QString & name, Scene * scene) :
setFocusPolicy(Qt::ClickFocus);
}
QtkWidget::~QtkWidget() {
QtkWidget::~QtkWidget()
{
makeCurrent();
teardownGL();
}
@@ -63,7 +66,8 @@ QtkWidget::~QtkWidget() {
* Public Methods
******************************************************************************/
QAction * QtkWidget::getActionToggleConsole() {
QAction * QtkWidget::getActionToggleConsole()
{
auto action = new QAction(mScene->getSceneName() + " debug console");
action->setCheckable(true);
action->setChecked(mConsoleActive);
@@ -72,20 +76,40 @@ QAction * QtkWidget::getActionToggleConsole() {
return action;
}
void QtkWidget::initializeGL() {
void QtkWidget::initializeGL()
{
initializeOpenGLFunctions();
// Connect the frameSwapped signal to call the update() function
connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
toggleConsole();
// Add the debug console widget to the window and set its hidden state.
if (mMainWindow != nullptr) {
mMainWindow->addDockWidget(Qt::DockWidgetArea::BottomDockWidgetArea,
mConsole);
}
mConsole->setHidden(!mConsoleActive);
// Initialize OpenGL debug context
mDebugLogger = new QOpenGLDebugLogger(this);
if(mDebugLogger->initialize()) {
if (mDebugLogger->initialize()) {
qDebug() << "GL_DEBUG Debug Logger" << mDebugLogger << "\n";
connect(
mDebugLogger, SIGNAL(messageLogged(QOpenGLDebugMessage)), this,
SLOT(messageLogged(QOpenGLDebugMessage)));
connect(mDebugLogger,
SIGNAL(messageLogged(QOpenGLDebugMessage)),
this,
SLOT(messageLogged(QOpenGLDebugMessage)));
mDebugLogger->startLogging();
mConsole->sendLog(
"Object files such as .obj can be dragged into the scene to load new "
"models.",
DebugContext::Warn);
mConsole->sendLog("Click and hold LMB or RMB to move the camera with WASD.",
DebugContext::Warn);
mConsole->sendLog(
"Click an object name in the side panel to view or modify properties.",
DebugContext::Warn);
mConsole->sendLog(
"Double click an object name to move the camera to it's position.",
DebugContext::Warn);
}
printContextInformation();
@@ -101,63 +125,58 @@ void QtkWidget::initializeGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void QtkWidget::resizeGL(int width, int height) {
void QtkWidget::resizeGL(int width, int height)
{
Scene::getProjectionMatrix().setToIdentity();
Scene::getProjectionMatrix().perspective(
45.0f, float(width) / float(height), 0.1f, 1000.0f);
}
void QtkWidget::paintGL() {
void QtkWidget::paintGL()
{
// Clear buffers and draw the scene if it is valid.
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
if(mScene != Q_NULLPTR) {
if (mScene != Q_NULLPTR) {
mScene->draw();
}
}
void QtkWidget::setScene(Scene * scene) {
if(mScene != Q_NULLPTR) {
delete mScene;
connect(
scene, &Scene::sceneUpdated, MainWindow::getMainWindow(),
&MainWindow::refreshScene);
}
void QtkWidget::setScene(Scene * scene)
{
delete mScene;
mScene = scene;
if(mScene != Q_NULLPTR) {
if (mScene != Q_NULLPTR) {
mConsole->setTitle(mScene->getSceneName());
} else {
mConsole->setTitle("Null Scene");
}
}
void QtkWidget::toggleConsole() {
if(mConsoleActive) {
mConsole->setHidden(true);
mConsoleActive = false;
} else {
MainWindow::getMainWindow()->addDockWidget(
Qt::DockWidgetArea::BottomDockWidgetArea, mConsole);
mConsole->setHidden(false);
mConsoleActive = true;
}
void QtkWidget::toggleConsole()
{
mConsole->setHidden(mConsoleActive);
mConsoleActive = !mConsoleActive;
}
/*******************************************************************************
* Protected Methods
******************************************************************************/
void QtkWidget::dragEnterEvent(QDragEnterEvent * event) {
if(event->mimeData()->hasFormat("text/plain")) {
void QtkWidget::dragEnterEvent(QDragEnterEvent * event)
{
if (event->mimeData()->hasFormat("text/plain")) {
event->acceptProposedAction();
}
}
void QtkWidget::dropEvent(QDropEvent * event) {
void QtkWidget::dropEvent(QDropEvent * event)
{
mConsole->sendLog(event->mimeData()->text());
auto urls = event->mimeData()->urls();
if(!urls.isEmpty()) {
if(urls.size() > 1) {
if (!urls.isEmpty()) {
if (urls.size() > 1) {
qDebug() << "Cannot accept drop of multiple files.";
event->ignore();
return;
@@ -165,7 +184,7 @@ void QtkWidget::dropEvent(QDropEvent * event) {
// TODO: Support other object types.
auto url = urls.front();
if(url.fileName().endsWith(".obj")) {
if (url.fileName().endsWith(".obj")) {
mScene->loadModel(url);
event->acceptProposedAction();
} else {
@@ -175,8 +194,9 @@ void QtkWidget::dropEvent(QDropEvent * event) {
}
}
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
void QtkWidget::keyPressEvent(QKeyEvent * event)
{
if (event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
@@ -184,38 +204,43 @@ void QtkWidget::keyPressEvent(QKeyEvent * event) {
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
void QtkWidget::keyReleaseEvent(QKeyEvent * event)
{
if (event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
void QtkWidget::mousePressEvent(QMouseEvent * event)
{
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
void QtkWidget::mouseReleaseEvent(QMouseEvent * event)
{
Input::registerMouseRelease(event->button());
}
void QtkWidget::update() {
void QtkWidget::update()
{
updateCameraInput();
if(mScene != Q_NULLPTR) {
if (mScene != Q_NULLPTR) {
mScene->update();
}
QWidget::update();
}
void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg)
{
QString error;
DebugContext context;
// Format based on severity
switch(msg.severity()) {
switch (msg.severity()) {
case QOpenGLDebugMessage::NotificationSeverity:
error += "--";
context = Status;
@@ -241,7 +266,7 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
case QOpenGLDebugMessage::c: \
error += #c; \
break
switch(msg.source()) {
switch (msg.source()) {
CASE(APISource);
CASE(WindowSystemSource);
CASE(ShaderCompilerSource);
@@ -259,7 +284,7 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
case QOpenGLDebugMessage::c: \
error += #c; \
break
switch(msg.type()) {
switch (msg.type()) {
CASE(InvalidType);
CASE(ErrorType);
CASE(DeprecatedBehaviorType);
@@ -282,14 +307,16 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
* Private Methods
******************************************************************************/
void QtkWidget::teardownGL() { /* Nothing to teardown yet... */
void QtkWidget::teardownGL()
{ /* Nothing to teardown yet... */
}
void QtkWidget::updateCameraInput() {
void QtkWidget::updateCameraInput()
{
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::LeftButton)
|| Input::buttonPressed(Qt::RightButton)) {
if (Input::buttonPressed(Qt::LeftButton)
|| Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
@@ -301,29 +328,30 @@ void QtkWidget::updateCameraInput() {
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
if (Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_S)) {
if (Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_A)) {
if (Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_D)) {
if (Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_Q)) {
if (Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().getUp() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
if (Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().getUp() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
}
void QtkWidget::printContextInformation() {
void QtkWidget::printContextInformation()
{
QString glType;
QString glVersion;
QString glProfile;
@@ -342,7 +370,7 @@ void QtkWidget::printContextInformation() {
case QSurfaceFormat::c: \
glProfile = #c; \
break
switch(format().profile()) {
switch (format().profile()) {
CASE(NoProfile);
CASE(CoreProfile);
CASE(CompatibilityProfile);

View File

@@ -17,10 +17,11 @@
#include <QOpenGLWidget>
#include <QPlainTextEdit>
#include <qtk/qtkapi.h>
#include <qtk/scene.h>
#include "qtk/qtkapi.h"
#include "qtk/scene.h"
namespace Qtk {
namespace Qtk
{
class DebugConsole;
/**
@@ -29,7 +30,8 @@ namespace Qtk {
* This object has a Scene attached which manages the objects to render.
* Client input is passed through this widget to control the camera view.
*/
class QtkWidget : public QOpenGLWidget, protected QOpenGLFunctions {
class QtkWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT;
public:
@@ -103,7 +105,8 @@ namespace Qtk {
/**
* @return Pointer to the QOpenGLDebugLogger attached to this widget.
*/
inline QOpenGLDebugLogger * getOpenGLDebugLogger() {
inline QOpenGLDebugLogger * getOpenGLDebugLogger()
{
return mDebugLogger;
}
@@ -116,6 +119,18 @@ namespace Qtk {
*/
void setScene(Qtk::Scene * scene);
/**
* @param window The QMainWindow that owns this QtkWidget.
*/
void setMainWindow(QMainWindow * window) { mMainWindow = window; }
/*************************************************************************
* Public Members
************************************************************************/
/// Static manager for all QtkWidget instances.
static class QtkWidgetManager mWidgetManager;
public slots:
/**
@@ -133,7 +148,7 @@ namespace Qtk {
// TODO: Use this signal in treeview and toolbox to update object
// properties
void objectFocusChanged(const QString objectName);
void objectFocusChanged(QString objectName);
protected:
/*************************************************************************
@@ -207,7 +222,56 @@ namespace Qtk {
QOpenGLDebugLogger * mDebugLogger;
Qtk::Scene * mScene;
Qtk::DebugConsole * mConsole;
bool mConsoleActive = false;
bool mConsoleActive = true;
QMainWindow * mMainWindow = Q_NULLPTR;
};
/**
* Struct to help manage QtkWidget instances.
* When a QtkWidget is constructed we register it by calling add_widget().
* Widgets can be retrieved by their unique name.
*/
struct QtkWidgetManager {
/**
* Get a QtkWidget by name.
*
* @param name The name of the QtkWidget to retrieve.
*/
QtkWidget * get_widget(const QString & name = "QtkWidget")
{
if (mQtkWidgets.count(name) == 0) {
qDebug() << this
<< " Attempt to get QtkWidget that doesn't exist: " << name;
return Q_NULLPTR;
}
return mQtkWidgets[name];
}
/**
* Register a QtkWidget with this manager.
*
* If the QObject::objectName is unset the widget and QObject is renamed
* 'Unamed-QtkWidget'.
*
* @param widget Pointer to the QtkWidget to register to this manager.
*/
void add_widget(QtkWidget * widget)
{
auto name = widget->objectName();
name = name == "" ? "Unamed-QtkWidget" : name;
if (mQtkWidgets.count(name)) {
qDebug()
<< "[QtkWidgetManager " << this
<< " ] Failed to add a QtkWidget with the previously used name '"
<< name << "'";
return;
}
qDebug() << this << " Adding new QtkWidget named '" << name << "'";
mQtkWidgets[name] = widget;
}
private:
std::unordered_map<QString, QtkWidget *> mQtkWidgets;
};
} // namespace Qtk

View File

@@ -8,7 +8,7 @@
*/
#include "toolbox.h"
#include "qtkmainwindow.h"
#include "qtkwidget.h"
#include "ui_toolbox.h"
#include <QFormLayout>
@@ -16,34 +16,39 @@
using namespace Qtk;
ToolBox::ToolBox(QWidget * parent) : QDockWidget(parent), ui(new Ui::ToolBox) {
ToolBox::ToolBox(QWidget * parent) : QDockWidget(parent), ui(new Ui::ToolBox)
{
ui->setupUi(this);
setMinimumWidth(350);
}
void ToolBox::updateFocus(const QString & name) {
void ToolBox::updateFocus(const QString & name)
{
auto object =
MainWindow::getMainWindow()->getQtkWidget()->getScene()->getObject(name);
if(object != Q_NULLPTR) {
Qtk::QtkWidget::mWidgetManager.get_widget()->getScene()->getObject(name);
if (object != Q_NULLPTR) {
removePages();
createPageProperties(object);
createPageShader(object);
}
}
ToolBox::~ToolBox() {
ToolBox::~ToolBox()
{
delete ui;
}
void ToolBox::removePages() {
void ToolBox::removePages()
{
// Remove all existing pages.
for(size_t i = 0; i < ui->toolBox->count(); i++) {
for (size_t i = 0; i < ui->toolBox->count(); i++) {
delete ui->toolBox->widget(i);
ui->toolBox->removeItem(i);
}
}
void ToolBox::createPageProperties(const Object * object) {
void ToolBox::createPageProperties(const Object * object)
{
auto transform = object->getTransform();
auto type = object->getType();
auto * widget = new QWidget;
@@ -51,17 +56,16 @@ void ToolBox::createPageProperties(const Object * object) {
ui->toolBox->setCurrentWidget(widget);
auto * layout = new QFormLayout;
layout->addRow(
new QLabel(tr("Name:")), new QLabel(object->getName().c_str()));
layout->addRow(new QLabel(tr("Name:")),
new QLabel(object->getName().c_str()));
layout->addRow(
new QLabel(tr("Type:")),
new QLabel(type == Object::Type::QTK_MESH ? "Mesh" : "Model"));
layout->addRow(new QLabel(tr("Type:")),
new QLabel(type == Object::Type::QTK_MESH ? "Mesh" : "Model"));
auto rowLayout = new QHBoxLayout;
rowLayout->addWidget(new QLabel(tr("Translation:")));
int minWidth = 75;
for(size_t i = 0; i < 3; i++) {
for (size_t i = 0; i < 3; i++) {
auto spinBox = new QDoubleSpinBox;
spinBox->setMinimum(std::numeric_limits<double>::lowest());
spinBox->setSingleStep(0.1);
@@ -69,25 +73,28 @@ void ToolBox::createPageProperties(const Object * object) {
spinBox->setFixedWidth(minWidth);
rowLayout->addWidget(spinBox);
if(i == 0) {
connect(
spinBox, &QDoubleSpinBox::valueChanged, object,
&Object::setTranslationX);
} else if(i == 1) {
connect(
spinBox, &QDoubleSpinBox::valueChanged, object,
&Object::setTranslationY);
} else if(i == 2) {
connect(
spinBox, &QDoubleSpinBox::valueChanged, object,
&Object::setTranslationZ);
if (i == 0) {
connect(spinBox,
&QDoubleSpinBox::valueChanged,
object,
&Object::setTranslationX);
} else if (i == 1) {
connect(spinBox,
&QDoubleSpinBox::valueChanged,
object,
&Object::setTranslationY);
} else if (i == 2) {
connect(spinBox,
&QDoubleSpinBox::valueChanged,
object,
&Object::setTranslationZ);
}
}
layout->addRow(rowLayout);
rowLayout = new QHBoxLayout;
rowLayout->addWidget(new QLabel(tr("Scale:")));
for(size_t i = 0; i < 3; i++) {
for (size_t i = 0; i < 3; i++) {
auto spinBox = new QDoubleSpinBox;
spinBox->setMinimum(std::numeric_limits<double>::lowest());
spinBox->setSingleStep(0.1);
@@ -95,13 +102,13 @@ void ToolBox::createPageProperties(const Object * object) {
spinBox->setFixedWidth(minWidth);
rowLayout->addWidget(spinBox);
if(i == 0) {
if (i == 0) {
connect(
spinBox, &QDoubleSpinBox::valueChanged, object, &Object::setScaleX);
} else if(i == 1) {
} else if (i == 1) {
connect(
spinBox, &QDoubleSpinBox::valueChanged, object, &Object::setScaleY);
} else if(i == 2) {
} else if (i == 2) {
connect(
spinBox, &QDoubleSpinBox::valueChanged, object, &Object::setScaleZ);
}
@@ -110,7 +117,8 @@ void ToolBox::createPageProperties(const Object * object) {
widget->setLayout(layout);
}
void ToolBox::createPageShader(const Object * object) {
void ToolBox::createPageShader(const Object * object)
{
// Shaders page.
auto widget = new QWidget;
ui->toolBox->addItem(widget, "Shaders");
@@ -122,13 +130,8 @@ void ToolBox::createPageShader(const Object * object) {
auto shaderView = new QTextEdit;
shaderView->setReadOnly(true);
auto vertexFile = QFile(object->getVertexShader().c_str());
if(vertexFile.exists()) {
vertexFile.open(QIODeviceBase::ReadOnly);
shaderView->setText(vertexFile.readAll());
vertexFile.close();
mainLayout->addRow(shaderView);
}
shaderView->setText(object->getVertexShaderSourceCode().c_str());
mainLayout->addRow(shaderView);
rowLayout = new QHBoxLayout;
rowLayout->addWidget(new QLabel("Fragment Shader:"));
@@ -137,13 +140,8 @@ void ToolBox::createPageShader(const Object * object) {
shaderView = new QTextEdit;
shaderView->setReadOnly(true);
auto fragmentfile = QFile(object->getFragmentShader().c_str());
if(fragmentfile.exists()) {
fragmentfile.open(QIODeviceBase::ReadOnly);
shaderView->setText(fragmentfile.readAll());
fragmentfile.close();
mainLayout->addRow(shaderView);
}
shaderView->setText(object->getFragmentShaderSourceCode().c_str());
mainLayout->addRow(shaderView);
widget->setLayout(mainLayout);
}

View File

@@ -18,12 +18,15 @@
#include "qtk/scene.h"
namespace Ui {
namespace Ui
{
class ToolBox;
}
namespace Qtk {
class ToolBox : public QDockWidget {
namespace Qtk
{
class ToolBox : public QDockWidget
{
Q_OBJECT
public:

View File

@@ -8,7 +8,7 @@
*/
#include "treeview.h"
#include "qtkmainwindow.h"
#include "qtkwidget.h"
#include "ui_treeview.h"
/*******************************************************************************
@@ -16,14 +16,19 @@
******************************************************************************/
Qtk::TreeView::TreeView(QWidget * parent) :
QDockWidget(parent), ui(new Ui::TreeView) {
QDockWidget(parent), ui(new Ui::TreeView)
{
ui->setupUi(this);
connect(
ui->treeWidget, &QTreeWidget::itemDoubleClicked, this,
&TreeView::itemFocus);
ui->treeWidget, &QTreeWidget::itemClicked, this, &TreeView::itemSelect);
connect(ui->treeWidget,
&QTreeWidget::itemDoubleClicked,
this,
&TreeView::itemFocus);
}
Qtk::TreeView::~TreeView() {
Qtk::TreeView::~TreeView()
{
delete ui;
}
@@ -31,42 +36,48 @@ Qtk::TreeView::~TreeView() {
* Public Methods
******************************************************************************/
void Qtk::TreeView::updateView(const Qtk::Scene * scene) {
void Qtk::TreeView::updateView(const Qtk::Scene * scene)
{
ui->treeWidget->clear();
ui->treeWidget->setColumnCount(1);
mSceneName = scene->getSceneName();
auto objects = scene->getObjects();
for(const auto & object : objects) {
auto item =
new QTreeWidgetItem(QStringList(QString(object->getName().c_str())));
ui->treeWidget->insertTopLevelItem(0, item);
for (const auto & object : objects) {
QStringList list(QStringList(QString(object->getName().c_str())));
ui->treeWidget->insertTopLevelItem(0, new QTreeWidgetItem(list));
}
}
void Qtk::TreeView::itemFocus(QTreeWidgetItem * item, int column) {
QString name = item->text(column);
auto scene = MainWindow::getMainWindow()->getQtkWidget()->getScene();
auto & transform = scene->getCamera().getTransform();
void Qtk::TreeView::itemFocus(QTreeWidgetItem * item, int column)
{
const QString & name = item->text(column);
auto scene = QtkWidget::mWidgetManager.get_widget()->getScene();
auto object = scene->getObject(name);
Transform3D * objectTransform;
// If the object is a mesh or model, focus the camera on it.
if(object == Q_NULLPTR) {
if (object == Q_NULLPTR) {
qDebug() << "Attempt to get non-existing object with name '" << name
<< "'\n";
} else if(object->getType() == Object::QTK_MESH) {
objectTransform = &dynamic_cast<MeshRenderer *>(object)->getTransform();
} else if(object->getType() == Object::QTK_MODEL) {
objectTransform = &dynamic_cast<Model *>(object)->getTransform();
return;
}
auto focusScale = objectTransform->getScale();
const Transform3D & objectTransform = object->getTransform();
auto & camera_transform = Qtk::Scene::getCamera().getTransform();
auto focusScale = objectTransform.getScale();
float width = focusScale.x() / 2.0f;
float height = focusScale.y() / 2.0f;
QVector3D pos = objectTransform->getTranslation();
QVector3D pos = objectTransform.getTranslation();
// pos.setX(pos.x() + width);
pos.setY(pos.y() + height);
transform.setTranslation(pos);
transform.translate(0.0f, 0.0f, 3.0f);
camera_transform.setTranslation(pos);
camera_transform.translate(0.0f, 0.0f, 3.0f);
// Emit signal from qtk widget for new object focus. Triggers GUI updates.
emit MainWindow::getMainWindow()->getQtkWidget()->objectFocusChanged(name);
emit QtkWidget::mWidgetManager.get_widget()->objectFocusChanged(name);
}
void Qtk::TreeView::itemSelect(QTreeWidgetItem * item, int column)
{
// Emit signal from qtk widget for new object focus. Triggers GUI updates.
const QString & name = item->text(column);
emit QtkWidget::mWidgetManager.get_widget()->objectFocusChanged(name);
}

View File

@@ -13,16 +13,19 @@
#include <QDesignerCustomWidgetInterface>
#include <QDesignerExportWidget>
#include <QDockWidget>
#include <qtk/scene.h>
#include <QTreeWidgetItem>
namespace Ui {
#include "qtk/scene.h"
namespace Ui
{
class TreeView;
}
namespace Qtk {
class TreeView : public QDockWidget {
namespace Qtk
{
class TreeView : public QDockWidget
{
Q_OBJECT
public:
@@ -55,6 +58,16 @@ namespace Qtk {
*/
void itemFocus(QTreeWidgetItem * item, int column);
/**
* Set the object to show details for.
* Triggered by QTreeWidget::itemClicked signal.
*
* @param item The item that was clicked
* @param column The column of the item that was double clicked.
* This param is currently not used but required for this signal.
*/
void itemSelect(QTreeWidgetItem * item, int column);
private:
/*************************************************************************
* Private Members

View File

@@ -11,7 +11,7 @@
#include <QtPlugin>
#include <utility>
#include <qtk/qtkapi.h>
#include "qtk/qtkapi.h"
#include "widgetplugin.h"
@@ -19,12 +19,15 @@
* Constructors, Destructors
******************************************************************************/
WidgetPlugin::WidgetPlugin(
QString group, QString class_name, QString include,
WidgetPlugin::Factory factory) :
m_group(std::move(group)),
m_className(std::move(class_name)), m_includeFile(std::move(include)),
m_factory(std::move(factory)), m_objectName(class_name) {}
WidgetPlugin::WidgetPlugin(QString group,
QString class_name,
QString include,
WidgetPlugin::Factory factory) :
m_group(std::move(group)), m_className(std::move(class_name)),
m_includeFile(std::move(include)), m_factory(std::move(factory)),
m_objectName(m_className)
{
}
WidgetPlugin::WidgetPlugin(QObject * parent) : QObject(parent) {}
@@ -32,50 +35,61 @@ WidgetPlugin::WidgetPlugin(QObject * parent) : QObject(parent) {}
* Public Methods
******************************************************************************/
QString WidgetPlugin::group() const {
QString WidgetPlugin::group() const
{
return m_group;
}
QString WidgetPlugin::name() const {
QString WidgetPlugin::name() const
{
return m_className;
}
QString WidgetPlugin::includeFile() const {
QString WidgetPlugin::includeFile() const
{
return m_includeFile;
}
QWidget * WidgetPlugin::createWidget(QWidget * parent) {
QWidget * WidgetPlugin::createWidget(QWidget * parent)
{
return m_factory(parent);
}
QString WidgetPlugin::toolTip() const {
QString WidgetPlugin::toolTip() const
{
return QStringLiteral("A custom widget tool tip.");
}
QString WidgetPlugin::whatsThis() const {
QString WidgetPlugin::whatsThis() const
{
return QStringLiteral("Custom widget what's this?");
}
QIcon WidgetPlugin::icon() const {
return Qtk::getIcon();
QIcon WidgetPlugin::icon() const
{
return QIcon(":/icons/icon.png");
}
bool WidgetPlugin::isContainer() const {
bool WidgetPlugin::isContainer() const
{
return true;
}
bool WidgetPlugin::isInitialized() const {
bool WidgetPlugin::isInitialized() const
{
return m_initialized;
}
void WidgetPlugin::initialize(QDesignerFormEditorInterface *) {
if(m_initialized) {
void WidgetPlugin::initialize(QDesignerFormEditorInterface *)
{
if (m_initialized) {
return;
}
m_initialized = true;
}
QString WidgetPlugin::domXml() const {
QString WidgetPlugin::domXml() const
{
return
"<ui language=\"c++\">\n"
" <widget class=\"" + m_className + "\" name=\"" + m_objectName + "\">\n"

View File

@@ -15,7 +15,8 @@
class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
public QObject,
public QDesignerCustomWidgetInterface {
public QDesignerCustomWidgetInterface
{
Q_OBJECT
Q_INTERFACES(QDesignerCustomWidgetInterface)
@@ -26,8 +27,10 @@ class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
* Contructors / Destructors
**************************************************************************/
WidgetPlugin(
QString group, QString class_name, QString include, Factory factory);
WidgetPlugin(QString group,
QString class_name,
QString include,
Factory factory);
explicit WidgetPlugin(QObject * parent = nullptr);

View File

@@ -19,17 +19,25 @@
******************************************************************************/
WidgetPluginCollection::WidgetPluginCollection(QObject * parent) :
QObject(parent), m_collectionName("Qtk Widget Collection") {
QObject(parent), m_collectionName("Qtk Widget Collection")
{
m_collection = {
new WidgetPlugin(
m_collectionName, "Qtk::QtkWidget", "qtkwidget.h",
m_collectionName,
"Qtk::QtkWidget",
"qtkwidget.h",
[](QWidget * parent) { return new Qtk::QtkWidget(parent); }),
new WidgetPlugin(
m_collectionName, "Qtk::TreeView", "treeview.h",
m_collectionName,
"Qtk::TreeView",
"treeview.h",
[](QWidget * parent) { return new Qtk::TreeView(parent); }),
new WidgetPlugin(
m_collectionName, "Qtk::ToolBox", "toolbox.h",
m_collectionName,
"Qtk::ToolBox",
"toolbox.h",
[](QWidget * parent) { return new Qtk::ToolBox(parent); }),
// TODO: Add and test DebugConsole.
};
}
@@ -38,6 +46,7 @@ WidgetPluginCollection::WidgetPluginCollection(QObject * parent) :
******************************************************************************/
QList<QDesignerCustomWidgetInterface *> WidgetPluginCollection::customWidgets()
const {
const
{
return m_collection;
}

View File

@@ -14,7 +14,8 @@
class WidgetPluginCollection :
public QObject,
public QDesignerCustomWidgetCollectionInterface {
public QDesignerCustomWidgetCollectionInterface
{
Q_OBJECT
// Since we're exporting a collection, this is the only plugin metadata
// needed. We don't need this for-each widget in the collection.
@@ -36,7 +37,8 @@ class WidgetPluginCollection :
/**
* @return QList of all custom widgets pointers.
*/
[[nodiscard]] QList<QDesignerCustomWidgetInterface *> customWidgets() const;
[[nodiscard]] QList<QDesignerCustomWidgetInterface *> customWidgets()
const override;
private:
/***************************************************************************

View File

@@ -2,7 +2,7 @@
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
## All Content (c) 2025 Shaun Reed, all rights reserved ##
################################################################################
################################################################################
@@ -24,6 +24,7 @@ set(
skybox.h
texture.h
transform3D.h
shaders.h
)
set(
@@ -43,11 +44,10 @@ set(
transform3D.cpp
)
qt6_add_big_resources(QTK_LIBRARY_SOURCES "${QTK_RESOURCES}/resources.qrc")
qt_add_library(qtk_library STATIC EXCLUDE_FROM_ALL)
target_sources(qtk_library PRIVATE ${QTK_LIBRARY_SOURCES})
qt_add_library(qtk STATIC EXCLUDE_FROM_ALL)
target_sources(qtk PRIVATE ${QTK_LIBRARY_SOURCES})
target_sources(
qtk_library PUBLIC
qtk PUBLIC
FILE_SET HEADERS
BASE_DIRS $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
BASE_DIRS $<INSTALL_INTERFACE:${CMAKE_INSTALL_PREFIX}/include>
@@ -55,25 +55,25 @@ target_sources(
)
if(QTK_DEBUG)
target_compile_definitions(qtk_library PUBLIC QTK_DEBUG)
target_compile_definitions(qtk PUBLIC -DQTK_DEBUG)
endif()
set_target_properties(
qtk_library PROPERTIES
qtk PROPERTIES
VERSION ${PROJECT_VERSION}
)
target_link_libraries(
qtk_library PUBLIC
qtk PUBLIC
Qt6::Core Qt6::OpenGLWidgets Qt6::Widgets
)
if(QTK_SUBMODULES OR NOT QTK_ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk_library PUBLIC assimp)
target_link_libraries(qtk PUBLIC assimp)
elseif(QTK_ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk_library PUBLIC assimp::assimp)
target_link_libraries(qtk PUBLIC assimp::assimp)
endif()
if(WIN32)
target_link_libraries(qtk_library PUBLIC OpenGL::GL)
target_link_libraries(qtk PUBLIC OpenGL::GL)
endif()

View File

@@ -22,7 +22,8 @@ const QVector3D Camera3D::LocalRight(1.0f, 0.0f, 0.0f);
* Public Methods
******************************************************************************/
const QMatrix4x4 & Camera3D::toMatrix() {
const QMatrix4x4 & Camera3D::toMatrix()
{
mWorld.setToIdentity();
// Qt6 renamed QMatrix4x4::conjugate() to conjugated()
mWorld.rotate(mTransform.getRotation().conjugated());
@@ -34,17 +35,20 @@ const QMatrix4x4 & Camera3D::toMatrix() {
* Qt Streams
******************************************************************************/
QDataStream & operator<<(QDataStream & out, Camera3D & transform) {
QDataStream & operator<<(QDataStream & out, Camera3D & transform)
{
out << transform.getTransform();
return out;
}
QDataStream & operator>>(QDataStream & in, Camera3D & transform) {
QDataStream & operator>>(QDataStream & in, Camera3D & transform)
{
in >> transform.getTransform();
return in;
}
QDebug operator<<(QDebug dbg, const Camera3D & transform) {
QDebug operator<<(QDebug dbg, const Camera3D & transform)
{
dbg << "Camera3D\n{\n";
dbg << "Position: <" << transform.getTranslation().x() << ", "
<< transform.getTranslation().y() << ", "

View File

@@ -14,8 +14,10 @@
#include "qtkapi.h"
#include "transform3D.h"
namespace Qtk {
class QTKAPI Camera3D {
namespace Qtk
{
class QTKAPI Camera3D
{
public:
/*************************************************************************
* Static Public Constants
@@ -37,35 +39,40 @@ namespace Qtk {
/**
* @return Current translation of the camera as a QVector3D.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
[[nodiscard]] inline const QVector3D & getTranslation() const
{
return mTransform.getTranslation();
}
/**
* @return Current rotation of this camera as a QQuaternion.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
[[nodiscard]] inline const QQuaternion & getRotation() const
{
return mTransform.getRotation();
}
/**
* @return QVector3D for the forward vector of the camera.
*/
[[nodiscard]] inline QVector3D getForward() const {
[[nodiscard]] inline QVector3D getForward() const
{
return mTransform.getRotation().rotatedVector(LocalForward);
}
/**
* @return QVector3D for the right vector of the camera.
*/
[[nodiscard]] inline QVector3D getRight() const {
[[nodiscard]] inline QVector3D getRight() const
{
return mTransform.getRotation().rotatedVector(LocalRight);
}
/**
* @return QVector3D for the up vector of the camera.
*/
[[nodiscard]] inline QVector3D getUp() const {
[[nodiscard]] inline QVector3D getUp() const
{
return mTransform.getRotation().rotatedVector(LocalUp);
}

View File

@@ -33,10 +33,13 @@ template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
inline InputInstance(T value) : base_class(value, Input::InputInvalid) {}
inline InputInstance(T value, Input::InputState state) :
base_class(value, state) {}
base_class(value, state)
{
}
// Allows use of std::find to search for a key's InputInstance
inline bool operator==(const InputInstance & rhs) const {
inline bool operator==(const InputInstance & rhs) const
{
return this->first == rhs.first;
}
};
@@ -67,7 +70,8 @@ static QPoint sg_mouseDelta;
* @param value The key to search for.
* @return Iterator to the found element or the end iterator if not found.
*/
static inline KeyContainer::iterator FindKey(Qt::Key value) {
static inline KeyContainer::iterator FindKey(Qt::Key value)
{
return std::find(sg_keyInstances.begin(), sg_keyInstances.end(), value);
}
@@ -77,7 +81,8 @@ static inline KeyContainer::iterator FindKey(Qt::Key value) {
* @param value The mouse button to search for.
* @return Iterator to the found element or the end iterator if not found.
*/
static inline ButtonContainer::iterator FindButton(Qt::MouseButton value) {
static inline ButtonContainer::iterator FindButton(Qt::MouseButton value)
{
return std::find(sg_buttonInstances.begin(), sg_buttonInstances.end(), value);
}
@@ -89,7 +94,8 @@ static inline ButtonContainer::iterator FindButton(Qt::MouseButton value) {
* @return True if the InputInstance is in the released state.
*/
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
static inline bool CheckReleased(const TPair & instance)
{
return instance.second == Input::InputReleased;
}
@@ -99,8 +105,9 @@ static inline bool CheckReleased(const TPair & instance) {
* @tparam TPair KeyInstance or ButtonInstance.
* @param instance The InputInstance to update.
*/
template <typename TPair> static inline void UpdateStates(TPair & instance) {
switch(instance.second) {
template <typename TPair> static inline void UpdateStates(TPair & instance)
{
switch (instance.second) {
case Input::InputRegistered:
instance.second = Input::InputTriggered;
break;
@@ -121,7 +128,8 @@ template <typename TPair> static inline void UpdateStates(TPair & instance) {
* @tparam Container The type of container, KeyContainer or ButtonContainer.
* @param container The InputInstance container to update.
*/
template <typename Container> static inline void Update(Container & container) {
template <typename Container> static inline void Update(Container & container)
{
typedef typename Container::iterator Iter;
typedef typename Container::value_type TPair;
@@ -138,7 +146,8 @@ template <typename Container> static inline void Update(Container & container) {
* Static Public Methods
******************************************************************************/
void Input::update() {
void Input::update()
{
// Update Mouse Delta
sg_mousePrevPosition = sg_mouseCurrPosition;
sg_mouseCurrPosition = QCursor::pos();
@@ -149,53 +158,62 @@ void Input::update() {
Update(sg_keyInstances);
}
void Input::registerKeyPress(int k) {
void Input::registerKeyPress(int k)
{
auto it = FindKey((Qt::Key)k);
if(it == sg_keyInstances.end()) {
sg_keyInstances.push_back(KeyInstance((Qt::Key)k, InputRegistered));
if (it == sg_keyInstances.end()) {
sg_keyInstances.emplace_back((Qt::Key)k, InputRegistered);
}
}
void Input::registerKeyRelease(int k) {
void Input::registerKeyRelease(int k)
{
auto it = FindKey((Qt::Key)k);
if(it != sg_keyInstances.end()) {
if (it != sg_keyInstances.end()) {
it->second = InputUnregistered;
}
}
void Input::registerMousePress(Qt::MouseButton btn) {
auto it = FindButton(btn);
if(it == sg_buttonInstances.end()) {
sg_buttonInstances.push_back(ButtonInstance(btn, InputRegistered));
void Input::registerMousePress(Qt::MouseButton button)
{
auto it = FindButton(button);
if (it == sg_buttonInstances.end()) {
sg_buttonInstances.emplace_back(button, InputRegistered);
}
}
void Input::registerMouseRelease(Qt::MouseButton btn) {
auto it = FindButton(btn);
if(it != sg_buttonInstances.end()) {
void Input::registerMouseRelease(Qt::MouseButton button)
{
auto it = FindButton(button);
if (it != sg_buttonInstances.end()) {
it->second = InputUnregistered;
}
}
void Input::reset() {
void Input::reset()
{
sg_keyInstances.clear();
sg_buttonInstances.clear();
}
Input::InputState Input::keyState(Qt::Key k) {
Input::InputState Input::keyState(Qt::Key k)
{
auto it = FindKey(k);
return (it != sg_keyInstances.end()) ? it->second : InputInvalid;
}
Input::InputState Input::buttonState(Qt::MouseButton k) {
auto it = FindButton(k);
Input::InputState Input::buttonState(Qt::MouseButton button)
{
auto it = FindButton(button);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
QPoint Input::mousePosition()
{
return QCursor::pos();
}
QPoint Input::mouseDelta() {
QPoint Input::mouseDelta()
{
return sg_mouseDelta;
}

View File

@@ -14,8 +14,10 @@
#include "qtkapi.h"
namespace Qtk {
class QTKAPI Input {
namespace Qtk
{
class QTKAPI Input
{
public:
/*************************************************************************
* Typedefs
@@ -84,7 +86,8 @@ namespace Qtk {
* @param key Key to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool keyTriggered(Qt::Key key) {
inline static bool keyTriggered(Qt::Key key)
{
return keyState(key) == InputTriggered;
}
@@ -92,7 +95,8 @@ namespace Qtk {
* @param key Key to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool keyPressed(Qt::Key key) {
inline static bool keyPressed(Qt::Key key)
{
return keyState(key) == InputPressed;
}
@@ -100,7 +104,8 @@ namespace Qtk {
* @param key Key to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool keyReleased(Qt::Key key) {
inline static bool keyReleased(Qt::Key key)
{
return keyState(key) == InputReleased;
}
@@ -108,7 +113,8 @@ namespace Qtk {
* @param button Mouse button to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool buttonTriggered(Qt::MouseButton button) {
inline static bool buttonTriggered(Qt::MouseButton button)
{
return buttonState(button) == InputTriggered;
}
@@ -116,7 +122,8 @@ namespace Qtk {
* @param button Mouse button to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool buttonPressed(Qt::MouseButton button) {
inline static bool buttonPressed(Qt::MouseButton button)
{
return buttonState(button) == InputPressed;
}
@@ -124,7 +131,8 @@ namespace Qtk {
* @param button Mouse button to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool buttonReleased(Qt::MouseButton button) {
inline static bool buttonReleased(Qt::MouseButton button)
{
return buttonState(button) == InputReleased;
}

View File

@@ -10,6 +10,7 @@
#include "meshrenderer.h"
#include "scene.h"
#include "shaders.h"
#include "texture.h"
using namespace Qtk;
@@ -21,23 +22,29 @@ Qtk::MeshRenderer::MeshManager Qtk::MeshRenderer::sInstances;
* Constructors / Destructors
******************************************************************************/
MeshRenderer::MeshRenderer(
const char * name, Vertices vertices, Indices indices, DrawMode mode) :
MeshRenderer(
name, ShapeBase(mode, std::move(vertices), std::move(indices))) {}
MeshRenderer::MeshRenderer(const char * name,
Vertices vertices,
Indices indices,
DrawMode mode) :
MeshRenderer(name, ShapeBase(mode, std::move(vertices), std::move(indices)))
{
}
MeshRenderer::MeshRenderer(const char * name) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS))
{
}
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape) :
Object(name, shape, QTK_MESH), mVertexShader(":/shaders/multi-color.vert"),
mFragmentShader(":/shaders/multi-color.frag"), mDrawType(GL_TRIANGLES) {
Object(name, shape, QTK_MESH), mDrawType(GL_TRIANGLES)
{
mShape = Shape(shape);
init();
sInstances.insert(name, this);
}
MeshRenderer::~MeshRenderer() {
MeshRenderer::~MeshRenderer()
{
sInstances.remove(mName.c_str());
}
@@ -45,14 +52,15 @@ MeshRenderer::~MeshRenderer() {
* Public Methods
******************************************************************************/
void MeshRenderer::init() {
if(mVAO.isCreated()) {
void MeshRenderer::init()
{
if (mVAO.isCreated()) {
mVAO.destroy();
}
if(mProgram.isLinked()) {
if (mProgram.isLinked()) {
mProgram.removeAllShaders();
}
if(mVBO.isCreated()) {
if (mVBO.isCreated()) {
mVBO.destroy();
}
@@ -60,10 +68,22 @@ void MeshRenderer::init() {
mVAO.bind();
mProgram.create();
mProgram.addShaderFromSourceFile(
QOpenGLShader::Vertex, mVertexShader.c_str());
mProgram.addShaderFromSourceFile(
QOpenGLShader::Fragment, mFragmentShader.c_str());
// If no shader is provided, use a default one.
if (mVertexShader.empty()) {
mProgram.addShaderFromSourceCode(QOpenGLShader::Vertex,
QTK_SHADER_VERTEX_MESH);
} else {
mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,
mVertexShader.c_str());
}
if (mFragmentShader.empty()) {
mProgram.addShaderFromSourceCode(QOpenGLShader::Fragment,
QTK_SHADER_FRAGMENT_MESH);
} else {
mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,
mFragmentShader.c_str());
}
mProgram.link();
mProgram.bind();
@@ -84,9 +104,11 @@ void MeshRenderer::init() {
mProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(QVector3D));
// Enable color attribute, setting offset to total size of vertices()
mProgram.enableAttributeArray(1);
mProgram.setAttributeBuffer(
1, GL_FLOAT, getVertices().size() * sizeof(getVertices()[0]), 3,
sizeof(QVector3D));
mProgram.setAttributeBuffer(1,
GL_FLOAT,
getVertices().size() * sizeof(getVertices()[0]),
3,
sizeof(QVector3D));
mVBO.release();
@@ -94,59 +116,59 @@ void MeshRenderer::init() {
mVAO.release();
}
void MeshRenderer::draw() {
void MeshRenderer::draw()
{
bindShaders();
mVAO.bind();
if(mTexture.hasTexture()) {
mTexture.getOpenGLTexture().bind();
}
mTexture.bind();
// TODO: Automate uniforms some other way
setUniformMVP();
if(mShape.mDrawMode == QTK_DRAW_ARRAYS) {
if (mShape.mDrawMode == QTK_DRAW_ARRAYS) {
glDrawArrays(mDrawType, 0, getVertices().size());
} else if(
mShape.mDrawMode == QTK_DRAW_ELEMENTS
|| mShape.mDrawMode == QTK_DRAW_ELEMENTS_NORMALS) {
glDrawElements(
mDrawType, mShape.mIndices.size(), GL_UNSIGNED_INT,
mShape.mIndices.data());
} else if (mShape.mDrawMode == QTK_DRAW_ELEMENTS
|| mShape.mDrawMode == QTK_DRAW_ELEMENTS_NORMALS) {
glDrawElements(mDrawType,
mShape.mIndices.size(),
GL_UNSIGNED_INT,
mShape.mIndices.data());
}
if(mTexture.hasTexture()) {
mTexture.getOpenGLTexture().release();
}
mTexture.bind();
mVAO.release();
releaseShaders();
}
void MeshRenderer::enableAttributeArray(int location) {
void MeshRenderer::enableAttributeArray(int location)
{
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
void MeshRenderer::reallocateTexCoords(const TexCoords & t, unsigned dims) {
void MeshRenderer::reallocateTexCoords(const TexCoords & t, unsigned dims)
{
mVAO.bind();
mNBO.destroy();
mNBO.create();
mNBO.bind();
mNBO.allocate(t.data(), t.size() * sizeof(t[0]));
enableAttributeArray(1);
if(dims == 2) {
if (dims == 2) {
setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D));
} else if(dims == 3) {
} else if (dims == 3) {
setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D));
}
mNBO.release();
mVAO.release();
}
void MeshRenderer::reallocateNormals(const Normals & n, unsigned dims) {
void MeshRenderer::reallocateNormals(const Normals & n, unsigned dims)
{
// TODO: Store state to track if buffer objects are bound
mVAO.bind();
mNBO.destroy();
@@ -154,42 +176,47 @@ void MeshRenderer::reallocateNormals(const Normals & n, unsigned dims) {
mNBO.bind();
mNBO.allocate(n.data(), n.size() * sizeof(n[0]));
enableAttributeArray(1);
if(dims == 2) {
if (dims == 2) {
setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D));
} else if(dims == 3) {
} else if (dims == 3) {
setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D));
}
mNBO.release();
mVAO.release();
}
void MeshRenderer::setShaders(
const std::string & vert, const std::string & frag) {
void MeshRenderer::setShaders(const std::string & vert,
const std::string & frag)
{
mVertexShader = vert;
mFragmentShader = frag;
init();
}
void MeshRenderer::setUniformMVP(
const char * model, const char * view, const char * projection) {
void MeshRenderer::setUniformMVP(const char * model,
const char * view,
const char * projection)
{
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(projection, Scene::getProjectionMatrix());
mProgram.setUniformValue(view, Scene::getViewMatrix());
mProgram.setUniformValue(model, mTransform.toMatrix());
}
void MeshRenderer::setShape(const Shape & value) {
void MeshRenderer::setShape(const Shape & value)
{
Object::setShape(value);
init();
}
void MeshRenderer::setColor(const QVector3D & color) {
if(mShape.mColors.empty()) {
for(const auto & vertex : mShape.getVertices()) {
void MeshRenderer::setColor(const QVector3D & color)
{
if (mShape.mColors.empty()) {
for (const auto & vertex : mShape.getVertices()) {
mShape.mColors.push_back(color);
}
} else {
for(int i = 0; i < mShape.getColors().size(); i++) {
for (int i = 0; i < mShape.getColors().size(); i++) {
mShape.mColors[i] = color;
}
}
@@ -198,7 +225,8 @@ void MeshRenderer::setColor(const QVector3D & color) {
}
void MeshRenderer::setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize, int stride) {
int location, GLenum type, int offset, int tupleSize, int stride)
{
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
@@ -210,8 +238,9 @@ void MeshRenderer::setAttributeBuffer(
******************************************************************************/
// Static member function to retrieve instances of MeshRenderers
MeshRenderer * MeshRenderer::getInstance(const QString & name) {
if(!sInstances.contains(name)) {
MeshRenderer * MeshRenderer::getInstance(const QString & name)
{
if (!sInstances.contains(name)) {
#if QTK_DEBUG
qDebug() << "Attempt to access MeshRenderer instance that does not exist! ("
<< qPrintable(name) << ")\n";

View File

@@ -14,8 +14,10 @@
#include "qtkapi.h"
#include "shape.h"
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
namespace Qtk
{
class QTKAPI MeshRenderer : public Object
{
public:
/*************************************************************************
* Typedefs
@@ -38,9 +40,10 @@ namespace Qtk {
* @param indices Indicess to use for initializes geometry shape.
* @param mode OpenGL draw mode. Supported modes are prefixed with QTK_*
*/
MeshRenderer(
const char * name, Vertices vertices, Indices indices,
DrawMode mode = QTK_DRAW_ARRAYS);
MeshRenderer(const char * name,
Vertices vertices,
Indices indices,
DrawMode mode = QTK_DRAW_ARRAYS);
/**
* Delegate constructor.
@@ -112,14 +115,16 @@ namespace Qtk {
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
*/
inline void setShaderVertex(const std::string & vert) {
inline void setShaderVertex(const std::string & vert)
{
mVertexShader = vert;
}
/**
* @param frag Path to fragment shader to use for this MeshRenderer.
*/
inline void setShaderFragment(const std::string & frag) {
inline void setShaderFragment(const std::string & frag)
{
mFragmentShader = frag;
}
@@ -134,7 +139,8 @@ namespace Qtk {
* @param location Index location of the uniform value we are setting.
* @param value The value to use for the uniform.
*/
template <typename T> inline void setUniform(int location, T value) {
template <typename T> inline void setUniform(int location, T value)
{
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
@@ -145,7 +151,8 @@ namespace Qtk {
* @param value The value to use for the uniform.
*/
template <typename T>
inline void setUniform(const char * location, T value) {
inline void setUniform(const char * location, T value)
{
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
@@ -159,9 +166,9 @@ namespace Qtk {
* @param view Name of the uniform to store the View matrix.
* @param projection Name of the uniform to store the Projection matrix.
*/
void setUniformMVP(
const char * model = "uModel", const char * view = "uView",
const char * projection = "uProjection");
void setUniformMVP(const char * model = "uModel",
const char * view = "uView",
const char * projection = "uProjection");
/**
* Sets the shape of the MeshRenderer using the Object base class method.
@@ -209,13 +216,15 @@ namespace Qtk {
/**
* @return Transform3D attached to this MeshRenderer.
*/
inline Transform3D & getTransform() { return mTransform; }
inline Transform3D & getTransform() override { return mTransform; }
inline std::string getVertexShader() const override {
[[nodiscard]] inline std::string getVertexShader() const override
{
return mVertexShader;
}
inline std::string getFragmentShader() const override {
[[nodiscard]] inline std::string getFragmentShader() const override
{
return mFragmentShader;
}

View File

@@ -21,25 +21,28 @@ Model::ModelManager Model::mManager;
* Public Member Functions
******************************************************************************/
void Model::draw() {
for(auto & mesh : mMeshes) {
void Model::draw()
{
for (auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw();
}
}
void Model::draw(QOpenGLShaderProgram & shader) {
for(auto & mesh : mMeshes) {
void Model::draw(QOpenGLShaderProgram & shader)
{
for (auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw(shader);
}
}
void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) {
void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY)
{
bool modified = false;
std::string fullPath = mDirectory + '/' + fileName;
for(auto & texture : mTexturesLoaded) {
if(texture.mPath == fileName) {
for (auto & texture : mTexturesLoaded) {
if (texture.mPath == fileName) {
texture.mTexture->destroy();
texture.mTexture->create();
texture.mTexture->setData(
@@ -47,14 +50,15 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) {
modified = true;
}
}
if(!modified) {
if (!modified) {
qDebug() << "Attempt to flip texture that doesn't exist: "
<< fullPath.c_str() << "\n";
}
}
// Static function to access ModelManager for getting Models by name
Model * Qtk::Model::getInstance(const char * name) {
Model * Qtk::Model::getInstance(const char * name)
{
return mManager[name];
}
@@ -62,10 +66,11 @@ Model * Qtk::Model::getInstance(const char * name) {
* Private Member Functions
******************************************************************************/
void Model::loadModel(const std::string & path) {
void Model::loadModel(const std::string & path)
{
Assimp::Importer import;
// If using a Qt Resource path, use QtkIOSystem for file handling.
if(path.front() == ':') {
if (path.front() == ':') {
import.SetIOHandler(new QtkIOSystem());
}
// Used as base path for loading model textures.
@@ -75,13 +80,14 @@ void Model::loadModel(const std::string & path) {
// + And flipping texture UVs, etc..
// Assimp options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
const aiScene * scene = import.ReadFile(
path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs
| aiProcess_GenSmoothNormals
| aiProcess_CalcTangentSpace | aiProcess_OptimizeMeshes
| aiProcess_SplitLargeMeshes);
path.c_str(),
aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals
| aiProcess_CalcTangentSpace | aiProcess_OptimizeMeshes
| aiProcess_SplitLargeMeshes);
// If there were errors, print and return
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE
|| !scene->mRootNode) {
qDebug() << "Error::ASSIMP::" << import.GetErrorString() << "\n";
return;
}
@@ -99,26 +105,28 @@ void Model::loadModel(const std::string & path) {
mManager.insert(getName().c_str(), this);
}
void Model::processNode(aiNode * node, const aiScene * scene) {
void Model::processNode(aiNode * node, const aiScene * scene)
{
// Process each mesh that is available for this node
for(GLuint i = 0; i < node->mNumMeshes; i++) {
for (GLuint i = 0; i < node->mNumMeshes; i++) {
aiMesh * mesh = scene->mMeshes[node->mMeshes[i]];
mMeshes.push_back(processMesh(mesh, scene));
}
// Process each child node for this mesh using recursion
for(GLuint i = 0; i < node->mNumChildren; i++) {
for (GLuint i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene)
{
ModelMesh::Vertices vertices;
ModelMesh::Indices indices;
ModelMesh::Textures textures;
// For each vertex in the aiMesh
for(GLuint i = 0; i < mesh->mNumVertices; i++) {
for (GLuint i = 0; i < mesh->mNumVertices; i++) {
// Create a local vertex object for positions, normals, and texture coords
ModelVertex vertex;
@@ -132,7 +140,7 @@ ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
// Set the position of our local vertex to the local vector object
vertex.mPosition = vector3D;
if(mesh->HasNormals()) {
if (mesh->HasNormals()) {
// Initialize vertex normal
vector3D.setX(mesh->mNormals[i].x);
vector3D.setY(mesh->mNormals[i].y);
@@ -142,7 +150,7 @@ ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
}
// Initialize texture coordinates, if any are available
if(mesh->mTextureCoords[0]) {
if (mesh->mTextureCoords[0]) {
QVector2D vector2D;
// Texture coordinates
vector2D.setX(mesh->mTextureCoords[0][i].x);
@@ -169,16 +177,16 @@ ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
}
// For each face on the mesh, process its indices
for(GLuint i = 0; i < mesh->mNumFaces; i++) {
for (GLuint i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
for(GLuint j = 0; j < face.mNumIndices; j++) {
for (GLuint j = 0; j < face.mNumIndices; j++) {
// Add the index to out container of indices
indices.push_back(face.mIndices[j]);
}
}
// Process material
if(mesh->mMaterialIndex >= 0) {
if (mesh->mMaterialIndex >= 0) {
// Get the material attached to the model using Assimp
aiMaterial * material = scene->mMaterials[mesh->mMaterialIndex];
// Get all diffuse textures from the material
@@ -200,25 +208,29 @@ ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
}
return {
vertices, indices, textures, mVertexShader.c_str(),
mFragmentShader.c_str()};
return {vertices,
indices,
textures,
mVertexShader.c_str(),
mFragmentShader.c_str()};
}
ModelMesh::Textures Model::loadMaterialTextures(
aiMaterial * mat, aiTextureType type, const std::string & typeName) {
ModelMesh::Textures Model::loadMaterialTextures(aiMaterial * mat,
aiTextureType type,
const std::string & typeName)
{
ModelMesh::Textures textures;
for(GLuint i = 0; i < mat->GetTextureCount(type); i++) {
for (GLuint i = 0; i < mat->GetTextureCount(type); i++) {
// Call GetTexture to get the name of the texture file to load
aiString fileName;
mat->GetTexture(type, i, &fileName);
// Check if we have already loaded this texture
bool skip = false;
for(auto & j : mTexturesLoaded) {
for (auto & j : mTexturesLoaded) {
// If the path to the texture already exists in m_texturesLoaded, skip it
if(std::strcmp(j.mPath.data(), fileName.C_Str()) == 0) {
if (std::strcmp(j.mPath.data(), fileName.C_Str()) == 0) {
textures.push_back(j);
// If we have loaded the texture, do not load it again
skip = true;
@@ -227,10 +239,11 @@ ModelMesh::Textures Model::loadMaterialTextures(
}
// If the texture has not yet been loaded
if(!skip) {
if (!skip) {
ModelTexture texture;
texture.mTexture = OpenGLTextureFactory::initTexture(
std::string(mDirectory + '/' + fileName.C_Str()).c_str(), false,
std::string(mDirectory + '/' + fileName.C_Str()).c_str(),
false,
false);
texture.mID = texture.mTexture->textureId();
texture.mType = typeName;
@@ -246,7 +259,8 @@ ModelMesh::Textures Model::loadMaterialTextures(
return textures;
}
void Model::sortModelMeshes() {
void Model::sortModelMeshes()
{
auto cameraPos = Scene::getCamera().getTransform();
auto cameraDistance = [&cameraPos](const ModelMesh & a, const ModelMesh & b) {
// Sort by the first vertex position in the model

View File

@@ -24,12 +24,14 @@
#include "modelmesh.h"
#include "qtkapi.h"
namespace Qtk {
namespace Qtk
{
/**
* Model object that has a ModelMesh.
* Top-level object that represents 3D models stored within a scene.
*/
class QTKAPI Model : public Object {
class QTKAPI Model : public Object
{
public:
/*************************************************************************
* Typedefs
@@ -51,13 +53,13 @@ namespace Qtk {
* @param vertexShader Optional path to custom vertex shader.
* @param fragmentShader Optional path to custom fragment shader.
*/
inline Model(
const char * name, const char * path,
const char * vertexShader = ":/shaders/model-basic.vert",
const char * fragmentShader = ":/shaders/model-basic.frag") :
Object(name, QTK_MODEL),
mModelPath(path), mVertexShader(vertexShader),
mFragmentShader(fragmentShader) {
inline Model(const char * name,
const char * path,
const char * vertexShader = "",
const char * fragmentShader = "") :
Object(name, QTK_MODEL), mModelPath(path),
mVertexShader(vertexShader), mFragmentShader(fragmentShader)
{
loadModel(mModelPath);
}
@@ -86,8 +88,9 @@ namespace Qtk {
* @param flipX Flip the texture along the X axis
* @param flipY Flip the texture along the Y axis
*/
void flipTexture(
const std::string & fileName, bool flipX = false, bool flipY = true);
void flipTexture(const std::string & fileName,
bool flipX = false,
bool flipY = true);
/*************************************************************************
* Setters
@@ -101,8 +104,9 @@ namespace Qtk {
* @param value The value to assign to the uniform
*/
template <typename T>
inline void setUniform(const char * location, T value) {
for(auto & mesh : mMeshes) {
inline void setUniform(const char * location, T value)
{
for (auto & mesh : mMeshes) {
mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value);
mesh.mProgram->release();
@@ -125,13 +129,15 @@ namespace Qtk {
/**
* @return Transform3D attached to this Model.
*/
inline Transform3D & getTransform() { return mTransform; }
inline Transform3D & getTransform() override { return mTransform; }
inline std::string getVertexShader() const override {
[[nodiscard]] inline std::string getVertexShader() const override
{
return mVertexShader;
}
inline std::string getFragmentShader() const override {
[[nodiscard]] inline std::string getFragmentShader() const override
{
return mFragmentShader;
}
@@ -183,8 +189,9 @@ namespace Qtk {
* @param typeName Texture type name in string format.
* @return Collection of all textures for a single ModelMesh.
*/
ModelMesh::Textures loadMaterialTextures(
aiMaterial * mat, aiTextureType type, const std::string & typeName);
ModelMesh::Textures loadMaterialTextures(aiMaterial * mat,
aiTextureType type,
const std::string & typeName);
/**
* Sorts each mesh in the Model based on distance from the camera.

View File

@@ -8,6 +8,7 @@
#include "modelmesh.h"
#include "scene.h"
#include "shaders.h"
using namespace Qtk;
@@ -15,7 +16,8 @@ using namespace Qtk;
* Public Member Functions
******************************************************************************/
void ModelMesh::draw(QOpenGLShaderProgram & shader) {
void ModelMesh::draw(QOpenGLShaderProgram & shader)
{
mVAO->bind();
// Bind shader
shader.bind();
@@ -28,7 +30,7 @@ void ModelMesh::draw(QOpenGLShaderProgram & shader) {
GLuint diffuseCount = 1;
GLuint specularCount = 1;
GLuint normalCount = 1;
for(GLuint i = 0; i < mTextures.size(); i++) {
for (GLuint i = 0; i < mTextures.size(); i++) {
// Activate the current texture index by adding offset to GL_TEXTURE0
glActiveTexture(GL_TEXTURE0 + i);
mTextures[i].mTexture->bind();
@@ -38,13 +40,13 @@ void ModelMesh::draw(QOpenGLShaderProgram & shader) {
// Specular: material.texture_specular1, material.texture_specular2, ...
std::string number;
std::string name = mTextures[i].mType;
if(name == "texture_diffuse") {
if (name == "texture_diffuse") {
number = std::to_string(diffuseCount++);
}
if(name == "texture_specular") {
if (name == "texture_specular") {
number = std::to_string(specularCount++);
}
if(name == "texture_normal") {
if (name == "texture_normal") {
number = std::to_string(normalCount++);
}
@@ -61,7 +63,7 @@ void ModelMesh::draw(QOpenGLShaderProgram & shader) {
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
// Release shader, textures
for(const auto & texture : mTextures) {
for (const auto & texture : mTextures) {
texture.mTexture->release();
}
shader.release();
@@ -72,11 +74,12 @@ void ModelMesh::draw(QOpenGLShaderProgram & shader) {
* Private Member Functions
******************************************************************************/
void ModelMesh::initMesh(const char * vert, const char * frag) {
void ModelMesh::initMesh(const std::string & vert, const std::string & frag)
{
initializeOpenGLFunctions();
// Create VAO, VBO, EBO
bool status = mVAO->create();
mVAO->create();
mVBO->create();
mEBO->create();
@@ -95,10 +98,26 @@ void ModelMesh::initMesh(const char * vert, const char * frag) {
mEBO->release();
// Load and link shaders
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
mProgram->link();
mProgram->bind();
if (!vert.empty()) {
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert.c_str());
} else {
mProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
QTK_SHADER_VERTEX_MODEL);
}
if (!frag.empty()) {
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag.c_str());
} else {
mProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
QTK_SHADER_FRAGMENT_MODEL);
}
if (!mProgram->link()) {
qDebug() << "Failed to link shader: " << mProgram->log();
}
if (!mProgram->bind()) {
qDebug() << "Failed to bind shader: " << mProgram->log();
}
// Positions
mProgram->enableAttributeArray(0);
@@ -112,9 +131,11 @@ void ModelMesh::initMesh(const char * vert, const char * frag) {
// Texture Coordinates
mProgram->enableAttributeArray(2);
mProgram->setAttributeBuffer(
2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2,
sizeof(ModelVertex));
mProgram->setAttributeBuffer(2,
GL_FLOAT,
offsetof(ModelVertex, mTextureCoord),
2,
sizeof(ModelVertex));
// Vertex tangents
mProgram->enableAttributeArray(3);

View File

@@ -9,12 +9,15 @@
#ifndef QTK_MODELMESH_H
#define QTK_MODELMESH_H
#include <utility>
#include <QOpenGLFunctions>
#include "object.h"
#include "transform3D.h"
namespace Qtk {
namespace Qtk
{
/**
* 3D models will store this data for each vertex in geometry.
*/
@@ -39,8 +42,9 @@ namespace Qtk {
* @param type Type of texture in string format.
* @param path Path to the texture on disk.
*/
ModelTexture(const std::string & type, const std::string & path) :
mType(type), mPath(path) {
ModelTexture(std::string type, const std::string & path) :
mType(std::move(type)), mPath(path)
{
mTexture = OpenGLTextureFactory::initTexture(path.c_str());
mID = mTexture->textureId();
}
@@ -64,7 +68,8 @@ namespace Qtk {
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
class QTKAPI ModelMesh : protected QOpenGLFunctions
{
public:
/*************************************************************************
* Typedefs
@@ -89,16 +94,18 @@ namespace Qtk {
* @param vertexShader Path to vertex shader for this ModelMesh.
* @param fragmentShader Path to fragment shader for this ModelMesh.
*/
ModelMesh(
Vertices vertices, Indices indices, Textures textures,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
ModelMesh(Vertices vertices,
Indices indices,
Textures textures,
const char * vertexShader = "",
const char * fragmentShader = "") :
mProgram(new QOpenGLShaderProgram),
mVAO(new QOpenGLVertexArrayObject),
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
mVertices(std::move(vertices)), mIndices(std::move(indices)),
mTextures(std::move(textures)) {
mTextures(std::move(textures))
{
initMesh(vertexShader, fragmentShader);
}
@@ -139,7 +146,7 @@ namespace Qtk {
* @param vert Path to vertex shader to use for this model.
* @param frag Path to fragment shader to use for this model.
*/
void initMesh(const char * vert, const char * frag);
void initMesh(const std::string & vert, const std::string & frag);
/*************************************************************************
* Private Members

View File

@@ -9,3 +9,15 @@
#include "object.h"
using namespace Qtk;
std::string Object::getShaderSourceCode(
QOpenGLShader::ShaderType shader_type) const
{
for (const auto & shader : mProgram.shaders()) {
if (shader->shaderType() == shader_type) {
return shader->sourceCode().toStdString();
}
}
qDebug() << "Failed to find shader of type " << shader_type;
return "";
}

View File

@@ -17,14 +17,16 @@
#include "shape.h"
#include "texture.h"
namespace Qtk {
namespace Qtk
{
class Model;
/**
* Object base class for objects that can exist within a scene.
* An object could be a Cube, Skybox, 3D Model, or other standalone entities.
*/
class QTKAPI Object : public QObject {
class QTKAPI Object : public QObject
{
Q_OBJECT
public:
@@ -47,16 +49,16 @@ namespace Qtk {
// Initialize an object with no shape data assigned
explicit Object(const char * name, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false),
mType(type) {
initResources();
mType(type)
{
setObjectName(name);
}
// Initialize an object with shape data assigned
Object(const char * name, const ShapeBase & shape, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape),
mBound(false), mType(type) {
initResources();
mBound(false), mType(type)
{
setObjectName(name);
}
@@ -66,29 +68,35 @@ namespace Qtk {
* Accessors
************************************************************************/
[[nodiscard]] inline const Colors & getColors() const {
[[nodiscard]] inline const Colors & getColors() const
{
return mShape.mColors;
}
[[nodiscard]] inline const Indices & getIndexData() const {
[[nodiscard]] inline const Indices & getIndexData() const
{
return mShape.mIndices;
}
[[nodiscard]] inline const Normals & getNormals() const {
[[nodiscard]] inline const Normals & getNormals() const
{
return mShape.mNormals;
}
[[nodiscard]] inline const Shape & getShape() const { return mShape; }
[[nodiscard]] inline const TexCoords & getTexCoords() const {
[[nodiscard]] inline const TexCoords & getTexCoords() const
{
return mShape.mTexCoords;
}
[[nodiscard]] inline const Texture & getTexture() const {
[[nodiscard]] inline const Texture & getTexture() const
{
return mTexture;
}
[[nodiscard]] inline const Vertices & getVertices() const {
[[nodiscard]] inline const Vertices & getVertices() const
{
return mShape.mVertices;
}
@@ -96,102 +104,142 @@ namespace Qtk {
[[nodiscard]] inline const Type & getType() const { return mType; }
[[nodiscard]] inline virtual const Transform3D & getTransform() const {
[[nodiscard]] inline virtual const Transform3D & getTransform() const
{
return mTransform;
}
[[nodiscard]] inline virtual std::string getVertexShader() const {
[[nodiscard]] inline virtual Transform3D & getTransform()
{
return mTransform;
}
[[nodiscard]] inline virtual std::string getVertexShader() const
{
return "Base Object has no vertex shader.";
}
virtual inline std::string getFragmentShader() const {
[[nodiscard]] virtual inline std::string getFragmentShader() const
{
return "Base Object has no fragment shader.";
}
[[nodiscard]] virtual std::string getShaderSourceCode(
QOpenGLShader::ShaderType shader_type) const;
[[nodiscard]] virtual inline std::string getVertexShaderSourceCode() const
{
return getShaderSourceCode(QOpenGLShader::Vertex);
}
[[nodiscard]] virtual inline std::string getFragmentShaderSourceCode()
const
{
return getShaderSourceCode(QOpenGLShader::Fragment);
}
/*************************************************************************
* Setters
************************************************************************/
virtual inline void setName(const std::string & name) { mName = name; }
virtual inline void setColors(const Colors & value) {
virtual inline void setColors(const Colors & value)
{
mShape.mColors = value;
}
virtual inline void setIndices(const Indices & value) {
virtual inline void setIndices(const Indices & value)
{
mShape.mIndices = value;
}
virtual inline void setNormals(const Normals & value) {
virtual inline void setNormals(const Normals & value)
{
mShape.mNormals = value;
}
virtual inline void setShape(const Shape & value) { mShape = value; }
virtual inline void setTexCoords(const TexCoords & value) {
virtual inline void setTexCoords(const TexCoords & value)
{
mShape.mTexCoords = value;
}
virtual inline void setTexture(
const char * path, bool flipX = false, bool flipY = false) {
virtual inline void setTexture(const char * path,
bool flipX = false,
bool flipY = false)
{
mTexture.setTexture(path, flipX, flipY);
}
virtual inline void setCubeMap(const char * path) {
virtual inline void setCubeMap(const char * path)
{
mTexture.setCubeMap(path);
}
virtual inline void setTexture(const Texture & t) {
virtual inline void setTexture(const Texture & t)
{
mTexture.setTexture(t.getPath());
}
virtual inline void setVertices(const Vertices & value) {
virtual inline void setVertices(const Vertices & value)
{
mShape.mVertices = value;
}
inline void setScaleX(double x) {
inline void setScaleX(double x)
{
mTransform.setScale(
x, mTransform.getScale().y(), mTransform.getScale().z());
}
inline void setScaleY(double y) {
inline void setScaleY(double y)
{
mTransform.setScale(
mTransform.getScale().x(), y, mTransform.getScale().z());
}
inline void setScaleZ(double z) {
inline void setScaleZ(double z)
{
mTransform.setScale(
mTransform.getScale().x(), mTransform.getScale().y(), z);
}
inline void setTranslationX(double x) {
mTransform.setTranslation(
x, mTransform.getTranslation().y(),
mTransform.getTranslation().z());
inline void setTranslationX(double x)
{
mTransform.setTranslation(x,
mTransform.getTranslation().y(),
mTransform.getTranslation().z());
}
inline void setTranslationY(double y) {
mTransform.setTranslation(
mTransform.getTranslation().x(), y,
mTransform.getTranslation().z());
inline void setTranslationY(double y)
{
mTransform.setTranslation(mTransform.getTranslation().x(),
y,
mTransform.getTranslation().z());
}
inline void setTranslationZ(double z) {
mTransform.setTranslation(
mTransform.getTranslation().x(), mTransform.getTranslation().y(),
z);
inline void setTranslationZ(double z)
{
mTransform.setTranslation(mTransform.getTranslation().x(),
mTransform.getTranslation().y(),
z);
}
/*************************************************************************
* Public Methods
************************************************************************/
virtual inline void bindShaders() {
virtual inline void bindShaders()
{
mBound = true;
mProgram.bind();
}
virtual inline void releaseShaders() {
virtual inline void releaseShaders()
{
mBound = false;
mProgram.release();
}

View File

@@ -22,16 +22,8 @@
#define QTKAPI
#endif
/**
* Initialize Qt resources required by the Qtk library.
* This cannot be defined within any namespace, but can be called by ctors.
* See object.h for example.
*/
inline void initResources() {
Q_INIT_RESOURCE(resources);
}
namespace Qtk {
namespace Qtk
{
/**
* Flag to set context for debug messages.
*/
@@ -43,20 +35,14 @@ namespace Qtk {
* @param widget Widget to start the search from.
* @return Top level parent widget or Q_NULLPTR if no parent
*/
static QWidget * topLevelParent(QWidget * widget) {
static QWidget * topLevelParent(QWidget * widget)
{
QString name = widget->objectName();
while(widget->parentWidget() != Q_NULLPTR) {
while (widget->parentWidget() != Q_NULLPTR) {
widget = widget->parentWidget();
}
return widget;
}
/**
* @return Default icon to use for Qtk desktop application.
*/
static QIcon getIcon() {
return QIcon(":/icons/icon.png");
}
} // namespace Qtk
#endif // QTK_QTKAPI_H

View File

@@ -14,23 +14,23 @@ using namespace Qtk;
* Constructors, Destructors
******************************************************************************/
QtkIOStream::QtkIOStream(const char * pFile, const char * pMode) :
mFile(pFile) {
QtkIOStream::QtkIOStream(const char * pFile, const char * pMode) : mFile(pFile)
{
QString mode(pMode);
bool open = false;
if(mode == "w" || mode == "wb") {
if (mode == "w" || mode == "wb") {
open = mFile.open(QIODeviceBase::WriteOnly);
} else if(mode == "r" || mode == "rb") {
} else if (mode == "r" || mode == "rb") {
open = mFile.open(QIODeviceBase::ReadOnly);
} else if(mode == "wt") {
} else if (mode == "wt") {
open = mFile.open(QIODeviceBase::WriteOnly | QIODeviceBase::Text);
} else if(mode == "rt") {
} else if (mode == "rt") {
open = mFile.open(QIODeviceBase::ReadOnly | QIODeviceBase::Text);
} else {
open = false;
qDebug() << "[Qtk::QtkIOStream] Invalid file open mode: " << mode << "\n";
}
if(!open) {
if (!open) {
qDebug() << "[Qtk::QtkIOStream] Could not open file: " << QString(pFile)
<< "\n";
}
@@ -40,9 +40,10 @@ QtkIOStream::QtkIOStream(const char * pFile, const char * pMode) :
* Public Member Functions
******************************************************************************/
size_t QtkIOStream::Read(void * pvBuffer, size_t pSize, size_t pCount) {
size_t QtkIOStream::Read(void * pvBuffer, size_t pSize, size_t pCount)
{
qint64 readSize = mFile.read((char *)pvBuffer, pSize * pCount);
if(readSize < 0) {
if (readSize < 0) {
qDebug() << "[Qtk::QtkIOStream] Failed to read (" << pSize
<< ") bytes from file at: " << mFile.filesystemFileName().c_str()
<< "\n";
@@ -51,9 +52,10 @@ size_t QtkIOStream::Read(void * pvBuffer, size_t pSize, size_t pCount) {
return readSize;
}
size_t QtkIOStream::Write(const void * pvBuffer, size_t pSize, size_t pCount) {
size_t QtkIOStream::Write(const void * pvBuffer, size_t pSize, size_t pCount)
{
qint64 writeSize = mFile.write((char *)pvBuffer, pSize * pCount);
if(writeSize < 0) {
if (writeSize < 0) {
qDebug() << "[Qtk::QtkIOStream] Failed to write buffer with size (" << pSize
<< ") to file at: " << mFile.filesystemFileName().c_str() << "\n";
return -1;
@@ -61,18 +63,22 @@ size_t QtkIOStream::Write(const void * pvBuffer, size_t pSize, size_t pCount) {
return writeSize;
}
aiReturn QtkIOStream::Seek(size_t pOffset, aiOrigin pOrigin) {
aiReturn QtkIOStream::Seek(size_t pOffset, aiOrigin pOrigin)
{
return mFile.seek(pOffset) ? aiReturn_SUCCESS : aiReturn_FAILURE;
}
size_t QtkIOStream::Tell() const {
size_t QtkIOStream::Tell() const
{
return mFile.pos();
}
size_t QtkIOStream::FileSize() const {
size_t QtkIOStream::FileSize() const
{
return mFile.size();
}
void QtkIOStream::Flush() {
void QtkIOStream::Flush()
{
mFile.flush();
}

View File

@@ -15,12 +15,14 @@
#ifndef QTK_QTKIOSTREAM_H
#define QTK_QTKIOSTREAM_H
namespace Qtk {
namespace Qtk
{
/**
* Custom Assimp IO stream to support QtkIOSystem file handling.
* Allows direct use of Qt Resource paths for loading models in Assimp.
*/
class QtkIOStream : public Assimp::IOStream {
class QtkIOStream : public Assimp::IOStream
{
friend class QtkIOSystem;
protected:

View File

@@ -15,22 +15,26 @@ using namespace Qtk;
* Public Member Functions
******************************************************************************/
bool QtkIOSystem::Exists(const char * pFile) const {
bool QtkIOSystem::Exists(const char * pFile) const
{
return QFileInfo::exists(pFile);
}
char QtkIOSystem::getOsSeparator() const {
char QtkIOSystem::getOsSeparator() const
{
return QDir::separator().toLatin1();
}
Assimp::IOStream * QtkIOSystem::Open(const char * pFile, const char * pMode) {
if(!Exists(pFile)) {
Assimp::IOStream * QtkIOSystem::Open(const char * pFile, const char * pMode)
{
if (!Exists(pFile)) {
qDebug() << "[Qtk::QtkIOSystem] failed to open file: " << pFile << "\n";
return nullptr;
}
return new QtkIOStream(pFile, pMode);
}
void QtkIOSystem::Close(Assimp::IOStream * pFile) {
void QtkIOSystem::Close(Assimp::IOStream * pFile)
{
delete pFile;
}

View File

@@ -15,11 +15,13 @@
#ifndef QTK_QTKIOSYSTEM_H
#define QTK_QTKIOSYSTEM_H
namespace Qtk {
namespace Qtk
{
/**
* Assimp IO system for loading models with assimp, using Qt Resource paths.
*/
class QtkIOSystem : public Assimp::IOSystem {
class QtkIOSystem : public Assimp::IOSystem
{
public:
QtkIOSystem() = default;
~QtkIOSystem() = default;
@@ -40,8 +42,8 @@ namespace Qtk {
* @param pMode Mode to open file. See `man fopen`.
* @return QtkIOStream for the opened file.
*/
Assimp::IOStream * Open(
const char * pFile, const char * pMode = "rb") override;
Assimp::IOStream * Open(const char * pFile,
const char * pMode = "rb") override;
/**
* @param pFile File to close.

View File

@@ -18,16 +18,18 @@ QMatrix4x4 Scene::mProjection;
* Constructors / Destructors
******************************************************************************/
Scene::Scene() : mSceneName("Default Scene") {
Scene::Scene() : mSceneName("Default Scene")
{
mCamera.getTransform().setTranslation(0.0f, 0.0f, 20.0f);
mCamera.getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
Scene::~Scene() {
for(auto & mesh : mMeshes) {
Scene::~Scene()
{
for (auto & mesh : mMeshes) {
delete mesh;
}
for(auto & model : mModels) {
for (auto & model : mModels) {
delete model;
}
delete mSkybox;
@@ -37,83 +39,88 @@ Scene::~Scene() {
* Public Methods
******************************************************************************/
template <> MeshRenderer * Scene::addObject(MeshRenderer * object) {
template <> MeshRenderer * Scene::addObject(MeshRenderer * object)
{
initSceneObjectName(object);
mMeshes.push_back(object);
sceneUpdated(mSceneName);
emit sceneUpdated(mSceneName);
return object;
}
template <> Model * Scene::addObject(Model * object) {
template <> Model * Scene::addObject(Model * object)
{
initSceneObjectName(object);
mModels.push_back(object);
sceneUpdated(mSceneName);
emit sceneUpdated(mSceneName);
return object;
}
void Scene::draw() {
if(!mInit) {
void Scene::draw()
{
if (!mInit) {
initializeOpenGLFunctions();
init();
mInit = true;
}
while(!mModelLoadQueue.empty()) {
// Check if there were new models added that still need to be loaded.
// This is for objects added at runtime via click-and-drag events, etc.
while (!mModelLoadQueue.empty()) {
auto modelSpec = mModelLoadQueue.front();
// Load the model and add it to the scene.
addObject(new Model(modelSpec.first.c_str(), modelSpec.second.c_str()));
mModelLoadQueue.pop();
}
if(mPause) {
if (mPause) {
return;
}
if(mSkybox != Q_NULLPTR) {
if (mSkybox != Q_NULLPTR) {
mSkybox->draw();
}
for(const auto & model : mModels) {
for (const auto & model : mModels) {
model->draw();
}
for(const auto & mesh : mMeshes) {
for (const auto & mesh : mMeshes) {
mesh->draw();
}
}
std::vector<Object *> Scene::getObjects() const {
std::vector<Object *> Scene::getObjects() const
{
// All scene objects must inherit from Qtk::Object.
std::vector<Object *> objects(mMeshes.begin(), mMeshes.end());
for(const auto & model : mModels) {
for (const auto & model : mModels) {
objects.push_back(model);
if(objects.back() == nullptr) {
if (objects.back() == nullptr) {
return {};
}
}
return objects;
}
Object * Scene::getObject(const QString & name) const {
for(const auto & object : getObjects()) {
if(object->getName() == name.toStdString()) {
Object * Scene::getObject(const QString & name) const
{
for (const auto & object : getObjects()) {
if (object->getName() == name.toStdString()) {
return object;
}
}
return Q_NULLPTR;
}
void Scene::setSkybox(Skybox * skybox) {
void Scene::setSkybox(Skybox * skybox)
{
delete mSkybox;
mSkybox = skybox;
}
void Scene::initSceneObjectName(Object * object) {
if(!mObjectCount.count(object->getName())) {
mObjectCount[object->getName()] = 1;
} else {
mObjectCount[object->getName()]++;
}
auto count = mObjectCount[object->getName()];
if(count > 1) {
void Scene::initSceneObjectName(Object * object)
{
// If the object name exists make it unique.
auto count = ++mObjectCount[object->getName()];
if (count > 1) {
object->setName(object->getName() + " (" + std::to_string(count) + ")");
}
}

View File

@@ -21,7 +21,8 @@
#include "model.h"
#include "skybox.h"
namespace Qtk {
namespace Qtk
{
/**
* An abstract Scene class to inherit from when building new scenes.
*
@@ -43,7 +44,8 @@ namespace Qtk {
* If the child scene adds any objects which are not managed (drawn) by this
* base class, the child scene class must also override the `draw()` method.
*/
class Scene : public QObject, protected QOpenGLFunctions {
class Scene : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
@@ -53,7 +55,7 @@ namespace Qtk {
Scene();
virtual ~Scene();
~Scene() override;
/*************************************************************************
* Public Methods
@@ -73,18 +75,23 @@ namespace Qtk {
/**
* Function called to update the QOpenGLWidget. Does not trigger a redraw.
*
* This method can translate or rotate objects to simulate movement.
* Calling this several times will still result in only one repaint.
*
* It's very possible a client will not want to move objects in the scene
* using this method. This is intentially not pure virtual.
*/
virtual void update() {}
void loadModel(const QUrl & url) {
void loadModel(const QUrl & url)
{
auto fileName = url.fileName().replace(".obj", "").toStdString();
auto filePath = url.toLocalFile().toStdString();
loadModel(fileName, filePath);
}
void loadModel(const std::string & name, const std::string & path) {
void loadModel(const std::string & name, const std::string & path)
{
// Add the dropped model to the load queue.
// This is consumed during rendering of the scene if not empty.
mModelLoadQueue.emplace(name, path);
@@ -111,7 +118,8 @@ namespace Qtk {
/**
* @return The number of objects within the scene with the given name.
*/
[[nodiscard]] uint64_t getObjectCount(const QString & name) {
[[nodiscard]] uint64_t getObjectCount(const QString & name)
{
return mObjectCount.count(name.toStdString())
? mObjectCount[name.toStdString()]
: 0;
@@ -125,14 +133,16 @@ namespace Qtk {
/**
* @return View matrix for the camera attached to this scene.
*/
[[nodiscard]] inline static QMatrix4x4 getViewMatrix() {
[[nodiscard]] inline static QMatrix4x4 getViewMatrix()
{
return mCamera.toMatrix();
}
/**
* @return Projection matrix for the current view into the scene.
*/
[[nodiscard]] inline static QMatrix4x4 & getProjectionMatrix() {
[[nodiscard]] inline static QMatrix4x4 & getProjectionMatrix()
{
return mProjection;
}
@@ -150,15 +160,16 @@ namespace Qtk {
/**
* @return All MeshRenderers within the scene.
*/
[[nodiscard]] inline const std::vector<MeshRenderer *> & getMeshes()
const {
[[nodiscard]] inline const std::vector<MeshRenderer *> & getMeshes() const
{
return mMeshes;
}
/**
* @return All Models within the scene.
*/
[[nodiscard]] inline const std::vector<Model *> & getModels() const {
[[nodiscard]] inline const std::vector<Model *> & getModels() const
{
return mModels;
}
@@ -239,30 +250,6 @@ namespace Qtk {
/* Track count of objects with same initial name. */
std::unordered_map<std::string, uint64_t> mObjectCount;
};
class SceneEmpty : public Scene {
public:
void init() override { setSceneName("Empty Scene"); }
void draw() override { Scene::draw(); }
void update() override { Scene::update(); }
};
class SceneInterface : public Scene {
public:
explicit SceneInterface(Scene * scene) : mScene(scene) {}
void init() override { mScene->init(); }
void draw() override { mScene->draw(); }
void update() override { mScene->update(); }
protected:
Scene * mScene;
};
} // namespace Qtk
#endif // QTK_SCENE_H

120
src/qtk/shaders.h Normal file
View File

@@ -0,0 +1,120 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2025 Shaun Reed, all rights reserved ##
## About: Default GLSL shaders to use for objects if no shader if provided. ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_SHADERS_H
#define QTK_SHADERS_H
//
// Model
#define QTK_SHADER_VERTEX_MODEL \
R"(
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTextureCoord;
out vec2 vTextureCoord;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main()
{
vTextureCoord = aTextureCoord;
gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);
}
)"
#define QTK_SHADER_FRAGMENT_MODEL \
R"(
#version 330 core
out vec4 fColor;
in vec2 vTextureCoord;
uniform sampler2D texture_diffuse1;
void main()
{
fColor = texture(texture_diffuse1, vTextureCoord);
}
)"
//
// MeshRenderer
#define QTK_SHADER_VERTEX_MESH \
R"(
#version 330
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aColor;
out vec4 vColor;
uniform mat4 uModel; // Model
uniform mat4 uView; // View
uniform mat4 uProjection; // Projection
void main()
{
gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);
vColor = vec4(aColor, 1.0f);
}
)"
#define QTK_SHADER_FRAGMENT_MESH \
R"(
#version 330
in vec4 vColor;
out vec4 fColor;
void main()
{
fColor = vColor;
}
)"
//
// Skybox
#define QTK_SHADER_VERTEX_SKYBOX \
R"(
#version 330
layout(location = 0) in vec3 aPosition;
out vec3 vTexCoord;
uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;
void main()
{
// Strip translation column from camera's 4x4 matrix
mat4 view = mat4(mat3(uViewMatrix));
gl_Position = uProjectionMatrix * view * vec4(aPosition, 1.0);
vTexCoord = aPosition;
}
)"
#define QTK_SHADER_FRAGMENT_SKYBOX \
R"(
#version 330
uniform samplerCube uTexture;
varying vec3 vTexCoord;
void main()
{
gl_FragColor = texture(uTexture, vTexCoord);
}
)"
#endif // QTK_SHADERS_H

View File

@@ -10,9 +10,10 @@
using namespace Qtk;
Cube::Cube(DrawMode mode) {
Cube::Cube(DrawMode mode)
{
mDrawMode = mode;
switch(mode) {
switch (mode) {
// The order of the following assignment values helps to visualize.
// clang-format off
@@ -203,10 +204,11 @@ Cube::Cube(DrawMode mode) {
}
}
Triangle::Triangle(DrawMode mode) {
Triangle::Triangle(DrawMode mode)
{
mDrawMode = mode;
const QVector3D triangleTop = QVector3D(0.0f, 0.5f, 0.0f);
switch(mode) {
switch (mode) {
// clang-format off
case QTK_DRAW_ARRAYS:

View File

@@ -73,7 +73,8 @@
#define UV_RIGHT QVector2D(0.0f, 1.0f)
#define UV_CORNER QVector2D(1.0f, 1.0f)
namespace Qtk {
namespace Qtk
{
class MeshRenderer;
class Object;
@@ -114,13 +115,17 @@ namespace Qtk {
* @param t Texture coordinates for this shape.
* @param n Normals for this shape.
*/
explicit ShapeBase(
DrawMode mode = QTK_DRAW_ARRAYS, Vertices v = {}, Indices i = {},
Colors c = {}, TexCoords t = {}, Normals n = {}) :
mDrawMode(mode),
mVertices(std::move(v)), mColors(std::move(c)),
explicit ShapeBase(DrawMode mode = QTK_DRAW_ARRAYS,
Vertices v = {},
Indices i = {},
Colors c = {},
TexCoords t = {},
Normals n = {}) :
mDrawMode(mode), mVertices(std::move(v)), mColors(std::move(c)),
mIndices(std::move(i)), mTexCoords(std::move(t)),
mNormals(std::move(n)) {}
mNormals(std::move(n))
{
}
/*************************************************************************
* Accessors
@@ -129,14 +134,16 @@ namespace Qtk {
/**
* @return Vertex data for this shape.
*/
[[nodiscard]] inline const Vertices & getVertices() const {
[[nodiscard]] inline const Vertices & getVertices() const
{
return mVertices;
}
/**
* @return Index data for this shape.
*/
[[nodiscard]] inline const Indices & getIndexData() const {
[[nodiscard]] inline const Indices & getIndexData() const
{
return mIndices;
}
@@ -148,21 +155,24 @@ namespace Qtk {
/**
* @return Texture coordinates for this shape.
*/
[[nodiscard]] inline const TexCoords & getTexCoords() const {
[[nodiscard]] inline const TexCoords & getTexCoords() const
{
return mTexCoords;
}
/**
* @return Normals for this shape.
*/
[[nodiscard]] inline const Normals & getNormals() const {
[[nodiscard]] inline const Normals & getNormals() const
{
return mNormals;
}
/**
* @return Stride for texture coordinates on this shape.
*/
[[nodiscard]] inline size_t getTexCoordsStride() const {
[[nodiscard]] inline size_t getTexCoordsStride() const
{
return mTexCoords.size() * sizeof(mTexCoords[0]);
}
@@ -204,14 +214,16 @@ namespace Qtk {
/**
* @param value Vertex data to use for this shape.
*/
virtual inline void setVertices(const Vertices & value) {
virtual inline void setVertices(const Vertices & value)
{
mVertices = value;
}
/**
* @param value Index data to use for this shape.
*/
virtual inline void setIndices(const Indices & value) {
virtual inline void setIndices(const Indices & value)
{
mIndices = value;
}
@@ -223,14 +235,16 @@ namespace Qtk {
/**
* @param value Texture coordinates to use for this shape.
*/
virtual inline void setTexCoords(const TexCoords & value) {
virtual inline void setTexCoords(const TexCoords & value)
{
mTexCoords = value;
}
/**
* @param value Normals to use for this shape.
*/
virtual inline void setNormals(const Normals & value) {
virtual inline void setNormals(const Normals & value)
{
mNormals = value;
}

View File

@@ -8,6 +8,7 @@
#include "skybox.h"
#include "scene.h"
#include "shaders.h"
#include "texture.h"
using namespace Qtk;
@@ -17,42 +18,62 @@ using namespace Qtk;
******************************************************************************/
Skybox::Skybox(const std::string & name) :
Skybox(
":/textures/skybox/right.png", ":/textures/skybox/top.png",
":/textures/skybox/front.png", ":/textures/skybox/left.png",
":/textures/skybox/bottom.png", ":/textures/skybox/back.png", name) {}
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) {
mTexture.setTexture(cubeMap);
mVBO(QOpenGLBuffer::VertexBuffer),
mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
{
QImage image({1024, 1024}, QImage::Format_RGBA8888);
image.fill(Qt::darkGray);
mTexture.setCubeMap(image, image, image, image, image, image);
init();
}
Skybox::Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
const std::string & bottom, const std::string & back,
const std::string & name) :
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) :
mVBO(QOpenGLBuffer::VertexBuffer),
mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData()) {
mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
{
if (cubeMap == Q_NULLPTR) {
qDebug()
<< "[Qtk] Failed to set cubemap for skybox with null QOpenGLTexture.";
} else {
mTexture.setTexture(cubeMap);
}
init();
}
Skybox::Skybox(const std::string & right,
const std::string & top,
const std::string & front,
const std::string & left,
const std::string & bottom,
const std::string & back,
const std::string & name) :
mVBO(QOpenGLBuffer::VertexBuffer),
mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
{
mTexture.setCubeMap(QImage(right.c_str()).mirrored(),
QImage(top.c_str()),
QImage(front.c_str()),
QImage(left.c_str()),
QImage(bottom.c_str()),
QImage(back.c_str()));
init();
mTexture.setCubeMap(
QImage(right.c_str()).mirrored(), QImage(top.c_str()),
QImage(front.c_str()), QImage(left.c_str()), QImage(bottom.c_str()),
QImage(back.c_str()));
}
/*******************************************************************************
* Public Member Functions
******************************************************************************/
void Skybox::draw() {
void Skybox::draw()
{
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
mVAO.bind();
mProgram.bind();
mTexture.getOpenGLTexture().bind();
mTexture.bind();
mProgram.setUniformValue("uProjectionMatrix", Scene::getProjectionMatrix());
mProgram.setUniformValue("uViewMatrix", Scene::getCamera().toMatrix());
@@ -60,7 +81,7 @@ void Skybox::draw() {
glDrawElements(
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
mTexture.getOpenGLTexture().bind();
mTexture.bind();
mProgram.release();
mVAO.release();
@@ -73,15 +94,16 @@ void Skybox::draw() {
* Private Member Functions
******************************************************************************/
void Skybox::init() {
void Skybox::init()
{
initializeOpenGLFunctions();
// Set up shader program
mProgram.create();
mProgram.addShaderFromSourceFile(
QOpenGLShader::Vertex, ":/shaders/skybox.vert");
mProgram.addShaderFromSourceFile(
QOpenGLShader::Fragment, ":/shaders/skybox.frag");
mProgram.addShaderFromSourceCode(QOpenGLShader::Fragment,
QTK_SHADER_FRAGMENT_SKYBOX);
mProgram.addShaderFromSourceCode(QOpenGLShader::Vertex,
QTK_SHADER_VERTEX_SKYBOX);
mProgram.link();
mProgram.bind();

View File

@@ -20,22 +20,22 @@
#include "shape.h"
#include "texture.h"
namespace Qtk {
namespace Qtk
{
/**
* Skybox object for rendering a skybox within a Scene.
* A skybox is typically implemented using a cube map texture centered around
* the camera and projected outwards in all directions.
*/
class QTKAPI Skybox : protected QOpenGLFunctions {
class QTKAPI Skybox : protected QOpenGLFunctions
{
public:
/*************************************************************************
* Constructors / Destructors
************************************************************************/
// Delegate this constructor to use default skybox images
/**
* Construct Skybox using default images.
* Construct a skybox with a default texture.
*
* @param name The objectName to use for the Skybox.
*/
@@ -48,8 +48,8 @@ namespace Qtk {
* @param cubeMap QOpenGLTexture to use for the new Skybox.
* @param name The objectName to use for the Skybox.
*/
explicit Skybox(
QOpenGLTexture * cubeMap, const std::string & name = "Skybox");
explicit Skybox(QOpenGLTexture * cubeMap,
const std::string & name = "Skybox");
/**
* Construct a Skybox.
@@ -62,11 +62,13 @@ namespace Qtk {
* @param back Image to use for the back side of the Skybox.
* @param name The objectName to use for this Skybox.
*/
Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
const std::string & bottom, const std::string & back,
const std::string & name = "Skybox");
Skybox(const std::string & right,
const std::string & top,
const std::string & front,
const std::string & left,
const std::string & bottom,
const std::string & back,
const std::string & name = "Skybox");
~Skybox() = default;

View File

@@ -8,52 +8,87 @@
#include <QDebug>
#include <QImageReader>
#include <QPainter>
#include "app/qtkmainwindow.h"
#include "texture.h"
using namespace Qtk;
QImage OpenGLTextureFactory::initImage(
const char * image, bool flipX, bool flipY) {
QImage OpenGLTextureFactory::initImage(const char * image,
bool flipX,
bool flipY)
{
// Qt6 limits loaded images to 256MB by default
QImageReader::setAllocationLimit(1024);
auto loadedImage = QImage(image).mirrored(flipX, flipY);
if(loadedImage.isNull()) {
if (loadedImage.isNull()) {
return defaultTexture();
}
return loadedImage;
}
QOpenGLTexture * OpenGLTextureFactory::initTexture(
const char * texture, bool flipX, bool flipY) {
QOpenGLTexture * OpenGLTextureFactory::initTexture(const char * texture,
bool flipX,
bool flipY)
{
QImage image = initImage(texture, flipX, flipY);
auto newTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
newTexture->setData(image);
newTexture->setWrapMode(QOpenGLTexture::Repeat);
newTexture->setMinMagFilters(
QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
newTexture->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,
QOpenGLTexture::Linear);
return newTexture;
}
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * tile) {
return initCubeMap(
QImage(tile), QImage(tile), QImage(tile), QImage(tile), QImage(tile),
QImage(tile));
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * tile)
{
return initCubeMap(QImage(tile),
QImage(tile),
QImage(tile),
QImage(tile),
QImage(tile),
QImage(tile));
}
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
const char * right, const char * top, const char * front, const char * left,
const char * bottom, const char * back) {
return initCubeMap(
QImage(right), QImage(top), QImage(front), QImage(left), QImage(bottom),
QImage(back));
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * right,
const char * top,
const char * front,
const char * left,
const char * bottom,
const char * back)
{
return initCubeMap(QImage(right),
QImage(top),
QImage(front),
QImage(left),
QImage(bottom),
QImage(back));
}
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
QImage OpenGLTextureFactory::defaultTexture()
{
QImage image({256, 256}, QImage::Format_RGBA8888);
image.fill(Qt::lightGray);
// Draw a red '?' to the center of the image.
QPainter painter(&image);
painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(Qt::red);
painter.setFont({"Helvetica", 100, QFont::Bold});
constexpr QRect rect(0, 0, 256, 256);
painter.drawText(rect, Qt::AlignCenter, "?");
return image;
}
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const QImage & right,
const QImage & top,
const QImage & front,
const QImage & left,
const QImage & bottom,
const QImage & back)
{
auto texture = new QOpenGLTexture(QOpenGLTexture::TargetCubeMap);
std::vector<QImage> faceTextures = {right, top, front, left, bottom, back};
// Initialize skybox cubemap texture
@@ -61,20 +96,23 @@ QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
texture->bind();
// For each cube map face
std::vector<QOpenGLTexture::CubeMapFace> faces = {
QOpenGLTexture::CubeMapPositiveX, QOpenGLTexture::CubeMapPositiveY,
QOpenGLTexture::CubeMapPositiveZ, QOpenGLTexture::CubeMapNegativeX,
QOpenGLTexture::CubeMapNegativeY, QOpenGLTexture::CubeMapNegativeZ};
QOpenGLTexture::CubeMapPositiveX,
QOpenGLTexture::CubeMapPositiveY,
QOpenGLTexture::CubeMapPositiveZ,
QOpenGLTexture::CubeMapNegativeX,
QOpenGLTexture::CubeMapNegativeY,
QOpenGLTexture::CubeMapNegativeZ};
int i = 0;
for(const auto & face : faces) {
QImage faceImage(faceTextures[i]);
if(faceImage.isNull()) {
qDebug() << "Error loading cube map image\n";
for (const auto & face : faces) {
QImage & faceImage = faceTextures[i];
if (faceImage.isNull()) {
qDebug() << "[libqtk] Error loading cube map image\n";
faceImage = defaultTexture();
}
faceImage = faceImage.convertToFormat(QImage::Format_RGBA8888);
// On the first iteration, set format and allocate texture storage
if(face == QOpenGLTexture::CubeMapPositiveX) {
if (face == QOpenGLTexture::CubeMapPositiveX) {
// This also needs to happen on the first iteration, anyways
texture->setSize(
faceImage.width(), faceImage.height(), faceImage.depth());
@@ -82,9 +120,12 @@ QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
texture->allocateStorage();
}
texture->setData(
0, 0, face, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
faceImage.constBits());
texture->setData(0,
0,
face,
QOpenGLTexture::RGBA,
QOpenGLTexture::UInt8,
faceImage.constBits());
i++;
}

View File

@@ -16,30 +16,33 @@
#include "qtkapi.h"
namespace Qtk {
namespace Qtk
{
/**
* Binds shader programs until the end of scope.
* Does nothing if the shader program was already bound.
*
* See MeshRenderer::setUniform() for example.
*/
class QTKAPI ShaderBindScope {
class QTKAPI ShaderBindScope
{
public:
/*************************************************************************
* Constructors / Destructors
************************************************************************/
explicit ShaderBindScope(
QOpenGLShaderProgram * program, bool was_locked) :
mWasBound(was_locked) {
explicit ShaderBindScope(QOpenGLShaderProgram * program,
bool was_locked) : mWasBound(was_locked)
{
mProgram = program;
if(!mWasBound) {
if (!mWasBound) {
mProgram->bind();
}
}
~ShaderBindScope() {
if(!mWasBound) {
~ShaderBindScope()
{
if (!mWasBound) {
mProgram->release();
}
}
@@ -56,7 +59,8 @@ namespace Qtk {
/**
* Factories for initializing various OpenGL textures
*/
class QTKAPI OpenGLTextureFactory {
class QTKAPI OpenGLTextureFactory
{
public:
/*************************************************************************
* Constructors / Destructors
@@ -76,8 +80,9 @@ namespace Qtk {
* @param flipY If true the image will be flipped on Y axis.
* @return QImage object.
*/
static QImage initImage(
const char * image, bool flipX = false, bool flipY = false);
static QImage initImage(const char * image,
bool flipX = false,
bool flipY = false);
/**
* QOpenGLTexture factory
@@ -88,8 +93,9 @@ namespace Qtk {
* @param flipY If true the image will be flipped on Y axis.
* @return Pointer to an initialized QOpenGLTexture object.
*/
static QOpenGLTexture * initTexture(
const char * texture, bool flipX = false, bool flipY = false);
static QOpenGLTexture * initTexture(const char * texture,
bool flipX = false,
bool flipY = false);
/**
* Cube map factory for initializing all sides of a CubeMap.
@@ -103,9 +109,12 @@ namespace Qtk {
* @param back Path to image for the back side of the CubeMap.
* @return Pointer to an initialized QOpenGLTexture object.
*/
static QOpenGLTexture * initCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back);
static QOpenGLTexture * initCubeMap(const QImage & right,
const QImage & top,
const QImage & front,
const QImage & left,
const QImage & bottom,
const QImage & back);
/**
* CubeMap factory for tiling the same image on all sides.
@@ -128,17 +137,15 @@ namespace Qtk {
* @param back Path to image for the back side of the CubeMap.
* @return Pointer to an initialized QOpenGLTexture object.
*/
static QOpenGLTexture * initCubeMap(
const char * right, const char * top, const char * front,
const char * left, const char * bottom, const char * back);
static QOpenGLTexture * initCubeMap(const char * right,
const char * top,
const char * front,
const char * left,
const char * bottom,
const char * back);
/// The texture used in place of a missing texture.
static QImage defaultTexture() {
// Use plaster for default texture if image fails to load.
// This prevents segfaults when loading a texture that doesn't exist.
// TODO: Replace with a '?' texture to indicate missing texture.
return QImage(":/textures/plaster.png");
}
static QImage defaultTexture();
private:
// Private ctor to prevent creating instances of this class
@@ -151,7 +158,8 @@ namespace Qtk {
* TODO: Struct for (re)storing texture state
* A struct to store flipX, flipY and other initial state needed to copy
*/
class Texture {
class Texture
{
public:
/*************************************************************************
* Typedefs
@@ -169,7 +177,8 @@ namespace Qtk {
*
* @param value Texture to copy.
*/
Texture(const Texture & value) {
Texture(const Texture & value)
{
mOpenGLTexture = OpenGLTextureFactory::initTexture(value.mPath);
mPath = value.mPath;
}
@@ -179,10 +188,13 @@ namespace Qtk {
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
explicit Texture(
const char * path, bool flipX = false, bool flipY = false) :
explicit Texture(const char * path,
bool flipX = false,
bool flipY = false) :
mOpenGLTexture(OpenGLTextureFactory::initTexture(path, flipX, flipY)),
mPath(path) {}
mPath(path)
{
}
/**
* Construct a Texture using an existing QOpenGLTexture.
@@ -200,10 +212,25 @@ namespace Qtk {
/**
* @return True if the OpenGL texture has been initialized.
*/
[[nodiscard]] inline bool hasTexture() const {
[[nodiscard]] inline bool hasTexture() const
{
return mOpenGLTexture != Q_NULLPTR;
}
/**
* Bind the OpenGL texture if it exists, avoiding segmentation faults.
*/
bool bind() const
{
if (hasTexture()) {
// TODO: It would be nice to warn here but some objects may not have
// a texture. Factor Texture out of those objects so we don't bind.
mOpenGLTexture->bind();
return true;
}
return false;
}
/*************************************************************************
* Accessors
************************************************************************/
@@ -211,7 +238,8 @@ namespace Qtk {
/**
* @return QOpenGLTexture associated with this Texture.
*/
[[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const {
[[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const
{
return *mOpenGLTexture;
}
@@ -231,8 +259,10 @@ namespace Qtk {
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
inline void setTexture(
const std::string & path, bool flipX = false, bool flipY = false) {
inline void setTexture(const std::string & path,
bool flipX = false,
bool flipY = false)
{
setTexture(path.c_str(), flipX, flipY);
}
@@ -241,8 +271,10 @@ namespace Qtk {
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
inline void setTexture(
const char * path, bool flipX = false, bool flipY = false) {
inline void setTexture(const char * path,
bool flipX = false,
bool flipY = false)
{
mOpenGLTexture = OpenGLTextureFactory::initTexture(path, flipX, flipY);
mPath = path;
}
@@ -252,7 +284,8 @@ namespace Qtk {
*
* @param path Path to texture to use for all sides of the cube map.
*/
virtual inline void setCubeMap(const char * path) {
virtual inline void setCubeMap(const char * path)
{
mOpenGLTexture = OpenGLTextureFactory::initCubeMap(path);
mPath = path;
}
@@ -267,9 +300,13 @@ namespace Qtk {
* @param bottom Path to texture to use for bottom cube map side.
* @param back Path to texture to use for back cube map side.
*/
virtual inline void setCubeMap(
const char * right, const char * top, const char * front,
const char * left, const char * bottom, const char * back) {
virtual inline void setCubeMap(const char * right,
const char * top,
const char * front,
const char * left,
const char * bottom,
const char * back)
{
mOpenGLTexture = OpenGLTextureFactory::initCubeMap(
right, top, front, left, bottom, back);
}
@@ -277,16 +314,20 @@ namespace Qtk {
/**
* Sets this Texture to be a cube map with provided sides.
*
* @param right Path to texture to use for right cube map side.
* @param top Path to texture to use for top cube map side.
* @param front Path to texture to use for front cube map side.
* @param left Path to texture to use for left cube map side.
* @param bottom Path to texture to use for bottom cube map side.
* @param back Path to texture to use for back cube map side.
* @param right QImage texture to use for right cube map side.
* @param top QImage texture to use for top cube map side.
* @param front QImage texture to use for front cube map side.
* @param left QImage texture to use for left cube map side.
* @param bottom QImage texture to use for bottom cube map side.
* @param back QImage texture to use for back cube map side.
*/
virtual inline void setCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
virtual inline void setCubeMap(const QImage & right,
const QImage & top,
const QImage & front,
const QImage & left,
const QImage & bottom,
const QImage & back)
{
mOpenGLTexture = OpenGLTextureFactory::initCubeMap(
right, top, front, left, bottom, back);
}
@@ -299,7 +340,8 @@ namespace Qtk {
/**
* @param texture QOpenGLTexture to use for this Texture.
*/
inline void setTexture(QOpenGLTexture * texture) {
inline void setTexture(QOpenGLTexture * texture)
{
mOpenGLTexture = texture;
}

View File

@@ -19,44 +19,52 @@ const QVector3D Transform3D::LocalRight(1.0f, 0.0f, 0.0f);
* Public Methods
******************************************************************************/
void Transform3D::translate(const QVector3D & dt) {
void Transform3D::translate(const QVector3D & dt)
{
m_dirty = true;
mTranslation += dt;
}
void Transform3D::scale(const QVector3D & ds) {
void Transform3D::scale(const QVector3D & ds)
{
m_dirty = true;
mScale *= ds;
}
void Transform3D::grow(const QVector3D & ds) {
void Transform3D::grow(const QVector3D & ds)
{
m_dirty = true;
mScale += ds;
}
void Transform3D::rotate(const QQuaternion & dr) {
void Transform3D::rotate(const QQuaternion & dr)
{
m_dirty = true;
mRotation = dr * mRotation;
}
void Transform3D::setTranslation(const QVector3D & t) {
void Transform3D::setTranslation(const QVector3D & t)
{
m_dirty = true;
mTranslation = t;
}
void Transform3D::setScale(const QVector3D & s) {
void Transform3D::setScale(const QVector3D & s)
{
m_dirty = true;
mScale = s;
}
void Transform3D::setRotation(const QQuaternion & r) {
void Transform3D::setRotation(const QQuaternion & r)
{
m_dirty = true;
mRotation = r;
}
const QMatrix4x4 & Transform3D::toMatrix() {
if(m_dirty) {
const QMatrix4x4 & Transform3D::toMatrix()
{
if (m_dirty) {
m_dirty = false;
mWorld.setToIdentity();
mWorld.translate(mTranslation);
@@ -66,15 +74,18 @@ const QMatrix4x4 & Transform3D::toMatrix() {
return mWorld;
}
QVector3D Transform3D::getForward() const {
QVector3D Transform3D::getForward() const
{
return mRotation.rotatedVector(LocalForward);
}
QVector3D Transform3D::getUp() const {
QVector3D Transform3D::getUp() const
{
return mRotation.rotatedVector(LocalUp);
}
QVector3D Transform3D::getRight() const {
QVector3D Transform3D::getRight() const
{
return mRotation.rotatedVector(LocalRight);
}
@@ -82,10 +93,12 @@ QVector3D Transform3D::getRight() const {
* Private Methods
******************************************************************************/
namespace Qtk {
namespace Qtk
{
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Transform3D & transform) {
QDebug operator<<(QDebug dbg, const Transform3D & transform)
{
dbg << "Transform3D\n{\n";
dbg << "Position: <" << transform.getTranslation().x() << ", "
<< transform.getTranslation().y() << ", "
@@ -102,14 +115,16 @@ namespace Qtk {
#endif
#ifndef QT_NO_DATASTREAM
QDataStream & operator<<(QDataStream & out, const Transform3D & transform) {
QDataStream & operator<<(QDataStream & out, const Transform3D & transform)
{
out << transform.mTranslation;
out << transform.mScale;
out << transform.mRotation;
return out;
}
QDataStream & operator>>(QDataStream & in, Transform3D & transform) {
QDataStream & operator>>(QDataStream & in, Transform3D & transform)
{
in >> transform.mTranslation;
in >> transform.mScale;
in >> transform.mRotation;

View File

@@ -20,11 +20,13 @@
#include "qtkapi.h"
namespace Qtk {
namespace Qtk
{
/**
* Transform3D class to represent and modify object position in 3D space.
*/
class QTKAPI Transform3D {
class QTKAPI Transform3D
{
public:
/*************************************************************************
* Constructors, Destructors
@@ -32,7 +34,9 @@ namespace Qtk {
inline Transform3D() :
m_dirty(true), mScale(1.0f, 1.0f, 1.0f),
mTranslation(0.0f, 0.0f, 0.0f) {}
mTranslation(0.0f, 0.0f, 0.0f)
{
}
/*************************************************************************
* Public Methods
@@ -48,7 +52,8 @@ namespace Qtk {
* @param dy Y translation from last to current position.
* @param dz Z translation from last to current position.
*/
inline void translate(float dx, float dy, float dz) {
inline void translate(float dx, float dy, float dz)
{
translate(QVector3D(dx, dy, dz));
}
@@ -66,7 +71,8 @@ namespace Qtk {
* @param dy Amount to scale on the Y axis.
* @param dz Amount to scale on the Z axis.
*/
inline void scale(float dx, float dy, float dz) {
inline void scale(float dx, float dy, float dz)
{
scale(QVector3D(dx, dy, dz));
}
@@ -75,7 +81,8 @@ namespace Qtk {
*
* @param factor Scalar to apply to all axis of the object.
*/
inline void scale(float factor) {
inline void scale(float factor)
{
scale(QVector3D(factor, factor, factor));
}
@@ -89,14 +96,16 @@ namespace Qtk {
* @param dy Amount to grow Y axis.
* @param dz Amount to grow Z axis.
*/
inline void grow(float dx, float dy, float dz) {
inline void grow(float dx, float dy, float dz)
{
grow(QVector3D(dx, dy, dz));
}
/**
* @param factor Amount to grow all axis equally.
*/
inline void grow(float factor) {
inline void grow(float factor)
{
grow(QVector3D(factor, factor, factor));
}
@@ -109,7 +118,8 @@ namespace Qtk {
* @param angle Angle to rotate.
* @param axis Axis to rotate apply the rotation on.
*/
inline void rotate(float angle, const QVector3D & axis) {
inline void rotate(float angle, const QVector3D & axis)
{
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
@@ -121,7 +131,8 @@ namespace Qtk {
* @param ay Y axis to apply the rotation on.
* @param az Z axis to apply the rotation on.
*/
inline void rotate(float angle, float ax, float ay, float az) {
inline void rotate(float angle, float ax, float ay, float az)
{
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
@@ -139,7 +150,8 @@ namespace Qtk {
* @param y Y position to set transform.
* @param z Z position to set transform.
*/
inline void setTranslation(float x, float y, float z) {
inline void setTranslation(float x, float y, float z)
{
setTranslation(QVector3D(x, y, z));
}
@@ -153,7 +165,8 @@ namespace Qtk {
* @param y Y axis scale to set for this transform.
* @param z Z axis scale to set for this transform.
*/
inline void setScale(float x, float y, float z) {
inline void setScale(float x, float y, float z)
{
setScale(QVector3D(x, y, z));
}
@@ -171,7 +184,8 @@ namespace Qtk {
* @param angle Angle to set for rotation.
* @param axis Axis to set rotation for.
*/
inline void setRotation(float angle, const QVector3D & axis) {
inline void setRotation(float angle, const QVector3D & axis)
{
setRotation(QQuaternion::fromAxisAndAngle(axis, angle));
}
@@ -183,7 +197,8 @@ namespace Qtk {
* @param ay Y axis to set angle for.
* @param az Z axis to set angle for.
*/
inline void setRotation(float angle, float ax, float ay, float az) {
inline void setRotation(float angle, float ax, float ay, float az)
{
setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
@@ -194,7 +209,8 @@ namespace Qtk {
/**
* @return Translation for this transform.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
[[nodiscard]] inline const QVector3D & getTranslation() const
{
return mTranslation;
}
@@ -206,7 +222,8 @@ namespace Qtk {
/**
* @return Rotation for this transform.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
[[nodiscard]] inline const QQuaternion & getRotation() const
{
return mRotation;
}
@@ -250,10 +267,10 @@ namespace Qtk {
bool m_dirty;
#ifndef QT_NO_DATASTREAM
friend QDataStream & operator<<(
QDataStream & out, const Transform3D & transform);
friend QDataStream & operator>>(
QDataStream & in, Transform3D & transform);
friend QDataStream & operator<<(QDataStream & out,
const Transform3D & transform);
friend QDataStream & operator>>(QDataStream & in,
Transform3D & transform);
#endif
};