760 lines
32 KiB
C++
760 lines
32 KiB
C++
/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Classes for managing objects and data within a scene ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include <camera3d.h>
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#include <texture.h>
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#include <meshrenderer.h>
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#include <model.h>
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#include <scene.h>
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Camera3D Scene::mCamera;
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QMatrix4x4 Scene::mProjection;
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/*******************************************************************************
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* Constructors, Destructors
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******************************************************************************/
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Scene::Scene()
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{
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init();
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}
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Scene::~Scene()
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{
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delete mTestPhong;
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delete mTestSpecular;
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delete mTestDiffuse;
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delete mTestAmbient;
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for (auto & mesh : mMeshes) delete mesh;
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for (auto & model : mModels) delete model;
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}
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/*******************************************************************************
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* Public Member Functions
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******************************************************************************/
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void Scene::init()
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{
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mCamera.transform().setTranslation(0.0f, 0.0f, 5.0f);
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mCamera.transform().setRotation(180.0f, 0.0f, 1.0f, 0.0f);
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// Initialize Phong example cube
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mTestPhong = new MeshRenderer("phong", Cube());
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mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
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mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
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mTestPhong->init();
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mTestPhong->mProgram.bind();
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mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestPhong->setUniform("uAmbientStrength", 0.2f);
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mTestPhong->setUniform("uSpecularStrength", 0.50f);
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mTestPhong->setUniform("uSpecularShine", 256);
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mTestPhong->mVAO.bind();
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mTestPhong->mNBO.create();
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mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestPhong->mNBO.bind();
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mTestPhong->mNBO.allocate(mTestPhong->normals().data(),
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mTestPhong->normals().size()
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* sizeof(mTestPhong->normals()[0]));
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mTestPhong->mProgram.enableAttributeArray(1);
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mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestPhong->mNBO.release();
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mTestPhong->mVAO.release();
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mTestPhong->mProgram.release();
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// Initialize Ambient example cube
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mTestAmbient = new MeshRenderer("ambient", Cube());
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mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
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mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
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mTestAmbient->init();
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mTestAmbient->mProgram.bind();
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mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestAmbient->setUniform("uAmbientStrength", 0.2f);
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mTestAmbient->mVAO.bind();
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mTestAmbient->mNBO.create();
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mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestAmbient->mNBO.bind();
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mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(),
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mTestAmbient->normals().size()
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* sizeof(mTestAmbient->normals()[0]));
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mTestAmbient->mProgram.enableAttributeArray(1);
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mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestAmbient->mNBO.release();
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mTestAmbient->mVAO.release();
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mTestAmbient->mProgram.release();
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// Initialize Diffuse example cube
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mTestDiffuse = new MeshRenderer("diffuse", Cube());
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mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
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mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
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mTestDiffuse->init();
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mTestDiffuse->mProgram.bind();
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mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
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mTestDiffuse->mVAO.bind();
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mTestDiffuse->mNBO.create();
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mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestDiffuse->mNBO.bind();
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mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(),
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mTestDiffuse->normals().size()
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* sizeof(mTestDiffuse->normals()[0]));
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mTestDiffuse->mProgram.enableAttributeArray(1);
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mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestDiffuse->mNBO.release();
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mTestDiffuse->mVAO.release();
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mTestDiffuse->mProgram.release();
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// Initialize Specular example cube
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mTestSpecular = new MeshRenderer("specular", Cube());
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mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
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mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
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mTestSpecular->init();
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mTestSpecular->mProgram.bind();
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mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
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mTestSpecular->setUniform("uAmbientStrength", 0.2f);
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mTestSpecular->setUniform("uSpecularStrength", 0.50f);
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mTestSpecular->setUniform("uSpecularShine", 256);
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mTestSpecular->mVAO.bind();
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mTestSpecular->mNBO.create();
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mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestSpecular->mNBO.bind();
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mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(),
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mTestSpecular->normals().size()
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* sizeof(mTestSpecular->normals()[0]));
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mTestSpecular->mProgram.enableAttributeArray(1);
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mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestSpecular->mNBO.release();
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mTestSpecular->mVAO.release();
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mTestSpecular->mProgram.release();
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//
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// Model loading
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mModels.push_back(new Model("backpack",
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"../resources/models/backpack/backpack.obj"));
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// Sometimes model textures need flipped in certain directions
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mModels.back()->flipTexture("diffuse.jpg", false, true);
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mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
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mModels.push_back(
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new Model("bird",
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"../resources/models/bird/bird.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
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// Sometimes the models are very large
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mModels.back()->mTransform.scale(0.0025f);
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mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(new Model("lion",
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"../resources/models/lion/lion.obj"));
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mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(
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new Model("alien",
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"../resources/models/alien-hominid/alien.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(
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new Model("scythe",
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"../resources/models/scythe/scythe.obj")
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);
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mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(
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new Model("masterChief",
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"../resources/models/spartan/spartan.obj"));
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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//
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// Building example mesh objects
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// Render an alien with specular
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// Test alien Model with phong lighting and specular mapping
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mMeshes.push_back(
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new MeshRenderer("alienTestLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mModels.push_back(
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new Model("alienTest",
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"../resources/models/alien-hominid/alien.obj",
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":/model-specular.vert", ":/model-specular.frag"));
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mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.ambientStrength", 0.8f);
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mModels.back()->setUniform("uMaterial.diffuseStrength", 0.8f);
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mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.shine", 32.0f);
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mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Test spartan Model with phong lighting, specular and normal mapping
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mMeshes.push_back(
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new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mModels.push_back(
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new Model("spartanTest",
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"../resources/models/spartan/spartan.obj",
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":/model-normals.vert", ":/model-normals.frag"));
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mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(2.0f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.ambientStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mModels.back()->setUniform("uMaterial.shine", 128.0f);
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mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
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// Test basic cube with phong.vert and phong.frag shaders
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mMeshes.push_back(
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new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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mMeshes.push_back(
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new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
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mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
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mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
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mMeshes.back()->normals().size()
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* sizeof(mMeshes.back()->normals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
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mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
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mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.specularStrength", 1.0f);
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mMeshes.back()->setUniform("uMaterial.shine", 64.0f);
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mMeshes.back()->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
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mMeshes.back()->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
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mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
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mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
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mMeshes.back()->mProgram.release();
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//
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// Create simple shapes using MeshRenderer class and data in mesh.h
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mMeshes.push_back(
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new MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
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mMeshes.push_back(
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new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
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mMeshes.push_back(
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new MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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mMeshes.push_back(
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new MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.push_back(
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new MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->setDrawType(GL_LINE_LOOP);
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->setColor(GREEN);
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mMeshes.back()->init();
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//
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// Testing for normals, texture coordinates
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// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
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mMeshes.push_back(
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new MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
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mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
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mMeshes.back()->init();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
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mMeshes.back()->normals().size()
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* sizeof(mMeshes.back()->normals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mMeshes.back()->mProgram.release();
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
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mMeshes.push_back(
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new MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
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mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
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mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
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mMeshes.back()->init();
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mMeshes.back()->mVAO.bind();
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mMeshes.back()->mNBO.create();
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mMeshes.back()->mNBO.bind();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
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mMeshes.back()->normals().size()
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* sizeof(mMeshes.back()->normals()[0]));
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mMeshes.back()->mProgram.enableAttributeArray(1);
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mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mMeshes.back()->mProgram.release();
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mMeshes.back()->mNBO.release();
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mMeshes.back()->mVAO.release();
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// Texturing a cube using texture coordinates and glDrawArrays
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// + Texturing with UVs using glDrawElements requires QTK_DRAW_ELEMENTS_NORMALS
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// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
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// + This is because the same position must use different UV coordinates
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mMeshes.push_back(
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new MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
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mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
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mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
mMeshes.back()->setUniform("uTexture", 0);
|
|
mMeshes.back()->texture().bind();
|
|
|
|
mMeshes.back()->texture().release();
|
|
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.destroy();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
mMeshes.back()->mShape.texCoords().size()
|
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
2, sizeof(QVector2D));
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
// Test drawing a cube with texture coordinates using glDrawElements
|
|
mMeshes.push_back(
|
|
new MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f);
|
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->texCoords().data(),
|
|
mMeshes.back()->texCoords().size()
|
|
* sizeof(mMeshes.back()->texCoords()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
3, sizeof(QVector3D));
|
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
|
|
mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
|
|
mMeshes.back()->mProgram.release();
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mTransform.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 MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
|
|
mMeshes.back()->mTransform.setTranslation(-3.0f, 1.0f, -2.0f);
|
|
mMeshes.back()->mTransform.setRotation(45.0f, 0.0f, 1.0f, 0.0f);
|
|
mMeshes.back()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->setTexture(Texture::initCubeMap(":/crate.png"));
|
|
mMeshes.back()->setUniform("uTexture", 0);
|
|
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.destroy();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
mMeshes.back()->mShape.texCoords().size()
|
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
2, sizeof(QVector2D));
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
// Create a cube with custom shaders
|
|
// + Apply RGB normals shader and spin the cube for a neat effect
|
|
mMeshes.push_back(
|
|
new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
|
|
mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
|
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
mMeshes.back()->normals().size()
|
|
* sizeof(mMeshes.back()->normals()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
3, sizeof(QVector3D));
|
|
|
|
mMeshes.back()->mProgram.release();
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
|
|
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
|
|
mMeshes.push_back(
|
|
new MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
|
|
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f);
|
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
mMeshes.back()->normals().size()
|
|
* sizeof(mMeshes.back()->normals()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
3, sizeof(QVector3D));
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
|
|
mMeshes.push_back(
|
|
new MeshRenderer("rgbTriangleElementsTest",
|
|
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f);
|
|
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
|
mMeshes.back()->normals().size()
|
|
* sizeof(mMeshes.back()->normals()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
3, sizeof(QVector3D));
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
// Test drawing triangle with glDrawArrays with texture coordinates
|
|
mMeshes.push_back(
|
|
new MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
|
|
mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f);
|
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
mMeshes.back()->setUniform("uTexture", 0);
|
|
mMeshes.back()->texture().bind();
|
|
|
|
mMeshes.back()->texture().release();
|
|
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.destroy();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
mMeshes.back()->mShape.texCoords().size()
|
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
2, sizeof(QVector2D));
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
// Test drawing triangle with glDrawElements with texture coordinates
|
|
mMeshes.push_back(
|
|
new MeshRenderer("testTriangleElementsUV",
|
|
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
|
|
mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f);
|
|
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mProgram.bind();
|
|
|
|
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
|
mMeshes.back()->setUniform("uTexture", 0);
|
|
mMeshes.back()->texture().bind();
|
|
|
|
mMeshes.back()->texture().release();
|
|
|
|
mMeshes.back()->mVAO.bind();
|
|
mMeshes.back()->mNBO.destroy();
|
|
mMeshes.back()->mNBO.create();
|
|
mMeshes.back()->mNBO.bind();
|
|
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
|
mMeshes.back()->mShape.texCoords().size()
|
|
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
|
mMeshes.back()->mProgram.enableAttributeArray(1);
|
|
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
|
2, sizeof(QVector2D));
|
|
mMeshes.back()->mNBO.release();
|
|
mMeshes.back()->mVAO.release();
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
//
|
|
// Lighting cube examples
|
|
|
|
// Example of a cube with no lighting applied
|
|
mMeshes.push_back(
|
|
new MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
|
|
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
|
|
mMeshes.back()->setShaders(":/solid-perspective.vert",
|
|
":/solid-perspective.frag");
|
|
mMeshes.back()->init();
|
|
mMeshes.back()->mProgram.bind();
|
|
mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
|
|
mMeshes.back()->mProgram.release();
|
|
|
|
// Create objects that represent light sources for lighting examples
|
|
mMeshes.push_back(
|
|
new MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
|
|
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
|
|
mMeshes.back()->mTransform.scale(0.25f);
|
|
|
|
mMeshes.push_back(
|
|
new MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
|
|
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
|
|
mMeshes.back()->mTransform.scale(0.25f);
|
|
|
|
mMeshes.push_back(
|
|
new MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
|
|
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
|
|
mMeshes.back()->mTransform.scale(0.25f);
|
|
}
|
|
|
|
void Scene::draw()
|
|
{
|
|
mSkybox.draw();
|
|
|
|
for (auto & model : mModels) model->draw();
|
|
|
|
for (const auto &mesh : mMeshes) mesh->draw();
|
|
|
|
mTestPhong->mProgram.bind();
|
|
mTestPhong->setUniform("uModelInverseTransposed",
|
|
mTestPhong->mTransform.toMatrix().normalMatrix());
|
|
mTestPhong->setUniform(
|
|
"uLightPosition",
|
|
MeshRenderer::getInstance("phongLight")->mTransform.translation());
|
|
mTestPhong->setUniform("uCameraPosition",
|
|
Scene::Camera().transform().translation());
|
|
mTestPhong->mProgram.release();
|
|
mTestPhong->draw();
|
|
|
|
mTestAmbient->mProgram.bind();
|
|
mTestAmbient->setUniform("uCameraPosition",
|
|
Scene::Camera().transform().translation());
|
|
mTestAmbient->mProgram.release();
|
|
mTestAmbient->draw();
|
|
|
|
mTestDiffuse->mProgram.bind();
|
|
mTestDiffuse->setUniform("uModelInverseTransposed",
|
|
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
|
mTestDiffuse->setUniform(
|
|
"uLightPosition",
|
|
MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
|
|
mTestDiffuse->setUniform("uCameraPosition", Scene::Camera().transform().translation());
|
|
mTestDiffuse->mProgram.release();
|
|
mTestDiffuse->draw();
|
|
|
|
mTestSpecular->mProgram.bind();
|
|
mTestSpecular->setUniform(
|
|
"uModelInverseTransposed",
|
|
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
|
mTestSpecular->setUniform(
|
|
"uLightPosition",
|
|
MeshRenderer::getInstance("specularLight")->mTransform.translation());
|
|
mTestSpecular->setUniform("uCameraPosition", Scene::Camera().transform().translation());
|
|
mTestSpecular->mProgram.release();
|
|
mTestSpecular->draw();
|
|
}
|
|
|
|
void Scene::update()
|
|
{
|
|
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
|
|
Model::getInstance("alienTest")->setUniform(
|
|
"uLight.position", position);
|
|
Model::getInstance("alienTest")->setUniform(
|
|
"uCameraPosition", Scene::Camera().transform().translation());
|
|
auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix();
|
|
Model::getInstance("alienTest")->setUniform(
|
|
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
|
Model::getInstance("alienTest")->setUniform(
|
|
"uMVP.model", posMatrix);
|
|
Model::getInstance("alienTest")->setUniform(
|
|
"uMVP.view", Scene::Camera().toMatrix());
|
|
Model::getInstance("alienTest")->setUniform(
|
|
"uMVP.projection", Scene::Projection());
|
|
Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
|
|
|
position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation();
|
|
Model::getInstance("spartanTest")->setUniform(
|
|
"uLight.position", position);
|
|
Model::getInstance("spartanTest")->setUniform(
|
|
"uCameraPosition", Scene::Camera().transform().translation());
|
|
posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix();
|
|
Model::getInstance("spartanTest")->setUniform(
|
|
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
|
Model::getInstance("spartanTest")->setUniform(
|
|
"uMVP.model", posMatrix);
|
|
Model::getInstance("spartanTest")->setUniform(
|
|
"uMVP.view", Scene::Camera().toMatrix());
|
|
Model::getInstance("spartanTest")->setUniform(
|
|
"uMVP.projection", Scene::Projection());
|
|
Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
|
|
|
|
|
|
|
MeshRenderer::getInstance("testPhong")->mTransform.rotate(
|
|
0.75f, 1.0f, 0.5f, 0.0f);
|
|
MeshRenderer::getInstance("testPhong")->mProgram.bind();
|
|
position = MeshRenderer::getInstance("testLight")->mTransform.translation();
|
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
"uLight.position", position);
|
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
"uCameraPosition", Scene::Camera().transform().translation());
|
|
posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix();
|
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
"uMVP.model", posMatrix);
|
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
"uMVP.view", Scene::Camera().toMatrix());
|
|
MeshRenderer::getInstance("testPhong")->setUniform(
|
|
"uMVP.projection", Scene::Projection());
|
|
MeshRenderer::getInstance("testPhong")->mProgram.release();
|
|
|
|
// Rotate lighting example cubes
|
|
mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
|
MeshRenderer::getInstance("noLight")->mTransform.rotate(
|
|
0.75f, 0.5f, 0.3f, 0.2f);
|
|
mTestAmbient->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
|
mTestDiffuse->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
|
mTestSpecular->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f);
|
|
|
|
// Examples of various translations and rotations
|
|
|
|
// Rotate in multiple directions simultaneously
|
|
MeshRenderer::getInstance("rgbNormalsCube")->mTransform.rotate(
|
|
0.75f, 0.2f, 0.4f, 0.6f);
|
|
|
|
// Pitch forward and roll sideways
|
|
MeshRenderer::getInstance("leftTriangle")->mTransform.rotate(
|
|
0.75f, 1.0f, 0.0f, 0.0f);
|
|
MeshRenderer::getInstance("rightTriangle")->mTransform.rotate(
|
|
0.75f, 0.0f, 0.0f, 1.0f);
|
|
|
|
// Move between two positions over time
|
|
static float translateX = 0.025f;
|
|
float limit = -9.0f; // Origin position.x - 2.0f
|
|
float posX =
|
|
MeshRenderer::getInstance("topTriangle")->mTransform.translation().x();
|
|
if (posX < limit || posX > limit + 4.0f) {
|
|
translateX = -translateX;
|
|
}
|
|
MeshRenderer::getInstance("topTriangle")->mTransform.translate(
|
|
translateX, 0.0f, 0.0f);
|
|
MeshRenderer::getInstance("bottomTriangle")->mTransform.translate(
|
|
-translateX, 0.0f, 0.0f);
|
|
// And lets rotate the triangles in two directions at once
|
|
MeshRenderer::getInstance("topTriangle")->mTransform.rotate(
|
|
0.75f, 0.2f, 0.0f, 0.4f);
|
|
MeshRenderer::getInstance("bottomTriangle")->mTransform.rotate(
|
|
0.75f, 0.0f, 0.2f, 0.4f);
|
|
// And make the bottom triangle green, instead of RGB
|
|
|
|
// Rotate center cube in several directions simultaneously
|
|
// + Not subject to gimbal lock since we are using quaternions :)
|
|
MeshRenderer::getInstance("centerCube")->mTransform.rotate(
|
|
0.75f, 0.2f, 0.4f, 0.6f);
|
|
}
|