ToolBox widget cleanup. (#17)
This commit was merged in pull request #17.
This commit is contained in:
@@ -222,6 +222,9 @@
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</property>
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</action>
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<action name="actionLoad_Model">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="icon">
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<iconset>
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<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/solid/cube.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/solid/cube.svg</iconset>
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@@ -234,6 +237,9 @@
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</property>
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</action>
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<action name="actionDelete_Object">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="icon">
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<iconset>
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<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/trash-can.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/trash-can.svg</iconset>
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@@ -482,21 +482,9 @@ void QtkScene::update()
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myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
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}
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// Helper lambda to set the light position used by GLSL shaders on the model.
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// TODO: This could be a helper function on the Model class.
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auto setLightPosition = [](const std::string & lightName, Model * model) {
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if (auto light = Model::getInstance(lightName.c_str()); light) {
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QVector3D position = light->getTransform().getTranslation();
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model->setUniform("uLight.position", position);
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} else {
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qDebug() << "[QtkScene] Failed to set light position: "
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<< lightName.c_str();
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}
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};
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QMatrix4x4 posMatrix;
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if (auto alien = getModel("alienTest"); alien) {
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setLightPosition("alienTestLight", alien);
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alien->setLightPosition("alienTestLight");
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alien->setUniform("uCameraPosition", cameraPosition);
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posMatrix = alien->getTransform().toMatrix();
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@@ -508,7 +496,7 @@ void QtkScene::update()
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}
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if (auto spartan = getModel("spartanTest"); spartan) {
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setLightPosition("spartanTestLight", spartan);
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spartan->setLightPosition("spartanTestLight");
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spartan->setUniform("uCameraPosition", cameraPosition);
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posMatrix = spartan->getTransform().toMatrix();
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@@ -520,7 +508,7 @@ void QtkScene::update()
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}
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if (auto phong = getModel("testPhong"); phong) {
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setLightPosition("testLight", phong);
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phong->setLightPosition("testLight");
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phong->getTransform().rotate(0.75f, 1.0f, 0.5f, 0.0f);
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phong->bindShaders();
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