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8 Commits

Author SHA1 Message Date
Shaun Reed 53b8a5d66d Test packaging 2023-01-14 19:01:56 -05:00
Shaun Reed cf433ad7fc CMake packaging updates 2023-01-14 16:33:06 -05:00
Shaun Reed 4bc0ae22c6 Format 2023-01-02 22:19:38 -05:00
Shaun Reed faa9fe28f7 CMake packaging 2023-01-02 22:18:53 -05:00
Shaun Reed f83f68207d Add fontawesome icons
+ Clean up resource prefixes
2023-01-01 23:44:43 -05:00
Shaun Reed 85c9e2eac1 Clean and comment code 2023-01-01 22:51:46 -05:00
Shaun Reed 194888ed19 Refactor build system and UI
+ Install configs for Qt Designer plugins and Qtk application
+ Add Qtk plugin collection for Qt Designer
+ QtkWidget plugin
+ TreeView widget plugin
+ DebugConsole widget plugin
+ All widgets are fully integrated with Qt Designer
+ All widgets can be popped out or docked within the window
+ All widgets can be stacked to use tab view for side panels
+ All widgets can be toggled on/off through the view context menu
+ QtkWidget debug console
+ QtkWidget active scene TreeVew
+ QtkWidget dockable tool bar
+ Double-click an object name in the TreeView to focus camera
+ Separate libaray from widgets

There is still a lot to do here, but the major refactoring should be
done after this commit. Some of the new features were put together as
POC for working with the new UI. A few placeholder buttons were added
that have no functionality.
2023-01-01 22:49:04 -05:00
Shaun Reed c948d9e1a6 Fix loading of QtkWidget in mainwindow 2022-12-11 12:36:07 -05:00
78 changed files with 4558 additions and 1886 deletions

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@ -37,8 +37,7 @@ jobs:
- name: Build Qtk
shell: bash
run: |
cmake -S . -B build/ ${{ matrix.cmake }} && cmake --build build/ \
--target qtk-main
cmake -S . -B build/ ${{ matrix.cmake }} -DQTK_UPDATE_SUBMODULES=ON && cmake --build build/ --target qtk-main
Build-Qtk-Assimp-Targets:
strategy:
@ -47,9 +46,9 @@ jobs:
os: [ubuntu-latest, macos-latest]
include:
- os: ubuntu-latest
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/" -DQTK_UPDATE_SUBMODULES=OFF
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/"
- os: macos-latest
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/" -DASSIMP_NEW_INTERFACE=ON -DQTK_UPDATE_SUBMODULES=OFF
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/" -DASSIMP_NEW_INTERFACE=ON
runs-on: ${{ matrix.os }}
steps:
@ -75,5 +74,82 @@ jobs:
- name: Build Qtk
shell: bash
run: |
cmake -S . -B build/ ${{ matrix.cmake }} && cmake --build build/ \
--target qtk-main
cmake -B build/ ${{ matrix.cmake }} && cmake --build build/ --target qtk-main
- name: Package libqtk
shell: bash
run: |
mkdir pack-libqtk/
cd pack-libqtk/
cmake --build ../build --target package
- name: Package Qtk Sources
shell: bash
run: |
mkdir pack-qtk-sources
cd pack-qtk-sources
cmake --build ../build --target package_source
- uses: actions/upload-artifact@v3
with:
name: libqtk-${{ matrix.os }}
path: pack-libqtk/*
- uses: actions/upload-artifact@v3
with:
name: qtk-sources${{ matrix.os }}
path: pack-qtk-sources/*
- uses: actions/upload-artifact@v3
with:
name: qtk-${{ matrix.os }}
path: build/
# TODO: Enable with tag only when done testing
Release-Qtk:
needs: Build-Qtk
strategy:
fail-fast: false
matrix:
os: [ubuntu-latest, windows-latest, macos-latest]
include:
- os: ubuntu-latest
cqt: CQtDeployer.run
url: https://github.com/QuasarApp/CQtDeployer/releases/download/v1.6.2277/CQtDeployer_1.6.2277.ecc6eed_Linux_x86_64.run
qmake: /home/runner/work/qtk/Qt/6.3.1/gcc_64/bin/qmake
- os: windows-latest
cqt: CQtDeployer.exe
url: https://github.com/QuasarApp/CQtDeployer/releases/download/v1.6.2277/CQtDeployer_1.6.2277.ecc6eed_Windows_AMD64.exe
qmake: D:/a/qtk/qtk/Qt/6.3.1/mingw81_64/bin/qmake
- os: macos-latest
cqt: CQtDeployer.run
url: https://github.com/QuasarApp/CQtDeployer/releases/download/v1.6.2277/CQtDeployer_1.6.2277.ecc6eed_Linux_x86_64.run
qmake: /home/runner/work/qtk/Qt/6.3.1/gcc_64/bin/qmake
runs-on: ${{ matrix.os }}
steps:
- uses: actions/download-artifact@v3
with:
name: qtk-${{ matrix.os }}
- name: Ls
shell: bash
run: ls -l -a
- name: Install Qt
uses: jurplel/install-qt-action@v2
with:
version: '6.3.1'
- name: Package Qtk
shell: bash
run: |
wget -O ${{ matrix.cqt }} ${{ matrix.url }}
chmod +x ${{ matrix.cqt }}
./${{ matrix.cqt }} install
cqtdeployer -bin build/bin/qtk-main -qmake ${{ matrix.qmake }}
- uses: actions/upload-artifact@v3
with:
name: qtk-installer-${{ matrix.os }}
path: DistributionKit/

1
.gitignore vendored
View File

@ -4,6 +4,7 @@
# CMake build files
**/cmake-build-debug/**
**/build/**
install
# C++ objects and libs
*.slo

View File

@ -1,17 +1,20 @@
################################################################################
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## ##
## 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 ##
################################################################################
cmake_minimum_required(VERSION 3.2)
cmake_minimum_required(VERSION 3.23)
project(
#[[NAME]] Qtk
VERSION 1.0
DESCRIPTION "An example project using QT and OpenGL"
LANGUAGES CXX C
)
################################################################################
# Includes
################################################################################
include("${CMAKE_SOURCE_DIR}/cmake/include/git_submodule.cmake")
include(CMakePackageConfigHelpers)
################################################################################
# Constants
################################################################################
set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOUIC ON)
set(CMAKE_AUTOMOC ON)
@ -19,202 +22,122 @@ set(CMAKE_AUTORCC ON)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
if(CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
add_compile_options(/wd4131 /wd4127)
endif()
message(STATUS "[Qtk] Compiling with ${CMAKE_CXX_COMPILER_ID}")
# Qtk build options
################################################################################
# Project
################################################################################
project(
#[[NAME]] Qtk
VERSION 0.2
DESCRIPTION "Qt OpenGL library and desktop application."
LANGUAGES CXX C
)
################################################################################
# Options
################################################################################
option(QTK_DEBUG "Enable debugger" ON)
message(STATUS "[Qtk] Compiling with QTK_DEBUG=${QTK_DEBUG}")
option(QTK_UPDATE_SUBMODULES "Update external project (assimp) submodule" ON)
message(
STATUS
"[Qtk] Compiling with QTK_UPDATE_SUBMODULES=${QTK_UPDATE_SUBMODULES}"
)
# Qt options
set(QT_DIR "$ENV{HOME}/Code/Clones/Qt/6.3.1/gcc_64/" CACHE PATH "Path to Qt6")
# Options for bringing your own assimp installation; Otherwise not needed
option(QTK_BUILD_GUI "Build the Qtk desktop application" ON)
option(QTK_BUILD_EXAMPLE "Build the Qtk example desktop application" OFF)
option(QTK_UPDATE_SUBMODULES "Update external project (assimp) submodule" OFF)
# Install Qtk for use within Qt Creator projects only, instead of system-wide.
option(QTK_PREFIX_QTCREATOR "Install Qtk to Qt Creator." OFF)
# Option for bringing your own assimp installation; Otherwise not needed
# + If assimp is available system-wide we can just set QTK_UPDATE_SUBMODULES OFF
option(ASSIMP_NEW_INTERFACE "Use the assimp::assimp interface (WIN / OSX)" OFF)
message(
STATUS
"[Qtk] Compiling with ASSIMP_NEW_INTERFACE=${ASSIMP_NEW_INTERFACE}"
option(
QTK_ASSIMP_NEW_INTERFACE
"Use the assimp::assimp interface (WIN / OSX)"
OFF
)
################################################################################
# External Libraries
################################################################################
set(QT_DIR "$ENV{HOME}/Code/Clones/Qt/" CACHE PATH "Path to Qt6")
# For CLion builds, point CMAKE_PREFIX_PATH to Qt6 install directory
# + QtCreator will handle this for you if that is used instead
list(APPEND CMAKE_PREFIX_PATH "${QT_DIR}")
# Qt Designer will look in different locations if WIN / Unix.
# These paths are for using Qt Designer integrated within Qt Creator.
# Standalone Qt Designer may use different paths.
if (WIN32)
# These paths may be different on windows. I have not tested this.
set(QT_PLUGIN_INSTALL_DIR "${QT_DIR}/Tools/QtCreator/bin/plugins/designer")
set(QT_PLUGIN_LIBRARY_DIR "${QT_DIR}/Tools/QtCreator/lib/Qt/lib")
else()
set(QT_PLUGIN_INSTALL_DIR "${QT_DIR}/Tools/QtCreator/lib/Qt/plugins/designer")
set(QT_PLUGIN_LIBRARY_DIR "${QT_DIR}/Tools/QtCreator/lib/Qt/lib")
endif()
# This should be set to your Qt6 installation directory.
set(QT_INSTALL_DIR "${QT_DIR}/6.3.1/gcc_64/" CACHE PATH "Path to Qt6 install")
# Point CMAKE_PREFIX_PATH to Qt6 install directory
# If Qtk is built within Qt Creator this is not required.
list(APPEND CMAKE_PREFIX_PATH "${QT_INSTALL_DIR}")
set(QTK_PLUGIN_LIBRARY_DIR "${QT_PLUGIN_LIBRARY_DIR}")
set(QTK_PLUGIN_INSTALL_DIR "${QT_PLUGIN_INSTALL_DIR}")
set(CMAKE_INSTALL_PREFIX "${CMAKE_SOURCE_DIR}/install")
if (QTK_PREFIX_QTCREATOR)
# TODO: This might be a bit strange and needs more testing.
set(CMAKE_INSTALL_PREFIX "${QT_INSTALL_DIR}")
endif()
message(STATUS "[Qtk] CMAKE_INSTALL_PREFIX=${CMAKE_INSTALL_PREFIX}")
set(QTK_RESOURCES "${CMAKE_SOURCE_DIR}/resources")
# Print all QTK options and their values.
get_cmake_property(VAR_NAMES VARIABLES)
list(FILTER VAR_NAMES INCLUDE REGEX "^QTK_.*$")
list(SORT VAR_NAMES)
foreach(VAR_NAME ${VAR_NAMES})
message(STATUS "[Qtk] ${VAR_NAME}=${${VAR_NAME}}")
endforeach()
################################################################################
# External Dependencies
################################################################################
# Find Qt
find_package(Qt6 COMPONENTS OpenGLWidgets)
find_package(Qt6 COMPONENTS Core UiPlugin OpenGLWidgets)
if(NOT Qt6_FOUND)
message(
SEND_ERROR "[Qtk] Error: Unable to find Qt6 at CMAKE_PREFIX_PATH: "
"${CMAKE_PREFIX_PATH}"
)
message(
FATAL_ERROR
"[Qtk] Error: Specify path to Qt6 with `cmake "
FATAL_ERROR "[Qtk] Error: Specify path to Qt6 with `cmake "
"-DCMAKE_PREFIX_PATH=/path/to/Qt/6.x.x/gcc_64 -S /path/to/qtk -B "
"/path/to/qtk/build && cmake --build /path/to/qtk/build -j $(nprocs)`"
)
endif()
# Find Assimp
if(QTK_UPDATE_SUBMODULES)
message(STATUS "[Qtk] Updating submodules...")
include("${CMAKE_SOURCE_DIR}/cmake/include/git_submodule.cmake")
submodule_update("${CMAKE_CURRENT_SOURCE_DIR}/extern/assimp/assimp/")
add_subdirectory("${CMAKE_CURRENT_SOURCE_DIR}/extern/assimp/assimp/")
else()
find_package(assimp REQUIRED)
endif()
if(WIN32)
find_package(OpenGL REQUIRED)
endif()
################################################################################
# Qtk
################################################################################
add_subdirectory(src)
set(
PUBLIC_HEADERS
src/qtkwidget.h
src/scene.h
src/camera3d.h
src/mesh.h
src/meshrenderer.h
src/model.h
src/object.h
src/skybox.h
src/texture.h
src/transform3D.h
)
set(
SOURCE_FILES
src/qtkwidget.cpp
src/scene.cpp
src/camera3d.cpp
src/input.cpp
src/input.h
src/mesh.cpp
src/meshrenderer.cpp
src/model.cpp
src/object.cpp
src/qtkapi.h
src/skybox.cpp
src/texture.cpp
src/transform3D.cpp
)
include(GenerateExportHeader)
add_library(qtk-widget STATIC ${PUBLIC_HEADERS} ${SOURCE_FILES})
target_include_directories(qtk-widget PRIVATE src/ app/)
set_target_properties(
qtk-widget PROPERTIES
PUBLIC_HEADER "${PUBLIC_HEADERS}"
VERSION ${PROJECT_VERSION}
)
target_link_libraries(qtk-widget PUBLIC Qt6::OpenGLWidgets)
target_link_libraries(qtk-widget PUBLIC Qt6::Widgets)
if(QTK_UPDATE_SUBMODULES OR NOT ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-widget PUBLIC assimp)
elseif(ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-widget PUBLIC assimp::assimp)
endif()
if(QTK_DEBUG)
message(STATUS "[Qtk] Building with QTK_DEBUG=${QTK_DEBUG}")
target_compile_definitions(qtk-widget PUBLIC QTK_DEBUG)
endif()
if(WIN32)
find_package(OpenGL REQUIRED)
target_link_libraries(qtk-widget PUBLIC OpenGL::GL)
endif()
# Install files
install(
TARGETS qtk-widget
# Associate qtk-widget target with qtk-export
EXPORT qtk-export
# <prefix>/bin on DLL systems and <prefix>/lib on non-dll systems
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib/static
RUNTIME DESTINATION bin
PUBLIC_HEADER DESTINATION include
)
# Install export
# qtkTargets.cmake will only be installed when one of the CONFIGURATIONS is installed
# + The generated import will only reference that qtk configuration
install(
EXPORT qtk-export
FILE qtkTargets.cmake
CONFIGURATIONS Debug|Release
DESTINATION ${CMAKE_INSTALL_PREFIX}/cmake
)
################################################################################
# Final Application
################################################################################
set(QTK_RESOURCES "${CMAKE_SOURCE_DIR}/resources")
configure_file(
"${CMAKE_CURRENT_SOURCE_DIR}/src/qtkresources.h.in"
"${CMAKE_CURRENT_BINARY_DIR}/src/qtkresources.h"
@ONLY
)
# Add our Qt resources.qrc file to our application
set(
QTK_APP_SOURCES
app/main.cpp
app/examplescene.cpp
app/examplescene.h
app/mainwindow.cpp
app/mainwindow.h
app/mainwindow.ui
app/resourcemanager.h
src/qtkresources.h.in
)
qt6_add_big_resources(QTK_APP_SOURCES resources.qrc)
qt_add_executable(qtk-main ${QTK_APP_SOURCES})
target_include_directories(qtk-main PRIVATE src/ app/)
# Link qtk-main executable to main qtk-widget library
target_link_libraries(qtk-main PUBLIC qtk-widget)
set_target_properties(
qtk-main PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}
)
install(
TARGETS qtk-main
BUNDLE DESTINATION .
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
)
generate_export_header(qtk-widget)
if(WIN32)
get_target_property(_qt6_qmake_location Qt6::qmake IMPORTED_LOCATION)
execute_process(COMMAND "${_qt6_qmake_location}" -query QT_INSTALL_PREFIX RESULT_VARIABLE return_code OUTPUT_VARIABLE qt6_install_prefix OUTPUT_STRIP_TRAILING_WHITESPACE)
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)
if(TARGET Qt6::windeployqt)
add_custom_command(
TARGET qtk-main
@ -224,8 +147,9 @@ if(WIN32)
)
install(DIRECTORY "${CMAKE_BINARY_DIR}/windeployqt/" DESTINATION bin)
endif()
if(MSVC AND TARGET Qt6::qmake)
set(VSUSER_FILE ${CMAKE_CURRENT_BINARY_DIR}/qtk-main.vcxproj.user)
set(VSUSER_FILE "${CMAKE_CURRENT_BINARY_DIR}/qtk-main.vcxproj.user")
file(TO_NATIVE_PATH "${CMAKE_BINARY_DIR}/extern/assimp/assimp/bin" assimp_bin)
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")

178
README.md
View File

@ -2,54 +2,35 @@
[![All Builds](https://github.com/shaunrd0/qtk/actions/workflows/all-builds.yml/badge.svg)](https://github.com/shaunrd0/qtk/actions/workflows/all-builds.yml)
[![Linting](https://github.com/shaunrd0/qtk/actions/workflows/linting.yml/badge.svg)](https://github.com/shaunrd0/qtk/actions/workflows/linting.yml)
Model loader using [Assimp](https://assimp.org/) within a Qt widget application.
Qtk is a Qt OpenGL graphics library created primarily for my own learning
purposes. The library wraps some QOpenGL functionality in convenience classes
that allow rendering geometry in 2D and 3D using custom GLSL shader programs.
You can import your own models within `app/examplescene.cpp`, inside the
`ExampleScene::init()` function. Rotations and translations
happen in `ExampleScene::update()`.
The long-term goal for this project is to create a tool that I can use to
practice shader coding or graphics programming techniques. In doing this I hope
to also learn more about the Qt UI framework, and the CMake build system.
Key features that are planned:
* Runtime loading of `.obj` or similar 3D models.
* Drag-and-drop interaction for adding objects to the scene.
* Runtime reloading of modified GLSL shaders attached to objects within scenes.
* Multiple views of a scene at one time.
* Camera control modes such as panning, orbiting, or following objects.
* Save / load for scene data. The current inheritance model is temporary.
* Basic text editor for quickly modifying shaders attached to objects.
* Shader / object properties panel to modify related settings.
The Qtk desktop application provides a model loader using [Assimp](https://assimp.org/) within a Qt widget application.
For examples of using the Qtk API, see the `example-app` project in the root of
this repository.
To get textures loading on models look into [material files](http://www.paulbourke.net/dataformats/mtl/)
and see some examples in the `resources/models/` directory.
The syntax for adding shapes and models is seen in the example below.
This would result in a scene with a red cube and a miniature spartan model placed on top.
```C++
// From: qtk/app/examplescene.cpp
void ExampleScene::init() {
// Add a skybox to the scene using default cube map images and settings.
setSkybox(new Qtk::Skybox("Skybox"));
/* Create a red cube with a mini master chief on top. */
auto myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
myCube->setColor(RED);
mMeshes.push_back(myCube);
auto mySpartan = new Model("My spartan", ":/models/spartan/spartan.obj");
mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
mySpartan->getTransform().setScale(0.5f);
mModels.push_back(mySpartan);
}
```
If we want to make our spartan spin, we need to apply rotation in `update`
```C++
// From: qtk/app/examplescene.cpp
void ExampleScene::update() {
auto mySpartan = Model::getInstance("My spartan");
mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
auto myCube = MeshRenderer::getInstance("My cube");
myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
}
```
### Source Builds
Builds are configured for CLion or [Qt Creator](https://github.com/qt-creator/qt-creator).
Qtk was developed and tested using CLion and [Qt Creator](https://github.com/qt-creator/qt-creator).
Simply open the root `CMakeLists.txt` with either of these editors and configurations will be loaded.
This project has been ported to Qt6, which is not yet available in Ubuntu apt repositories.
@ -61,32 +42,74 @@ Be sure to take note of the Qt6 installation directory, as we will need it to co
Once Qt6 is installed, to build and run `qtk` on Ubuntu -
```bash
sudo apt update -y && sudo apt install libassimp-dev cmake build-essential git
git clone https://gitlab.com/shaunrd0/qtk
git clone https://github.com/shaunrd0/qtk
cmake -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
./qtk/build/qtk-main
```
By default, the build will initialize Assimp as a git submodule and build from source.
We can turn this off by setting the `-DQTK_UPDATE_SUBMODULES=OFF` flag when running CMake.
This will greatly increase build speed, but we will need to make sure Assimp is available either system-wide or using a custom `CMAKE_PREFIX_PATH`.
By default, the build will not initialize Assimp as a git submodule and build from source.
We can turn this on by setting the `-DQTK_UPDATE_SUBMODULES=ON` flag when running CMake.
Building using this option will fetch and build Assimp for us, but builds will take longer as a result.
Using `-DQTK_UPDATE_SUBMODULES=ON` supports providing assimp on cross-platform builds (Windows / Mac / Linux) and may be easier to configure.
```bash
sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
git clone https://gitlab.com/shaunrd0/qtk
cmake -DQTK_UPDATE_SUBMODULES=OFF -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
# We can also provide a path to assimp -
#cmake -DQTK_UPDATE_SUBMODULES=OFF -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64;/path/to/assimp/ -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
cmake -DQTK_UPDATE_SUBMODULES=ON -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
./qtk/build/qtk-main
```
If any errors are encountered loading plugins, we can debug plugin loading by setting the following environment variable -
```bash
QT_DEBUG_PLUGINS=1 ./qtk-main
```
#### Windows / MacOS
If you are building on **Windows / Mac** and bringing your own installation of Assimp, consider setting the `-DASSIMP_NEW_INTERFACE` build flag.
```bash
cmake -DASSIMP_NEW_INTERFACE=ON -DQTK_UPDATE_SUBMODULES=OFF -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64;/path/to/assimp/ -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
cmake -S qtk/ -B qtk/build/ -DASSIMP_NEW_INTERFACE=ON -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64;/path/to/assimp/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
```
### Qtk Plugin Collection
This project defines a collection of widget plugins for use with Qt Designer.
These plugins were used to build the interface for the Qtk desktop application.
Qt Designer will list Qtk widgets in the side panel when editing a UI file within the designer.
Qtk widgets will also render and behave correctly within the UI preview in designer.
The widgets in the Qtk collection were created by implementing the [QDesignerCustomWidgetInterface](https://doc.qt.io/qt-6/qdesignercustomwidgetinterface.html#details) and [QDesignerCustomWidgetCollectionInterface](https://doc.qt.io/qt-6/qdesignercustomwidgetcollectioninterface.html) interfaces.
To build and install the Qtk plugin collection -
```bash
cmake -S /path/to/qtk -B /path/to/qtk/build -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64
cmake --build /path/to/qtk/build --target qtk-collection
cmake --install /path/to/qtk/build
```
To uninstall after a previous installation, we can run the following command from the root of the repository.
```bash
xargs rm < build/install_manifest.txt
```
### Controls
You can fly around the scene if you hold the right mouse button and use WASD.
If you see a small triangle floating by a model it represents the light source
that is being used for the shader rendering the model. These appear on models
using phong, specular, and diffuse lighting techniques.
![](resources/screenshot.png)
Spartan with no normals -
![](resources/spartan-specular.png)
Spartan with normals -
![](resources/spartan-normals.png)
#### Development
@ -101,7 +124,7 @@ cmake --build build -j $(nproc --ignore=2)
sudo cmake --build build -j $(nproc --ignore=2) --target install
```
If this version is any earlier than `15.0.0`, running `clang-format` will fail because this project uses configuration options made available since `15.0.0`.
If the `clang-format` version is any earlier than `15.0.0`, running `clang-format` will fail because this project uses configuration options made available since `15.0.0`.
```bash
clang-format --version
@ -146,43 +169,40 @@ changed files:
src/transform3D.h
```
### Controls
##### Packaging
You can fly around the scene if you hold the right mouse button and use WASD.
If you see a small triangle floating by a model it represents the light source
that is being used for the shader rendering the model. These appear on models
using phong, specular, and diffuse lighting techniques.
Packaging for Qtk is in early development.
This section documents how to package Qtk, but only source builds have been verified on Windows / Mac / Linux.
For this reason, it is recommended to install Qtk by strictly building from source at this time.
![](resources/screenshot.png)
Below are the steps to package a Qtk release.
Spartan with no normals -
```bash
cd /path/to/qtk && cmake -B build
# Package Qtk
cmake --build build --target package
# Package Qtk including source files
cmake --build build --target package_source
```
![](resources/spartan-specular.png)
Alternatively, we can use `cpack` directly -
```bash
cd /path/to/qtk && cmake -B build
# Generate all install packages
cpack -C Release
# Generate a specific install package (ZIP)
cpack -C Release -G ZIP
# Generate a specific install package (DEB)
cpack -C Release -G DEB
```
Spartan with normals -
##### Resources
![](resources/spartan-normals.png)
Some useful links and resources that I have found while working on this project.
[Qt Designer UI file format](https://doc.qt.io/qt-6/designer-ui-file-format.html)
### QtkWidget in Qt Creator
We can add more QtkWidgets to view and render the scene from multiple perspectives.
There is still some work to be done here, so there isn't a builtin way to add an additional view within the application.
![](resources/qtk-views.png)
After building Qtk, we can drag and drop an `OpenGL Widget` onto the `mainwindow.ui`.
Then right-click the new OpenGLWidget and `Promote To->QtkWidget` to add a second view.
![](resources/qtk-views-setup.png)
If we demote or delete all widgets in `mainwindow.ui` and rebuild the project, Qt Creator will drop `QtkWidget` from the list of possible promoted widgets.
Add an `OpenGL Widget` to the UI, right-click it and navigate to `Promote Widget...` and enter the information below.
![](resources/qtk-reference.png)
After you fill out the `New Promoted Class` form, click `Add` *and*`Promote`, then rebuild.
After following these steps Qt Creator will list `QtkWidget` as an option to promote `OpenGL Widgets` again.
[QtPlugin Import / Export plugins](https://doc.qt.io/qt-6/qtplugin.html)
## Model Artists

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@ -1,40 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MainWindow for creating an example Qt application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <mainwindow.h>
#include <qtkwidget.h>
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget * parent) :
QMainWindow(parent), ui(new Ui::MainWindow) {
// For use in design mode using Qt Creator
// + We can use the `ui` member to access nested widgets by name
ui->setupUi(this);
// Find all QtkWidgets in this QMainWindow and initialize their scenes.
for(const auto widget : ui->qWidget->children()) {
auto qtkWidget = dynamic_cast<Qtk::QtkWidget *>(widget);
if(qtkWidget != nullptr) {
std::string key = qtkWidget->objectName().toStdString();
// Initialize each scene into a map if it doesn't exist.
if(mScenes[key] == nullptr) {
mScenes[key] = new ExampleScene();
}
// Set the QtkWidget to use the scene associated with this widget.
qtkWidget->setScene(mScenes[key]);
}
}
// Set the window icon used for Qtk.
// TODO: Update this to be something other than kilroy.
setWindowIcon(QIcon("../resources/icon.png"));
}
MainWindow::~MainWindow() {
delete ui;
}

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@ -1,53 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MainWindow for creating an example Qt application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <unordered_map>
#include <QMainWindow>
#include <examplescene.h>
#include "qtk-widget_export.h"
namespace Ui {
class MainWindow;
}
/**
* MainWindow class to provide an example of using a QtkWidget within a Qt
* window application.
*/
class QTK_WIDGET_EXPORT MainWindow : public QMainWindow {
Q_OBJECT
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
/**
* This ctor also initializes the Scene for each QtkWidget in the window.
* To load a different scene this would need to be updated.
*
* @param parent The parent for this QMainWindow
*/
explicit MainWindow(QWidget * parent = nullptr);
~MainWindow() override;
private:
/***************************************************************************
* Private Members
**************************************************************************/
Ui::MainWindow * ui {};
std::unordered_map<std::string, Qtk::Scene *> mScenes {};
};
#endif // MAINWINDOW_H

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@ -1,114 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>MainWindow</class>
<widget class="QMainWindow" name="MainWindow">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>800</width>
<height>600</height>
</rect>
</property>
<property name="windowTitle">
<string>Qtk - MainWindow</string>
</property>
<widget class="QWidget" name="centralwidget">
<widget class="QWidget" name="qWidget" native="true">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>801</width>
<height>561</height>
</rect>
</property>
<widget class="Qtk::QtkWidget" name="openGLWidget">
<property name="geometry">
<rect>
<x>10</x>
<y>10</y>
<width>781</width>
<height>541</height>
</rect>
</property>
</widget>
</widget>
</widget>
<widget class="QMenuBar" name="menubar">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>800</width>
<height>22</height>
</rect>
</property>
<widget class="QMenu" name="menuTest">
<property name="title">
<string>File</string>
</property>
<addaction name="actionOpen"/>
<addaction name="actionSave_2"/>
<addaction name="actionSave_as"/>
<addaction name="actionExit"/>
</widget>
<widget class="QMenu" name="menuView">
<property name="title">
<string>View</string>
</property>
<addaction name="actionShow_Console"/>
</widget>
<addaction name="menuTest"/>
<addaction name="menuView"/>
</widget>
<widget class="QStatusBar" name="statusbar"/>
<action name="actionOtherTest">
<property name="text">
<string>Save</string>
</property>
</action>
<action name="actionSave">
<property name="text">
<string>Save</string>
</property>
</action>
<action name="actionOpen">
<property name="text">
<string>Open...</string>
</property>
</action>
<action name="actionSave_2">
<property name="text">
<string>Save</string>
</property>
</action>
<action name="actionSave_as">
<property name="text">
<string>Save as...</string>
</property>
</action>
<action name="actionExit">
<property name="text">
<string>Exit</string>
</property>
</action>
<action name="actionShow_Console">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Show Console</string>
</property>
</action>
</widget>
<customwidgets>
<customwidget>
<class>Qtk::QtkWidget</class>
<extends>QOpenGLWidget</extends>
<header>qtkwidget.h</header>
</customwidget>
</customwidgets>
<resources/>
<connections/>
</ui>

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@ -1,48 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Manage files and resources used by qtk ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <string>
#include <src/qtkresources.h>
#ifndef QTK_RESOURCEMANAGER_H
#define QTK_RESOURCEMANAGER_H
/**
* ResourceManager class used to construct absolute paths to files within the Qt
* resources path. There is no need to manually call this method.
* Model::loadModel(...) will use this method if a Qt resource path is provided.
* The Model constructor behaves the same. If a path is prefixed with `:/` this
* static method will be used to resolve a full system path.
*
* This will likely be deprecated. It has a single call site and it is not
* meant for public use. It is public only for convenience.
*
* RM::getPath(":/models/alien-hominid/alien.obj") =
* /full/path/to/models/alien-hominid/alien.obj
*/
typedef class ResourceManager {
public:
/**
* Takes a path using qrc format and constructs full system path to qtk
* assets Qrc format prefix ':/' is trimmed from the path for the caller
* Assets used with RM may (or may not) appear in qtk/resources.qrc
*
* @param path Path relative to qtk/resources/; ie)
* ':/models/backpack/backpack.obj' An asset at location
* qtk/resources/path/to/asset.obj Should be given in qrc format:
* ':/path/to/asset.obj'
* @return Absolute system path to a qtk asset
*/
static std::string getPath(const std::string & path) {
// Only construct qtk resource path if in qrc format; else return it as-is
return path[0] == ':' ? QTK_RESOURCES + path.substr(1) : path;
}
} RM;
#endif // QTK_RESOURCEMANAGER_H

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@ -0,0 +1,9 @@
@PACKAGE_INIT@
include("${CMAKE_CURRENT_LIST_DIR}/QtkTargets.cmake")
set_and_check(QTK_EXECUTABLE "${PACKAGE_PREFIX_DIR}/bin/qtk-main")
set_and_check(QTK_INCLUDE_DIR "${PACKAGE_PREFIX_DIR}/include")
set_and_check(QTK_LIBRARIES "${PACKAGE_PREFIX_DIR}/lib")
check_required_components(Qtk)

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@ -0,0 +1,67 @@
################################################################################
## Example client project using qtk ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
cmake_minimum_required(VERSION 3.23)
################################################################################
# Constants
################################################################################
set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
if(CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
add_compile_options(/wd4131 /wd4127)
endif()
# If you did not install Qtk on a system path, point cmake to installation.
set(QTK_PATH /usr/local CACHE PATH "Path to installation of Qtk")
# If you did not install Qt6 on a system path, point cmake to installation.
set(
QT_INSTALL_DIR
"/home/kapper/Code/Clones/Qt/6.3.1/gcc_64/"
CACHE PATH "Path to Qt6 install"
)
################################################################################
# Project
################################################################################
project(
#[[NAME]] QtkClient
VERSION 0.1
DESCRIPTION "An example project using Qtk"
LANGUAGES CXX C
)
list(APPEND CMAKE_PREFIX_PATH "${QTK_PATH}")
list(APPEND CMAKE_PREFIX_PATH "${QT_INSTALL_DIR}")
find_package(Qtk 0.2 REQUIRED)
# Print all QTK variables
get_cmake_property(VAR_NAMES VARIABLES)
list(FILTER VAR_NAMES INCLUDE REGEX "^Q[tT][kK]_.*$")
list(SORT VAR_NAMES)
foreach(VAR_NAME ${VAR_NAMES})
message(STATUS "[Qtk] ${VAR_NAME}=${${VAR_NAME}}")
endforeach()
find_package(Qt6 COMPONENTS Core Widgets OpenGLWidgets REQUIRED)
set(
EXAMPLE_SOURCES
main.cpp
examplescene.cpp examplescene.h
examplewidget.cpp examplewidget.h
)
add_executable(example ${EXAMPLE_SOURCES})
target_link_libraries(example PUBLIC Qt6::Widgets Qt6::OpenGLWidgets Qt6::Core)
target_link_libraries(example PUBLIC Qtk::qtk-library)

68
example-app/README.md Normal file
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@ -0,0 +1,68 @@
This is an example application that is using the Qtk API to create custom Qt
OpenGL widgets. This is very similar to `QtkWidget` in the Qtk desktop
application, but could be modified for different uses if needed.
You can import your own models within `examplescene.cpp`, inside the
`ExampleScene::init()` function. Rotations and translations
are applied in `ExampleScene::update()`.
The syntax for adding shapes and models is seen in the example below.
This would result in a scene with a red cube and a miniature spartan model placed on top.
```C++
void ExampleScene::init() {
// Add a skybox to the scene using default cube map images and settings.
setSkybox(new Qtk::Skybox("Skybox"));
/* Create a red cube with a mini master chief on top. */
auto myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
myCube->setColor(RED);
mMeshes.push_back(myCube);
auto mySpartan = new Model("My spartan", "/path/to/spartan/spartan.obj");
mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
mySpartan->getTransform().setScale(0.5f);
mModels.push_back(mySpartan);
}
```
If we want to make our spartan spin, we need to apply rotation in `update`
```C++
void ExampleScene::update() {
auto mySpartan = Model::getInstance("My spartan");
mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
auto myCube = MeshRenderer::getInstance("My cube");
myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
}
```
Other examples can be found in the source files for this example project.
## Build Instructions
Currently, this application requires manual build and installation of Qtk.
In the future, once a release is published, I will be able to use `FetchContent`
or similar cmake functionality to remove this requirement.
For Qtk build instructions, see the README in the root of this repository.
```bash
cmake -S /path/to/qtk/example-app/ -B /path/to/qtk/example-app/build
cmake --build /path/to/qtk/example-app/build
```
If Qtk was not installed system-wide, we can set `QTK_PATH` to point to the custom installation directory.
```bash
cmake -S /path/to/qtk/example-app/ -B /path/to/qtk/example-app/build -DQTK_PATH=/path/to/qtk/install/
cmake --build /path/to/qtk/example-app/build
```
After this, we can run the example application -
```bash
./path/to/qtk/example-app/build/bin/example
```

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@ -0,0 +1,94 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "examplescene.h"
using namespace Qtk;
ExampleScene::ExampleScene() {
setSceneName("Example Scene");
getCamera().getTransform().setTranslation(-8.0f, 0.0f, 10.0f);
getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
ExampleScene::~ExampleScene() {}
void ExampleScene::init() {
auto skybox = new Qtk::Skybox("Skybox");
setSkybox(skybox);
auto spartan = new Model(
"spartan", "/home/kapper/Code/qtk/resources/models/spartan/spartan.obj");
addObject(spartan);
auto mesh = addObject(
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(-5.0f, 0.0f, -2.0f);
// QTK_DRAW_ARRAYS is the default for generic shapes in qtk/shape.h
addObject(new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ARRAYS)))
->getTransform()
.setTranslation(-7.0f, 0.0f, -2.0f);
mesh = addObject(
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-9.0f, 0.0f, -2.0f);
mesh->setDrawType(GL_LINE_LOOP);
mesh = addObject(
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-7.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
mesh = addObject(
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-7.0f, -2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
mesh->setDrawType(GL_LINE_LOOP);
mesh->setColor(GREEN);
}
void ExampleScene::draw() {
Scene::draw();
}
void ExampleScene::update() {
// 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);
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) {
translateX = -translateX;
}
MeshRenderer::getInstance("topTriangle")
->getTransform()
.translate(translateX, 0.0f, 0.0f);
MeshRenderer::getInstance("bottomTriangle")
->getTransform()
.translate(-translateX, 0.0f, 0.0f);
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);
MeshRenderer::getInstance("centerCube")
->getTransform()
.rotate(0.75f, 0.2f, 0.4f, 0.6f);
}

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@ -0,0 +1,27 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_EXAMPLE_SCENE_H
#define QTK_EXAMPLE_SCENE_H
#include <qtk/scene.h>
class ExampleScene : public Qtk::Scene {
public:
ExampleScene();
~ExampleScene();
void init() override;
void draw() override;
void update() override;
};
#endif // QTK_EXAMPLE_SCENE_H

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@ -0,0 +1,52 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk widget ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <qtk/scene.h>
#include "examplewidget.h"
ExampleWidget::ExampleWidget(QWidget * parent) :
QOpenGLWidget(parent), mScene(new ExampleScene) {
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 6);
format.setSamples(4);
format.setDepthBufferSize(16);
setFormat(format);
setFocusPolicy(Qt::ClickFocus);
}
void ExampleWidget::initializeGL() {
initializeOpenGLFunctions();
connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.1f, 1.0f);
glClearDepth(1.0f);
glClearColor(0.0f, 0.25f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void ExampleWidget::resizeGL(int width, int height) {
Qtk::Scene::getProjectionMatrix().setToIdentity();
Qtk::Scene::getProjectionMatrix().perspective(
45.0f, float(width) / float(height), 0.1f, 1000.0f);
}
void ExampleWidget::paintGL() {
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
mScene->draw();
}
void ExampleWidget::update() {
mScene->update();
QWidget::update();
}

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@ -0,0 +1,38 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk widget ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTKCLIENT_EXAMPLEWIDGET_H
#define QTKCLIENT_EXAMPLEWIDGET_H
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#include "examplescene.h"
class ExampleWidget : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT;
public:
explicit ExampleWidget(QWidget * parent = nullptr);
~ExampleWidget() = default;
void initializeGL() override;
void resizeGL(int width, int height) override;
void paintGL() override;
protected slots:
void update();
private:
ExampleScene * mScene;
};
#endif // QTKCLIENT_EXAMPLEWIDGET_H

View File

@ -1,23 +1,22 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qt desktop application using Qtk ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_QTKAPI_H
#define QTK_QTKAPI_H
#include <QtCore/QtGlobal>
#include <QApplication>
#include <QMainWindow>
#ifdef QTK_SHARED
#if defined(QTK_EXPORT)
#define QTKAPI Q_DECL_EXPORT
#else
#define QTKAPI Q_DECL_IMPORT
#endif
#else
#define QTKAPI
#endif
#include "examplewidget.h"
#endif // QTK_QTKAPI_H
int main(int argc, char * argv[]) {
QApplication app(argc, argv);
auto window = new QMainWindow;
window->setCentralWidget(new ExampleWidget);
window->show();
app.exec();
}

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@ -1,81 +0,0 @@
<RCC>
<qresource prefix="/">
<!--3DModel test shader-->
<file alias="model.frag">resources/shaders/fragment/model.frag</file>
<file alias="model.vert">resources/shaders/vertex/model.vert</file>
<!--Phong test shader-->
<file alias="phong.frag">resources/shaders/fragment/phong.frag</file>
<file alias="phong.vert">resources/shaders/vertex/phong.vert</file>
<!--Simple Solid Shader-->
<file alias="solid.frag">resources/shaders/fragment/solid.frag</file>
<file alias="solid.vert">resources/shaders/vertex/solid.vert</file>
<!--Solid Color Shader-->
<file alias="solid-perspective.frag">resources/shaders/fragment/solid-perspective.frag</file>
<file alias="solid-perspective.vert">resources/shaders/vertex/solid-perspective.vert</file>
<!--Multi-color Shader-->
<file alias="multi-color.frag">resources/shaders/fragment/multi-color.frag</file>
<file alias="multi-color.vert">resources/shaders/vertex/multi-color.vert</file>
<!--RGB Normals Shader-->
<file alias="rgb-normals.frag">resources/shaders/fragment/rgb-normals.frag</file>
<file alias="rgb-normals.vert">resources/shaders/vertex/rgb-normals.vert</file>
<!--CubeMap Texture Shader-->
<file alias="texture-cubemap.frag">resources/shaders/fragment/texture-cubemap.frag</file>
<file alias="texture-cubemap.vert">resources/shaders/vertex/texture-cubemap.vert</file>
<!--2D Texture Shader-->
<file alias="texture2d.frag">resources/shaders/fragment/texture2d.frag</file>
<file alias="texture2d.vert">resources/shaders/vertex/texture2d.vert</file>
<!--Ambient Shader-->
<file alias="solid-ambient.frag">resources/shaders/fragment/solid-ambient.frag</file>
<file alias="solid-ambient.vert">resources/shaders/vertex/solid-ambient.vert</file>
<!--Diffuse Shader-->
<file alias="solid-diffuse.frag">resources/shaders/fragment/solid-diffuse.frag</file>
<file alias="solid-diffuse.vert">resources/shaders/vertex/solid-diffuse.vert</file>
<!--Specular Shader-->
<file alias="solid-specular.frag">resources/shaders/fragment/solid-specular.frag</file>
<file alias="solid-specular.vert">resources/shaders/vertex/solid-specular.vert</file>
<!--Basic Phong Shader-->
<file alias="solid-phong.frag">resources/shaders/fragment/solid-phong.frag</file>
<file alias="solid-phong.vert">resources/shaders/vertex/solid-phong.vert</file>
<!--3DModel Basic Shader-->
<file alias="model-basic.frag">resources/shaders/fragment/model-basic.frag</file>
<file alias="model-basic.vert">resources/shaders/vertex/model-basic.vert</file>
<!--3DModel shader with specular mapping-->
<file alias="model-specular.frag">resources/shaders/fragment/model-specular.frag</file>
<file alias="model-specular.vert">resources/shaders/vertex/model-specular.vert</file>
<!--3DModel shader with normal mapping-->
<file alias="model-normals.frag">resources/shaders/fragment/model-normals.frag</file>
<file alias="model-normals.vert">resources/shaders/vertex/model-normals.vert</file>
<!-- Skybox Shaders-->
<file alias="skybox.frag">resources/skybox/skybox.frag</file>
<file alias="skybox.vert">resources/skybox/skybox.vert</file>
<!--Texture Images-->
<file alias="crate.png">resources/images/crate.png</file>
<file alias="stone.png">resources/images/stone.png</file>
<file alias="wood.png">resources/images/wood.png</file>
<!-- Skybox Images-->
<file alias="back.png">resources/skybox/back.png</file>
<file alias="bottom.png">resources/skybox/bottom.png</file>
<file alias="front.png">resources/skybox/front.png</file>
<file alias="left.png">resources/skybox/left.png</file>
<file alias="right.png">resources/skybox/right.png</file>
<file alias="top.png">resources/skybox/top.png</file>
</qresource>
</RCC>

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Fonticons, Inc. (https://fontawesome.com)
--------------------------------------------------------------------------------
Font Awesome Free License
Font Awesome Free is free, open source, and GPL friendly. You can use it for
commercial projects, open source projects, or really almost whatever you want.
Full Font Awesome Free license: https://fontawesome.com/license/free.
--------------------------------------------------------------------------------
# Icons: CC BY 4.0 License (https://creativecommons.org/licenses/by/4.0/)
The Font Awesome Free download is licensed under a Creative Commons
Attribution 4.0 International License and applies to all icons packaged
as SVG and JS file types.
--------------------------------------------------------------------------------
# Fonts: SIL OFL 1.1 License
In the Font Awesome Free download, the SIL OFL license applies to all icons
packaged as web and desktop font files.
Copyright (c) 2022 Fonticons, Inc. (https://fontawesome.com)
with Reserved Font Name: "Font Awesome".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
SIL OPEN FONT LICENSE
Version 1.1 - 26 February 2007
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting — in part or in whole — any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
--------------------------------------------------------------------------------
# Code: MIT License (https://opensource.org/licenses/MIT)
In the Font Awesome Free download, the MIT license applies to all non-font and
non-icon files.
Copyright 2022 Fonticons, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in the
Software without restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so, subject to the
following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--------------------------------------------------------------------------------
# Attribution
Attribution is required by MIT, SIL OFL, and CC BY licenses. Downloaded Font
Awesome Free files already contain embedded comments with sufficient
attribution, so you shouldn't need to do anything additional when using these
files normally.
We've kept attribution comments terse, so we ask that you do not actively work
to remove them from files, especially code. They're a great way for folks to
learn about Font Awesome.
--------------------------------------------------------------------------------
# Brand Icons
All brand icons are trademarks of their respective owners. The use of these
trademarks does not indicate endorsement of the trademark holder by Font
Awesome, nor vice versa. **Please do not use brand logos for any purpose except
to represent the company, product, or service to which they refer.**

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 576 512"><!--! Font Awesome Free 6.2.1 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License) Copyright 2022 Fonticons, Inc. --><path d="M572.6 270.3l-96 192C471.2 473.2 460.1 480 447.1 480H64c-35.35 0-64-28.66-64-64V96c0-35.34 28.65-64 64-64h117.5c16.97 0 33.25 6.742 45.26 18.75L275.9 96H416c35.35 0 64 28.66 64 64v32h-48V160c0-8.824-7.178-16-16-16H256L192.8 84.69C189.8 81.66 185.8 80 181.5 80H64C55.18 80 48 87.18 48 96v288l71.16-142.3C124.6 230.8 135.7 224 147.8 224h396.2C567.7 224 583.2 249 572.6 270.3z"/></svg>

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resources/resources.qrc Normal file
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<RCC>
<qresource prefix="/textures">
<file alias="crate.png">images/crate.png</file>
<file alias="stone.png">images/stone.png</file>
<file alias="wood.png">images/wood.png</file>
<file>skybox/back.png</file>
<file>skybox/bottom.png</file>
<file>skybox/front.png</file>
<file>skybox/left.png</file>
<file>skybox/right.png</file>
<file>skybox/top.png</file>
</qresource>
<qresource prefix="/icons">
<file>fontawesome-free-6.2.1-desktop/svgs/solid/cube.svg</file>
<file>fontawesome-free-6.2.1-desktop/svgs/regular/trash-can.svg</file>
<file>fontawesome-free-6.2.1-desktop/svgs/regular/folder-open.svg</file>
<file>fontawesome-free-6.2.1-desktop/svgs/regular/floppy-disk.svg</file>
<file>fontawesome-free-6.2.1-desktop/svgs/brands/git-alt.svg</file>
<file>icon.png</file>
</qresource>
<qresource prefix="/shaders">
<file alias="model.frag">shaders/fragment/model.frag</file>
<file alias="model.vert">shaders/vertex/model.vert</file>
<file alias="phong.frag">shaders/fragment/phong.frag</file>
<file alias="phong.vert">shaders/vertex/phong.vert</file>
<file alias="solid.frag">shaders/fragment/solid.frag</file>
<file alias="solid.vert">shaders/vertex/solid.vert</file>
<file alias="solid-perspective.frag">shaders/fragment/solid-perspective.frag</file>
<file alias="solid-perspective.vert">shaders/vertex/solid-perspective.vert</file>
<file alias="multi-color.frag">shaders/fragment/multi-color.frag</file>
<file alias="multi-color.vert">shaders/vertex/multi-color.vert</file>
<file alias="rgb-normals.frag">shaders/fragment/rgb-normals.frag</file>
<file alias="rgb-normals.vert">shaders/vertex/rgb-normals.vert</file>
<file alias="texture-cubemap.frag">shaders/fragment/texture-cubemap.frag</file>
<file alias="texture-cubemap.vert">shaders/vertex/texture-cubemap.vert</file>
<file alias="texture2d.frag">shaders/fragment/texture2d.frag</file>
<file alias="texture2d.vert">shaders/vertex/texture2d.vert</file>
<file alias="solid-ambient.frag">shaders/fragment/solid-ambient.frag</file>
<file alias="solid-ambient.vert">shaders/vertex/solid-ambient.vert</file>
<file alias="solid-diffuse.frag">shaders/fragment/solid-diffuse.frag</file>
<file alias="solid-diffuse.vert">shaders/vertex/solid-diffuse.vert</file>
<file alias="solid-specular.frag">shaders/fragment/solid-specular.frag</file>
<file alias="solid-specular.vert">shaders/vertex/solid-specular.vert</file>
<file alias="solid-phong.frag">shaders/fragment/solid-phong.frag</file>
<file alias="solid-phong.vert">shaders/vertex/solid-phong.vert</file>
<file alias="model-basic.frag">shaders/fragment/model-basic.frag</file>
<file alias="model-basic.vert">shaders/vertex/model-basic.vert</file>
<file alias="model-specular.frag">shaders/fragment/model-specular.frag</file>
<file alias="model-specular.vert">shaders/vertex/model-specular.vert</file>
<file alias="model-normals.frag">shaders/fragment/model-normals.frag</file>
<file alias="model-normals.vert">shaders/vertex/model-normals.vert</file>
<file alias="skybox.frag">skybox/skybox.frag</file>
<file alias="skybox.vert">skybox/skybox.vert</file>
</qresource>
</RCC>

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src/CMakeLists.txt Normal file
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################################################################################
## 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 ##
################################################################################
# Qtk Library
add_subdirectory(qtk)
# Qtk Application
if (QTK_BUILD_GUI)
add_subdirectory(app)
endif()
write_basic_package_version_file(
"${CMAKE_CURRENT_BINARY_DIR}/QtkConfigVersion.cmake"
COMPATIBILITY AnyNewerVersion
)
configure_package_config_file(
"${CMAKE_SOURCE_DIR}/cmake/templates/Config.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/QtkConfig.cmake"
INSTALL_DESTINATION lib/cmake/Qtk
)
install(
FILES
"${CMAKE_CURRENT_BINARY_DIR}/QtkConfig.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/QtkConfigVersion.cmake"
DESTINATION lib/cmake/Qtk
)
install(
EXPORT qtk-export
FILE QtkTargets.cmake
NAMESPACE Qtk::
DESTINATION lib/cmake/Qtk
)
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/LICENSE")
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")
set(CPACK_SOURCE_IGNORE_FILES build;install;\.git;\.github;\.idea)
include(CPack)

97
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################################################################################
## 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 ##
################################################################################
################################################################################
# Qtk Widget Library
################################################################################
# Create a library of widgets used to build Qtk GUI
set(
QTK_PLUGIN_LIBRARY_SOURCES
qtkwidget.cpp qtkwidget.h
debugconsole.cpp debugconsole.ui
toolbox.cpp toolbox.ui
treeview.cpp treeview.ui
)
set(
QTK_PLUGIN_LIBRARY_HEADERS
debugconsole.h
toolbox.h
treeview.h
)
qt_add_library(qtk-plugin-library STATIC)
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)
install(
TARGETS qtk-plugin-library
BUNDLE DESTINATION lib
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib/static
RUNTIME DESTINATION bin
)
install(
TARGETS qtk-plugin-library
BUNDLE DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
LIBRARY DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
RUNTIME DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
ARCHIVE DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
)
################################################################################
# Qtk Widget Collection Plugin
################################################################################
# Create a Qt Designer plugin for a collection of widgets from our library.
qt_add_plugin(qtk-collection)
target_sources(
qtk-collection PRIVATE
widgetplugincollection.cpp widgetplugincollection.h
widgetplugin.cpp widgetplugin.h
)
target_link_libraries(qtk-collection PUBLIC qtk-plugin-library)
install(
TARGETS qtk-collection
RUNTIME DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
BUNDLE DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
LIBRARY DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
)
################################################################################
# Final Qtk Application
################################################################################
set(
QTK_APP_SOURCES
examplescene.cpp examplescene.h
qtkmainwindow.cpp qtkmainwindow.ui
qtkmainwindow.h
main.cpp
)
# TODO: Qtk library should not depend on these resources. (qtkapi.h)
# Or should some resources be installed somewhere?
qt6_add_resources(QTK_APP_SOURCES "${QTK_RESOURCES}/resources.qrc")
configure_file(
resources.h.in
"${CMAKE_CURRENT_BINARY_DIR}/resources.h"
@ONLY
)
qt_add_executable(qtk-main ${QTK_APP_SOURCES})
target_link_libraries(qtk-main PRIVATE qtk-plugin-library)
set_target_properties(
qtk-main PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}
)

33
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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Debug console for qtk views ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QMainWindow>
#include <QWindow>
#include "debugconsole.h"
#include "ui_debugconsole.h"
using namespace Qtk;
DebugConsole::DebugConsole(QWidget * owner, const QString & key) :
DebugConsole(owner, key, key + "Debugger") {}
DebugConsole::DebugConsole(
QWidget * owner, const QString & key, const QString & name) {
ui_ = new Ui::DebugConsole;
ui_->setupUi(this);
setObjectName(name);
mConsole = ui_->textEdit;
setWidget(mConsole);
setWindowTitle(name + " Debug Console");
auto qtkWidget = dynamic_cast<QtkWidget *>(owner);
if(qtkWidget) {
connect(qtkWidget, &QtkWidget::sendLog, this, &DebugConsole::sendLog);
}
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Debug console for qtk views ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_DEBUGCONSOLE_H
#define QTK_DEBUGCONSOLE_H
#include <QApplication>
#include <QDockWidget>
#include <QPlainTextEdit>
#include <QVBoxLayout>
#include "qtkwidget.h"
namespace Ui {
class DebugConsole;
}
namespace Qtk {
class DebugConsole : public QDockWidget {
Q_OBJECT;
public:
/**
* Construct a new DebugConsole.
* Assigns a default name to the console using `key + "Debugger"`
*
* @param owner Parent widget for this console or nullptr if no parent.
* If this parameter inherits from QMainWindow we will add this dock
* widget to the window.
* @param key The objectName associated with the attached QtkWidget.
*/
DebugConsole(QWidget * owner, const QString & key);
/**
* Construct a new DebugConsole.
*
* @param owner Parent widget for this console or nullptr if no parent.
* If this parameter inherits from QMainWindow we will add this dock
* widget to the window.
* @param key The objectName associated with the attached QtkWidget.
* @param name The objectName to associate with this DebugConsole.
*/
DebugConsole(QWidget * owner, const QString & key, const QString & name);
~DebugConsole() = default;
public slots:
/*************************************************************************
* Public Qt slots
************************************************************************/
/**
* Log a message to the DebugConsole text view.
*
* @param message The message to log.
* @param context The DebugContext to use for the message.
* Default value is Status.
*/
inline void sendLog(QString message, DebugContext context = Status) {
mConsole->setTextColor(logColor(context));
mConsole->append(logPrefix(message, context));
}
/**
* Sets the window title for the DebugConsole. This will appear in the
* widget title bar and within any context menu actions.
*
* @param name Base name for the DebugConsole window.
*/
inline void setTitle(QString name) {
setWindowTitle(name + " Debug Console");
}
private:
/**
* @param context Log context severity level.
* @return QColor corresponding with the message context.
*/
[[nodiscard]] QColor logColor(const DebugContext & context) const {
switch(context) {
case Status:
return Qt::GlobalColor::darkGray;
case Debug:
return Qt::GlobalColor::white;
case Warn:
return Qt::GlobalColor::yellow;
case Error:
return Qt::GlobalColor::red;
case Fatal:
return Qt::GlobalColor::magenta;
default:
return Qt::GlobalColor::darkYellow;
}
}
/**
* Prefixes a log message to add context level.
*
* @param message The message to prefix.
* @param context The log context severity level.
* @return The log message prefixed with the DebugContext level.
*/
[[nodiscard]] QString logPrefix(
QString & message, const DebugContext & context) {
QString prefix;
switch(context) {
case Status:
prefix = "[Status]: ";
break;
case Debug:
prefix = "[Debug]: ";
break;
case Warn:
prefix = "[Warn]: ";
break;
case Error:
prefix = "[Error]: ";
break;
case Fatal:
prefix = "[Fatal]: ";
break;
default:
prefix = "[No Context]: ";
break;
}
message = prefix + message.replace("\n", "\t\n" + prefix);
return message;
}
Ui::DebugConsole * ui_;
QTextEdit * mConsole;
};
} // namespace Qtk
#endif // QTK_DEBUGCONSOLE_H

33
src/app/debugconsole.ui Normal file
View File

@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>DebugConsole</class>
<widget class="QDockWidget" name="DebugConsole">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Debug Console</string>
</property>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QTextEdit" name="textEdit">
<property name="autoFillBackground">
<bool>true</bool>
</property>
<property name="readOnly">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -1,18 +1,13 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <camera3d.h>
#include <examplescene.h>
#include <meshrenderer.h>
#include <model.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
#include "examplescene.h"
#include "resources.h"
using namespace Qtk;
@ -21,6 +16,7 @@ using namespace Qtk;
******************************************************************************/
ExampleScene::ExampleScene() {
setSceneName("Example Scene");
getCamera().getTransform().setTranslation(0.0f, 0.0f, 20.0f);
getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
@ -30,13 +26,6 @@ ExampleScene::~ExampleScene() {
delete mTestSpecular;
delete mTestDiffuse;
delete mTestAmbient;
for(auto & mesh : mMeshes) {
delete mesh;
}
for(auto & model : mModels) {
delete model;
}
delete mSkybox;
}
/*******************************************************************************
@ -50,74 +39,76 @@ void ExampleScene::init() {
/* Create a red cube with a mini master chief on top. */
auto myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
myCube->setColor(RED);
mMeshes.push_back(myCube);
addObject(myCube);
auto mySpartan = new Model("My spartan", ":/models/spartan/spartan.obj");
auto mySpartan = new Model("My spartan", PATH("/models/spartan/spartan.obj"));
mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
mySpartan->getTransform().setScale(0.5f);
mModels.push_back(mySpartan);
addObject(mySpartan);
//
// Create simple shapes using MeshRenderer class and data in mesh.h
mMeshes.push_back(
auto mesh = addObject(
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(-5.0f, 0.0f, -2.0f);
mesh->getTransform().setTranslation(-5.0f, 0.0f, -2.0f);
mMeshes.push_back(
new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(-7.0f, 0.0f, -2.0f);
mesh =
addObject(new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-7.0f, 0.0f, -2.0f);
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(-9.0f, 0.0f, -2.0f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
mesh->getTransform().setTranslation(-9.0f, 0.0f, -2.0f);
mesh->setDrawType(GL_LINE_LOOP);
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(-7.0f, 2.0f, -2.0f);
mMeshes.back()->getTransform().scale(0.25f);
mesh->getTransform().setTranslation(-7.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(-7.0f, -2.0f, -2.0f);
mMeshes.back()->getTransform().scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
mMeshes.back()->setColor(GREEN);
mesh->getTransform().setTranslation(-7.0f, -2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
mesh->setDrawType(GL_LINE_LOOP);
mesh->setColor(GREEN);
//
// 3D Model loading
mModels.push_back(
new Qtk::Model("backpack", ":/models/backpack/backpack.obj"));
auto model = addObject(
new Qtk::Model("backpack", PATH("/models/backpack/backpack.obj")));
auto test = PATH("/models/backpack/backpack.obj");
// Sometimes model textures need flipped in certain directions
mModels.back()->flipTexture("diffuse.jpg", false, true);
mModels.back()->getTransform().setTranslation(0.0f, 0.0f, -10.0f);
model->flipTexture("diffuse.jpg", false, true);
model->getTransform().setTranslation(0.0f, 0.0f, -10.0f);
mModels.push_back(new Qtk::Model("bird", ":/models/bird/bird.obj"));
mModels.back()->getTransform().setTranslation(2.0f, 2.0f, -10.0f);
model = addObject(new Qtk::Model("bird", PATH("/models/bird/bird.obj")));
model->getTransform().setTranslation(2.0f, 2.0f, -10.0f);
// Sometimes the models are very large
mModels.back()->getTransform().scale(0.0025f);
mModels.back()->getTransform().rotate(-110.0f, 0.0f, 1.0f, 0.0f);
model->getTransform().scale(0.0025f);
model->getTransform().rotate(-110.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(new Qtk::Model("lion", ":/models/lion/lion.obj"));
mModels.back()->getTransform().setTranslation(-3.0f, -1.0f, -10.0f);
mModels.back()->getTransform().scale(0.15f);
model = addObject(new Qtk::Model("lion", PATH("/models/lion/lion.obj")));
model->getTransform().setTranslation(-3.0f, -1.0f, -10.0f);
model->getTransform().scale(0.15f);
mModels.push_back(
new Qtk::Model("alien", ":/models/alien-hominid/alien.obj"));
mModels.back()->getTransform().setTranslation(2.0f, -1.0f, -5.0f);
mModels.back()->getTransform().scale(0.15f);
model = addObject(
new Qtk::Model("alien", PATH("/models/alien-hominid/alien.obj")));
model->getTransform().setTranslation(2.0f, -1.0f, -5.0f);
model->getTransform().scale(0.15f);
mModels.push_back(new Qtk::Model("scythe", ":/models/scythe/scythe.obj"));
mModels.back()->getTransform().setTranslation(-6.0f, 0.0f, -10.0f);
mModels.back()->getTransform().rotate(-90.0f, 1.0f, 0.0f, 0.0f);
mModels.back()->getTransform().rotate(90.0f, 0.0f, 1.0f, 0.0f);
model =
addObject(new Qtk::Model("scythe", PATH("/models/scythe/scythe.obj")));
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);
mModels.push_back(
new Qtk::Model("masterChief", ":/models/spartan/spartan.obj"));
mModels.back()->getTransform().setTranslation(-1.5f, 0.5f, -2.0f);
model = addObject(
new Qtk::Model("masterChief", PATH("/models/spartan/spartan.obj")));
model->getTransform().setTranslation(-1.5f, 0.5f, -2.0f);
//
@ -129,7 +120,8 @@ void ExampleScene::init() {
// NOTE: You no longer need to manually bind shader program to set uniforms.
// + You can still bind it if you want to for performance reasons.
// + Qtk will only bind / release if the shader program is not already bound.
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
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,
@ -147,23 +139,24 @@ void ExampleScene::init() {
// Phong lighting example light source. This is just for visual reference.
// + We refer to the position of this object in draw() to update lighting.
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(3.0f, 2.0f, -2.0f);
mMeshes.back()->getTransform().scale(0.25f);
mesh->getTransform().setTranslation(3.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
/* Example of a cube with no lighting applied */
mMeshes.push_back(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(5.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(
":/solid-perspective.vert", ":/solid-perspective.frag");
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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->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->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(":/solid-ambient.vert", ":/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));
@ -174,22 +167,24 @@ void ExampleScene::init() {
/* Initialize Diffuse example cube */
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/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);
mTestDiffuse->reallocateNormals(mTestDiffuse->getNormals());
// Diffuse lighting example light source. This is just for visual reference.
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(9.0f, 2.0f, -2.0f);
mMeshes.back()->getTransform().scale(0.25f);
mesh->getTransform().setTranslation(9.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
/* Initialize Specular example cube */
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(":/solid-specular.vert", ":/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);
@ -198,202 +193,202 @@ void ExampleScene::init() {
mTestSpecular->reallocateNormals(mTestSpecular->getNormals());
// Specular lighting example light source. This is just for visual reference.
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(11.0f, 2.0f, -2.0f);
mMeshes.back()->getTransform().scale(0.25f);
mesh->getTransform().setTranslation(11.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
/* Test basic cube with phong.vert and phong.frag shaders */
mMeshes.push_back(new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->getTransform().setTranslation(5.0f, 0.0f, 10.0f);
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
mesh = addObject(new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, 10.0f);
mesh->setShaders(":/shaders/phong.vert", ":/shaders/phong.frag");
// WARNING: Set color before reallocating normals.
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mesh->setColor(QVector3D(0.0f, 0.25f, 0.0f));
mesh->reallocateNormals(mesh->getNormals());
mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f);
mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
mMeshes.back()->setUniform("uMaterial.specularStrength", 1.0f);
mMeshes.back()->setUniform("uMaterial.shine", 64.0f);
mMeshes.back()->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
mMeshes.back()->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mesh->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
mesh->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
mesh->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
mesh->setUniform("uMaterial.ambientStrength", 1.0f);
mesh->setUniform("uMaterial.diffuseStrength", 1.0f);
mesh->setUniform("uMaterial.specularStrength", 1.0f);
mesh->setUniform("uMaterial.shine", 64.0f);
mesh->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
mesh->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
mesh->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
mesh->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
// Light source for testPhong cube
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(5.0f, 1.25f, 10.0f);
mMeshes.back()->getTransform().scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
mMeshes.back()->setColor(RED);
mesh->getTransform().setTranslation(5.0f, 1.25f, 10.0f);
mesh->getTransform().scale(0.25f);
mesh->setDrawType(GL_LINE_LOOP);
mesh->setColor(RED);
//
// Building more complex objects for showing examples of lighting techniques
/* Test alien Model with phong lighting and specular mapping. */
mModels.push_back(new Qtk::Model(
"alienTest", ":/models/alien-hominid/alien.obj", ":/model-specular.vert",
":/model-specular.frag"));
mModels.back()->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
mModels.back()->getTransform().scale(0.15f);
mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uMaterial.ambientStrength", 0.8f);
mModels.back()->setUniform("uMaterial.diffuseStrength", 0.8f);
mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
mModels.back()->setUniform("uMaterial.shine", 32.0f);
model = addObject(new Qtk::Model(
"alienTest", PATH("/models/alien-hominid/alien.obj"),
":/shaders/model-specular.vert", ":/shaders/model-specular.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));
model->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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.shine", 32.0f);
mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
// Light source for alienTest object.
mMeshes.push_back(new Qtk::MeshRenderer(
mesh = addObject(new Qtk::MeshRenderer(
"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(4.0f, 1.5f, 10.0f);
mMeshes.back()->getTransform().scale(0.25f);
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
mMeshes.back()->setColor(GREEN);
mesh->setColor(GREEN);
/* Test spartan Model with phong lighting, specular and normal mapping. */
mModels.push_back(new Qtk::Model(
"spartanTest", ":/models/spartan/spartan.obj", ":/model-normals.vert",
":/model-normals.frag"));
mModels.back()->getTransform().setTranslation(0.0f, -1.0f, 10.0f);
mModels.back()->getTransform().scale(2.0f);
mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uMaterial.ambientStrength", 1.0f);
mModels.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
mModels.back()->setUniform("uMaterial.shine", 128.0f);
mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
model = addObject(new Qtk::Model(
"spartanTest", PATH("/models/spartan/spartan.obj"),
":/shaders/model-normals.vert", ":/shaders/model-normals.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));
model->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.ambientStrength", 1.0f);
model->setUniform("uMaterial.diffuseStrength", 1.0f);
model->setUniform("uMaterial.specularStrength", 1.0f);
model->setUniform("uMaterial.shine", 128.0f);
model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
// Light source for spartanTest object.
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(1.0f, 1.5f, 10.0f);
mMeshes.back()->getTransform().scale(0.25f);
mesh->getTransform().setTranslation(1.0f, 1.5f, 10.0f);
mesh->getTransform().scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setColor(GREEN);
mesh->setColor(GREEN);
//
// Test drawing simple geometry with various OpenGL drawing modes
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->getTransform().setTranslation(5.0f, 0.0f, 4.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mesh->getTransform().setTranslation(5.0f, 0.0f, 4.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
mMeshes.push_back(new Qtk::MeshRenderer(
mesh = addObject(new Qtk::MeshRenderer(
"rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->getTransform().setTranslation(5.0f, 0.0f, 2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mesh->getTransform().setTranslation(5.0f, 0.0f, 2.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
Texture crateTexture;
crateTexture.setTexture(":/crate.png");
crateTexture.setTexture(":/textures/crate.png");
Cube cube;
auto * m = new MeshRenderer("Test Crate", Cube(QTK_DRAW_ARRAYS));
m->getTransform().setTranslation(0, 0, 13);
m->setShaders(":/texture2d.vert", ":/texture2d.frag");
m->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
m->setTexture(crateTexture);
m->setUniform("uTexture", 0);
m->reallocateTexCoords(cube.getTexCoords());
mMeshes.push_back(m);
addObject(m);
// Texturing a cube using texture coordinates and glDrawArrays
// + Texturing with UVs using glDrawElements requires
// QTK_DRAW_ELEMENTS_NORMALS
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
// + This is because the same position must use different UV coordinates
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->getTransform().setTranslation(-3.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->setTexture(crateTexture);
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
mesh->getTransform().setTranslation(-3.0f, 0.0f, -2.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->setTexture(crateTexture);
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
// Test drawing a cube with texture coordinates using glDrawElements
mMeshes.push_back(new Qtk::MeshRenderer(
mesh = addObject(new Qtk::MeshRenderer(
"uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->getTransform().setTranslation(-1.7f, 0.0f, -2.0f);
mMeshes.back()->setTexture(":/crate.png");
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->bindShaders();
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords(), 3);
mMeshes.back()->releaseShaders();
mMeshes.back()->getTransform().rotate(45.0f, 0.0f, 1.0f, 0.0f);
mesh->getTransform().setTranslation(-1.7f, 0.0f, -2.0f);
mesh->setTexture(":/textures/crate.png");
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->bindShaders();
mesh->setUniform("uTexture", 0);
mesh->reallocateNormals(mesh->getNormals());
mesh->reallocateTexCoords(mesh->getTexCoords(), 3);
mesh->releaseShaders();
mesh->getTransform().rotate(45.0f, 0.0f, 1.0f, 0.0f);
// Texturing a cube using a cube map
// + Cube map texturing works with both QTK_DRAW_ARRAYS and QTK_DRAW_ELEMENTS
mMeshes.push_back(
new Qtk::MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->getTransform().setTranslation(-3.0f, 1.0f, -2.0f);
mMeshes.back()->getTransform().setRotation(45.0f, 0.0f, 1.0f, 0.0f);
mMeshes.back()->setShaders(
":/texture-cubemap.vert", ":/texture-cubemap.frag");
mMeshes.back()->setCubeMap(":/crate.png");
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
mesh =
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->setCubeMap(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
// Create a cube with custom shaders
// + Apply RGB normals shader and spin the cube for a neat effect
mMeshes.push_back(
new Qtk::MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->getTransform().setTranslation(5.0f, 2.0f, -2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mesh =
addObject(new Qtk::MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(5.0f, 2.0f, -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_ARRAYS
mMeshes.push_back(new Qtk::MeshRenderer(
mesh = addObject(new Qtk::MeshRenderer(
"rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
mMeshes.back()->getTransform().setTranslation(7.0f, 0.0f, 2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
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
mMeshes.push_back(new Qtk::MeshRenderer(
mesh = addObject(new Qtk::MeshRenderer(
"rgbTriangleElementsTest", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->getTransform().setTranslation(7.0f, 0.0f, 4.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals());
mesh->getTransform().setTranslation(7.0f, 0.0f, 4.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// Test drawing triangle with glDrawArrays with texture coordinates
mMeshes.push_back(
mesh = addObject(
new Qtk::MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
mMeshes.back()->getTransform().setTranslation(-3.0f, 2.0f, -2.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mesh->getTransform().setTranslation(-3.0f, 2.0f, -2.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mMeshes.back()->setTexture(":/crate.png");
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
mesh->setTexture(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
// Test drawing triangle with glDrawElements with texture coordinates
mMeshes.push_back(new Qtk::MeshRenderer(
mesh = addObject(new Qtk::MeshRenderer(
"testTriangleElementsUV", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->getTransform().setTranslation(-2.5f, 0.0f, -1.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->setTexture(":/crate.png");
mMeshes.back()->setUniform("uTexture", 0);
mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords());
mesh->getTransform().setTranslation(-2.5f, 0.0f, -1.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->setTexture(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
}
void ExampleScene::draw() {
@ -401,11 +396,11 @@ void ExampleScene::draw() {
// + This will handle rendering core scene components like the Skybox.
Scene::draw();
for(const auto & model : mModels) {
for(const auto & model : getModels()) {
model->draw();
}
for(const auto & mesh : mMeshes) {
for(const auto & mesh : getMeshes()) {
mesh->draw();
}

View File

@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
@ -9,11 +9,7 @@
#ifndef QTK_EXAMPLE_SCENE_H
#define QTK_EXAMPLE_SCENE_H
#include <camera3d.h>
#include <scene.h>
#include <skybox.h>
#include <QMatrix4x4>
#include <qtk/scene.h>
/**
* Example scene using QtkWidget to render 3D models and simple geometry within
@ -40,6 +36,7 @@ class ExampleScene : public Qtk::Scene {
**************************************************************************/
ExampleScene();
~ExampleScene();
/***************************************************************************
@ -50,6 +47,7 @@ class ExampleScene : public Qtk::Scene {
* Initialize objects within the scene
*/
void init() override;
/**
* Called when OpenGL repaints the widget.
*/

View File

@ -1,24 +1,22 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Main program for practice using Qt6 widgets and OpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QApplication>
#include <QLabel>
#include <mainwindow.h>
#include <qtkwidget.h>
#include <QSurfaceFormat>
#include "qtkmainwindow.h"
int main(int argc, char * argv[]) {
Q_INIT_RESOURCE(resources);
QApplication a(argc, argv);
// Create window for Qt application using custom mainwindow.h
MainWindow w;
w.show();
auto window = MainWindow::getMainWindow();
window->show();
return QApplication::exec();
}

73
src/app/qtkmainwindow.cpp Normal file
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@ -0,0 +1,73 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MainWindow for Qtk application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "examplescene.h"
#include "qtkmainwindow.h"
#include "ui_qtkmainwindow.h"
MainWindow * MainWindow::mainWindow_ = Q_NULLPTR;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent) {
ui_ = new Ui::MainWindow;
setObjectName("MainWindow");
// For use in design mode using Qt Creator
// + We can use the `ui` member to access nested widgets by name
ui_->setupUi(this);
ui_->menuView->addAction(ui_->toolBar->toggleViewAction());
// Initialize static container for all active QtkWidgets
auto qtkWidgets = findChildren<Qtk::QtkWidget *>();
for(auto & qtkWidget : qtkWidgets) {
qtkWidget->setScene(new ExampleScene);
views_.emplace(qtkWidget->getScene()->getSceneName(), qtkWidget);
ui_->menuView->addAction(qtkWidget->getActionToggleConsole());
connect(
qtkWidget->getScene(), &Qtk::Scene::sceneUpdated, this,
&MainWindow::refreshScene);
}
auto docks = findChildren<QDockWidget *>();
for(auto & dock : docks) {
addDockWidget(Qt::RightDockWidgetArea, dock);
ui_->menuView->addAction(dock->toggleViewAction());
}
// Set the window icon used for Qtk.
setWindowIcon(Qtk::getIcon());
}
MainWindow::~MainWindow() {
delete ui_;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
MainWindow * MainWindow::getMainWindow() {
if(mainWindow_ == Q_NULLPTR) {
mainWindow_ = new MainWindow;
}
return mainWindow_;
}
Qtk::QtkWidget * MainWindow::getQtkWidget(const QString & name) {
if(!views_.count(name)) {
return Q_NULLPTR;
}
return views_[name];
}
void MainWindow::refreshScene(QString sceneName) {
// TODO: Select TreeView using sceneName>
ui_->qtk__TreeView->updateView(getQtkWidget(sceneName)->getScene());
}

90
src/app/qtkmainwindow.h Normal file
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@ -0,0 +1,90 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MainWindow for Qtk application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <unordered_map>
#include <QMainWindow>
#include <QPlainTextEdit>
#include "debugconsole.h"
#include "qtkwidget.h"
namespace Ui {
class MainWindow;
}
/**
* MainWindow class to provide an example of using a QtkWidget within a Qt
* window application.
*/
class MainWindow : public QMainWindow {
Q_OBJECT
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
/**
* This ctor also initializes the Scene for each QtkWidget in the window.
* To load a different scene this would need to be updated.
*
* @param parent The parent for this QMainWindow
*/
explicit MainWindow(QWidget * parent = nullptr);
~MainWindow() override;
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* Allows widgets to retrieve an instance of this root QMainWindow.
* @return this
*/
static MainWindow * getMainWindow();
/**
* Accessor for retrieving a QtkWidget by it's objectName.
* This function will not construct a new QtkWidget if none is found.
*
* @param name The objectName associated with the QtkWidget.
* @return Pointer to an active QtkWidget or Q_NULLPTR is not found.
*/
Qtk::QtkWidget * getQtkWidget(const QString & name);
public slots:
/**
* Trigger a refresh for widgets related to a scene that has been updated.
* @param sceneName The name of the scene that has been modified.
*/
void refreshScene(QString sceneName);
private:
/***************************************************************************
* Private Members
**************************************************************************/
/** Do not allow copying */
MainWindow(const MainWindow &) {};
Ui::MainWindow * ui_ {};
static MainWindow * mainWindow_;
/**
* Maps a scene name to the QtkWidget viewing it.
* TODO: Value should be a vector of QtkWidget * for multiple scene views.
*/
std::unordered_map<QString, Qtk::QtkWidget *> views_ {};
};
#endif // MAINWINDOW_H

342
src/app/qtkmainwindow.ui Normal file
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@ -0,0 +1,342 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>MainWindow</class>
<widget class="QMainWindow" name="MainWindow">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>824</width>
<height>601</height>
</rect>
</property>
<property name="sizePolicy">
<sizepolicy hsizetype="Maximum" vsizetype="Maximum">
<horstretch>1</horstretch>
<verstretch>1</verstretch>
</sizepolicy>
</property>
<property name="windowTitle">
<string>Qtk - MainWindow</string>
</property>
<property name="windowIcon">
<iconset>
<normaloff>../resources/icon.png</normaloff>../resources/icon.png</iconset>
</property>
<property name="unifiedTitleAndToolBarOnMac">
<bool>true</bool>
</property>
<widget class="QWidget" name="centralwidget">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QTabWidget" name="tabWidget">
<property name="sizePolicy">
<sizepolicy hsizetype="Expanding" vsizetype="Expanding">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="currentIndex">
<number>0</number>
</property>
<property name="movable">
<bool>true</bool>
</property>
<widget class="QWidget" name="tab">
<attribute name="title">
<string>View 1</string>
</attribute>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="Qtk::QtkWidget" name="qtk::QtkWidget">
<property name="toolTip">
<string>A custom widget tool tip.</string>
</property>
<property name="whatsThis">
<string>Custom widget what's this?</string>
</property>
</widget>
</item>
</layout>
</widget>
<widget class="QWidget" name="tab_2">
<attribute name="title">
<string>View 2</string>
</attribute>
</widget>
</widget>
</item>
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="Qtk::TreeView" name="qtk::TreeView">
<property name="toolTip">
<string>A custom widget tool tip.</string>
</property>
<property name="whatsThis">
<string>Custom widget what's this?</string>
</property>
</widget>
</item>
<item>
<widget class="Qtk::ToolBox" name="qtk::ToolBox">
<property name="toolTip">
<string>A custom widget tool tip.</string>
</property>
<property name="whatsThis">
<string>Custom widget what's this?</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<widget class="QMenuBar" name="menubar">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>824</width>
<height>22</height>
</rect>
</property>
<widget class="QMenu" name="menuTest">
<property name="title">
<string>File</string>
</property>
<addaction name="actionNew"/>
<addaction name="actionOpen"/>
<addaction name="separator"/>
<addaction name="actionSave"/>
<addaction name="actionSave_as"/>
<addaction name="separator"/>
<addaction name="actionExit"/>
</widget>
<widget class="QMenu" name="menuView">
<property name="title">
<string>View</string>
</property>
<widget class="QMenu" name="menuTab_Position">
<property name="title">
<string>Tab Position</string>
</property>
<addaction name="actionTop"/>
<addaction name="actionBottom"/>
<addaction name="actionLeft"/>
<addaction name="actionRight"/>
</widget>
<addaction name="menuTab_Position"/>
</widget>
<widget class="QMenu" name="menuEdit">
<property name="title">
<string>Edit</string>
</property>
<addaction name="actionUndo"/>
<addaction name="actionRedo"/>
</widget>
<widget class="QMenu" name="menuHelp">
<property name="title">
<string>Help</string>
</property>
<addaction name="actionAbout"/>
</widget>
<addaction name="menuTest"/>
<addaction name="menuEdit"/>
<addaction name="menuView"/>
<addaction name="menuHelp"/>
</widget>
<widget class="QToolBar" name="toolBar">
<property name="windowTitle">
<string>toolBar</string>
</property>
<property name="autoFillBackground">
<bool>true</bool>
</property>
<property name="movable">
<bool>true</bool>
</property>
<property name="iconSize">
<size>
<width>24</width>
<height>24</height>
</size>
</property>
<property name="toolButtonStyle">
<enum>Qt::ToolButtonIconOnly</enum>
</property>
<property name="floatable">
<bool>true</bool>
</property>
<attribute name="toolBarArea">
<enum>TopToolBarArea</enum>
</attribute>
<attribute name="toolBarBreak">
<bool>false</bool>
</attribute>
<addaction name="actionLoad_Model"/>
<addaction name="actionDelete_Object"/>
</widget>
<action name="actionOpen">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/folder-open.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/folder-open.svg</iconset>
</property>
<property name="text">
<string>Open...</string>
</property>
</action>
<action name="actionSave">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/floppy-disk.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/floppy-disk.svg</iconset>
</property>
<property name="text">
<string>Save</string>
</property>
</action>
<action name="actionSave_as">
<property name="text">
<string>Save as...</string>
</property>
</action>
<action name="actionExit">
<property name="text">
<string>Exit</string>
</property>
</action>
<action name="actionShow_Console">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Show Console</string>
</property>
</action>
<action name="actionLoad_Model">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<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>
</property>
<property name="text">
<string>Load Model</string>
</property>
<property name="font">
<font/>
</property>
</action>
<action name="actionDelete_Object">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<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>
</property>
<property name="text">
<string>Delete Object</string>
</property>
</action>
<action name="actionNew">
<property name="text">
<string>New</string>
</property>
</action>
<action name="actionTop">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Top</string>
</property>
</action>
<action name="actionBottom">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Bottom</string>
</property>
</action>
<action name="actionLeft">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Left</string>
</property>
</action>
<action name="actionRight">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Right</string>
</property>
</action>
<action name="actionAbout">
<property name="text">
<string>About</string>
</property>
</action>
<action name="actionNested_Widgets">
<property name="checkable">
<bool>true</bool>
</property>
<property name="checked">
<bool>true</bool>
</property>
<property name="text">
<string>Nested Widgets</string>
</property>
</action>
<action name="actionUndo">
<property name="text">
<string>Undo</string>
</property>
</action>
<action name="actionRedo">
<property name="text">
<string>Redo</string>
</property>
</action>
</widget>
<customwidgets>
<customwidget>
<class>Qtk::QtkWidget</class>
<extends>QOpenGLWidget</extends>
<header>qtkwidget.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>Qtk::TreeView</class>
<extends>QDockWidget</extends>
<header>treeview.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>Qtk::ToolBox</class>
<extends>QDockWidget</extends>
<header>toolbox.h</header>
<container>1</container>
</customwidget>
</customwidgets>
<resources>
<include location="../../resources/resources.qrc"/>
</resources>
<connections>
<connection>
<sender>actionExit</sender>
<signal>triggered()</signal>
<receiver>MainWindow</receiver>
<slot>close()</slot>
<hints>
<hint type="sourcelabel">
<x>-1</x>
<y>-1</y>
</hint>
<hint type="destinationlabel">
<x>411</x>
<y>300</y>
</hint>
</hints>
</connection>
</connections>
</ui>

View File

@ -1,17 +1,21 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: QtkWidget for Qt desktop application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QKeyEvent>
#include <QVBoxLayout>
#include <input.h>
#include <mesh.h>
#include <qtkwidget.h>
#include <scene.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;
@ -19,17 +23,28 @@ using namespace Qtk;
* Constructors, Destructors
******************************************************************************/
QtkWidget::QtkWidget() : mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) {
initializeWidget();
}
QtkWidget::QtkWidget(QWidget * parent) : QtkWidget(parent, "QtkWidget") {}
QtkWidget::QtkWidget(QWidget * parent) :
QOpenGLWidget(parent), mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) {
initializeWidget();
}
QtkWidget::QtkWidget(QWidget * parent, const QString & name) :
QtkWidget(parent, name, Q_NULLPTR) {}
QtkWidget::QtkWidget(const QSurfaceFormat & format) :
mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) {
QtkWidget::QtkWidget(QWidget * parent, const QString & name, Scene * scene) :
QOpenGLWidget(parent), mDebugLogger(Q_NULLPTR),
mConsole(new DebugConsole(this, name)), mScene(Q_NULLPTR) {
setScene(scene);
setObjectName(name);
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 6);
// Set the number of samples used for glEnable(GL_MULTISAMPLING)
format.setSamples(4);
// Set the size of the depth bufer for glEnable(GL_DEPTH_TEST)
format.setDepthBufferSize(16);
// If QTK_DEBUG is set, enable debug context
#ifdef QTK_DEBUG
format.setOption(QSurfaceFormat::DebugContext);
#endif
setFormat(format);
setFocusPolicy(Qt::ClickFocus);
}
@ -40,9 +55,18 @@ QtkWidget::~QtkWidget() {
}
/*******************************************************************************
* Public Inherited Virtual Methods
* Public Methods
******************************************************************************/
QAction * QtkWidget::getActionToggleConsole() {
auto action = new QAction(mScene->getSceneName() + " debug console");
action->setCheckable(true);
action->setChecked(mConsoleActive);
action->setStatusTip("Add a debug console for this QtkWidget.");
connect(action, &QAction::triggered, this, &QtkWidget::toggleConsole);
return action;
}
void QtkWidget::initializeGL() {
initializeOpenGLFunctions();
// Connect the frameSwapped signal to call the update() function
@ -87,10 +111,58 @@ void QtkWidget::paintGL() {
}
}
void QtkWidget::setScene(Qtk::Scene * scene) {
delete mScene;
mScene = scene;
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,
dynamic_cast<QDockWidget *>(mConsole));
mConsole->setHidden(false);
mConsoleActive = true;
}
}
/*******************************************************************************
* Protected Slots
* Protected Methods
******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
Input::registerMouseRelease(event->button());
}
void QtkWidget::update() {
updateCameraInput();
@ -104,19 +176,24 @@ void QtkWidget::update() {
void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
QString error;
DebugContext context;
// Format based on severity
switch(msg.severity()) {
case QOpenGLDebugMessage::NotificationSeverity:
error += "--";
context = Status;
break;
case QOpenGLDebugMessage::HighSeverity:
error += "!!";
context = Fatal;
break;
case QOpenGLDebugMessage::MediumSeverity:
error += "!~";
context = Error;
break;
case QOpenGLDebugMessage::LowSeverity:
error += "~~";
context = Warn;
break;
}
@ -159,58 +236,53 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
}
#undef CASE
error += ")";
qDebug() << qPrintable(error) << "\n" << qPrintable(msg.message()) << "\n";
}
/*******************************************************************************
* Protected Methods
******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
Input::registerMouseRelease(event->button());
error += ")\n" + msg.message() + "\n";
qDebug() << qPrintable(error);
sendLog("(OpenGL) " + error.replace("\n", "\n(OpenGL) "), context);
}
/*******************************************************************************
* Private Methods
******************************************************************************/
void QtkWidget::initializeWidget() {
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 6);
// Set the number of samples used for glEnable(GL_MULTISAMPLING)
format.setSamples(4);
// Set the size of the depth bufer for glEnable(GL_DEPTH_TEST)
format.setDepthBufferSize(16);
// If QTK_DEBUG is set, enable debug context
#ifdef QTK_DEBUG
format.setOption(QSurfaceFormat::DebugContext);
#endif
setFormat(format);
setFocusPolicy(Qt::ClickFocus);
void QtkWidget::teardownGL() { /* Nothing to teardown yet... */
}
void QtkWidget::updateCameraInput() {
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp);
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().y(), Scene::getCamera().getRight());
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().getUp() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().getUp() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
}
void QtkWidget::printContextInformation() {
@ -239,46 +311,9 @@ void QtkWidget::printContextInformation() {
}
#undef CASE
// qPrintable() will print our QString w/o quotes around it.
qDebug() << qPrintable(glType) << qPrintable(glVersion) << "("
<< qPrintable(glProfile) << ")"
<< "\nOpenGL Vendor: " << qPrintable(glVendor)
<< "\nRendering Device: " << qPrintable(glRenderer) << "\n";
}
void QtkWidget::updateCameraInput() {
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp);
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().y(), Scene::getCamera().right());
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().forward();
}
if(Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().forward();
}
if(Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().right();
}
if(Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().right();
}
if(Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().up() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().up() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
auto message = QString(glType) + glVersion + "(" + glProfile + ")"
+ "\nOpenGL Vendor: " + glVendor
+ "\nRendering Device: " + glRenderer;
qDebug() << qPrintable(message);
sendLog("(OpenGL) " + message.replace("\n", "\n(OpenGL) "), Status);
}

View File

@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: QtkWidget for Qt desktop application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
@ -10,22 +10,26 @@
#include <iostream>
#include <QDockWidget>
#include <QMatrix4x4>
#include <QOpenGLDebugLogger>
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#include <QPlainTextEdit>
#include <qtkapi.h>
#include <scene.h>
#include <qtk/qtkapi.h>
#include <qtk/scene.h>
namespace Qtk {
class DebugConsole;
/**
* QtkWidget class to define required QOpenGLWidget functionality.
*
* 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 QTKAPI QtkWidget : public QOpenGLWidget, protected QOpenGLFunctions {
class QtkWidget : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT;
public:
@ -33,40 +37,41 @@ namespace Qtk {
* Contructors / Destructors
************************************************************************/
/**
* Default ctor will configure a QSurfaceFormat with default settings.
*/
QtkWidget();
/**
* Qt Designer will call this ctor when creating this widget as a child.
*
* @param parent The parent QWidget
* @param parent Pointer to a parent widget for this QtkWidget or nullptr.
*/
explicit QtkWidget(QWidget * parent);
explicit QtkWidget(QWidget * parent = nullptr);
/**
* Allow constructing the widget with a preconfigured QSurfaceFormat.
* Default construct a QtkWidget.
*
* @param format QSurfaceFormat already configured by the caller.
* @param parent Pointer to a parent widget or nullptr if no parent.
* @param name An objectName for the new QtkWidget.
*/
explicit QtkWidget(const QSurfaceFormat & format);
explicit QtkWidget(QWidget * parent, const QString & name);
~QtkWidget() override;
/**
* Construct a custom QtkWidget.
*
* @param parent Pointer to a parent widget or nullptr if no parent.
* @param name An objectName for the new QtkWidget.
* @param scene Pointer to a custom class inheriting from Qtk::Scene.
*/
QtkWidget(QWidget * parent, const QString & name, Qtk::Scene * scene);
~QtkWidget();
private:
/*************************************************************************
* Private Methods
* Public Methods
************************************************************************/
// clang-format off
void teardownGL() { /* Nothing to teardown yet... */ }
// clang-format on
public:
/*************************************************************************
* Public Inherited Virtual Methods
************************************************************************/
/**
* Constructs a QAction to hide / show this DebugConsole.
* @return QAction to toggle visibility of this DebugConsole.
*/
QAction * getActionToggleConsole();
/**
* Called when the widget is first constructed.
@ -90,22 +95,61 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return The active scene being viewed in this widget.
*/
inline Qtk::Scene * getScene() { return mScene; }
/*************************************************************************
* Setters
************************************************************************/
inline void setScene(Qtk::Scene * scene) {
delete mScene;
mScene = scene;
}
/**
* @param scene The new scene to view.
*/
void setScene(Qtk::Scene * scene);
protected slots:
public slots:
/**
* Toggle visibility of the DebugConsole associated with this QtkWidget.
*/
void toggleConsole();
signals:
/**
* Log a message to the DebugConsole associated with this widget.
* @param message The message to log.
* @param context The context of the log message.
*/
void sendLog(const QString & message, DebugContext context = Status);
protected:
/*************************************************************************
* Qt Slots
* Protected Methods
************************************************************************/
/**
* @param event Key press event to update camera input manager.
*/
void keyPressEvent(QKeyEvent * event) override;
/**
* @param event Key release event to update camera input manager.
*/
void keyReleaseEvent(QKeyEvent * event) override;
/**
* @param event Mouse button press event to update camera input manager.
*/
void mousePressEvent(QMouseEvent * event) override;
/**
* @param event Mouse button release event to update camera input manager.
*/
void mouseReleaseEvent(QMouseEvent * event) override;
protected slots:
/**
* Called when the `frameSwapped` signal is caught.
* See definition of initializeGL()
@ -119,37 +163,41 @@ namespace Qtk {
*
* @param msg The message logged.
*/
static void messageLogged(const QOpenGLDebugMessage & msg);
void messageLogged(const QOpenGLDebugMessage & msg);
#endif
protected:
/*************************************************************************
* Protected Methods
************************************************************************/
void keyPressEvent(QKeyEvent * event) override;
void keyReleaseEvent(QKeyEvent * event) override;
void mousePressEvent(QMouseEvent * event) override;
void mouseReleaseEvent(QMouseEvent * event) override;
private:
/*************************************************************************
* Private Methods
************************************************************************/
void initializeWidget();
/**
* Deconstruct any resources we have allocated for this widget.
*/
void teardownGL();
/**
* Callback function to update input for camera controls
*/
static void updateCameraInput();
#ifdef QTK_DEBUG
/**
* Prints OpenGL context information at start of debug session.
*/
void printContextInformation();
QOpenGLDebugLogger * mDebugLogger;
#endif
/*************************************************************************
* Private Members
************************************************************************/
#ifdef QTK_DEBUG
QOpenGLDebugLogger * mDebugLogger;
#endif
Qtk::Scene * mScene;
Qtk::DebugConsole * mConsole;
bool mConsoleActive = false;
};
} // namespace Qtk

8
src/app/resources.h.in Normal file
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@ -0,0 +1,8 @@
#ifndef QTK_RESOURCES_H_IN_H
#define QTK_RESOURCES_H_IN_H
#define RESOURCES "@CMAKE_SOURCE_DIR@/resources"
#define PATH(a) RESOURCES a
#endif // QTK_RESOURCES_H_IN_H

20
src/app/toolbox.cpp Normal file
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@ -0,0 +1,20 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Toolbox plugin for object details and options ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include "toolbox.h"
#include "ui_toolbox.h"
Qtk::ToolBox::ToolBox(QWidget * parent) :
QDockWidget(parent), ui(new Ui::ToolBox) {
ui->setupUi(this);
}
Qtk::ToolBox::~ToolBox() {
delete ui;
}

42
src/app/toolbox.h Normal file
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@ -0,0 +1,42 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Toolbox plugin for object details and options ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef TOOLBOX_H
#define TOOLBOX_H
#include <QDesignerExportWidget>
#include <QDockWidget>
namespace Ui {
class ToolBox;
}
namespace Qtk {
class QDESIGNER_WIDGET_EXPORT ToolBox : public QDockWidget {
Q_OBJECT
public:
/*************************************************************************
* Contructors / Destructors
*************************************************************************/
explicit ToolBox(QWidget * parent = nullptr);
~ToolBox();
private:
/*************************************************************************
* Private Members
************************************************************************/
Ui::ToolBox * ui;
};
} // namespace Qtk
#endif // TOOLBOX_H

56
src/app/toolbox.ui Normal file
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@ -0,0 +1,56 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>ToolBox</class>
<widget class="QDockWidget" name="ToolBox">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Object Details</string>
</property>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QToolBox" name="toolBox">
<property name="currentIndex">
<number>0</number>
</property>
<widget class="QWidget" name="page">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>382</width>
<height>201</height>
</rect>
</property>
<attribute name="label">
<string>Shaders</string>
</attribute>
</widget>
<widget class="QWidget" name="page_2">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>382</width>
<height>201</height>
</rect>
</property>
<attribute name="label">
<string>Properties</string>
</attribute>
</widget>
</widget>
</item>
</layout>
</widget>
</widget>
<resources/>
<connections/>
</ui>

59
src/app/treeview.cpp Normal file
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@ -0,0 +1,59 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: TreeView plugin for scene hierarchy ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include "treeview.h"
#include "qtkmainwindow.h"
#include "ui_treeview.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Qtk::TreeView::TreeView(QWidget * parent) :
QDockWidget(parent), ui(new Ui::TreeView) {
ui->setupUi(this);
connect(
ui->treeWidget, &QTreeWidget::itemDoubleClicked, this,
&TreeView::itemFocus);
}
Qtk::TreeView::~TreeView() {
delete ui;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
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())));
ui->treeWidget->insertTopLevelItem(0, item);
}
}
void Qtk::TreeView::itemFocus(QTreeWidgetItem * item, int column) {
QString name = item->text(column);
auto scene =
MainWindow::getMainWindow()->getQtkWidget(mSceneName)->getScene();
auto & transform = scene->getCamera().getTransform();
auto object = scene->getObject(name);
Transform3D * objectTransform;
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();
}
transform.setTranslation(objectTransform->getTranslation());
transform.translate(0.0f, 0.0f, 3.0f);
}

73
src/app/treeview.h Normal file
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@ -0,0 +1,73 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: TreeView plugin for scene hierarchy ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef TREEVIEW_H
#define TREEVIEW_H
#include <QDesignerCustomWidgetInterface>
#include <QDesignerExportWidget>
#include <QDockWidget>
#include <qtk/scene.h>
#include <QTreeWidgetItem>
namespace Ui {
class TreeView;
}
namespace Qtk {
class QDESIGNER_WIDGET_EXPORT TreeView : public QDockWidget {
Q_OBJECT
public:
/*************************************************************************
* Constructors / Destructors
************************************************************************/
explicit TreeView(QWidget * parent = nullptr);
~TreeView();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Updates the QTreeWidget with all objects within the scene.
* @param scene The scene to load objects from.
*/
void updateView(const Scene * scene);
public slots:
/**
* Focus the camera on an item when it is double clicked.
* Triggered by QTreeWidget::itemDoubleClicked signal.
*
* @param item The item that was double clicked
* @param column The column of the item that was double clicked.
* This param is currently not used but required for this signal.
*/
void itemFocus(QTreeWidgetItem * item, int column);
private:
/*************************************************************************
* Private Members
************************************************************************/
Ui::TreeView * ui;
/**
* The name of the scene last loaded by this TreeWidget.
* Used to load object data from a target scene.
*/
QString mSceneName;
};
} // namespace Qtk
#endif // TREEVIEW_H

44
src/app/treeview.ui Normal file
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@ -0,0 +1,44 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>TreeView</class>
<widget class="QDockWidget" name="TreeView">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Scene Tree View</string>
</property>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QTreeWidget" name="treeWidget">
<property name="alternatingRowColors">
<bool>true</bool>
</property>
<property name="indentation">
<number>10</number>
</property>
<property name="sortingEnabled">
<bool>true</bool>
</property>
<attribute name="headerVisible">
<bool>false</bool>
</attribute>
<column>
<property name="text">
<string notr="true">1</string>
</property>
</column>
</widget>
</item>
</layout>
</widget>
</widget>
<resources/>
<connections/>
</ui>

98
src/app/widgetplugin.cpp Normal file
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@ -0,0 +1,98 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Generic Qt Designer widget plugin ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include <QIcon>
#include <QtPlugin>
#include <utility>
#include <qtk/qtkapi.h>
#include "widgetplugin.h"
/*******************************************************************************
* 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(QObject * parent) : QObject(parent) {}
/*******************************************************************************
* Public Methods
******************************************************************************/
QString WidgetPlugin::group() const {
return m_group;
}
QString WidgetPlugin::name() const {
return m_className;
}
QString WidgetPlugin::includeFile() const {
return m_includeFile;
}
QWidget * WidgetPlugin::createWidget(QWidget * parent) {
return m_factory(parent);
}
QString WidgetPlugin::toolTip() const {
return QStringLiteral("A custom widget tool tip.");
}
QString WidgetPlugin::whatsThis() const {
return QStringLiteral("Custom widget what's this?");
}
QIcon WidgetPlugin::icon() const {
return Qtk::getIcon();
}
bool WidgetPlugin::isContainer() const {
return true;
}
bool WidgetPlugin::isInitialized() const {
return m_initialized;
}
void WidgetPlugin::initialize(QDesignerFormEditorInterface *) {
if(m_initialized) {
return;
}
m_initialized = true;
}
QString WidgetPlugin::domXml() const {
return
"<ui language=\"c++\">\n"
" <widget class=\"" + m_className + "\" name=\"" + m_objectName + "\">\n"
" <property name=\"geometry\">\n"
" <rect>\n"
" <x>0</x>\n"
" <y>0</y>\n"
" <width>100</width>\n"
" <height>100</height>\n"
" </rect>\n"
" </property>\n"
" <property name=\"toolTip\" >\n"
" <string>" + toolTip() + "</string>\n"
" </property>\n"
" <property name=\"whatsThis\" >\n"
" <string>" + whatsThis() + "</string>\n"
" </property>\n"
" </widget>\n"
"</ui>\n";
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Generic Qt Designer widget plugin ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef QTK_WIDGETPLUGIN_H
#define QTK_WIDGETPLUGIN_H
#include <QDesignerCustomWidgetInterface>
#include <QDesignerExportWidget>
class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
public QObject,
public QDesignerCustomWidgetInterface {
Q_OBJECT
Q_INTERFACES(QDesignerCustomWidgetInterface)
using Factory = std::function<QWidget *(QWidget *)>;
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
WidgetPlugin(
QString group, QString class_name, QString include, Factory factory);
explicit WidgetPlugin(QObject * parent = nullptr);
~WidgetPlugin() = default;
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* @return The name of the group to which this widget belongs.
*/
[[nodiscard]] QString group() const override;
/**
* Must return the _class name_ of the widget.
*
* @return The class name for the associated widget.
*/
[[nodiscard]] QString name() const override;
/**
* If this path changes for a custom widget, it must be removed and added
* back in Qt Designer for the XML surrounding this value to be regenerated.
*
* See the `<customwidget>` XML in any `.ui` file using a custom widget.
*
* @return Path to the include file for UIC to use when generating code.
*/
[[nodiscard]] QString includeFile() const override;
/**
* @param parent Parent widget to the new instance of this widget.
* @return A new instance of this custom widget.
*/
[[nodiscard]] QWidget * createWidget(QWidget * parent) override;
/**
* @return Short description used in Qt Designer tool tips.
*/
[[nodiscard]] QString toolTip() const override;
/**
* @return Widget description used in `What's this?` within Qt Creator.
*/
[[nodiscard]] QString whatsThis() const override;
/**
* @return Icon used to represent the widget in Qt Designer's GUI.
*/
[[nodiscard]] QIcon icon() const override;
/**
* Whether or not this widget should act as a container for other widgets.
*
* @return True if this custom widget is meant to be a container.
*/
[[nodiscard]] bool isContainer() const override;
/**
* @return True if this widget has been initialized.
*/
[[nodiscard]] bool isInitialized() const override;
/**
* Initializes an instance of this custom widget.
* @param core
*/
void initialize(QDesignerFormEditorInterface * core) override;
/**
* Default XML for an instance of this custom widget within a `.ui` file.
*
* Any property available for the widget in Qt Designer can be set using XML
* properties, as seen here with `toolTip` and `whatsThis`.
*
* @return XML inserted for each instance of this widget.
*/
[[nodiscard]] QString domXml() const override;
private:
/***************************************************************************
* Private Members
**************************************************************************/
bool m_initialized = false;
QString m_group;
QString m_className;
QString m_objectName;
QString m_includeFile;
Factory m_factory;
};
#endif // QTK_WIDGETPLUGIN_H

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@ -0,0 +1,43 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of widget plugins for Qt Designer ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include "widgetplugincollection.h"
#include "debugconsole.h"
#include "qtkwidget.h"
#include "toolbox.h"
#include "treeview.h"
#include "widgetplugin.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
WidgetPluginCollection::WidgetPluginCollection(QObject * parent) :
QObject(parent), m_collectionName("Qtk Widget Collection") {
m_collection = {
new WidgetPlugin(
m_collectionName, "Qtk::QtkWidget", "qtkwidget.h",
[](QWidget * parent) { return new Qtk::QtkWidget(parent); }),
new WidgetPlugin(
m_collectionName, "Qtk::TreeView", "treeview.h",
[](QWidget * parent) { return new Qtk::TreeView(parent); }),
new WidgetPlugin(
m_collectionName, "Qtk::ToolBox", "toolbox.h",
[](QWidget * parent) { return new Qtk::ToolBox(parent); }),
};
}
/*******************************************************************************
* Public Methods
******************************************************************************/
QList<QDesignerCustomWidgetInterface *> WidgetPluginCollection::customWidgets()
const {
return m_collection;
}

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@ -0,0 +1,50 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of widget plugins for Qt Designer ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef QTK_WIDGETPLUGINCOLLECTION_H
#define QTK_WIDGETPLUGINCOLLECTION_H
#include <QDesignerCustomWidgetCollectionInterface>
class WidgetPluginCollection :
public QObject,
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.
Q_PLUGIN_METADATA(IID "com.Klips.WidgetPluginCollection")
// Tell Qt Object system that we're implementing an interface.
Q_INTERFACES(QDesignerCustomWidgetCollectionInterface)
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
explicit WidgetPluginCollection(QObject * parent = nullptr);
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* @return QList of all custom widgets pointers.
*/
[[nodiscard]] QList<QDesignerCustomWidgetInterface *> customWidgets() const;
private:
/***************************************************************************
* Private Members
**************************************************************************/
QList<QDesignerCustomWidgetInterface *> m_collection;
QString m_collectionName;
};
#endif // QTK_WIDGETPLUGINCOLLECTION_H

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@ -1,89 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTOPENGL_INPUT_H
#define QTOPENGL_INPUT_H
#include <QPoint>
#include <Qt>
#include <qtkapi.h>
#include <qtkwidget.h>
namespace Qtk {
class QTKAPI Input {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend class Qtk::QtkWidget;
/**
* Possible key states
*/
enum InputState {
InputInvalid,
InputRegistered,
InputUnregistered,
InputTriggered,
InputPressed,
InputReleased
};
/*************************************************************************
* Public Methods
************************************************************************/
// State checking
inline static bool keyTriggered(Qt::Key key) {
return keyState(key) == InputTriggered;
}
inline static bool keyPressed(Qt::Key key) {
return keyState(key) == InputPressed;
}
inline static bool keyReleased(Qt::Key key) {
return keyState(key) == InputReleased;
}
inline static bool buttonTriggered(Qt::MouseButton button) {
return buttonState(button) == InputTriggered;
}
inline static bool buttonPressed(Qt::MouseButton button) {
return buttonState(button) == InputPressed;
}
inline static bool buttonReleased(Qt::MouseButton button) {
return buttonState(button) == InputReleased;
}
// Implementation
static InputState keyState(Qt::Key key);
static InputState buttonState(Qt::MouseButton button);
static QPoint mousePosition();
static QPoint mouseDelta();
private:
/*************************************************************************
* Private Methods
************************************************************************/
// State updating
static void update();
static void registerKeyPress(int key);
static void registerKeyRelease(int key);
static void registerMousePress(Qt::MouseButton button);
static void registerMouseRelease(Qt::MouseButton button);
static void reset();
};
} // namespace Qtk
#endif // QTOPENGL_INPUT_H

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@ -1,137 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESHRENDERER_H
#define QTK_MESHRENDERER_H
#include <mesh.h>
#include <object.h>
#include <qtkapi.h>
#include <utility>
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/* Static QHash of all mesh objects within the scene. */
typedef QHash<QString, MeshRenderer *> MeshManager;
/*************************************************************************
* Constructors / Destructors
************************************************************************/
// Delegate constructors
MeshRenderer(
const char * name, Vertices vertices, Indices indices,
DrawMode mode = QTK_DRAW_ARRAYS) :
MeshRenderer(
name, ShapeBase(mode, std::move(vertices), std::move(indices))) {}
explicit MeshRenderer(const char * name) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
// Constructor
MeshRenderer(const char * name, const ShapeBase & shape);
~MeshRenderer() override;
/*************************************************************************
* Public Methods
************************************************************************/
void init();
void draw();
inline void enableAttributeArray(int location) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
void reallocateTexCoords(const TexCoords & t, unsigned dims = 2);
void reallocateNormals(const Normals & n, unsigned dims = 3);
/*************************************************************************
* Setters
************************************************************************/
// Draw types like GL_TRIANGLES, GL_POINTS, GL_LINES, etc
void setDrawType(int drawType) { mDrawType = drawType; }
// Shader settings
inline void setShaderVertex(const std::string & vert) {
mVertexShader = vert;
}
inline void setShaderFragment(const std::string & frag) {
mFragmentShader = frag;
}
void setShaders(const std::string & vert, const std::string & frag);
template <typename T> inline void setUniform(int location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
template <typename T>
inline void setUniform(const char * location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
// Set MVP matrix using this Object's transform
// + View and projection provided by MainWidget static members
void setUniformMVP(
const char * model = "uModel", const char * view = "uView",
const char * projection = "uProjection");
// These functions modify data stored in a VBO
// + After calling them, the VBO will need to be reallocated
void setShape(const Shape & value) override;
void setColor(const QVector3D & color);
void setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize,
int stride = 0) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
mVAO.release();
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* Retrieve a mesh by name stored within static QHash private member
* @param name The name of the MeshRenderer we want to retrieve.
* @return Pointer to the MeshRenderer, or nullptr if not found.
*/
static MeshRenderer * getInstance(const QString & name);
Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Members
************************************************************************/
static MeshManager sInstances;
int mDrawType {};
std::string mVertexShader {}, mFragmentShader {};
};
} // namespace Qtk
#endif // QTK_MESHRENDERER_H

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@ -1,262 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Model classes for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODEL_H
#define QTK_MODEL_H
// QT
#include <QObject>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
// Assimp
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
// QTK
#include <object.h>
#include <qtkapi.h>
#include <transform3D.h>
namespace Qtk {
/**
* 3D models will store this data for each vertex in geometry.
*/
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector2D mTextureCoord;
QVector3D mTangent;
QVector3D mBitangent;
};
/**
* Struct to store model textures. 3D Models may have multiple.
*/
struct QTKAPI ModelTexture {
GLuint mID {};
QOpenGLTexture * mTexture {};
std::string mType {};
std::string mPath {};
};
class Model;
/**
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
ModelMesh(
Vertices vertices, Indices indices, Textures textures,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
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)) {
initMesh(vertexShader, fragmentShader);
}
~ModelMesh() = default;
/*************************************************************************
* Public Methods
************************************************************************/
inline void draw() { draw(*mProgram); }
void draw(QOpenGLShaderProgram & shader);
/*************************************************************************
* Public Members
************************************************************************/
Vertices mVertices {};
Indices mIndices {};
Textures mTextures {};
Transform3D mTransform;
private:
/*************************************************************************
* Private Methods
************************************************************************/
void initMesh(const char * vert, const char * frag);
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLBuffer *mVBO, *mEBO;
QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram;
};
/**
* Model object that has a ModelMesh.
* Top-level object that represents 3D models stored within a scene.
*/
class QTKAPI Model : public QObject {
Q_OBJECT
public:
/*************************************************************************
* Typedefs
************************************************************************/
/* ModelManager typedef that will manage global model access. */
typedef QHash<QString, Model *> ModelManager;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
// Default model shaders are provided but we can override them in the ctor
inline Model(
const char * name, const char * path,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
mName(name),
mModelPath(path), mVertexShader(vertexShader),
mFragmentShader(fragmentShader) {
loadModel(path);
}
inline ~Model() override { mManager.remove(mName); }
/*************************************************************************
* Public Methods
************************************************************************/
void draw();
void draw(QOpenGLShaderProgram & shader);
/**
* Flip a texture associated with this model
*
* @param fileName The name of the texture to flip as it is stored on disk
* @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);
/*************************************************************************
* Setters
************************************************************************/
/**
* Sets a uniform value
*
* @tparam T The type of the value we are settings
* @param location The uniform location
* @param value The value to assign to the uniform
*/
template <typename T> void setUniform(const char * location, T value) {
for(auto & mesh : mMeshes) {
mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value);
mesh.mProgram->release();
}
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* Accessor function for retrieving a ModelMesh globally.
* The mesh is retrieved from the mManager private member.
*
* @param name The name of the model to load as it was constructed.
* @return Pointer to the model stored within the scene.
*/
static Model * getInstance(const char * name);
Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Loads a model in .obj, .fbx, .gltf, and other formats.
* For a full list of formats see assimp documentation:
* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
*
* Models should not be loaded into Qt resource system.
* Instead pass an *absolute* path to this function.
* Relative paths will break if Qtk is executed from different locations.
*
* Models can also be loaded from the `qtk/resource` directory using qrc
* format loadModel(":/models/backpack/backpack.obj").
* This does not use Qt resource system, it just provides similar syntax
* for accessing files within the same `resources/` directory.
*
* See resourcemanager.h for more information on how this works.
*
* @param path Absolute path to a model in .obj or another format accepted
* by assimp.
*/
void loadModel(const std::string & path);
void processNode(aiNode * node, const aiScene * scene);
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
ModelMesh::Textures loadMaterialTextures(
aiMaterial * mat, aiTextureType type, const std::string & typeName);
void sortModels();
/*************************************************************************
* Private Members
************************************************************************/
/* The position of this model in 3D space */
Transform3D mTransform;
/* Static QHash used to store and access models globally. */
static ModelManager mManager;
/* Container to store N loaded textures for this model. */
ModelMesh::Textures mTexturesLoaded {};
/* Container to store N loaded meshes for this model. */
std::vector<ModelMesh> mMeshes {};
/* The directory this model and it's textures are stored. */
std::string mDirectory {};
/* File names for shaders and 3D model on disk. */
const char *mVertexShader, *mFragmentShader, *mModelPath;
/* Name of the model object within the scene. */
const char * mName;
};
} // namespace Qtk
#endif // QTK_MODEL_H

98
src/qtk/CMakeLists.txt Normal file
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@ -0,0 +1,98 @@
################################################################################
## 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 ##
################################################################################
################################################################################
# Qtk Library
################################################################################
set(
QTK_LIBRARY_PUBLIC_HEADERS
camera3d.h
input.h
shape.h
meshrenderer.h
model.h
modelmesh.h
object.h
qtkapi.h
scene.h
skybox.h
texture.h
transform3D.h
)
set(
QTK_LIBRARY_SOURCES
camera3d.cpp
input.cpp
shape.cpp
meshrenderer.cpp
model.cpp
modelmesh.cpp
object.cpp
scene.cpp
skybox.cpp
texture.cpp
transform3D.cpp
)
qt6_add_resources(QTK_LIBRARY_SOURCES "${QTK_RESOURCES}/resources.qrc")
qt_add_library(qtk-library STATIC)
target_sources(qtk-library PRIVATE ${QTK_LIBRARY_SOURCES})
target_sources(
qtk-library PUBLIC
FILE_SET HEADERS
BASE_DIRS "${CMAKE_SOURCE_DIR}/src"
FILES ${QTK_LIBRARY_PUBLIC_HEADERS}
)
if(QTK_DEBUG)
target_compile_definitions(qtk-library PUBLIC QTK_DEBUG)
endif()
set_target_properties(
qtk-library PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
VERSION ${PROJECT_VERSION}
)
target_link_libraries(
qtk-library PUBLIC
Qt6::Core Qt6::OpenGLWidgets Qt6::Widgets
)
if(QTK_UPDATE_SUBMODULES OR NOT ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-library PUBLIC assimp)
elseif(ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-library PUBLIC assimp::assimp)
endif()
if(WIN32)
target_link_libraries(qtk-library PUBLIC OpenGL::GL)
endif()
# System install for qtk-library
install(
TARGETS qtk-library
# Associate qtk-library target with qtk-export
EXPORT qtk-export
FILE_SET HEADERS DESTINATION include
BUNDLE DESTINATION lib
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib/static
RUNTIME DESTINATION bin
INCLUDES DESTINATION include
)
## Install qtk-library to Qt Designer to support widget plugins.
install(
TARGETS qtk-library
BUNDLE DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
LIBRARY DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
ARCHIVE DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
RUNTIME DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
)

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@ -1,24 +1,27 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Fly camera class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <camera3d.h>
#include "camera3d.h"
using namespace Qtk;
/*******************************************************************************
* Static Public Constants
******************************************************************************/
const QVector3D Camera3D::LocalForward(0.0f, 0.0f, -1.0f);
const QVector3D Camera3D::LocalUp(0.0f, 1.0f, 0.0f);
const QVector3D Camera3D::LocalRight(1.0f, 0.0f, 0.0f);
/*******************************************************************************
* Accessors
* Public Methods
******************************************************************************/
// Produces worldToView matrix
const QMatrix4x4 & Camera3D::toMatrix() {
mWorld.setToIdentity();
// Qt6 renamed QMatrix4x4::conjugate() to conjugated()

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Fly camera class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -11,14 +11,14 @@
#include <QDebug>
#include <qtkapi.h>
#include <transform3D.h>
#include "qtkapi.h"
#include "transform3D.h"
namespace Qtk {
class QTKAPI Camera3D {
public:
/*************************************************************************
* Constants
* Static Public Constants
************************************************************************/
static const QVector3D LocalForward;
@ -29,39 +29,56 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return Transform3D associated with this camera.
*/
inline Transform3D & getTransform() { return mTransform; }
/**
* @return Current translation of the camera as a QVector3D.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
return mTransform.getTranslation();
}
/**
* @return Current rotation of this camera as a QQuaternion.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
return mTransform.getRotation();
}
const QMatrix4x4 & toMatrix();
// Queries
[[nodiscard]] inline QVector3D forward() const {
/**
* @return QVector3D for the forward vector of the camera.
*/
[[nodiscard]] inline QVector3D getForward() const {
return mTransform.getRotation().rotatedVector(LocalForward);
}
[[nodiscard]] inline QVector3D right() const {
/**
* @return QVector3D for the right vector of the camera.
*/
[[nodiscard]] inline QVector3D getRight() const {
return mTransform.getRotation().rotatedVector(LocalRight);
}
[[nodiscard]] inline QVector3D up() const {
/**
* @return QVector3D for the up vector of the camera.
*/
[[nodiscard]] inline QVector3D getUp() const {
return mTransform.getRotation().rotatedVector(LocalUp);
}
private:
/*************************************************************************
* Private Members
* Public Methods
************************************************************************/
Transform3D mTransform;
QMatrix4x4 mWorld;
/**
* @return World To View matrix for this camera.
*/
const QMatrix4x4 & toMatrix();
private:
/*************************************************************************
* Private Methods
************************************************************************/
@ -70,6 +87,13 @@ namespace Qtk {
friend QDataStream & operator<<(QDataStream & out, Camera3D & transform);
friend QDataStream & operator>>(QDataStream & in, Camera3D & transform);
#endif
/*************************************************************************
* Private Members
************************************************************************/
Transform3D mTransform;
QMatrix4x4 mWorld;
};
// Qt Streams

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -11,13 +11,20 @@
#include <QCursor>
#include <input.h>
#include "input.h"
using namespace Qtk;
/*******************************************************************************
* Static Helper Structs
******************************************************************************/
/**
* Struct to hold key input state. When a key is pressed we construct this and
* store it within a KeyContainer (or ButtonContainer for mouse buttons).
*
* @tparam T Qt::Key or Qt::MouseButton input type for this instance.
*/
template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
typedef std::pair<T, Input::InputState> base_class;
@ -28,6 +35,7 @@ template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
inline InputInstance(T value, Input::InputState state) :
base_class(value, state) {}
// Allows use of std::find to search for a key's InputInstance
inline bool operator==(const InputInstance & rhs) const {
return this->first == rhs.first;
}
@ -53,14 +61,44 @@ static QPoint sg_mouseDelta;
* Static Inline Helper Functions
******************************************************************************/
/**
* Search for the InputInstance of a key.
*
* @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) {
return std::find(sg_keyInstances.begin(), sg_keyInstances.end(), value);
}
/**
* Search for the InputInstance of a mouse button.
*
* @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) {
return std::find(sg_buttonInstances.begin(), sg_buttonInstances.end(), value);
}
/**
* Check an InputInstance for the InputReleased state.
*
* @tparam TPair KeyInstance or ButtonInstance
* @param instance Instance to check for InputReleased state.
* @return True if the InputInstance is in the released state.
*/
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
return instance.second == Input::InputReleased;
}
/**
* Updates an InputInstance and applies transitions if needed.
*
* @tparam TPair KeyInstance or ButtonInstance.
* @param instance The InputInstance to update.
*/
template <typename TPair> static inline void UpdateStates(TPair & instance) {
switch(instance.second) {
case Input::InputRegistered:
@ -77,11 +115,12 @@ template <typename TPair> static inline void UpdateStates(TPair & instance) {
}
}
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
return instance.second == Input::InputReleased;
}
/**
* Updates InputInstance containers to track input state.
*
* @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) {
typedef typename Container::iterator Iter;
typedef typename Container::value_type TPair;
@ -96,27 +135,9 @@ template <typename Container> static inline void Update(Container & container) {
}
/*******************************************************************************
* Input Implementation
* Static Public Methods
******************************************************************************/
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);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
return QCursor::pos();
}
QPoint Input::mouseDelta() {
return sg_mouseDelta;
}
void Input::update() {
// Update Mouse Delta
sg_mousePrevPosition = sg_mouseCurrPosition;
@ -160,3 +181,21 @@ void Input::reset() {
sg_keyInstances.clear();
sg_buttonInstances.clear();
}
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);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
return QCursor::pos();
}
QPoint Input::mouseDelta() {
return sg_mouseDelta;
}

155
src/qtk/input.h Normal file
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@ -0,0 +1,155 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTOPENGL_INPUT_H
#define QTOPENGL_INPUT_H
#include <QPoint>
#include <Qt>
#include "qtkapi.h"
namespace Qtk {
class QTKAPI Input {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/**
* Possible key states. See UpdateStates for state transitions.
*
* When a key is pressed we enter states Registered->Triggered->Pressed.
* InputTriggered state will be met only once if a key is pressed or held.
* While a key is held down the state is InputPressed.
*
* When a key is released we enter InputUnregistered->InputReleased
* When an active InputInstance for a key has this state it is removed.
*/
enum InputState {
InputInvalid,
InputRegistered, // Initial state. Transitions to InputTriggered
InputUnregistered, // Transition to InputReleased
InputTriggered, // Transition to InputPressed
InputPressed, // State of a key while it is held down.
InputReleased // Released keys are removed from state containers.
};
/*************************************************************************
* Public Methods
************************************************************************/
//
// State updating.
/**
* Update state for all mouse button and key instances.
*/
static void update();
/**
* @param key Key to set InputRegistered state.
*/
static void registerKeyPress(int key);
/**
* @param key Key to set InputReleased state.
*/
static void registerKeyRelease(int key);
/**
* @param button Mouse button to set InputRegistered state.
*/
static void registerMousePress(Qt::MouseButton button);
/**
* @param button Mouse button to set InputReleased state.
*/
static void registerMouseRelease(Qt::MouseButton button);
/**
* Reset input state for all key and mouse buttons.
*/
static void reset();
//
// State Checking.
/**
* @param key Key to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool keyTriggered(Qt::Key key) {
return keyState(key) == InputTriggered;
}
/**
* @param key Key to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool keyPressed(Qt::Key key) {
return keyState(key) == InputPressed;
}
/**
* @param key Key to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool keyReleased(Qt::Key key) {
return keyState(key) == InputReleased;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool buttonTriggered(Qt::MouseButton button) {
return buttonState(button) == InputTriggered;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool buttonPressed(Qt::MouseButton button) {
return buttonState(button) == InputPressed;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool buttonReleased(Qt::MouseButton button) {
return buttonState(button) == InputReleased;
}
/**
* @param key The key to check InputState.
* @return The current InputState for the given key.
*/
static InputState keyState(Qt::Key key);
/**
* @param button The mouse button to check InputState.
* @return The current InputState for the mouse button.
*/
static InputState buttonState(Qt::MouseButton button);
/**
* @return QPoint representing the mouse position within the widget.
*/
static QPoint mousePosition();
/**
* @return Delta movement of mouse from previous to current position.
*/
static QPoint mouseDelta();
};
} // namespace Qtk
#endif // QTOPENGL_INPUT_H

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -8,18 +8,30 @@
#include <QImageReader>
#include <meshrenderer.h>
#include <scene.h>
#include <texture.h>
#include "meshrenderer.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
// Static QHash that holds all MeshRenderer instances using their mName as keys
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) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape) :
Object(name, shape), mVertexShader(":/multi-color.vert"),
mFragmentShader(":/multi-color.frag"), mDrawType(GL_TRIANGLES) {
Object(name, shape, QTK_MESH), mVertexShader(":/shaders/multi-color.vert"),
mFragmentShader(":/shaders/multi-color.frag"), mDrawType(GL_TRIANGLES) {
mShape = Shape(shape);
init();
sInstances.insert(name, this);
@ -29,20 +41,8 @@ MeshRenderer::~MeshRenderer() {
sInstances.remove(mName);
}
// Static member function to retrieve instances of MeshRenderers
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";
#endif
return nullptr;
}
return sInstances[name];
}
/*******************************************************************************
* Public Member Functions
* Public Methods
******************************************************************************/
void MeshRenderer::init() {
@ -123,33 +123,11 @@ void MeshRenderer::draw() {
releaseShaders();
}
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::enableAttributeArray(int location) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(projection, Scene::getProjectionMatrix());
mProgram.setUniformValue(view, Scene::getViewMatrix());
mProgram.setUniformValue(model, mTransform.toMatrix());
}
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++) {
mShape.mColors[i] = color;
}
}
// TODO: Factor this out so we don't need to reinitialize
init();
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
void MeshRenderer::reallocateTexCoords(const TexCoords & t, unsigned dims) {
@ -185,11 +163,60 @@ void MeshRenderer::reallocateNormals(const Normals & n, unsigned dims) {
mVAO.release();
}
/*******************************************************************************
* Inherited Virtual Member Functions
******************************************************************************/
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) {
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) {
Object::setShape(value);
init();
}
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++) {
mShape.mColors[i] = color;
}
}
// TODO: Factor this out so we don't need to reinitialize
init();
}
void MeshRenderer::setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize, int stride) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
mVAO.release();
}
/*******************************************************************************
* Static Public Methods
******************************************************************************/
// Static member function to retrieve instances of MeshRenderers
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";
#endif
return nullptr;
}
return sInstances[name];
}

226
src/qtk/meshrenderer.h Normal file
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@ -0,0 +1,226 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESHRENDERER_H
#define QTK_MESHRENDERER_H
#include <utility>
#include "object.h"
#include "qtkapi.h"
#include "shape.h"
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/** Static QHash of all mesh objects within the scene. */
typedef QHash<QString, MeshRenderer *> MeshManager;
/*************************************************************************
* Constructors / Destructors
************************************************************************/
/**
* Delegate constructor.
* Constructs a MeshRenderer with custom vertices and indices for more
* complex geometry.
*
* @param name Name to use for the new QObject.
* @param vertices Vertices to use for initializing geometry shape.
* @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);
/**
* Delegate constructor.
* Constructs a MeshRenderer with a default shape of a cube.
*
* @param name Name to use for the new QObject.
*/
explicit MeshRenderer(const char * name);
/**
* Construct a MeshRenderer.
* Default shaders will be used unless subsequently set by the caller.
*
* @param name Name to use for the new QObject.
* @param shape The shape of the MeshRenderer.
* For models this can be set using ShapeBase ctors.
*/
MeshRenderer(const char * name, const ShapeBase & shape);
~MeshRenderer();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Initializes OpenGL buffers and settings for this MeshRenderer.
*/
void init();
/**
* Draws this MeshRenderer.
*/
void draw();
/**
* Enables shader attribute array from the MeshRenderer's VAO.
* @param location Index location of the attribute array to enable.
*/
void enableAttributeArray(int location);
/**
* Reallocates texture coordinates to the mNBO member object.
*
* @param t Texture coordinates to reallocate.
* @param dims Number of dimensions to use for the coordinates.
*/
void reallocateTexCoords(const TexCoords & t, unsigned dims = 2);
/**
* Reallocates normals to the mNBO member object.
*
* @param n Normal coordinate to reallocate.
* @param dims Number of dimensions to use for the coordinates.
*/
void reallocateNormals(const Normals & n, unsigned dims = 3);
/*************************************************************************
* Setters
************************************************************************/
/**
* Set OpenGL draw type. GL_TRIANGLES, GL_POINTS, GL_LINES, etc.
*
* @param drawType The draw type to use for this MeshRenderer.
*/
inline void setDrawType(int drawType) { mDrawType = drawType; }
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
*/
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) {
mFragmentShader = frag;
}
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
* @param frag Path to fragment shader to use for this MeshRenderer.
*/
void setShaders(const std::string & vert, const std::string & frag);
/**
* @tparam T Type of the uniform value to set.
* @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) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
/**
* @tparam T Type of the uniform value to set.
* @param location Name of the uniform value we are setting.
* @param value The value to use for the uniform.
*/
template <typename T>
inline void setUniform(const char * location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
/**
* Sets the MVP matrices for this object within the scene.
* Model matrix is provided by this model's transform.
* View and Projection matrices are provided by the scene.
*
* @param model Name of the uniform to store the Model matrix.
* @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");
/**
* Sets the shape of the MeshRenderer using the Object base class method.
* The MeshRenderer will be reinitialized after this call using `init()`.
*
* @param value Shape to use for this MeshRenderer.
*/
void setShape(const Shape & value) override;
/**
* Sets all vertices in the mesh to a color.
* The MeshRenderer will be reinitialized after this call using `init()`.
*
* @param color The color to use for the entire mesh.
*/
void setColor(const QVector3D & color);
/**
* Updates an attribute buffer. This should be called whenever related
* buffers are reallocated. If the new buffer uses an identical format
* this may not be required.
*
* @param location Index location of the attribute buffer to set.
* @param type The type of the values within the attribute buffer.
* @param offset Offset to the beginning of the buffer.
* @param tupleSize Size of each group of elements in the buffer.
* For (x, y) positions this would be 2, (x, y, z) would be 3, etc.
* @param stride Stride between groups of elements in the buffer.
* For example (x, y) data stride is `2 * sizeof(type)`
*/
void setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize, int stride = 0);
/*************************************************************************
* Accessors
************************************************************************/
/**
* Retrieve a mesh by name stored within static QHash private member
* @param name The name of the MeshRenderer we want to retrieve.
* @return Pointer to the MeshRenderer, or nullptr if not found.
*/
static MeshRenderer * getInstance(const QString & name);
/**
* @return Transform3D attached to this MeshRenderer.
*/
inline Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Members
************************************************************************/
static MeshManager sInstances;
int mDrawType {};
std::string mVertexShader {}, mFragmentShader {};
};
} // namespace Qtk
#endif // QTK_MESHRENDERER_H

View File

@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Model classes for importing with Assimp ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -9,152 +9,30 @@
#include <QFileInfo>
#include <model.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
#include "model.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
/** Static QHash used to store and access models globally. */
Model::ModelManager Model::mManager;
// Static function to access ModelManager for getting Models by name
Model * Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* ModelMesh Private Member Functions
******************************************************************************/
void ModelMesh::initMesh(const char * vert, const char * frag) {
initializeOpenGLFunctions();
// Create VAO, VBO, EBO
mVAO->create();
mVBO->create();
mEBO->create();
mVAO->bind();
// Allocate VBO
mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO->bind();
mVBO->allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0]));
// Allocate EBO
mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mEBO->bind();
mEBO->allocate(mIndices.data(), mIndices.size() * sizeof(mIndices[0]));
mEBO->release();
// Load and link shaders
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
mProgram->link();
mProgram->bind();
// Positions
mProgram->enableAttributeArray(0);
mProgram->setAttributeBuffer(
0, GL_FLOAT, offsetof(ModelVertex, mPosition), 3, sizeof(ModelVertex));
// Normals
mProgram->enableAttributeArray(1);
mProgram->setAttributeBuffer(
1, GL_FLOAT, offsetof(ModelVertex, mNormal), 3, sizeof(ModelVertex));
// Texture Coordinates
mProgram->enableAttributeArray(2);
mProgram->setAttributeBuffer(
2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2,
sizeof(ModelVertex));
// Vertex tangents
mProgram->enableAttributeArray(3);
mProgram->setAttributeBuffer(
3, GL_FLOAT, offsetof(ModelVertex, mTangent), 3, sizeof(ModelVertex));
// Vertex bitangents
mProgram->enableAttributeArray(4);
mProgram->setAttributeBuffer(
4, GL_FLOAT, offsetof(ModelVertex, mBitangent), 3, sizeof(ModelVertex));
mProgram->release();
mVBO->release();
mVAO->release();
}
/*******************************************************************************
* ModelMesh Public Member Functions
******************************************************************************/
void ModelMesh::draw(QOpenGLShaderProgram & shader) {
mVAO->bind();
// Bind shader
shader.bind();
// Set Model View Projection values
shader.setUniformValue("uModel", mTransform.toMatrix());
shader.setUniformValue("uView", Scene::getViewMatrix());
shader.setUniformValue("uProjection", Scene::getProjectionMatrix());
GLuint diffuseCount = 1;
GLuint specularCount = 1;
GLuint normalCount = 1;
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();
// Get a name for the texture using a known convention -
// Diffuse: material.texture_diffuse1, material.texture_diffuse2, ...
// Specular: material.texture_specular1, material.texture_specular2, ...
std::string number;
std::string name = mTextures[i].mType;
if(name == "texture_diffuse") {
number = std::to_string(diffuseCount++);
}
if(name == "texture_specular") {
number = std::to_string(specularCount++);
}
if(name == "texture_normal") {
number = std::to_string(normalCount++);
}
// Set the uniform to track this texture ID using our naming convention
shader.setUniformValue((name + number).c_str(), i);
}
// Draw the mesh
glDrawElements(
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
// Release shader, textures
for(const auto & texture : mTextures) {
texture.mTexture->release();
}
shader.release();
mVAO->release();
glActiveTexture(GL_TEXTURE0);
}
/*******************************************************************************
* Model Public Member Functions
* Public Member Functions
******************************************************************************/
void Model::draw() {
for(auto & mMeshe : mMeshes) {
mMeshe.mTransform = mTransform;
mMeshe.draw();
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw();
}
}
void Model::draw(QOpenGLShaderProgram & shader) {
for(auto & mMeshe : mMeshes) {
mMeshe.mTransform = mTransform;
mMeshe.draw(shader);
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw(shader);
}
}
@ -176,8 +54,13 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) {
}
}
// Static function to access ModelManager for getting Models by name
Model * Qtk::Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* Model Private Member Functions
* Private Member Functions
******************************************************************************/
void Model::loadModel(const std::string & path) {
@ -186,8 +69,7 @@ void Model::loadModel(const std::string & path) {
// JIC a relative path was used, get the absolute file path
QFileInfo info(path.c_str());
info.makeAbsolute();
mDirectory = path[0] == ':' ? RM::getPath(path)
: info.absoluteFilePath().toStdString();
mDirectory = info.absoluteFilePath().toStdString();
// Import the model, converting non-triangular geometry to triangles
// + And flipping texture UVs, etc..
@ -212,10 +94,10 @@ void Model::loadModel(const std::string & path) {
// Sort models by their distance from the camera
// Optimizes drawing so that overlapping objects are not overwritten
// + Since the topmost object will be drawn first
sortModels();
sortModelMeshes();
// Object finished loading, insert it into ModelManager
mManager.insert(mName, this);
mManager.insert(getName(), this);
}
void Model::processNode(aiNode * node, const aiScene * scene) {
@ -364,7 +246,7 @@ ModelMesh::Textures Model::loadMaterialTextures(
return textures;
}
void Model::sortModels() {
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

204
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@ -0,0 +1,204 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODEL_H
#define QTK_MODEL_H
// Qt
#include <QOpenGLFunctions>
// Assimp
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
// Qtk
#include "modelmesh.h"
#include "qtkapi.h"
namespace Qtk {
/**
* Model object that has a ModelMesh.
* Top-level object that represents 3D models stored within a scene.
*/
class QTKAPI Model : public Object {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/** ModelManager typedef that will manage global model access. */
typedef QHash<QString, Model *> ModelManager;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
/**
* Constructs a Model
* If no shaders are provided we will use default shaders.
*
* @param name Name to use for the Model's objectName.
* @param path Path to the model to load for construction.
* @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) {
loadModel(mModelPath);
}
inline ~Model() override { mManager.remove(getName()); }
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Draws the model using attached shader program.
*/
void draw();
/**
* Draws the model using a custom shader program.
*
* @param shader Shader program to use to draw the model.
*/
void draw(QOpenGLShaderProgram & shader);
/**
* Flip a texture associated with this model
*
* @param fileName The name of the texture to flip as it is stored on disk
* @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);
/*************************************************************************
* Setters
************************************************************************/
/**
* Sets a uniform value for each ModelMesh within this Model.
*
* @tparam T The type of the value we are settings
* @param location The uniform location
* @param value The value to assign to the uniform
*/
template <typename T>
inline void setUniform(const char * location, T value) {
for(auto & mesh : mMeshes) {
mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value);
mesh.mProgram->release();
}
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* Accessor function for retrieving a ModelMesh globally.
* The mesh is retrieved from the mManager private member.
*
* @param name The name of the model to load as it was constructed.
* @return Pointer to the model stored within the scene.
*/
[[nodiscard]] static Model * getInstance(const char * name);
/**
* @return Transform3D attached to this Model.
*/
inline Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Loads a model in .obj, .fbx, .gltf, and other formats.
* For a full list of formats see assimp documentation:
* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
*
* Large models should not be loaded into Qt resource system.
* Instead pass an *absolute* path to this function.
* Relative paths will break if Qtk is executed from different locations.
*
* @param path Absolute path to a model in .obj or another format accepted
* by assimp.
*/
void loadModel(const std::string & path);
/**
* Process a node in the model's geometry using Assimp.
*
* @param node The Assimp node to process.
* @param scene The Assimp scene for the loaded model.
*/
void processNode(aiNode * node, const aiScene * scene);
/**
* Process a mesh within a node using Assimp.
*
* @param mesh The Assimp mesh to process.
* @param scene The Assimp scene for the loaded model.
* @return
*/
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
/**
* Load a collection of material texture using Assimp.
* This function loads diffuse, specular, and narmal material textures.
* A Mesh may have many of any or all of the texture types above.
* Models can have many Meshes attached.
* This function returns all textures for a single Mesh within a Model.
*
* @param mat Loaded Assimp material.
* @param type Type of the material.
* @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);
/**
* Sorts each mesh in the Model based on distance from the camera.
* This is for efficient drawing in OpenGL by preventing the drawing of
* objects not visible due to being partially or entirely behind another
* object.
*/
void sortModelMeshes();
/*************************************************************************
* Private Members
************************************************************************/
/** Static QHash used to store and access models globally. */
static ModelManager mManager;
/** Container to store N loaded textures for this model. */
ModelMesh::Textures mTexturesLoaded {};
/** Container to store N loaded meshes for this model. */
std::vector<ModelMesh> mMeshes {};
/** The directory this model and it's textures are stored. */
std::string mDirectory {};
/** File names for shaders and 3D model on disk. */
const char *mVertexShader, *mFragmentShader, *mModelPath;
};
} // namespace Qtk
#endif // QTK_MODEL_H

129
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@ -0,0 +1,129 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: ModelMesh class for importing 3D models with Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "modelmesh.h"
#include "scene.h"
using namespace Qtk;
/*******************************************************************************
* Public Member Functions
******************************************************************************/
void ModelMesh::draw(QOpenGLShaderProgram & shader) {
mVAO->bind();
// Bind shader
shader.bind();
// Set Model View Projection values
shader.setUniformValue("uModel", mTransform.toMatrix());
shader.setUniformValue("uView", Scene::getViewMatrix());
shader.setUniformValue("uProjection", Scene::getProjectionMatrix());
GLuint diffuseCount = 1;
GLuint specularCount = 1;
GLuint normalCount = 1;
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();
// Get a name for the texture using a known convention -
// Diffuse: material.texture_diffuse1, material.texture_diffuse2, ...
// Specular: material.texture_specular1, material.texture_specular2, ...
std::string number;
std::string name = mTextures[i].mType;
if(name == "texture_diffuse") {
number = std::to_string(diffuseCount++);
}
if(name == "texture_specular") {
number = std::to_string(specularCount++);
}
if(name == "texture_normal") {
number = std::to_string(normalCount++);
}
// Set the uniform to track this texture ID using our naming convention
shader.setUniformValue((name + number).c_str(), i);
}
// Draw the mesh
glDrawElements(
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
// Release shader, textures
for(const auto & texture : mTextures) {
texture.mTexture->release();
}
shader.release();
mVAO->release();
glActiveTexture(GL_TEXTURE0);
}
/*******************************************************************************
* Private Member Functions
******************************************************************************/
void ModelMesh::initMesh(const char * vert, const char * frag) {
initializeOpenGLFunctions();
// Create VAO, VBO, EBO
mVAO->create();
mVBO->create();
mEBO->create();
mVAO->bind();
// Allocate VBO
mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO->bind();
mVBO->allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0]));
// Allocate EBO
mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mEBO->bind();
mEBO->allocate(mIndices.data(), mIndices.size() * sizeof(mIndices[0]));
mEBO->release();
// Load and link shaders
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
mProgram->link();
mProgram->bind();
// Positions
mProgram->enableAttributeArray(0);
mProgram->setAttributeBuffer(
0, GL_FLOAT, offsetof(ModelVertex, mPosition), 3, sizeof(ModelVertex));
// Normals
mProgram->enableAttributeArray(1);
mProgram->setAttributeBuffer(
1, GL_FLOAT, offsetof(ModelVertex, mNormal), 3, sizeof(ModelVertex));
// Texture Coordinates
mProgram->enableAttributeArray(2);
mProgram->setAttributeBuffer(
2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2,
sizeof(ModelVertex));
// Vertex tangents
mProgram->enableAttributeArray(3);
mProgram->setAttributeBuffer(
3, GL_FLOAT, offsetof(ModelVertex, mTangent), 3, sizeof(ModelVertex));
// Vertex bitangents
mProgram->enableAttributeArray(4);
mProgram->setAttributeBuffer(
4, GL_FLOAT, offsetof(ModelVertex, mBitangent), 3, sizeof(ModelVertex));
mProgram->release();
mVBO->release();
mVAO->release();
}

139
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@ -0,0 +1,139 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: ModelMesh class for importing 3D models with Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODELMESH_H
#define QTK_MODELMESH_H
#include <QOpenGLFunctions>
#include "object.h"
#include "transform3D.h"
namespace Qtk {
/**
* 3D models will store this data for each vertex in geometry.
*/
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector2D mTextureCoord;
QVector3D mTangent;
QVector3D mBitangent;
};
/**
* Struct to store model textures. 3D Models may have multiple.
*/
struct QTKAPI ModelTexture {
/** Texture ID for for this texture. */
GLuint mID {};
QOpenGLTexture * mTexture {};
/**
* Type of this texture in string format.
* See calls to Model::loadMaterialTexture in Model::processMesh
*/
std::string mType {};
/** Path to the model on disk. */
std::string mPath {};
};
class Model;
/**
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
/**
* Construct a ModelMesh.
* If no shaders are provided defaults will be used.
*
* @param vertices Vertex data to use for this ModelMesh.
* @param indices Index data to use for this ModelMesh.
* @param textures Collection of ModelTextures for this ModelMesh.
* @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") :
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)) {
initMesh(vertexShader, fragmentShader);
}
~ModelMesh() = default;
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Draw the model with the attached shader program.
*/
inline void draw() { draw(*mProgram); }
/**
* Draw the model with a custom shader program.
* @param shader The shader program to use for drawing the object.
*/
void draw(QOpenGLShaderProgram & shader);
/*************************************************************************
* Public Members
************************************************************************/
Vertices mVertices {};
Indices mIndices {};
Textures mTextures {};
Transform3D mTransform;
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Initializes the buffers and shaders for this model mesh.
*
* @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);
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLBuffer *mVBO, *mEBO;
QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram;
};
} // namespace Qtk
#endif // QTK_MODELMESH_H

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@ -1,11 +1,11 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Object class for storing object data ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <object.h>
#include "object.h"
using namespace Qtk;

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Object class for storing object data ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -13,11 +13,13 @@
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include <mesh.h>
#include <qtkapi.h>
#include <texture.h>
#include "qtkapi.h"
#include "shape.h"
#include "texture.h"
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.
@ -31,19 +33,32 @@ namespace Qtk {
************************************************************************/
friend MeshRenderer;
friend Model;
/**
* Enum flag to identify Object type without casting.
*/
enum Type { QTK_OBJECT, QTK_MESH, QTK_MODEL };
/*************************************************************************
* Constructors / Destructors
************************************************************************/
// Initialize an object with no shape data assigned
explicit Object(const char * name) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false) {}
explicit Object(const char * name, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false),
mType(type) {
initResources();
setObjectName(name);
}
// Initialize an object with shape data assigned
Object(const char * name, const ShapeBase & shape) :
Object(const char * name, const ShapeBase & shape, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape),
mBound(false) {}
mBound(false), mType(type) {
initResources();
setObjectName(name);
}
~Object() override = default;
@ -77,6 +92,10 @@ namespace Qtk {
return mShape.mVertices;
}
[[nodiscard]] inline const char * getName() const { return mName; }
[[nodiscard]] inline const Type & getType() const { return mType; }
/*************************************************************************
* Setters
************************************************************************/
@ -143,6 +162,7 @@ namespace Qtk {
Texture mTexture;
const char * mName;
bool mBound;
Type mType = QTK_OBJECT;
};
} // namespace Qtk

60
src/qtk/qtkapi.h Normal file
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@ -0,0 +1,60 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_QTKAPI_H
#define QTK_QTKAPI_H
#include <QFile>
#include <QWidget>
#include <QtCore/QtGlobal>
#ifdef QTK_SHARED
#if defined(QTK_EXPORT)
#define QTKAPI Q_DECL_EXPORT
#else
#define QTKAPI Q_DECL_IMPORT
#endif
#else
#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 {
/**
* Flag to set context for debug messages.
*/
enum DebugContext { Status, Debug, Warn, Error, Fatal };
/**
* Find top level parent for a widget.
*
* @param widget Widget to start the search from.
* @return Top level parent widget or Q_NULLPTR if no parent
*/
static QWidget * topLevelParent(QWidget * widget) {
QString name = widget->objectName();
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

97
src/qtk/scene.cpp Normal file
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@ -0,0 +1,97 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "scene.h"
#include "camera3d.h"
using namespace Qtk;
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
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) {
delete mesh;
}
for(auto & model : mModels) {
delete model;
}
delete mSkybox;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
std::vector<Object *> Scene::getObjects() const {
// All scene objects must inherit from Qtk::Object.
std::vector<Object *> objects(mMeshes.begin(), mMeshes.end());
for(auto model : mModels) {
objects.push_back(dynamic_cast<Object *>(model));
if(objects.back() == nullptr) {
return {};
}
}
return objects;
}
Object * Scene::getObject(const QString & name) {
for(auto object : getObjects()) {
if(object->getName() == name) {
return object;
}
}
return Q_NULLPTR;
}
void Scene::setSkybox(Skybox * skybox) {
delete mSkybox;
mSkybox = skybox;
}
template <> MeshRenderer * Scene::addObject(MeshRenderer * object) {
mMeshes.push_back(object);
sceneUpdated(mSceneName);
return object;
}
template <> Model * Scene::addObject(Model * object) {
mModels.push_back(object);
sceneUpdated(mSceneName);
return object;
}
/*******************************************************************************
* Private Methods
******************************************************************************/
void Scene::privateDraw() {
if(!mInit) {
initializeOpenGLFunctions();
init();
mInit = true;
}
if(mSkybox != Q_NULLPTR) {
mSkybox->draw();
}
for(auto & model : mModels) {
model->draw();
}
for(const auto & mesh : mMeshes) {
mesh->draw();
}
}

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -9,12 +9,13 @@
#ifndef QTK_SCENE_H
#define QTK_SCENE_H
#include <camera3d.h>
#include <meshrenderer.h>
#include <model.h>
#include <skybox.h>
#include <QMatrix4x4>
#include <utility>
#include "camera3d.h"
#include "meshrenderer.h"
#include "model.h"
#include "skybox.h"
namespace Qtk {
/**
@ -38,7 +39,9 @@ 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 : protected QOpenGLFunctions {
class Scene : public QObject, protected QOpenGLFunctions {
Q_OBJECT
public:
/*************************************************************************
* Contructors / Destructors
@ -46,7 +49,7 @@ namespace Qtk {
Scene();
~Scene();
virtual ~Scene();
/*************************************************************************
* Public Methods
@ -75,29 +78,103 @@ namespace Qtk {
* Accessors
************************************************************************/
static Camera3D & getCamera() { return mCamera; }
/**
* @return All Qtk::Objects within the scene.
* If any object is invalid, we return an empty vector.
*/
[[nodiscard]] std::vector<Object *> getObjects() const;
static QMatrix4x4 getViewMatrix() { return mCamera.toMatrix(); }
/**
* Retrieve and object from the scene by it's objectName.
*
* @param name The objectName to look for within this scene.
* @return The found object or Q_NULLPTR if none found.
*/
[[nodiscard]] Object * getObject(const QString & name);
static QMatrix4x4 & getProjectionMatrix() { return mProjection; }
/**
* @return Camera attached to this scene.
*/
[[nodiscard]] inline static Camera3D & getCamera() { return mCamera; }
inline Skybox * getSkybox() { return mSkybox; }
/**
* @return View matrix for the camera attached to this scene.
*/
[[nodiscard]] inline static QMatrix4x4 getViewMatrix() {
return mCamera.toMatrix();
}
/**
* @return Projection matrix for the current view into the scene.
*/
[[nodiscard]] inline static QMatrix4x4 & getProjectionMatrix() {
return mProjection;
}
/**
* @return The active skybox for this scene.
*/
[[nodiscard]] inline Skybox * getSkybox() { return mSkybox; }
/**
* @return The name for this scene. This is entirely user defined and not
* a Qt objectName.
*/
[[nodiscard]] inline QString getSceneName() const { return mSceneName; }
/**
* @return All MeshRenderers within the scene.
*/
[[nodiscard]] inline const std::vector<MeshRenderer *> & getMeshes()
const {
return mMeshes;
}
/**
* @return All Models within the scene.
*/
[[nodiscard]] inline const std::vector<Model *> & getModels() const {
return mModels;
}
/*************************************************************************
* Setters
************************************************************************/
inline void setSkybox(Skybox * skybox) { mSkybox = skybox; }
/**
* @param skybox New skybox to use for this scene.
*/
void setSkybox(Skybox * skybox);
/**
* Adds objects to the scene.
* This template provides explicit specializations for valid types.
* Adding any object other than these types will cause errors.
* TODO: Refactor to use Object base class container for scene objects.
*
* If creating a new object type for a scene, it must inherit Qtk::Object
* and provide a specialization for this method.
*
* @param object The new object to add to the scene.
* @return The object added to the scene.
*/
template <typename T> T * addObject(T * object);
/**
* @param name The name to use for this scene.
*/
inline void setSceneName(QString name) { mSceneName = std::move(name); }
signals:
/**
* Signal thrown when the scene is modified by adding or removing objects.
* This can be caught by a main application to update any associated data.
*
* @param sceneName The scene that has been updated.
*/
void sceneUpdated(QString sceneName);
private:
/*************************************************************************
* Private Members
************************************************************************/
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
/*************************************************************************
* Private Methods
************************************************************************/
@ -108,11 +185,15 @@ namespace Qtk {
*/
void privateDraw();
protected:
/*************************************************************************
* Protected Members
* Private Members
************************************************************************/
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
QString mSceneName;
/* The skybox for this scene. */
Skybox * mSkybox {};
/* MeshRenderers used simple geometry. */

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@ -1,12 +1,12 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of static mesh data for quick initialization ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <mesh.h>
#include "shape.h"
using namespace Qtk;

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@ -1,25 +1,21 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of static mesh data for quick initialization ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESH_H
#define QTK_MESH_H
#ifndef QTK_SHAPE_H
#define QTK_SHAPE_H
#include <utility>
#include <QOpenGLWidget>
#include <QVector2D>
#include <QVector3D>
#include <utility>
#include <qtkapi.h>
#include <transform3D.h>
namespace Qtk {
class MeshRenderer;
class Object;
#include "qtkapi.h"
#include "transform3D.h"
// Define vertices for drawing a cube using two faces (8 vertex points)
// Front Vertices
@ -62,7 +58,6 @@ namespace Qtk {
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK
// clang-format on
// Colors using QVector3Ds as RGB values
#define WHITE VECTOR_ONE
#define BLACK VECTOR_ZERO
@ -78,6 +73,11 @@ namespace Qtk {
#define UV_RIGHT QVector2D(0.0f, 1.0f)
#define UV_CORNER QVector2D(1.0f, 1.0f)
namespace Qtk {
class MeshRenderer;
class Object;
// TODO: Vertices.getData(); Vertices.getStride();
typedef std::vector<QVector3D> Vertices;
typedef std::vector<QVector3D> Colors;
@ -105,6 +105,15 @@ namespace Qtk {
* Constructors / Destructors
************************************************************************/
/**
*
* @param mode OpenGL draw mode to use for this shape.
* @param v Vertex data for this shape.
* @param i Index data for this shape.
* @param c Color data for this shape.
* @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 = {}) :
@ -117,24 +126,42 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return Vertex data for this shape.
*/
[[nodiscard]] inline const Vertices & getVertices() const {
return mVertices;
}
/**
* @return Index data for this shape.
*/
[[nodiscard]] inline const Indices & getIndexData() const {
return mIndices;
}
/**
* @return Color data for this shape.
*/
[[nodiscard]] inline const Colors & getColors() const { return mColors; }
/**
* @return Texture coordinates for this shape.
*/
[[nodiscard]] inline const TexCoords & getTexCoords() const {
return mTexCoords;
}
/**
* @return Normals for this shape.
*/
[[nodiscard]] inline const Normals & getNormals() const {
return mNormals;
}
/**
* @return Stride for texture coordinates on this shape.
*/
[[nodiscard]] inline size_t getTexCoordsStride() const {
return mTexCoords.size() * sizeof(mTexCoords[0]);
}
@ -145,7 +172,6 @@ namespace Qtk {
************************************************************************/
DrawMode mDrawMode;
Vertices mVertices {};
Colors mColors {};
Indices mIndices {};
@ -160,6 +186,7 @@ namespace Qtk {
************************************************************************/
friend MeshRenderer;
friend Object;
/*************************************************************************
@ -174,30 +201,45 @@ namespace Qtk {
* Setters
************************************************************************/
/**
* @param value Vertex data to use for this shape.
*/
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) {
mIndices = value;
}
/**
* @param value Color data to use for this shape.
*/
virtual inline void setColors(const Colors & value) { mColors = value; }
/**
* @param value Texture coordinates to use for this shape.
*/
virtual inline void setTexCoords(const TexCoords & value) {
mTexCoords = value;
}
/**
* @param value Normals to use for this shape.
*/
virtual inline void setNormals(const Normals & value) {
mNormals = value;
}
/**
* @param value Shape to copy into this Shape.
*/
virtual inline void setShape(const Shape & value) { *this = value; }
};
/* Primitives inherit from ShapeBase, doesn't allow setting shape values. */
class QTKAPI Mesh {};
/* Simple Cube shape. */
struct QTKAPI Cube : public ShapeBase {
explicit Cube(DrawMode mode = QTK_DRAW_ARRAYS);
@ -209,4 +251,4 @@ namespace Qtk {
};
} // namespace Qtk
#endif // QTK_MESH_H
#endif // QTK_SHAPE_H

View File

@ -1,17 +1,32 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Skybox class using QtOpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <scene.h>
#include <skybox.h>
#include <texture.h>
#include "skybox.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
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);
init();
}
Skybox::Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
@ -27,16 +42,6 @@ Skybox::Skybox(
QImage(back.c_str()));
}
Skybox::Skybox(const std::string & name) :
Skybox(
":/right.png", ":/top.png", ":/front.png", ":/left.png", ":/bottom.png",
":/back.png", name) {}
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) {
mTexture.setTexture(cubeMap);
init();
}
/*******************************************************************************
* Public Member Functions
******************************************************************************/
@ -73,8 +78,10 @@ void Skybox::init() {
// Set up shader program
mProgram.create();
mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/skybox.vert");
mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/skybox.frag");
mProgram.addShaderFromSourceFile(
QOpenGLShader::Vertex, ":/shaders/skybox.vert");
mProgram.addShaderFromSourceFile(
QOpenGLShader::Fragment, ":/shaders/skybox.frag");
mProgram.link();
mProgram.bind();

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Skybox class using QtOpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -15,10 +15,10 @@
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include <camera3d.h>
#include <mesh.h>
#include <qtkapi.h>
#include <texture.h>
#include "camera3d.h"
#include "qtkapi.h"
#include "shape.h"
#include "texture.h"
namespace Qtk {
/**
@ -33,11 +33,35 @@ namespace Qtk {
************************************************************************/
// Delegate this constructor to use default skybox images
/**
* Construct Skybox using default images.
*
* @param name The objectName to use for the Skybox.
*/
explicit Skybox(const std::string & name = "Skybox");
/**
* Construct a skybox with an existing QOpenGLTexture.
* The texture should be a fully initialized cube map.
*
* @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");
/**
* Construct a Skybox.
*
* @param right Image to use for the right side of the Skybox.
* @param top Image to use for the top side of the Skybox.
* @param front Image to use for the front side of the Skybox.
* @param left Image to use for the left side of the Skybox.
* @param bottom Image to use for the bottom side of the Skybox.
* @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,
@ -50,6 +74,9 @@ namespace Qtk {
* Public Methods
************************************************************************/
/**
* Draws the skybox.
*/
void draw();
private:
@ -57,6 +84,9 @@ namespace Qtk {
* Private Methods
************************************************************************/
/**
* Initializes OpenGL buffers and shaders for this skybox.
*/
void init();
/*************************************************************************

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -8,9 +8,8 @@
#include <QDebug>
#include <QImageReader>
#include <utility>
#include <texture.h>
#include "texture.h"
using namespace Qtk;
@ -58,9 +57,7 @@ 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 = {std::move(right), std::move(top),
std::move(front), std::move(left),
std::move(bottom), std::move(back)};
std::vector<QImage> faceTextures = {right, top, front, left, bottom, back};
// Initialize skybox cubemap texture
texture->create();
texture->bind();

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -9,11 +9,12 @@
#ifndef QTOPENGL_TEXTURE_H
#define QTOPENGL_TEXTURE_H
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <utility>
#include <qtkapi.h>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include "qtkapi.h"
namespace Qtk {
/**
@ -155,52 +156,109 @@ namespace Qtk {
Texture() = default;
/**
* Copies an existing Texture object.
*
* @param value Texture to copy.
*/
Texture(const Texture & value) {
mOpenGLTexture = OpenGLTextureFactory::initTexture(value.mPath);
mPath = value.mPath;
}
/**
* @param path Path to texture to load on disk.
* @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) :
mOpenGLTexture(OpenGLTextureFactory::initTexture(path, flipX, flipY)),
mPath(path) {}
/**
* Construct a Texture using an existing QOpenGLTexture.
*
* @param texture OpenGL texture to use for this Texture.
*/
explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) {}
~Texture() { mOpenGLTexture->destroy(); }
/*************************************************************************
* Public Methods
************************************************************************/
/**
* @return True if the OpenGL texture has been initialized.
*/
[[nodiscard]] inline bool hasTexture() const {
return mOpenGLTexture != Q_NULLPTR;
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* @return QOpenGLTexture associated with this Texture.
*/
[[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const {
return *mOpenGLTexture;
}
/**
* @return Path to this Texture on disk.
*/
[[nodiscard]] inline std::string getPath() const { return mPath; }
/*************************************************************************
* Setters
************************************************************************/
void setTexture(
/**
* Replaces the current texture with a new texture.
*
* @param path Path to the new texture to load.
* @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) {
mOpenGLTexture =
OpenGLTextureFactory::initTexture(path.data(), flipX, flipY);
mPath = path.data();
setTexture(path.c_str(), flipX, flipY);
}
void setTexture(
/**
* @param path Path to the new texture to load.
* @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) {
mOpenGLTexture = OpenGLTextureFactory::initTexture(path, flipX, flipY);
mPath = path;
}
/**
* Sets this Texture to be a cube map with all identical sides.
*
* @param path Path to texture to use for all sides of the cube map.
*/
virtual inline void setCubeMap(const char * path) {
mOpenGLTexture = OpenGLTextureFactory::initCubeMap(path);
mPath = path;
}
/**
* 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.
*/
virtual inline void setCubeMap(
const char * right, const char * top, const char * front,
const char * left, const char * bottom, const char * back) {
@ -208,6 +266,16 @@ namespace Qtk {
right, top, front, left, bottom, back);
}
/**
* 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.
*/
virtual inline void setCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
@ -215,18 +283,14 @@ namespace Qtk {
right, top, front, left, bottom, back);
}
/*************************************************************************
* Public Methods
************************************************************************/
[[nodiscard]] inline bool hasTexture() const {
return mOpenGLTexture != Q_NULLPTR;
}
private:
/*************************************************************************
* Private Members
************************************************************************/
/**
* @param texture QOpenGLTexture to use for this Texture.
*/
inline void setTexture(QOpenGLTexture * texture) {
mOpenGLTexture = texture;
}
@ -235,7 +299,6 @@ namespace Qtk {
/* Path to this texture on disk or Qt resource. */
const char * mPath {};
};
} // namespace Qtk
#endif // QTOPENGL_TEXTURE_H

View File

@ -1,13 +1,13 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Transform3D class to represent object position in 3D space ##
## From following tutorials at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <transform3D.h>
#include "transform3D.h"
using namespace Qtk;
@ -16,7 +16,7 @@ const QVector3D Transform3D::LocalUp(0.0f, 1.0f, 0.0f);
const QVector3D Transform3D::LocalRight(1.0f, 0.0f, 0.0f);
/*******************************************************************************
* Transformations
* Public Methods
******************************************************************************/
void Transform3D::translate(const QVector3D & dt) {
@ -29,19 +29,16 @@ void Transform3D::scale(const QVector3D & ds) {
mScale *= ds;
}
void Transform3D::rotate(const QQuaternion & dr) {
m_dirty = true;
mRotation = dr * mRotation;
}
void Transform3D::grow(const QVector3D & ds) {
m_dirty = true;
mScale += ds;
}
/*******************************************************************************
* Setters
******************************************************************************/
void Transform3D::rotate(const QQuaternion & dr) {
m_dirty = true;
mRotation = dr * mRotation;
}
void Transform3D::setTranslation(const QVector3D & t) {
m_dirty = true;
@ -58,12 +55,6 @@ void Transform3D::setRotation(const QQuaternion & r) {
mRotation = r;
}
/*******************************************************************************
* Accessors
******************************************************************************/
// Produces modelToWorld matrix using current set of transformations
// Transformation * rotation * scale = modelToWorld
const QMatrix4x4 & Transform3D::toMatrix() {
if(m_dirty) {
m_dirty = false;
@ -75,10 +66,6 @@ const QMatrix4x4 & Transform3D::toMatrix() {
return mWorld;
}
/*******************************************************************************
* Queries
******************************************************************************/
QVector3D Transform3D::getForward() const {
return mRotation.rotatedVector(LocalForward);
}
@ -89,13 +76,10 @@ QVector3D Transform3D::getUp() const {
QVector3D Transform3D::getRight() const {
return mRotation.rotatedVector(LocalRight);
while(true) {
int xx;
};
}
/*******************************************************************************
* QT Streams
* Private Methods
******************************************************************************/
namespace Qtk {

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Transform3D class to represent object position in 3D space ##
## From following tutorials at trentreed.net ##
## ##
@ -15,12 +15,10 @@
#include <QVector3D>
#ifndef QT_NO_DEBUG_STREAM
#include <QDebug>
#endif
#include <qtkapi.h>
#include "qtkapi.h"
namespace Qtk {
/**
@ -37,75 +35,154 @@ namespace Qtk {
mTranslation(0.0f, 0.0f, 0.0f) {}
/*************************************************************************
* Transformations
* Public Methods
************************************************************************/
/**
* @param dt Translation from last to current position.
*/
void translate(const QVector3D & dt);
/**
* @param dx X translation from last to current position.
* @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) {
translate(QVector3D(dx, dy, dz));
}
// Scale object with multiplication
/**
* Scale the object size.
*
* @param ds Scalar vector to apply to the transform.
*/
void scale(const QVector3D & ds);
/**
* Scale the object size.
*
* @param dx Amount to scale on the X axis.
* @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) {
scale(QVector3D(dx, dy, dz));
}
/**
* Scale the object size.
*
* @param factor Scalar to apply to all axis of the object.
*/
inline void scale(float factor) {
scale(QVector3D(factor, factor, factor));
}
// Multiplying by a rotation
void rotate(const QQuaternion & dr);
inline void rotate(float angle, const QVector3D & axis) {
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
inline void rotate(float angle, float ax, float ay, float az) {
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
// Scale object by addition
/**
* @param ds 3D vector to add to scale axis.
*/
void grow(const QVector3D & ds);
/**
* @param dx Amount to grow X axis.
* @param dy Amount to grow Y axis.
* @param dz Amount to grow Z axis.
*/
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) {
grow(QVector3D(factor, factor, factor));
}
/**
* @param dr Rotation to apply to the transform.
*/
void rotate(const QQuaternion & dr);
/**
* @param angle Angle to rotate.
* @param axis Axis to rotate apply the rotation on.
*/
inline void rotate(float angle, const QVector3D & axis) {
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
/**
* Apply rotation upon an axis represented by the 3D vector (x, y, z)
*
* @param angle Angle to rotate.
* @param ax X axis to apply the rotation on.
* @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) {
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
/*************************************************************************
* Setters
************************************************************************/
// Set object position
/**
* @param t Position to move the transform to.
*/
void setTranslation(const QVector3D & t);
/**
* @param x X position to set transform.
* @param y Y position to set transform.
* @param z Z position to set transform.
*/
inline void setTranslation(float x, float y, float z) {
setTranslation(QVector3D(x, y, z));
}
// Set object scale
/**
* @param s Scale to set for this transform.
*/
void setScale(const QVector3D & s);
/**
* @param x X axis scale to set for this transform.
* @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) {
setScale(QVector3D(x, y, z));
}
/**
* @param k Scale to set for all axis on this transform.
*/
inline void setScale(float k) { setScale(QVector3D(k, k, k)); }
// Set object rotation
/**
* @param r Rotation to set for this transform.
*/
void setRotation(const QQuaternion & r);
/**
* @param angle Angle to set for rotation.
* @param axis Axis to set rotation for.
*/
inline void setRotation(float angle, const QVector3D & axis) {
setRotation(QQuaternion::fromAxisAndAngle(axis, angle));
}
/**
* Sets a rotation upon an axis represented by the 3D vector (x, y, z)
*
* @param angle Angle to set rotation.
* @param ax X axis to set angle for.
* @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) {
setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
@ -114,31 +191,55 @@ namespace Qtk {
* Getters
************************************************************************/
/**
* @return Translation for this transform.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
return mTranslation;
}
/**
* @return Scale for this transform.
*/
[[nodiscard]] inline const QVector3D & getScale() const { return mScale; }
/**
* @return Rotation for this transform.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
return mRotation;
}
/**
* @return Model to world matrix for this transform.
* transformation * rotation * scale = ModelToWorld
*/
const QMatrix4x4 & toMatrix();
/**
* @return Forward vector for this transform.
*/
[[nodiscard]] QVector3D getForward() const;
/**
* @return Up vector for this transform.
*/
[[nodiscard]] QVector3D getUp() const;
/**
* @return Right vector for this transform.
*/
[[nodiscard]] QVector3D getRight() const;
/*************************************************************************
* Public members
* Public Members
************************************************************************/
static const QVector3D LocalForward, LocalUp, LocalRight;
private:
/*************************************************************************
* Private members
* Private Members
************************************************************************/
QVector3D mTranslation;
@ -156,7 +257,6 @@ namespace Qtk {
#endif
};
// Qt Streams
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Transform3D & transform);
#endif

View File

@ -1,2 +0,0 @@
#define QTK_RESOURCES "@QTK_RESOURCES@"

View File

@ -1,53 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <camera3d.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
using namespace Qtk;
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Scene::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) {
delete mesh;
}
for(auto & model : mModels) {
delete model;
}
delete mSkybox;
}
void Scene::privateDraw() {
if(!mInit) {
initializeOpenGLFunctions();
init();
mInit = true;
}
if(mSkybox != Q_NULLPTR) {
mSkybox->draw();
}
for(auto & model : mModels) {
model->draw();
}
for(const auto & mesh : mMeshes) {
mesh->draw();
}
}